Today’s lesson is a bridge between two-dimensional graphics in html5 and truly three-dimensional (using WebGL). Today I will show how to draw three-dimensional objects using a polygonal mesh. A polygon mesh or unstructured grid is a collection of vertices, edges and faces that defines the shape of a polyhedral object in 3D computer graphics and solid modeling. The faces usually consist of triangles, quadrilaterals or other simple convex polygons, since this simplifies rendering, but may also be composed of more general concave polygons, or polygons with holes.
In order to understand what it is about, I recommend to read the basis described in wikipedia.
To demonstrate, we have prepared simple three-dimensional objects – a cube and multi-dimensional sphere (with a variable number of faces).
If you are ready – let’s start!
Step 1. HTML
As usual (for all canvas-based demos) we have a very basic html markup (with a single canvas object inside):
03 | <meta charset="utf-8" /> |
04 | <meta name="author" content="Script Tutorials" /> |
05 | <title>Triangle mesh for 3D objects in HTML5 | Script Tutorials</title> |
07 | <link href="css/main.css" rel="stylesheet" type="text/css" /> |
09 | <script src="js/meshes.js"></script> |
10 | <script src="js/transform.js"></script> |
12 | //var obj = new cube(); |
13 | //var obj = new sphere(6); |
14 | var obj = new sphere(16); |
16 | <script src="js/main.js"></script> |
19 | <div class="container"> |
20 | <canvas id="scene" height="500" width="700" tabindex="1"></canvas> |
21 | <div class="hint">Please use Up / Down keys to change opacity</div> |
I extracted a generated object initialization here, look:
2 | //var obj = new cube(); |
3 | //var obj = new sphere(6); |
4 | var obj = new sphere(16); |
It means that if we need to display a cube – you have to uncomment the first one line, if you’d like to display a sphere with 6 faces – select the second variant.
Step 2. JS
There are three JS files (main.js, meshes.js and transform.js), we will publish two of them, third one (transform.js) contains only math-related functions (to rotate, scale, translate and project objects). It will be available in our package. So, let’s review the code of the first javascript:
js/meshes.js
002 | function getRandomColor() { |
003 | var letters = '0123456789ABCDEF'.split(''); |
005 | for (var i = 0; i < 6; i++ ) { |
006 | color += letters[Math.round(Math.random() * 15)]; |
011 | function prepareObject(o) { |
012 | o.colors = new Array(); |
014 | o.normals = new Array(); |
015 | for (var i = 0; i < o.faces.length; i++) { |
016 | o.normals[i] = [0, 0, 0]; |
017 | o.colors[i] = getRandomColor(); |
020 | o.center = [0, 0, 0]; |
021 | for (var i = 0; i < o.points.length; i++) { |
022 | o.center[0] += o.points[i][0]; |
023 | o.center[1] += o.points[i][1]; |
024 | o.center[2] += o.points[i][2]; |
027 | o.distances = new Array(); |
028 | for (var i = 1; i < o.points.length; i++) { |
032 | o.points_number = o.points.length; |
033 | o.center[0] = o.center[0] / (o.points_number - 1); |
034 | o.center[1] = o.center[1] / (o.points_number - 1); |
035 | o.center[2] = o.center[2] / (o.points_number - 1); |
036 | o.faces_number = o.faces.length; |
037 | o.axis_x = [1, 0, 0]; |
038 | o.axis_y = [0, 1, 0]; |
039 | o.axis_z = [0, 0, 1]; |
078 | var delta_angle = 2 * Math.PI / n; |
081 | for (var j = 0; j < n / 2 - 1; j++) { |
082 | for (var i = 0; i < n; i++) { |
083 | vertices[j * n + i] = []; |
084 | vertices[j * n + i][0] = 100 * Math.sin((j + 1) * delta_angle) * Math.cos(i * delta_angle); |
085 | vertices[j * n + i][1] = 100 * Math.cos((j + 1) * delta_angle); |
086 | vertices[j * n + i][2] = 100 * Math.sin((j + 1) * delta_angle) * Math.sin(i * delta_angle); |
089 | vertices[(n / 2 - 1) * n] = []; |
090 | vertices[(n / 2 - 1) * n + 1] = []; |
091 | vertices[(n / 2 - 1) * n][0] = 0; |
092 | vertices[(n / 2 - 1) * n][1] = 100; |
093 | vertices[(n / 2 - 1) * n][2] = 0; |
094 | vertices[(n / 2 - 1) * n + 1][0] = 0; |
095 | vertices[(n / 2 - 1) * n + 1][1] = -100; |
096 | vertices[(n / 2 - 1) * n + 1][2] = 0; |
097 | this.points = vertices; |
100 | for (var j = 0; j < n / 2 - 2; j++) { |
101 | for (var i = 0; i < n - 1; i++) { |
102 | faces[j * 2 * n + i] = []; |
103 | faces[j * 2 * n + i + n] = []; |
104 | faces[j * 2 * n + i][0] = j * n + i; |
105 | faces[j * 2 * n + i][1] = j * n + i + 1; |
106 | faces[j * 2 * n + i][2] = (j + 1) * n + i + 1; |
107 | faces[j * 2 * n + i + n][0] = j * n + i; |
108 | faces[j * 2 * n + i + n][1] = (j + 1) * n + i + 1; |
109 | faces[j * 2 * n + i + n][2] = (j + 1) * n + i; |
111 | faces[j * 2 * n + n - 1] = []; |
112 | faces[2 * n * (j + 1) - 1] = []; |
113 | faces[j * 2 * n + n - 1 ][0] = (j + 1) * n - 1; |
114 | faces[j * 2 * n + n - 1 ][1] = (j + 1) * n; |
115 | faces[j * 2 * n + n - 1 ][2] = j * n; |
116 | faces[2 * n * (j + 1) - 1][0] = (j + 1) * n - 1; |
117 | faces[2 * n * (j + 1) - 1][1] = j * n + n; |
118 | faces[2 * n * (j + 1) - 1][2] = (j + 2) * n - 1; |
120 | for (var i = 0; i < n - 1; i++) { |
121 | faces[n * (n - 4) + i] = []; |
122 | faces[n * (n - 3) + i] = []; |
123 | faces[n * (n - 4) + i][0] = (n / 2 - 1) * n; |
124 | faces[n * (n - 4) + i][1] = i; |
125 | faces[n * (n - 4) + i][2] = i + 1; |
126 | faces[n * (n - 3) + i][0] = (n / 2 - 1) * n + 1; |
127 | faces[n * (n - 3) + i][1] = (n / 2 - 2) * n + i + 1; |
128 | faces[n * (n - 3) + i][2] = (n / 2 - 2) * n + i; |
130 | faces[n * (n - 3) - 1] = []; |
131 | faces[n * (n - 2) - 1] = []; |
132 | faces[n * (n - 3) - 1][0] = (n / 2 - 1) * n; |
133 | faces[n * (n - 3) - 1][1] = n - 1; |
134 | faces[n * (n - 3) - 1][2] = 0; |
135 | faces[n * (n - 2) - 1][0] = (n / 2 - 1) * n + 1; |
136 | faces[n * (n - 2) - 1][1] = (n / 2 - 2) * n; |
137 | faces[n * (n - 2) - 1][2] = (n / 2 - 2) * n + n - 1; |
In the most beginning, we should prepare all points and faces of our object. There are 2 functions: cube (which generates initial arrays for a simple cube object) and sphere (to generate sphere). As you see – it is much more difficult to calculate all points and faces for multi-dimensional sphere. Once we get all these points and surfaces we have to calculate other params (like normals, distances, absolute center and three axis).
js/main.js
004 | var vShiftX = vShiftY = 0; |
006 | var vMouseSens = 0.05; |
009 | function sceneInit() { |
011 | canvas = document.getElementById('scene'); |
012 | ctx = canvas.getContext('2d'); |
013 | iHalfX = canvas.width / 2; |
014 | iHalfY = canvas.height / 2; |
016 | scaleObj([3, 3, 3], obj); |
017 | translateObj([-obj.center[0], -obj.center[1], -obj.center[2]],obj); |
018 | translateObj([0, 0, -1000], obj); |
020 | document.onkeydown = handleKeydown; |
021 | canvas.onmousemove = handleMousemove; |
023 | setInterval(drawScene, 25); |
026 | function handleKeydown(e) { |
027 | kCode = ((e.which) || (e.keyCode)); |
029 | case 38: vAlpha = (vAlpha <= 0.9) ? (vAlpha + 0.1) : vAlpha; break; |
030 | case 40: vAlpha = (vAlpha >= 0.2) ? (vAlpha - 0.1) : vAlpha; break; |
034 | function handleMousemove(e) { |
035 | var x = e.pageX - canvas.offsetLeft; |
036 | var y = e.pageY - canvas.offsetTop; |
037 | if ((x > 0) && (x < canvas.width) && (y > 0) && (y < canvas.height)) { |
038 | vShiftY = vMouseSens * (x - iHalfX) / iHalfX; |
039 | vShiftX = vMouseSens * (y - iHalfY) / iHalfY; |
043 | function drawScene() { |
045 | ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); |
047 | ctx.strokeStyle = 'rgb(0,0,0)'; |
049 | ctx.globalAlpha= vAlpha; |
051 | var vP1x = getRotationPar([0, 0, -1000], [1, 0, 0], vShiftX); |
052 | var vP2x = getRotationPar([0, 0, 0], [1, 0, 0], vShiftX); |
053 | var vP1y = getRotationPar([0, 0, -1000], [0, 1, 0], vShiftY); |
054 | var vP2y = getRotationPar([0, 0, 0], [0, 1, 0], vShiftY); |
055 | rotateObj(vP1x, vP2x, obj); |
056 | rotateObj(vP1y, vP2y, obj); |
058 | for (var i = 0; i < obj.points_number; i++) { |
059 | obj.distances[i] = Math.pow(obj.points[i][0],2) + Math.pow(obj.points[i][1],2) + Math.pow(obj.points[i][2], 2); |
063 | var aFaceTriangles = new Array(); |
064 | for (var i = 0; i < obj.faces_number; i++) { |
065 | var max = obj.distances[obj.faces[i][0]]; |
066 | for (var f = 1; f < obj.faces[i].length; f++) { |
067 | if (obj.distances[obj.faces[i][f]] > max) |
068 | max = obj.distances[obj.faces[i][f]]; |
070 | aFaceTriangles[iCnt++] = {faceVertex:obj.faces[i], faceColor:obj.colors[i], distance:max}; |
072 | aFaceTriangles.sort(sortByDistance); |
074 | var aPrjPoints = new Array(); |
075 | for (var i = 0; i < obj.points.length; i++) { |
076 | aPrjPoints[i] = project(distance, obj.points[i], iHalfX, iHalfY); |
079 | for (var i = 0; i < iCnt; i++) { |
080 | ctx.fillStyle = aFaceTriangles[i].faceColor; |
084 | var iFaceVertex = aFaceTriangles[i].faceVertex; |
086 | ctx.moveTo(aPrjPoints[iFaceVertex[0]][0], aPrjPoints[iFaceVertex[0]][1]); |
088 | for (var z = 1; z < aFaceTriangles[i].faceVertex.length; z++) { |
089 | ctx.lineTo(aPrjPoints[iFaceVertex[z]][0], aPrjPoints[iFaceVertex[z]][1]); |
098 | function sortByDistance(x, y) { |
099 | return (y.distance - x.distance); |
102 | if (window.attachEvent) { |
103 | window.attachEvent('onload', sceneInit); |
106 | var curronload = window.onload; |
107 | var newonload = function() { |
111 | window.onload = newonload; |
113 | window.onload = sceneInit; |
Well, it’s the time to back to our main page functionality. As soon as the page is loaded, we do main initialization (sceneInit function). We create canvas and context objects, then we perform initial scale and translate of our object which we created in the most beginning (cube or sphere). Then we attach onkeydown and onmousemove event handlers and set timer to draw our main scene (drawScene function). Don’t forget that we can change globalAlpha param with clicking Up/Down buttons.
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Conclusion
That’s all for today, we have just finished building the basic triangle mesh objects at canvas. See you next time, good luck!