烈士 3D图片展览模块:展示烈士图片、旋转、放大、缩小、查看等功能。选择一些具有代表性的烈士图片放在上面,以供人们瞻仰,定期更换部分图片。
使用JavaScript类库,如 `imageTransform3D.js` 和 `jquery` 实现3D图片展览。
本节详细介绍了3D图片展览的实现,主要的代码定义位于`imageTransform3D.js`文件中。在这个文件中,我们定义了3D图片的基本结构、位置、3D坐标结构(x、y、z)、以及不同功能的函数、初始化变量和绘制多边形等。
注释:1. `drawPoly`函数用于绘制多边形,通过Canvas API绘制了一个由四个点组成的多边形。
2. `Camera`构造函数定义了相机的属性和行为,包括位置(x、y、z)、旋转(rx、ry、rz)、焦距、缓动设置、是否启用各轴旋转等。其中,`target`属性用于指定相机的目标位置和旋转角度。
这一部分代码实现了3D图片展览的基础,通过Canvas绘制多边形,以及通过相机的设置实现了对场景的控制。
imageTransform3D.js
// ==== HTML5 CANVAS transform Image ====
// full 3D version
// @author Gerard Ferrandez / http://www.dhteumeuleu.com/
// last update: Dec 8, 2012
// Released under the MIT license
// http://www.dhteumeuleu.com/LICENSE.html
"use strict";
var ge1doot = ge1doot || {};
ge1doot.transform3D = {};
/* ==== draw Poly ==== */
ge1doot.transform3D.drawPoly = function () {
this.ctx.beginPath();
this.ctx.moveTo(this.points[0].X, this.points[0].Y);
this.ctx.lineTo(this.points[1].X, this.points[1].Y);
this.ctx.lineTo(this.points[2].X, this.points[2].Y);
this.ctx.lineTo(this.points[3].X, this.points[3].Y);
this.ctx.closePath();
}
/* =============== camera constructor ================= */
ge1doot.transform3D.Camera = function (setup, func) {
ge1doot.camera = this;
this.x = 0;
this.y = 0;
this.z = 0;
this.rx = 0;
this.ry = 0;
this.rz = 0;
this.focalLength = setup.focalLength || 500;
this.easeTranslation = setup.easeTranslation || 0.1;
this.easeRotation = setup.easeRotation || 0.025;
this.enableRx = setup.disableRx ? false : true;
this.enableRy = setup.disableRy ? false : true;
this.enableRz = setup.disableRz ? false : true;
this.cmov = false;
this.cosX = 1;
this.sinX = 0;
this.cosY = 1;
this.sinY = 0;
this.cosZ = 1;
this.sinZ = 0;
this.target = {
over: false,
elem: false,
x: 0,
y: 0,
z: 0,
rx: 0,
ry: 0,
rz: 0
};
// ---- def custom move ----
if (func && func.move) this.cmov = func.move;
}
/* ==== easing ==== */
ge1doot.transform3D.Camera.prototype.ease = function (target, value) {
while (Math.abs(target - value) > Math.PI) {
if (target < value) value -= 2 * Math.PI;
else value += 2 * Math.PI;
}
return (target - value) * this.easeRotation;
}
/* ==== move / rotate camera ==== */
ge1doot.transform3D.Camera.prototype.move = function () {
// ---- run custom function ----
this.cmov && this.cmov();
// ---- translations ----
this.x += (this.target.x - this.x) * this.easeTranslation;
this.y += (this.target.y - this.y) * this.easeTranslation;
this.z += (this.target.z - this.z) * this.easeTranslation;
// ---- rotation rx ----
if (this.enableRx) {
this.rx += this.ease(this.target.rx, this.rx);
this.cosX = Math.cos(this.rx);
this.sinX = Math.sin(this.rx);
}
// ---- rotation ry ----
if (this.enableRy) {
this.ry += this.ease(this.target.ry, this.ry);
this.cosY = Math.cos(this.ry);
this.sinY = Math.sin(this.ry);
}
// ---- rotation rz ----
if (this.enableRz) {
this.rz += this.ease(this.target.rz, this.rz);
this.cosZ = Math.cos(this.rz);
this.sinZ = Math.sin(this.rz);
}
}
/* =============== point constructor ================= */
ge1doot.transform3D.Point = function (x, y, z, tx, ty) {
this.x = x;
this.y = y;
this.z = z;
this.tx = tx || 0;
this.ty = ty || 0;
this.visible = false;
this.scale = 0;
this.X = 0;
this.Y = 0;
this.Z = 0;
this.next = true;
}
/* ==== perspective projection ==== */
ge1doot.transform3D.Point.prototype.projection = function () {
var sw = this.scr.width >> 1;
var sh = this.scr.height >> 1;
// ---- 3D coordinates ----
var nx = this.x - this.camera.x;
var ny = this.y - this.camera.y;
var nz = this.z - this.camera.z;
// ---- 3D rotation and projection ----
if (this.camera.enableRz) {
var u = this.camera.sinZ * ny + this.camera.cosZ * nx;
var t = this.camera.cosZ * ny - this.camera.sinZ * nx;
} else {
var u = nx;
var t = ny;
}
var s = this.camera.cosY * nz + this.camera.sinY * u;
this.Z = this.camera.cosX * s - this.camera.sinX * t;
this.scale = this.camera.focalLength / Math.max(1, this.Z);
this.X = sw + (this.camera.cosY * u - this.camera.sinY * nz) * this.scale;
this.Y = -(this.camera.y >> 1) + sh - (this.camera.sinX * s + this.camera.cosX * t) * this.scale;
// ---- visibility test ----
this.visible = (
this.X > -sw * 0.5 && this.X < sw * 2.5
) && (
this.Y > -sh * 0.5 && this.Y < sh * 2.5
);
// ----return next (fast loop) ----
return this.next;
}
/* ==== triangle constructor ==== */
ge1doot.transform3D.Triangle = function (parent, p0, p1, p2) {
this.ctx = parent.ctx;
this.texture = parent.texture;
this.p0 = p0;
this.p1 = p1;
this.p2 = p2;
this.d = p0.tx * (p2.ty - p1.ty) - p1.tx * p2.ty + p2.tx * p1.ty + (p1.tx - p2.tx) * p0.ty;
this.pmy = p1.ty - p2.ty;
this.pmx = p1.tx - p2.tx;
this.pxy = p2.tx * p1.ty - p1.tx * p2.ty;
if (parent.t) parent.t.next = true;
}
/* ==== draw triangle ==== */
ge1doot.transform3D.Triangle.prototype.draw = function () {
if (this.p0.visible || this.p1.visible || this.p2.visible) {
var dx, dy, d;
// ---- centroid ----
var xc = (this.p0.X + this.p1.X + this.p2.X) / 3;
var yc = (this.p0.Y + this.p1.Y + this.p2.Y) / 3;
// ---- clipping ----
this.ctx.save();
this.ctx.beginPath();
dx = xc - this.p0.X;
dy = yc - this.p0.Y;
d = Math.max(Math.abs(dx), Math.abs(dy));
this.ctx.moveTo(this.p0.X - 2 * (dx / d), this.p0.Y - 2 * (dy / d));
dx = xc - this.p1.X;
dy = yc - this.p1.Y;
d = Math.max(Math.abs(dx), Math.abs(dy));
this.ctx.lineTo(this.p1.X - 2 * (dx / d), this.p1.Y - 2 * (dy / d));
dx = xc - this.p2.X;
dy = yc - this.p2.Y;
d = Math.max(Math.abs(dx), Math.abs(dy));
this.ctx.lineTo(this.p2.X - 2 * (dx / d), this.p2.Y - 2 * (dy / d));
this.ctx.closePath();
this.ctx.clip();
// ---- transform ----
var t0 = this.p2.X - this.p1.X,
t1 = this.p1.Y - this.p2.Y,
t2 = this.p2.ty * this.p1.X,
t3 = this.p1.tx * this.p2.X,
t4 = this.p2.ty * this.p1.Y,
t5 = this.p1.ty * this.p2.X,
t6 = this.p1.ty * this.p2.Y,
t7 = this.p2.tx * this.p1.X,
t8 = this.p1.tx * this.p2.Y,
t9 = this.p2.tx * this.p1.Y;
this.ctx.transform(
-(this.p0.ty * t0 - t5 + t2 + this.pmy * this.p0.X) / this.d, // m11
(t6 + this.p0.ty * t1 - t4 - this.pmy * this.p0.Y) / this.d, // m12
(this.p0.tx * t0 - t3 + t7 + this.pmx * this.p0.X) / this.d, // m21
-(t8 + this.p0.tx * t1 - t9 - this.pmx * this.p0.Y) / this.d, // m22
(this.p0.tx * (t2 - t5) + this.p0.ty * (t3 - t7) + this.pxy * this.p0.X) / this.d, // dx
(this.p0.tx * (t4 - t6) + this.p0.ty * (t8 - t9) + this.pxy * this.p0.Y) / this.d // dy
);
// ---- draw ----
this.ctx.drawImage(this.texture, 0, 0);
this.ctx.restore();
}
return this.next;
}
/* ===================== image constructor ========================== */
ge1doot.transform3D.Image = function (parent, imgSrc, lev, callback) {
this.parent = parent;
this.points = [];
this.triangles = [];
this.ctx = ge1doot.screen.ctx;
this.pointer = ge1doot.pointer;
this.texture = new Image();
this.texture.src = imgSrc;
this.isLoading = true;
this.callback = callback;
this.textureWidth = 0;
this.textureHeight = 0;
this.level = lev || 1;
this.visible = false;
this.t = false;
if (!ge1doot.transform3D.Point.prototype.scr) {
ge1doot.transform3D.Point.prototype.scr = ge1doot.screen;
ge1doot.transform3D.Point.prototype.camera = ge1doot.camera;
}
}
/* ==== drawPoly prototype ==== */
ge1doot.transform3D.Image.prototype.drawPoly = ge1doot.transform3D.drawPoly;
/* ==== change tessellation level prototype ==== */
ge1doot.transform3D.Image.prototype.setLevel = function (level) {
this.points.length = 0;
this.triangles.length = 0;
this.level = level;
this.loading();
}
/* ==== loading prototype ==== */
ge1doot.transform3D.Image.prototype.loading = function () {
if (this.texture.complete) {
var dir = [0,1,1,0,0,0,1,1];
this.isLoading = false;
// ---- image size ----
this.textureWidth = this.texture.width;
this.textureHeight = this.texture.height;
// ---- isLoaded callback ---
this.callback && this.callback.isLoaded && this.callback.isLoaded(this);
// ---- texture position ----
for (var i = -1, p; p = this.points[++i];) {
p.tx = this.textureWidth * dir[i];
p.ty = this.textureHeight * dir[i+4];
}
// ---- triangularization ----
this.triangulate(this.points[0], this.points[1], this.points[2], this.level);
this.triangulate(this.points[0], this.points[2], this.points[3], this.level);
// ---- last point ----
this.points[this.points.length - 1].next = false;
}
}
/* ==== vector bisection function ==== */
ge1doot.transform3D.Image.prototype.subdivise = function (p0, p1) {
return {
x: (p1.x + p0.x) * 0.5,
y: (p1.y + p0.y) * 0.5,
z: (p1.z + p0.z) * 0.5,
tx: (p1.tx + p0.tx) * 0.5,
ty: (p1.ty + p0.ty) * 0.5
};
}
/* ==== triangulation ==== */
ge1doot.transform3D.Image.prototype.triangulate = function (p0, p1, p2, level) {
level--;
if (level === 0) {
// final triangle
this.t = new ge1doot.transform3D.Triangle(this, p0, p1, p2);
this.triangles.push(this.t);
} else {
// ---- subdivision ----
var p01 = this.subdivise(p0, p1);
var p12 = this.subdivise(p1, p2);
var p20 = this.subdivise(p2, p0);
// ---- insert new points ----
this.points.push(p01 = new ge1doot.transform3D.Point(p01.x, p01.y, p01.z, p01.tx, p01.ty));
this.points.push(p12 = new ge1doot.transform3D.Point(p12.x, p12.y, p12.z, p12.tx, p12.ty));
this.points.push(p20 = new ge1doot.transform3D.Point(p20.x, p20.y, p20.z, p20.tx, p20.ty));
// ---- recursive triangulation ----
this.triangulate(p0, p01, p20, level);
this.triangulate(p01, p1, p12, level);
this.triangulate(p20, p12, p2, level);
this.triangulate(p01, p12, p20, level);
}
}
/* ==== transform prototype ==== */
ge1doot.transform3D.Image.prototype.transform3D = function (backfaceTest) {
if (this.isLoading) {
// ---- image is loading ----
this.loading();
return false;
} else {
// ---- project points ----
for (
var i = 0;
this.points[i++].projection();
);
if (backfaceTest) {
var p0 = this.points[0];
var p1 = this.points[1];
var p2 = this.points[2];
return (
((p1.Y - p0.Y) / (p1.X - p0.X) -
(p2.Y - p0.Y) / (p2.X - p0.X) < 0) ^
(p0.X <= p1.X == p0.X > p2.X)
);
} else return true;
}
}
/* ==== draw prototype ==== */
ge1doot.transform3D.Image.prototype.draw = function () {
if (!this.isLoading) {
// ---- draw triangles ----
for (
var i = 0;
this.triangles[i++].draw();
);
}
}
/* ==== isPointerInside prototype ==== */
ge1doot.transform3D.Image.prototype.isPointerInside = function (x, y) {
this.drawPoly(this.points);
return this.ctx.isPointInPath(x, y);
}
52CL.htm
<!DOCTYPE html>
<html><head>
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<meta name="Author" content="Gerard Ferrandez at http://www.dhteumeuleu.com/">
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="HandheldFriendly" content="true">
<meta name="msvalidate.01" content="B6C713C1F4E407129EDEF7810A8B9BCB">
<meta name="description" content="烈士3D图片展览馆">
<meta name="keywords" content="canvas,3D,perspective,texturing,gallery">
<link href="3dxc/slider-wb.css" rel='stylesheet' type='text/css' />
<link rel="shortcut icon" href="http://www.webhek.com/favicon.ico?1e4e94"/>
<title>烈士3D图片展览馆</title>
<style>
html {
overflow: hidden;
-ms-touch-action: none;
-ms-content-zooming: none;
}
body {
position: absolute;
margin: 0px;
padding: 0px;
background: #fff;
width: 100%;
height: 100%;
}
#canvas {
position: absolute;
width: 100%;
height: 100%;
background: #fff;
}
</style>
<script type="text/javascript" src="3dxc/analytics.js"></script><script type="text/javascript" src="3dxc/ge1doot.js"></script>
<script>
/*
* ==============================================================
* CANVAS 3D experiment -
* http://www.dhteumeuleu.com/
* Author Gerard Ferrandez - 7 June 2010
* ------------------------------------------------------------
* GFX: Vieeto Voom - http://www.flickr.com/photos/vieeto_voom/
* ------------------------------------------------------------
* Javascript released under the MIT license
* http://www.dhteumeuleu.com/LICENSE.html
* Last updated: 12 Dec 2012
* ===============================================================
*/
"use strict";
(function () {
/* ==== definitions ==== */
var diapo = [], layers = [], ctx, pointer, scr, camera, light, fps = 0, quality = [1,2],
// ---- poly constructor ----
Poly = function (parent, face) {
this.parent = parent;
this.ctx = ctx;
this.color = face.fill || false;
this.points = [];
if (!face.img) {
// ---- create points ----
for (var i = 0; i < 4; i++) {
this.points[i] = new ge1doot.transform3D.Point(
parent.pc.x + (face.x[i] * parent.normalZ) + (face.z[i] * parent.normalX),
parent.pc.y + face.y[i],
parent.pc.z + (face.x[i] * parent.normalX) + (-face.z[i] * parent.normalZ)
);
}
this.points[3].next = false;
}
},
// ---- diapo constructor ----
Diapo = function (path, img, structure) {
// ---- create image ----
this.img = new ge1doot.transform3D.Image(
this, path + img.img, 1, {
isLoaded: function(img) {
img.parent.isLoaded = true;
img.parent.loaded(img);
}
}
);
this.visible = false;
this.normalX = img.nx;
this.normalZ = img.nz;
// ---- point center ----
this.pc = new ge1doot.transform3D.Point(img.x, img.y, img.z);
// ---- target positions ----
this.tx = img.x + (img.nx * Math.sqrt(camera.focalLength) * 20);
this.tz = img.z - (img.nz * Math.sqrt(camera.focalLength) * 20);
// ---- create polygons ----
this.poly = [];
for (var i = -1, p; p = structure[++i];) {
layers[i] = (p.img === true ? 1 : 2);
this.poly.push(
new Poly(this, p)
);
}
},
// ---- init section ----
init = function (json) {
// draw poly primitive
Poly.prototype.drawPoly = ge1doot.transform3D.drawPoly;
// ---- init screen ----
scr = new ge1doot.Screen({
container: "canvas"
});
ctx = scr.ctx;
scr.resize();
// ---- init pointer ----
pointer = new ge1doot.Pointer({
tap: function () {
if (camera.over) {
if (camera.over === camera.target.elem) {
// ---- return to the center ----
camera.target.x = 0;
camera.target.z = 0;
camera.target.elem = false;
} else {
// ---- goto diapo ----
camera.target.elem = camera.over;
camera.target.x = camera.over.tx;
camera.target.z = camera.over.tz;
// ---- adapt tesselation level to distance ----
for (var i = 0, d; d = diapo[i++];) {
var dx = camera.target.x - d.pc.x;
var dz = camera.target.z - d.pc.z;
var dist = Math.sqrt(dx * dx + dz * dz);
var lev = (dist > 1500) ? quality[0] : quality[1];
d.img.setLevel(lev);
}
}
}
}
});
// ---- init camera ----
camera = new ge1doot.transform3D.Camera({
focalLength: Math.sqrt(scr.width) * 10,
easeTranslation: 0.025,
easeRotation: 0.06,
disableRz: true
}, {
move: function () {
this.over = false;
// ---- rotation ----
if (pointer.isDraging) {
this.target.elem = false;
this.target.ry = -pointer.Xi * 0.01;
this.target.rx = (pointer.Y - scr.height * 0.5) / (scr.height * 0.5);
} else {
if (this.target.elem) {
this.target.ry = Math.atan2(
this.target.elem.pc.x - this.x,
this.target.elem.pc.z - this.z
);
}
}
this.target.rx *= 0.9;
}
});
camera.z = -10000;
camera.py = 0;
// ---- create images ----
for (var i = 0, img; img = json.imgdata[i++];) {
diapo.push(
new Diapo(
json.options.imagesPath,
img,
json.structure
)
);
}
// ---- start engine ---- >>>
setInterval(function() {
quality = (fps > 50) ? [2,3] : [1,2];
fps = 0;
}, 1000);
run();
},
// ---- main loop ----
run = function () {
// ---- clear screen ----
ctx.clearRect(0, 0, scr.width, scr.height);
// ---- camera ----
camera.move();
// ---- draw layers ----
for (var k = -1, l; l = layers[++k];) {
light = false;
for (var i = 0, d; d = diapo[i++];) {
(l === 1 && d.draw()) ||
(d.visible && d.poly[k].draw());
}
}
// ---- cursor ----
if (camera.over && !pointer.isDraging) {
scr.setCursor("pointer");
} else {
scr.setCursor("move");
}
// ---- loop ----
fps++;
requestAnimFrame(run);
};
/* ==== prototypes ==== */
Poly.prototype.draw = function () {
// ---- color light ----
var c = this.color;
if (c.light || !light) {
var s = c.light ? this.parent.light : 1;
// ---- rgba color ----
light = "rgba(" +
Math.round(c.r * s) + "," +
Math.round(c.g * s) + "," +
Math.round(c.b * s) + "," + (c.a || 1) + ")";
ctx.fillStyle = light;
}
// ---- paint poly ----
if (!c.light || this.parent.light < 1) {
// ---- projection ----
for (
var i = 0;
this.points[i++].projection();
);
this.drawPoly();
ctx.fill();
}
}
/* ==== image onload ==== */
Diapo.prototype.loaded = function (img) {
// ---- create points ----
var d = [-1,1,1,-1,1,1,-1,-1];
var w = img.texture.width * 0.5;
var h = img.texture.height * 0.5;
for (var i = 0; i < 4; i++) {
img.points[i] = new ge1doot.transform3D.Point(
this.pc.x + (w * this.normalZ * d[i]),
this.pc.y + (h * d[i + 4]),
this.pc.z + (w * this.normalX * d[i])
);
}
}
/* ==== images draw ==== */
Diapo.prototype.draw = function () {
// ---- visibility ----
this.pc.projection();
if (this.pc.Z > -(camera.focalLength >> 1) && this.img.transform3D(true)) {
// ---- light ----
this.light = 0.5 + Math.abs(this.normalZ * camera.cosY - this.normalX * camera.sinY) * 0.6;
// ---- draw image ----
this.visible = true;
this.img.draw();
// ---- test pointer inside ----
if (pointer.hasMoved || pointer.isDown) {
if (
this.img.isPointerInside(
pointer.X,
pointer.Y
)
) camera.over = this;
}
} else this.visible = false;
return true;
}
return {
// --- load data ----
load : function (data) {
window.addEventListener('load', function () {
ge1doot.loadJS(
"3dxc/imageTransform3D.js",
init, data
);
}, false);
}
}
})().load({
imgdata:[
// north
{img:'3dxc/Images/1.jpg', x:-1000, y:0, z:1500, nx:0, nz:1},
{img:'3dxc/Images/2.jpg', x:0, y:0, z:1500, nx:0, nz:1},
{img:'3dxc/Images/3.jpg', x:1000, y:0, z:1500, nx:0, nz:1},
// east
{img:'3dxc/Images/4.jpg', x:1500, y:0, z:1000, nx:-1, nz:0},
{img:'3dxc/Images/5.jpg', x:1500, y:0, z:0, nx:-1, nz:0},
{img:'3dxc/Images/6.jpg', x:1500, y:0, z:-1000, nx:-1, nz:0},
// south
{img:'3dxc/Images/7.jpg', x:1000, y:0, z:-1500, nx:0, nz:-1},
{img:'3dxc/Images/8.jpg', x:0, y:0, z:-1500, nx:0, nz:-1},
{img:'3dxc/Images/9.jpg', x:-1000, y:0, z:-1500, nx:0, nz:-1},
// west
{img:'3dxc/Images/10.jpg', x:-1500, y:0, z:-1000, nx:1, nz:0},
{img:'3dxc/Images/11.jpg', x:-1500, y:0, z:0, nx:1, nz:0},
{img:'3dxc/Images/12.jpg', x:-1500, y:0, z:1000, nx:1, nz:0}
],
structure:[
{
// wall
fill: {r:255, g:255, b:255, light:1},
x: [-1001,-490,-490,-1001],
z: [-500,-500,-500,-500],
y: [500,500,-500,-500]
},{
// wall
fill: {r:255, g:255, b:255, light:1},
x: [-501,2,2,-500],
z: [-500,-500,-500,-500],
y: [500,500,-500,-500]
},{
// wall
fill: {r:255, g:255, b:255, light:1},
x: [0,502,502,0],
z: [-500,-500,-500,-500],
y: [500,500,-500,-500]
},{
// wall
fill: {r:255, g:255, b:255, light:1},
x: [490,1002,1002,490],
z: [-500,-500,-500,-500],
y: [500,500,-500,-500]
},{
// shadow
fill: {r:0, g:0, b:0, a:0.2},
x: [-420,420,420,-420],
z: [-500,-500,-500,-500],
y: [150, 150,-320,-320]
},{
// shadow
fill: {r:0, g:0, b:0, a:0.2},
x: [-20,20,20,-20],
z: [-500,-500,-500,-500],
y: [250, 250,150,150]
},{
// shadow
fill: {r:0, g:0, b:0, a:0.2},
x: [-20,20,20,-20],
z: [-500,-500,-500,-500],
y: [-320, -320,-500,-500]
},{
// shadow
fill: {r:0, g:0, b:0, a:0.2},
x: [-20,20,10,-10],
z: [-500,-500,-100,-100],
y: [-500, -500,-500,-500]
},{
// base
fill: {r:32, g:32, b:32},
x: [-50,50,50,-50],
z: [-150,-150,-50,-50],
y: [-500,-500,-500,-500]
},{
// support
fill: {r:16, g:16, b:16},
x: [-10,10,10,-10],
z: [-100,-100,-100,-100],
y: [300,300,-500,-500]
},{
// frame
fill: {r:255, g:255, b:255},
x: [-320,-320,-320,-320],
z: [0,-20,-20,0],
y: [-190,-190,190,190]
},{
// frame
fill: {r:255, g:255, b:255},
x: [320,320,320,320],
z: [0,-20,-20,0],
y: [-190,-190,190,190]
},
{img:true},
{
// ceilingLight
fill: {r:255, g:128, b:0},
x: [-50,50,50,-50],
z: [450,450,550,550],
y: [500,500,500,500]
},{
// groundLight
fill: {r:255, g:128, b:0},
x: [-50,50,50,-50],
z: [450,450,550,550],
y: [-500,-500,-500,-500]
}
],
options:{
imagesPath: ""
}
});
</script>
<script type="text/javascript" src="3dxc/imageTransform3D.js"></script></head>
<body>
<canvas style="cursor: move;" height="933" width="1920" id="canvas">你的浏览器不支持HTML5画布技术,请使用谷歌浏览器。</canvas>
<!-- dhteumeuleu nav menu -->
<div id="nav">
<input name="nav-switch" id="nav-switch" type="checkbox">
<label class="label" for="nav-switch">
<div class="container">
<div class="nav-on">
<ul class="menu">
<li class="home"><a href="http://www.webhek.com/">Home</a></li>
</ul></div>
<div class="nav-off">
<div id="icon"><div></div><div></div></div>
<h1 class="title">烈士3D图片展览馆</h1>
</div>
</div>
</label>
</div>
<!-- end of dhteumeuleu nav menu -->
<div style="position: absolute; top: 20px; right: 20px;"> <style type="text/css">
.Qg{height: 30px;}
.iI {
background: url(/misc-res/images/share.png) no-repeat scroll 0px 0px rgba(0, 0, 0, 0);
display: inline-block;
height: 16px;
margin-bottom: 3px;
vertical-align: middle;
width: 16px;
}
.jI {
margin-left: 2px;
color: #000000;
}
.RF{
float: left;
}
.Dg {
background-color: #FFFFFF;
border: 1px solid #D9D9D9;
border-radius: 3px;
box-shadow: 0 1px 0 rgba(0, 0, 0, 0.05);
cursor: pointer;
float: left;
height: 28px;
line-height: 28px;
margin-left: 8px;
outline: medium none;
padding: 0 10px;
transition: background-color 0.218s ease 0s, border-color 0.218s ease 0s, box-shadow 0.218s ease 0s;
width: auto;
}.RF {
border-radius: 0 0 3px;
height: 100%;
line-height: 30px;
outline: medium none;
overflow: hidden;
padding-left: 7px;
padding-right: 16px;
position: relative;
}
.IH {
display: inline-block;
max-width: 200px;
}.JH {
display: inline-block;
margin-right: 4px;
margin-top: 1px;
}
.ho {
border-radius: 2px;
}
</style>
<div class="Qg">
<div class="Dg"><span class="tf"><span class="iI"></span><span class="MM jI">XiaoFei</span></span></div>
</div></div>
<script type="text/javascript" src="3dxc/jquery-1.js"></script>
<script type="text/javascript" src="3dxc/util.js"></script>
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</body></html>文章来源地址https://www.toymoban.com/news/detail-829844.html
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