Replace Three.js globe with Cesium

Migrate the globe view to a Cesium viewer with Esri satellite
imagery and terrain, dropping the custom blue-marble texture and
dot-bead rendering. Add vite-plugin-cesium and a container element
for the viewer.

Also rework the binder leather and suede materials with dedicated
normal maps, and refine timeline labels and page hole sizing.
This commit is contained in:
2026-09-18 21:29:30 +08:00
parent ac12405bdf
commit 13d3ef180a
14 changed files with 1281 additions and 384 deletions
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Before

Width:  |  Height:  |  Size: 1.4 MiB

+41 -11
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@@ -3,13 +3,13 @@ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { ENTRIES } from '../data/entries.js';
import { Binder } from '../scene/binder.js';
import { Timeline, TIMELINE_SPREAD } from '../scene/timeline.js';
import { Globe } from '../scene/globe.js';
import { CesiumGlobe } from '../scene/CesiumGlobe.js';
import { Overlay } from '../ui/overlay.js';
import { clamp, easeInOutCubic } from '../utils/easing.js';
const CAMERA_POSES = {
binder: { pos: new THREE.Vector3(0.2, 0.75, 2.95), target: new THREE.Vector3(0, 0.02, 0), max: 6, min: 1.6 },
timeline: { pos: new THREE.Vector3(0, 1.4, 7.9), target: new THREE.Vector3(0, 0, 0), max: 13, min: 3.4 },
timeline: { pos: new THREE.Vector3(0, 1.4, 7.9), target: new THREE.Vector3(0, 0, 0), max: 13, min: 1.5 },
globe: { pos: new THREE.Vector3(0, 0.35, 3.7), target: new THREE.Vector3(0, 0, 0), max: 8, min: 2.2 },
};
@@ -69,7 +69,7 @@ export class App {
}
_initLights() {
const hemi = new THREE.HemisphereLight(0xfff1d8, 0x221811, 0.55);
const hemi = new THREE.HemisphereLight(0xfff1d8, 0x2a1f14, 0.8);
this.scene.add(hemi);
const key = new THREE.DirectionalLight(0xffe6c0, 2.4);
@@ -89,6 +89,16 @@ export class App {
const rim = new THREE.DirectionalLight(0x8fa0d0, 0.7);
rim.position.set(-2.5, 1.2, -3.5);
this.scene.add(rim);
// 低角度掠射光:横扫皮面,凸显皮革纹理凹凸
const graze = new THREE.DirectionalLight(0xffd9a8, 1.1);
graze.position.set(-4.5, 0.7, 2.6);
this.scene.add(graze);
// 背面补光:让外侧牛皮从背面看也可见
const backLight = new THREE.DirectionalLight(0xffd9a8, 0.55);
backLight.position.set(0.5, 1.2, -3.5);
this.scene.add(backLight);
}
_initScene() {
@@ -96,16 +106,14 @@ export class App {
this.binder.onChange = (i) => this._select(i, { syncBinder: false });
this.timeline = new Timeline();
this.globe = new Globe({ renderer: this.renderer });
this.globe = new CesiumGlobe({ onPick: (i) => this._pickGlobe(i) });
this.scene.add(this.binder.group);
this.scene.add(this.timeline.group);
this.scene.add(this.globe.group);
this._buildGround();
this.timeline.group.visible = false;
this.globe.group.visible = false;
this._collectInteractives();
}
@@ -148,7 +156,7 @@ export class App {
});
});
this.timeline.cards.forEach((c) => this.interactives.timeline.push(c.card));
this.globe.markers.forEach((m) => this.interactives.globe.push(m.marker));
// 地理视图由 Cesium 自行拾取,不参与 Three.js 射线检测
}
_initEvents() {
@@ -237,6 +245,13 @@ export class App {
return hits.length ? hits[0] : null;
}
_pickGlobe(index) {
this._select(index, { syncBinder: false });
// 点击地理标记时,显示右下角登记卡详情
document.getElementById('detail-card').classList.remove('hidden');
this.binder.syncTo(index);
}
_pick() {
const hit = this._hitTest();
if (!hit) return;
@@ -280,9 +295,24 @@ export class App {
this.view = view;
this.overlay.setView(view);
const isGlobe = view === 'globe';
this.binder.group.visible = view === 'binder';
this.timeline.group.visible = view === 'timeline';
this.globe.group.visible = view === 'globe';
// Cesium 地球:地理视图显示 Cesium 画布,其余视图显示 Three.js 画布
document.getElementById('scene').style.display = isGlobe ? 'none' : 'block';
document.getElementById('cesium-container').style.display = isGlobe ? 'block' : 'none';
if (isGlobe) {
this.globe.ensureCreated();
this.globe.setVisible(true);
this.globe.setSelected(this.selected);
this.globe.resize();
} else {
this.globe.setVisible(false);
this.renderer.setSize(window.innerWidth, window.innerHeight);
}
// 登记卡详情仅在活页本视图展示,避免遮挡时间轴/地理内容
document.getElementById('detail-card').classList.toggle('hidden', view !== 'binder');
@@ -295,8 +325,7 @@ export class App {
this.controls.enableRotate = !locked;
this.controls.enablePan = !locked;
this.controls.enableZoom = true;
this.controls.autoRotate = view === 'globe';
this.controls.autoRotateSpeed = 0.5;
this.controls.autoRotate = false;
// 进入时间轴时复位横向偏移
if (view === 'timeline') {
@@ -304,7 +333,7 @@ export class App {
this.timeline.group.position.x = 0;
}
this._tweenCamera(pose.pos, pose.target);
if (!isGlobe) this._tweenCamera(pose.pos, pose.target);
}
_tweenCamera(toPos, toTarget) {
@@ -320,6 +349,7 @@ export class App {
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(window.innerWidth, window.innerHeight);
if (this.globe) this.globe.resize();
}
_animate() {
-49
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@@ -1,49 +0,0 @@
// 简化的大陆轮廓(经纬度多边形),用于生成点阵风格的地球。
// 坐标 [lng, lat],用于艺术化表达,不求精确。
export const CONTINENTS = [
{ name: '北美洲', poly: [[-168,66],[-140,70],[-90,72],[-60,60],[-55,52],[-65,45],[-75,35],[-80,25],[-90,29],[-97,26],[-97,22],[-105,20],[-110,23],[-117,33],[-125,40],[-125,49],[-135,58],[-150,60],[-165,60],[-168,66]] },
{ name: '格陵兰', poly: [[-45,60],[-55,70],[-40,83],[-20,80],[-22,70],[-32,60],[-45,60]] },
{ name: '南美洲', poly: [[-77,8],[-60,5],[-51,2],[-35,-5],[-40,-15],[-48,-25],[-58,-35],[-65,-40],[-68,-50],[-72,-53],[-75,-45],[-72,-35],[-70,-20],[-76,-12],[-80,-3],[-77,8]] },
{ name: '欧洲', poly: [[-9,43],[-9,37],[3,43],[10,44],[12,48],[8,54],[10,58],[18,58],[25,60],[30,60],[40,68],[30,70],[20,70],[10,64],[5,62],[-5,58],[-9,43]] },
{ name: '不列颠', poly: [[-5,50],[-2,53],[-2,57],[-5,58],[-4,54],[-5,50]] },
{ name: '冰岛', poly: [[-22,64],[-18,66],[-14,65],[-20,63],[-22,64]] },
{ name: '非洲', poly: [[-6,35],[10,37],[20,32],[32,31],[37,18],[43,11],[40,-3],[40,-11],[35,-20],[30,-30],[20,-35],[15,-28],[12,-18],[13,-9],[8,5],[0,5],[-9,5],[-15,10],[-17,15],[-13,25],[-6,35]] },
{ name: '马达加斯加', poly: [[44,-12],[48,-16],[50,-16],[47,-25],[44,-22],[44,-12]] },
{ name: '阿拉伯', poly: [[35,30],[43,12],[52,15],[58,22],[55,26],[48,30],[35,30]] },
{ name: '亚洲', poly: [[27,40],[45,42],[55,46],[60,50],[70,55],[90,60],[120,68],[160,70],[180,66],[180,60],[160,58],[140,52],[135,44],[125,39],[120,32],[112,21],[108,13],[104,8],[98,8],[95,16],[92,22],[85,20],[80,12],[77,7],[74,14],[70,21],[66,25],[60,25],[55,27],[48,29],[40,31],[32,34],[27,40]] },
{ name: '日本', poly: [[130,31],[140,35],[142,42],[145,44],[140,40],[135,34],[130,31]] },
{ name: '东南亚', poly: [[98,6],[102,-2],[106,-6],[114,-8],[120,-3],[110,3],[104,2],[98,6]] },
{ name: '新几内亚', poly: [[131,-1],[138,-3],[145,-6],[147,-9],[140,-8],[134,-4],[131,-1]] },
{ name: '澳大利亚', poly: [[114,-22],[122,-18],[130,-12],[138,-17],[146,-19],[153,-28],[150,-37],[140,-38],[130,-32],[120,-34],[114,-22]] },
{ name: '新西兰', poly: [[172,-34],[175,-38],[178,-38],[173,-41],[168,-46],[167,-45],[170,-40],[172,-34]] },
];
// 判断点是否在多边形内(射线法)
function pointInPoly(lng, lat, poly) {
let inside = false;
for (let i = 0, j = poly.length - 1; i < poly.length; j = i++) {
const [xi, yi] = poly[i];
const [xj, yj] = poly[j];
if ((yi > lat) !== (yj > lat) && lng < ((xj - xi) * (lat - yi)) / (yj - yi) + xi) {
inside = !inside;
}
}
return inside;
}
// 生成陆地点阵(经纬度网格)
export function landPoints(step = 2.2) {
const pts = [];
for (let lat = -62; lat <= 74; lat += step) {
for (let lng = -180; lng < 180; lng += step) {
for (const c of CONTINENTS) {
if (pointInPoly(lng, lat, c.poly)) {
pts.push([lng, lat]);
break;
}
}
}
}
return pts;
}
+161
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@@ -0,0 +1,161 @@
import * as Cesium from 'cesium';
import { ENTRIES, CATEGORY_INFO } from '../data/entries.js';
// 免费、无需 Ion 令牌的影像与地形源
const IMAGERY_URL =
'https://server.arcgisonline.com/ArcGIS/rest/services/World_Imagery/MapServer/tile/{z}/{y}/{x}';
const TERRAIN_URL =
'https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer';
export class CesiumGlobe {
constructor({ onPick } = {}) {
this.onPick = onPick;
this.viewer = null;
this.markers = [];
this.selected = -1;
this._created = false;
this._visible = false;
}
ensureCreated() {
if (this._created) return;
this._created = true;
const container = document.getElementById('cesium-container');
this.viewer = new Cesium.Viewer(container, {
animation: false,
timeline: false,
geocoder: false,
homeButton: false,
sceneModePicker: false,
baseLayerPicker: false,
navigationHelpButton: false,
fullscreenButton: false,
infoBox: false,
selectionIndicator: false,
baseLayer: false,
requestRenderMode: true,
});
const viewer = this.viewer;
const scene = viewer.scene;
// 贴合暗色主题
scene.backgroundColor = Cesium.Color.fromCssColorString('#14100d');
scene.skyAtmosphere.show = false;
scene.skyBox.show = false;
scene.sun.show = false;
scene.moon.show = false;
scene.globe.enableLighting = false;
scene.globe.showGroundAtmosphere = false;
scene.globe.baseColor = Cesium.Color.fromCssColorString('#0a1626');
// 相机交互:限制滚轮缩放范围,避免过近/过远
const controller = scene.screenSpaceCameraController;
controller.enableCollisionDetection = true; // 必须开启:缩放距离限制在关闭时会被忽略
controller.minimumZoomDistance = 10000; // 最近约 10 km(区域尺度)
controller.maximumZoomDistance = 8e6; // 最远约 8000 km
// 精细化渲染:质量与性能的平衡
scene.globe.maximumScreenSpaceError = 2.0; // 默认细分,最省性能
scene.globe.tileCacheSize = 600; // 更大的瓦片缓存,减少细节刷新
scene.fxaa = false; // 关闭抗锯齿后处理,省一个全屏通道
viewer.resolutionScale = 1.5; // 1.5 倍超采样,替代 FXAA 提供更锐利的抗锯齿
scene.maximumRenderTimeChange = Infinity; // 配合 requestRenderMode:静止时停止重绘,大幅省电省帧
// 卫星影像
const imagery = new Cesium.UrlTemplateImageryProvider({
url: IMAGERY_URL,
credit: 'Imagery © Esri, Maxar, Earthstar Geographics',
maximumLevel: 19,
});
viewer.imageryLayers.addImageryProvider(imagery);
// 真实地形(Esri World Elevation 3D,免费无 token;失败则保持默认椭球)
const terrain = new Cesium.Terrain(
Cesium.ArcGISTiledElevationTerrainProvider.fromUrl(TERRAIN_URL),
);
terrain.errorEvent.addEventListener((err) => {
console.warn('[CesiumGlobe] 地形加载失败,使用椭球:', err);
});
scene.setTerrain(terrain);
viewer.clock.shouldAnimate = false;
this._buildMarkers();
this._setupPick();
viewer.camera.setView({
destination: Cesium.Cartesian3.fromDegrees(35, 12, 7.2e6),
});
}
_buildMarkers() {
const viewer = this.viewer;
const gold = Cesium.Color.fromCssColorString('#e0c46a');
const ivory = Cesium.Color.fromCssColorString('#e8d9b4');
const ink = Cesium.Color.fromCssColorString('#14100d');
ENTRIES.forEach((entry, i) => {
const info = CATEGORY_INFO[entry.category] || CATEGORY_INFO['事'];
const color = Cesium.Color.fromCssColorString(info.color);
const entity = viewer.entities.add({
position: Cesium.Cartesian3.fromDegrees(entry.lng, entry.lat),
point: {
pixelSize: 8,
color,
outlineColor: gold,
outlineWidth: 1.5,
heightReference: Cesium.HeightReference.CLAMP_TO_GROUND,
},
label: {
text: entry.name,
font: '17px Georgia, "Noto Serif SC", "Songti SC", "Microsoft YaHei", serif',
fillColor: ivory,
outlineColor: ink,
outlineWidth: 3,
style: Cesium.LabelStyle.FILL_AND_OUTLINE,
pixelOffset: new Cesium.Cartesian2(0, -16),
heightReference: Cesium.HeightReference.CLAMP_TO_GROUND,
show: false,
},
});
entity.entryIndex = i;
this.markers.push({ entity, index: i });
});
}
_setupPick() {
const handler = new Cesium.ScreenSpaceEventHandler(this.viewer.scene.canvas);
handler.setInputAction((movement) => {
const picked = this.viewer.scene.pick(movement.position);
if (Cesium.defined(picked) && picked.id && picked.id.entryIndex !== undefined) {
this.onPick?.(picked.id.entryIndex);
}
}, Cesium.ScreenSpaceEventType.LEFT_CLICK);
this._handler = handler;
}
setSelected(index) {
this.selected = index;
if (!this.viewer) return;
this.markers.forEach(({ entity, index: i }) => {
const on = i === index;
entity.point.pixelSize = on ? 12 : 8;
entity.label.show = on;
});
this.viewer.scene.requestRender();
}
setVisible(visible) {
this._visible = visible;
if (visible && this.viewer) this.viewer.scene.requestRender();
}
resize() {
if (this.viewer) this.viewer.resize();
}
}
+307 -96
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@@ -13,85 +13,254 @@ function makeLeatherTexture({ emblem = false } = {}) {
const c = document.createElement('canvas');
c.width = w; c.height = h;
const ctx = c.getContext('2d');
// 皮革底色(斜向渐变)
// 小牛皮:深棕色,平滑细腻的纯色
const g = ctx.createLinearGradient(0, 0, w, h);
g.addColorStop(0, '#5c3f2c');
g.addColorStop(0.5, '#4a3223');
g.addColorStop(1, '#392516');
g.addColorStop(0, '#6e4527');
g.addColorStop(0.5, '#5f3a20');
g.addColorStop(1, '#4f2f19');
ctx.fillStyle = g;
ctx.fillRect(0, 0, w, h);
// 皮革颗粒
for (let i = 0; i < 32000; i++) {
// 极细腻的天然纹理(小牛皮几乎无颗粒,只有细微毛孔)
for (let i = 0; i < 16000; i++) {
const x = Math.random() * w, y = Math.random() * h;
ctx.fillStyle = Math.random() > 0.5 ? 'rgba(28,16,8,0.16)' : 'rgba(178,128,74,0.10)';
ctx.fillRect(x, y, Math.random() * 3 + 0.5, Math.random() * 3 + 0.5);
const s = Math.random() * 1.2 + 0.3;
ctx.fillStyle = Math.random() > 0.5 ? 'rgba(28,14,6,0.06)' : 'rgba(205,165,125,0.05)';
ctx.beginPath();
ctx.ellipse(x, y, s, s * 0.7, Math.random() * Math.PI, 0, Math.PI * 2);
ctx.fill();
}
// 大块斑驳
for (let i = 0; i < 70; i++) {
const x = Math.random() * w, y = Math.random() * h, r = Math.random() * 90 + 20;
// 极淡的天然色差
for (let i = 0; i < 40; i++) {
const x = Math.random() * w, y = Math.random() * h, r = Math.random() * 120 + 40;
const rg = ctx.createRadialGradient(x, y, 0, x, y, r);
rg.addColorStop(0, Math.random() > 0.5 ? 'rgba(0,0,0,0.09)' : 'rgba(205,145,85,0.07)');
rg.addColorStop(0, 'rgba(20,8,3,0.06)');
rg.addColorStop(1, 'rgba(0,0,0,0)');
ctx.fillStyle = rg;
ctx.fillRect(0, 0, w, h);
}
// 金线压花边框 + 角饰
ctx.strokeStyle = 'rgba(201,162,39,0.5)';
ctx.lineWidth = 3;
ctx.strokeRect(20, 20, w - 40, h - 40);
ctx.strokeStyle = 'rgba(201,162,39,0.26)';
ctx.lineWidth = 1.2;
ctx.strokeRect(28, 28, w - 56, h - 56);
ctx.fillStyle = 'rgba(201,162,39,0.72)';
for (const [cx, cy] of [[20, 20], [w - 20, 20], [20, h - 20], [w - 20, h - 20]]) {
ctx.save(); ctx.translate(cx, cy); ctx.rotate(Math.PI / 4); ctx.fillRect(-4, -4, 8, 8); ctx.restore();
}
if (emblem) {
// 中央烫金徽记
ctx.strokeStyle = 'rgba(201,162,39,0.55)';
ctx.lineWidth = 2.5;
ctx.beginPath(); ctx.arc(w / 2, h / 2, 84, 0, Math.PI * 2); ctx.stroke();
ctx.beginPath(); ctx.arc(w / 2, h / 2, 70, 0, Math.PI * 2); ctx.stroke();
ctx.fillStyle = 'rgba(224,196,106,0.92)';
ctx.font = '700 72px "Kaiti SC","STKaiti","KaiTi",serif';
ctx.textAlign = 'center'; ctx.textBaseline = 'middle';
ctx.fillText('史', w / 2, h / 2 + 6);
}
const tex = new THREE.CanvasTexture(c);
tex.colorSpace = THREE.SRGBColorSpace;
tex.anisotropy = 8;
return tex;
}
// 圆角盒体(ExtrudeGeometry 拉伸 + 倒角)
function roundedRectShape(w, h, r) {
// 内侧绒面(粗糙、哑光、模糊绒毛)
function makeSuedeTexture() {
const w = 512, h = 640;
const c = document.createElement('canvas');
c.width = w; c.height = h;
const ctx = c.getContext('2d');
const g = ctx.createLinearGradient(0, 0, w, h);
g.addColorStop(0, '#a8825c');
g.addColorStop(0.5, '#96724e');
g.addColorStop(1, '#866244');
ctx.fillStyle = g;
ctx.fillRect(0, 0, w, h);
for (let i = 0; i < 90000; i++) {
const x = Math.random() * w, y = Math.random() * h;
ctx.fillStyle = Math.random() > 0.5 ? 'rgba(40,22,10,0.10)' : 'rgba(230,200,160,0.08)';
ctx.fillRect(x, y, Math.random() * 1.6 + 0.3, Math.random() * 1.6 + 0.3);
}
ctx.strokeStyle = 'rgba(30,16,8,0.10)';
ctx.lineWidth = 0.8;
for (let i = 0; i < 16000; i++) {
const x = Math.random() * w, y = Math.random() * h, a = Math.random() * Math.PI, l = Math.random() * 5 + 1;
ctx.beginPath(); ctx.moveTo(x, y); ctx.lineTo(x + Math.cos(a) * l, y + Math.sin(a) * l); ctx.stroke();
}
const edge = ctx.createRadialGradient(w / 2, h / 2, Math.min(w, h) * 0.4, w / 2, h / 2, Math.max(w, h) * 0.72);
edge.addColorStop(0, 'rgba(0,0,0,0)');
edge.addColorStop(1, 'rgba(50,28,12,0.18)');
ctx.fillStyle = edge;
ctx.fillRect(0, 0, w, h);
const tex = new THREE.CanvasTexture(c);
tex.colorSpace = THREE.SRGBColorSpace;
tex.anisotropy = 8;
return tex;
}
// 圆角矩形轮廓(直线段 + 圆弧段都用 lineTo 细分,正反面/皮边共享同一轮廓)
function roundedRectShape(w, h, r, edgeSeg = 40, arcSeg = 12) {
const hw = w / 2, hh = h / 2;
const s = new THREE.Shape();
const x = -w / 2, y = -h / 2;
s.moveTo(x + r, y);
s.lineTo(x + w - r, y);
s.quadraticCurveTo(x + w, y, x + w, y + r);
s.lineTo(x + w, y + h - r);
s.quadraticCurveTo(x + w, y + h, x + w - r, y + h);
s.lineTo(x + r, y + h);
s.quadraticCurveTo(x, y + h, x, y + h - r);
s.lineTo(x, y + r);
s.quadraticCurveTo(x, y, x + r, y);
s.moveTo(-hw + r, hh);
// 上边
for (let i = 1; i <= edgeSeg; i++) s.lineTo(-hw + r + (w - 2 * r) * i / edgeSeg, hh);
// 右上角:90° → 0°
for (let i = 1; i <= arcSeg; i++) { const a = Math.PI / 2 - (Math.PI / 2) * i / arcSeg; s.lineTo(hw - r + r * Math.cos(a), hh - r + r * Math.sin(a)); }
// 右边
for (let i = 1; i <= edgeSeg; i++) s.lineTo(hw, hh - r - (h - 2 * r) * i / edgeSeg);
// 右下角:0° → -90°
for (let i = 1; i <= arcSeg; i++) { const a = 0 - (Math.PI / 2) * i / arcSeg; s.lineTo(hw - r + r * Math.cos(a), -hh + r + r * Math.sin(a)); }
// 下边
for (let i = 1; i <= edgeSeg; i++) s.lineTo(hw - r - (w - 2 * r) * i / edgeSeg, -hh);
// 左下角:-90° → -180°
for (let i = 1; i <= arcSeg; i++) { const a = -Math.PI / 2 - (Math.PI / 2) * i / arcSeg; s.lineTo(-hw + r + r * Math.cos(a), -hh + r + r * Math.sin(a)); }
// 左边
for (let i = 1; i <= edgeSeg; i++) s.lineTo(-hw, -hh + r + (h - 2 * r) * i / edgeSeg);
// 左上角:180° → 90°
for (let i = 1; i <= arcSeg; i++) { const a = Math.PI - (Math.PI / 2) * i / arcSeg; s.lineTo(-hw + r + r * Math.cos(a), hh - r + r * Math.sin(a)); }
s.closePath();
return s;
}
function makeRoundedBox(w, h, d, r, bevel = 0.012) {
const geo = new THREE.ExtrudeGeometry(roundedRectShape(w, h, r), {
depth: d,
bevelEnabled: true,
bevelThickness: bevel,
bevelSize: bevel * 0.85,
bevelSegments: 3,
curveSegments: 10,
});
geo.translate(0, 0, -d / 2);
// 随机牛皮弯曲:低频平滑起伏(更柔和、更自然),正反面/皮边共用同一函数保证一致
function leatherWarp(x, y) {
const s = Math.sin(x * 1.3 + 0.7) * Math.cos(y * 1.1 + 0.9)
+ Math.sin(x * 0.8 + y * 1.5 + 0.4) * 0.6
+ Math.sin(x * 2.1 + 1.6) * Math.sin(y * 1.7 + 0.5) * 0.3;
return s * 0.002;
}
// 软皮曲面:ShapeGeometry 三角化(圆角正确、无缺口)+ 书脊处弧度弯曲
function makeLeatherSurface(w, h, crXY, curve, flip) {
const shape = roundedRectShape(w, h, crXY);
const geo = new THREE.ShapeGeometry(shape);
const pos = geo.attributes.position;
// ShapeGeometry 的 UV 是原始坐标,需归一化到 [0,1]
const uv0 = geo.attributes.uv;
for (let i = 0; i < uv0.count; i++) {
uv0.setXY(i, (uv0.getX(i) + w / 2) / w, (uv0.getY(i) + h / 2) / h);
}
uv0.needsUpdate = true;
const hh = h / 2, sigma = 0.5;
for (let i = 0; i < pos.count; i++) {
const x = pos.getX(i), y = pos.getY(i);
const v = y / hh;
const z = -curve * Math.exp(-(x * x) / (2 * sigma * sigma)) * (1 - 0.25 * v * v) + leatherWarp(x, y);
pos.setZ(i, z);
}
pos.needsUpdate = true;
if (flip) {
// 背面:反转索引绕向(法线朝 -z),并镜像 UV
const idx = geo.index;
for (let i = 0; i < idx.count; i += 3) {
const t = idx.getX(i + 1);
idx.setX(i + 1, idx.getX(i + 2));
idx.setX(i + 2, t);
}
idx.needsUpdate = true;
const uv = geo.attributes.uv;
for (let i = 0; i < uv.count; i++) uv.setX(i, 1 - uv.getX(i));
uv.needsUpdate = true;
}
geo.computeVertexNormals();
return geo;
}
// 皮边:与曲面共享同一圆角矩形轮廓的窄侧壁(封闭厚度,纯色)
function makeSideRim(w, h, crXY, thick, curve) {
const shape = roundedRectShape(w, h, crXY);
const pts = shape.getPoints();
const hh = h / 2, sigma = 0.5;
const pos = [], idx = [];
for (let i = 0; i < pts.length; i++) {
const px = pts[i].x, py = pts[i].y;
const v = py / hh;
const z = -curve * Math.exp(-(px * px) / (2 * sigma * sigma)) * (1 - 0.25 * v * v) + leatherWarp(px, py);
pos.push(px, py, z - thick / 2, px, py, z + thick / 2);
if (i > 0) {
const a = (i - 1) * 2, b = a + 1, c = i * 2, d = i * 2 + 1;
idx.push(a, c, b, b, c, d);
}
}
const n = pts.length;
idx.push((n - 1) * 2, 0, (n - 1) * 2 + 1, (n - 1) * 2 + 1, 0, 1);
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.Float32BufferAttribute(pos, 3));
geo.setIndex(idx);
geo.computeVertexNormals();
return geo;
}
// 皮革法线贴图:由卵石颗粒 + 皱纹 + 缝线凹槽的高度图生成
function makeLeatherNormalMap() {
const w = 512, h = 640;
const c = document.createElement('canvas');
c.width = w; c.height = h;
const ctx = c.getContext('2d', { willReadFrequently: true });
// 平面基准
ctx.fillStyle = 'rgb(128,128,128)';
ctx.fillRect(0, 0, w, h);
// 极细颗粒(光滑小牛皮:几乎无凹凸)
for (let i = 0; i < 30000; i++) {
const x = Math.random() * w, y = Math.random() * h, r = Math.random() * 1.5 + 0.4;
const g = ctx.createRadialGradient(x, y, 0, x, y, r);
g.addColorStop(0, 'rgba(255,255,255,0.2)');
g.addColorStop(0.65, 'rgba(128,128,128,0.03)');
g.addColorStop(1, 'rgba(0,0,0,0.16)');
ctx.fillStyle = g;
ctx.beginPath(); ctx.arc(x, y, r, 0, Math.PI * 2); ctx.fill();
}
// 高度图 → 法线贴图
const img = ctx.getImageData(0, 0, w, h);
const out = ctx.createImageData(w, h);
const S = 1.6;
const hAt = (yy, xx) => img.data[(Math.min(h - 1, Math.max(0, yy)) * w + Math.min(w - 1, Math.max(0, xx))) * 4];
for (let y = 0; y < h; y++) {
for (let x = 0; x < w; x++) {
const l = hAt(y, x - 1), r = hAt(y, x + 1), u = hAt(y - 1, x), d = hAt(y + 1, x);
const nx = (l - r) * S;
const ny = (u - d) * S;
const nz = 255;
const len = Math.sqrt(nx * nx + ny * ny + nz * nz);
const o = (y * w + x) * 4;
out.data[o] = (nx / len * 0.5 + 0.5) * 255;
out.data[o + 1] = (ny / len * 0.5 + 0.5) * 255;
out.data[o + 2] = (nz / len * 0.5 + 0.5) * 255;
out.data[o + 3] = 255;
}
}
ctx.putImageData(out, 0, 0);
const tex = new THREE.CanvasTexture(c);
tex.colorSpace = THREE.NoColorSpace;
tex.anisotropy = 8;
return tex;
}
// 内侧绒面法线:密集细绒毛(高频噪点)
function makeSuedeNormalMap() {
const w = 512, h = 640;
const c = document.createElement('canvas');
c.width = w; c.height = h;
const ctx = c.getContext('2d', { willReadFrequently: true });
ctx.fillStyle = 'rgb(128,128,128)';
ctx.fillRect(0, 0, w, h);
// 密集绒毛噪点
const img = ctx.createImageData(w, h);
for (let i = 0; i < img.data.length; i += 4) {
const v = 128 + (Math.random() - 0.5) * 60;
img.data[i] = img.data[i + 1] = img.data[i + 2] = v;
img.data[i + 3] = 255;
}
ctx.putImageData(img, 0, 0);
// 高度 → 法线
const src = ctx.getImageData(0, 0, w, h);
const out = ctx.createImageData(w, h);
const S = 4.5;
const hAt = (yy, xx) => src.data[(Math.min(h - 1, Math.max(0, yy)) * w + Math.min(w - 1, Math.max(0, xx))) * 4];
for (let y = 0; y < h; y++) {
for (let x = 0; x < w; x++) {
const l = hAt(y, x - 1), r = hAt(y, x + 1), u = hAt(y - 1, x), d = hAt(y + 1, x);
const nx = (l - r) * S, ny = (u - d) * S, nz = 255;
const len = Math.sqrt(nx * nx + ny * ny + nz * nz);
const o = (y * w + x) * 4;
out.data[o] = (nx / len * 0.5 + 0.5) * 255;
out.data[o + 1] = (ny / len * 0.5 + 0.5) * 255;
out.data[o + 2] = (nz / len * 0.5 + 0.5) * 255;
out.data[o + 3] = 255;
}
}
ctx.putImageData(out, 0, 0);
const tex = new THREE.CanvasTexture(c);
tex.colorSpace = THREE.NoColorSpace;
tex.anisotropy = 8;
return tex;
}
export class Binder {
constructor() {
this.group = new THREE.Group();
@@ -101,8 +270,11 @@ export class Binder {
this.onChange = null;
this.coverTex = makeLeatherTexture({ emblem: true });
this.spineTex = makeLeatherTexture({ emblem: false });
this.leatherNormalTex = makeLeatherNormalMap();
this.suedeTex = makeSuedeTexture();
this.suedeNormalTex = makeSuedeNormalMap();
this._buildCovers();
this._buildHingePlate();
this._buildRings();
this._buildPages();
@@ -111,46 +283,75 @@ export class Binder {
}
_buildCovers() {
const coverW = PAGE_W + 0.12;
const coverH = PAGE_H + 0.18;
const thick = 0.05;
const coverMat = new THREE.MeshStandardMaterial({
map: this.coverTex, roughness: 0.58, metalness: 0.1,
const coverW = PAGE_W + 0.2;
const coverH = PAGE_H + 0.2;
const spineW = 0.12;
const thick = 0.017; // 牛皮厚度(减 1/3)
// 外侧:光滑深棕小牛皮(纯色,微光泽)
const outerMat = new THREE.MeshStandardMaterial({
map: this.coverTex,
normalMap: this.leatherNormalTex,
normalScale: new THREE.Vector2(0.3, 0.3),
roughness: 0.25,
metalness: 0.0,
});
const spineMat = new THREE.MeshStandardMaterial({
map: this.spineTex, roughness: 0.6, metalness: 0.08,
// 内侧:粗糙绒面(哑光)
const innerMat = new THREE.MeshStandardMaterial({
map: this.suedeTex,
normalMap: this.suedeNormalTex,
normalScale: new THREE.Vector2(1.1, 1.1),
roughness: 0.92,
metalness: 0.0,
});
// 圆角倒角封面
const coverGeo = makeRoundedBox(coverW, coverH, thick, 0.07);
this.coverL = new THREE.Mesh(coverGeo, coverMat);
this.coverL.position.set(-(0.05 + coverW / 2), 0, -0.115);
this.coverL.receiveShadow = true;
this.coverL.castShadow = true;
this.coverR = new THREE.Mesh(coverGeo, coverMat);
this.coverR.position.set(0.05 + coverW / 2, 0, -0.115);
this.coverR.receiveShadow = true;
this.coverR.castShadow = true;
// 一张牛皮:正反两张弯曲曲面 + 封闭皮边(UV 正确无拉伸)
const totalW = coverW * 2 + spineW;
const frontGeo = makeLeatherSurface(totalW, coverH, 0.06, 0.07, false);
const backGeo = makeLeatherSurface(totalW, coverH, 0.06, 0.07, true);
const rimGeo = makeSideRim(totalW, coverH, 0.06, thick, 0.07);
const rimMat = new THREE.MeshStandardMaterial({ color: 0x6b4524, roughness: 0.7, metalness: 0.0, side: THREE.DoubleSide });
// 圆角书脊
const spineGeo = makeRoundedBox(0.1, coverH, 0.16, 0.03, 0.008);
this.spine = new THREE.Mesh(spineGeo, spineMat);
this.spine.position.set(0, 0, -0.11);
this.spine.receiveShadow = true;
const front = new THREE.Mesh(frontGeo, innerMat); // +z 朝书页(绒面)
front.position.z = thick / 2;
const back = new THREE.Mesh(backGeo, outerMat); // -z 朝外(光滑)
back.position.z = -thick / 2;
const rim = new THREE.Mesh(rimGeo, rimMat);
// 书脊上下金属箍
const bandMat = new THREE.MeshStandardMaterial({
color: 0xc9a227, metalness: 0.85, roughness: 0.32,
this.cover = new THREE.Group();
this.cover.add(front, back, rim);
this.cover.position.set(0, 0, -0.095);
front.receiveShadow = back.receiveShadow = rim.receiveShadow = true;
front.castShadow = back.castShadow = rim.castShadow = true;
this.group.add(this.cover);
}
_buildHingePlate() {
// 金属连接片:薄薄地贴合在牛皮书脊内面上,用于连接铁环
const mat = new THREE.MeshStandardMaterial({
color: 0xd8d2c6, metalness: 0.95, roughness: 0.25,
});
const bandGeo = makeRoundedBox(0.115, 0.07, 0.18, 0.02, 0.004);
for (const by of [-0.72, 0.72]) {
const band = new THREE.Mesh(bandGeo, bandMat);
band.position.set(0, by, -0.11);
band.castShadow = true;
this.group.add(band);
// 薄片(有可见厚度的金属条),贴在牛皮内面(书脊处曲面 z≈-0.122)上
const plate = new THREE.Mesh(new THREE.BoxGeometry(0.09, 1.85, 0.04), mat);
plate.position.set(0, 0.07, -0.135);
plate.castShadow = true;
plate.receiveShadow = true;
// 铆钉:把薄片钉在牛皮上
const rivetGeo = new THREE.SphereGeometry(0.013, 12, 10);
const rivets = [];
for (const ry of [-0.72, -0.36, 0, 0.36, 0.72]) {
const rivet = new THREE.Mesh(rivetGeo, mat);
rivet.position.set(0, ry, -0.114);
rivet.scale.z = 0.5;
rivet.castShadow = true;
rivets.push(rivet);
}
this.group.add(this.coverL, this.coverR, this.spine);
this.hingePlate = new THREE.Group();
this.hingePlate.add(plate, ...rivets);
this.group.add(this.hingePlate);
}
_buildRings() {
@@ -172,12 +373,21 @@ export class Binder {
}
_buildPages() {
const segX = 72, segY = 6;
const segX = 96, segY = 8;
ENTRIES.forEach((entry, i) => {
const geo = new THREE.PlaneGeometry(PAGE_W, PAGE_H, segX, segY);
// 页内缘离书脊留出小空隙,左右页不紧贴
geo.translate(PAGE_W / 2 + PAGE_GAP, 0, 0);
// 纸张自然弧度:自由边略向正面翘起
const pa = geo.attributes.position;
for (let k = 0; k < pa.count; k++) {
const x = pa.getX(k), y = pa.getY(k);
const u = Math.min(1, Math.max(0, (x - PAGE_GAP) / PAGE_W));
const yNorm = (y + PAGE_H / 2) / PAGE_H;
pa.setZ(k, pa.getZ(k) + 0.05 * Math.sin((Math.PI * u) / 2) * (0.8 + 0.2 * yNorm));
}
pa.needsUpdate = true;
const base = Float32Array.from(geo.attributes.position.array);
const { front, back } = getPageTextures(entry);
@@ -236,13 +446,13 @@ export class Binder {
}
_updateCurvature() {
// 翻页时整页弧形抬升:自由边最高、书脊侧贴环(如帆鼓风),顶边略强于底边;静止时完全平整
// 翻页时整页柔软弧弯:自由边最高、中段有“腹”、书脊侧贴环;顶边略强于底边;静止时完全平整
this.pages.forEach((p) => {
const pos = p.geometry.attributes.position;
const arr = pos.array;
const theta = Math.abs(p.angle); // 0..π
const c = Math.sin(theta); // 0 静止,1 翻页中途
const A = 0.42 * c; // 抬升幅度(整页弧)
const A = 0.58 * c; // 抬升幅度(整页弧)
for (let i = 0; i < arr.length; i += 3) {
const x = p.base[i];
const y = p.base[i + 1];
@@ -250,7 +460,9 @@ export class Binder {
const u = Math.min(1, s / PAGE_W); // 0 内缘 .. 1 自由边
const yNorm = (y + PAGE_H / 2) / PAGE_H; // 0 底边 .. 1 顶边
const twist = 0.7 + 0.3 * yNorm; // 顶边抬升略强
const z = A * twist * Math.sin((Math.PI * u) / 2);
// 主抬升 + 中段“腹”的次级谐波,曲线更饱满、更柔软
const belly = 0.85 * Math.sin((Math.PI * u) / 2) + 0.15 * Math.sin(Math.PI * u);
const z = A * twist * belly;
arr[i + 2] = p.base[i + 2] + z;
}
pos.needsUpdate = true;
@@ -269,13 +481,13 @@ export class Binder {
flipForward() {
if (!this.canFlipForward()) return;
this.flip = { index: this.current, from: 0, to: -Math.PI, t: 0, duration: 1.15 };
this.flip = { index: this.current, from: 0, to: -Math.PI, t: 0, duration: 1.3 };
this.pages[this.current].group.position.z = 0.006;
}
flipBackward() {
if (!this.canFlipBackward()) return;
this.flip = { index: this.current - 1, from: -Math.PI, to: 0, t: 0, duration: 1.15 };
this.flip = { index: this.current - 1, from: -Math.PI, to: 0, t: 0, duration: 1.3 };
this.pages[this.current - 1].group.position.z = 0.006;
}
@@ -290,7 +502,6 @@ export class Binder {
const p = this.pages[f.index];
p.angle = angle;
p.group.rotation.y = angle;
p.group.position.y = 0.05 * Math.sin(Math.PI * k);
this._updateCurvature();
if (k >= 1) {
-203
View File
@@ -1,203 +0,0 @@
import * as THREE from 'three';
import { ENTRIES, CATEGORY_INFO } from '../data/entries.js';
import { makeTextSprite } from '../utils/labels.js';
import earthUrl from '../assets/earth-blue-marble.jpg';
const R = 1.6;
export function latLngToVec3(lat, lng, r = R) {
const phi = ((90 - lat) * Math.PI) / 180;
const theta = ((lng + 180) * Math.PI) / 180;
const x = -r * Math.sin(phi) * Math.cos(theta);
const z = r * Math.sin(phi) * Math.sin(theta);
const y = r * Math.cos(phi);
return new THREE.Vector3(x, y, z);
}
export class Globe {
constructor({ renderer } = {}) {
this.group = new THREE.Group();
this.markers = [];
this.selected = -1;
this.renderer = renderer;
this._buildSphere();
this._buildGraticule();
this._buildMarkers();
}
_buildSphere() {
const geo = new THREE.SphereGeometry(R, 64, 48);
const mat = new THREE.MeshStandardMaterial({
color: 0x0b111d, roughness: 0.82, metalness: 0.0,
});
const sphere = new THREE.Mesh(geo, mat);
sphere.receiveShadow = true;
this.group.add(sphere);
// 球体表面:真实地球地形(NASA 蓝弹珠卫星影像,等距圆柱投影)
const loader = new THREE.TextureLoader();
loader.load(earthUrl, (tex) => {
tex.colorSpace = THREE.SRGBColorSpace;
const maxAniso = this.renderer ? this.renderer.capabilities.getMaxAnisotropy() : 8;
tex.anisotropy = Math.min(8, maxAniso);
mat.map = tex;
mat.color.set(0xffffff);
mat.needsUpdate = true;
// 贴图就绪后,按真实地形采样生成点阵,保证珠子与地图精准对齐
this._buildDots(tex.image);
});
// 大气微光(背面发光)
const glowGeo = new THREE.SphereGeometry(R * 1.015, 64, 48);
const glowMat = new THREE.MeshBasicMaterial({
color: 0x2a3b5c, transparent: true, opacity: 0.16, side: THREE.BackSide,
});
this.group.add(new THREE.Mesh(glowGeo, glowMat));
}
_buildGraticule() {
const mat = new THREE.LineBasicMaterial({ color: 0x3d4f6a, transparent: true, opacity: 0.45 });
// 纬线
for (let lat = -60; lat <= 60; lat += 30) {
const pts = [];
for (let lng = 0; lng <= 360; lng += 4) {
pts.push(latLngToVec3(lat, lng - 180, R * 1.002));
}
const g = new THREE.BufferGeometry().setFromPoints(pts);
this.group.add(new THREE.Line(g, mat));
}
// 经线
for (let lng = 0; lng < 180; lng += 30) {
const pts = [];
for (let lat = -90; lat <= 90; lat += 4) {
pts.push(latLngToVec3(lat, lng, R * 1.002));
}
const g = new THREE.BufferGeometry().setFromPoints(pts);
this.group.add(new THREE.Line(g, mat));
}
}
_buildDots(image) {
// 用真实地形贴图采样:珠子经纬度直接从贴图像素反推,与地图精准对齐
const W = 2048, H = 1024;
const canvas = document.createElement('canvas');
canvas.width = W;
canvas.height = H;
const ctx = canvas.getContext('2d', { willReadFrequently: true });
ctx.drawImage(image, 0, 0, W, H);
const px = ctx.getImageData(0, 0, W, H).data;
// 蓝弹珠中海洋以蓝色为主导通道;非蓝色主导即为陆地/冰盖。
// 采样坐标系与 SphereGeometry + flipY 的 UV 完全一致,保证珠子与贴图精准对齐。
const isLand = (vx, vy, vz) => {
let phi = Math.atan2(vz, -vx); // 方位角
if (phi < 0) phi += Math.PI * 2; // 归一化到 [0, 2π)
const theta = Math.acos(Math.max(-1, Math.min(1, vy))); // 极角,0=北极
const x = Math.min(W - 1, Math.max(0, Math.round((phi / (Math.PI * 2)) * (W - 1))));
const y = Math.min(H - 1, Math.max(0, Math.round((theta / Math.PI) * (H - 1))));
const i = (y * W + x) * 4;
const r = px[i], g = px[i + 1], b = px[i + 2];
// 海洋:蓝色占优且饱和度高(蓝明显大于红)。
// 用相对比例而非绝对值,避免把高纬度偏蓝的雪原/苔原(如西伯利亚)误判为海。
return !(b > r && b > g && (b - r) / Math.max(1, b) > 0.25);
};
// 斐波那契球:单位球面上均匀分布的点
const fib = (N) => {
const pts = [];
const phiG = Math.PI * (3 - Math.sqrt(5));
for (let i = 0; i < N; i++) {
const y = 1 - (i / (N - 1)) * 2;
const rad = Math.sqrt(Math.max(0, 1 - y * y));
const th = phiG * i;
pts.push([Math.cos(th) * rad, y, Math.sin(th) * rad]);
}
return pts;
};
// 陆地珠子:只保留落在真实陆地上的点
const landPts = [];
for (const [vx, vy, vz] of fib(40000)) {
if (isLand(vx, vy, vz)) landPts.push(new THREE.Vector3(vx, vy, vz).multiplyScalar(R * 1.004));
}
// 海洋珠子:只保留落在真实海洋上的点(密度略低,作背景微光)
const oceanPts = [];
for (const [vx, vy, vz] of fib(9000)) {
if (!isLand(vx, vy, vz)) oceanPts.push(new THREE.Vector3(vx, vy, vz).multiplyScalar(R * 1.002));
}
this._buildDotBeads(landPts, {
radius: 0.0032, color: 0xe8d9b4, opacity: 0.95, emissiveIntensity: 0.6,
});
this._buildDotBeads(oceanPts, {
radius: 0.0022, color: 0x53658a, opacity: 0.65, emissiveIntensity: 0.45,
});
}
_buildDotBeads(positions, { radius, color, opacity, emissiveIntensity }) {
const geo = new THREE.SphereGeometry(radius, 8, 6);
const mat = new THREE.MeshStandardMaterial({
color,
emissive: new THREE.Color(color),
emissiveIntensity,
roughness: 0.55,
metalness: 0.0,
transparent: true,
opacity,
});
const mesh = new THREE.InstancedMesh(geo, mat, positions.length);
const dummy = new THREE.Object3D();
positions.forEach((p, i) => {
dummy.position.copy(p);
dummy.updateMatrix();
mesh.setMatrixAt(i, dummy.matrix);
});
mesh.instanceMatrix.needsUpdate = true;
this.group.add(mesh);
}
_buildMarkers() {
const sphereGeo = new THREE.SphereGeometry(0.024, 20, 16);
const ringGeo = new THREE.TorusGeometry(0.04, 0.006, 10, 28);
ENTRIES.forEach((entry, i) => {
const info = CATEGORY_INFO[entry.category] || CATEGORY_INFO['事'];
const pos = latLngToVec3(entry.lat, entry.lng, R * 1.012);
const mat = new THREE.MeshStandardMaterial({
color: 0x111111, emissive: new THREE.Color(info.color),
emissiveIntensity: 0.9, roughness: 0.4, metalness: 0.3,
});
const marker = new THREE.Mesh(sphereGeo, mat);
marker.position.copy(pos);
marker.userData = { view: 'globe', index: i };
// 选中环(切于球面)
const ring = new THREE.Mesh(ringGeo, new THREE.MeshBasicMaterial({ color: 0xe0c46a, transparent: true, opacity: 0.9 }));
ring.quaternion.setFromUnitVectors(new THREE.Vector3(0, 0, 1), pos.clone().normalize());
ring.position.copy(pos);
ring.visible = false;
// 名称标签
const label = makeTextSprite(entry.name, { fontSize: 40, color: '#e8d9b4' });
label.scale.multiplyScalar(0.42);
label.position.copy(pos.clone().multiplyScalar(1.22));
label.visible = false;
this.group.add(marker, ring, label);
this.markers.push({ marker, ring, label, index: i });
});
}
setSelected(index) {
this.selected = index;
this.markers.forEach((m) => {
const on = m.index === index;
m.ring.visible = on;
m.label.visible = on;
});
}
}
+3 -5
View File
@@ -72,14 +72,12 @@ export class Timeline {
outline.visible = false;
card.add(outline);
// 活页上方:主题(常显,随选中上浮)
const name = makeTextSprite(entry.name, { fontSize: 30, color: '#e8d9b4' });
name.scale.multiplyScalar(0.22);
// 活页上方:主题(常显,随选中上浮,超宽居中换行)
const name = makeTextSprite(entry.name, { fontSize: 17, color: '#e8d9b4', scale: 0.13, maxWidth: 1.0 });
name.position.set(x, NAME_Y, 0);
// 轴下方:时间(常显,固定不动)
const time = makeTextSprite(entry.time, { fontSize: 22, color: '#c9a227' });
time.scale.multiplyScalar(0.18);
const time = makeTextSprite(entry.time, { fontSize: 13, color: '#c9a227', scale: 0.11 });
time.position.set(x, -1.06, 0);
this.group.add(card, name, time);
+9
View File
@@ -26,6 +26,15 @@ html, body {
#app { position: fixed; inset: 0; }
#scene { position: absolute; inset: 0; width: 100%; height: 100%; display: block; }
#cesium-container {
position: absolute; inset: 0; width: 100%; height: 100%;
display: none; background: #14100d;
}
#cesium-container .cesium-viewer,
#cesium-container .cesium-widget,
#cesium-container canvas { width: 100%; height: 100%; }
/* 隐藏左下角全部归属信息(Cesium ion logo + 影像文字) */
#cesium-container .cesium-widget-credits { display: none !important; }
/* 气氛遮罩 */
.vignette {
+1 -1
View File
@@ -9,7 +9,7 @@ export const TEX_W = 768;
export const TEX_H = 1075;
export const HOLE_U = [0.085, 0.24, 0.4, 0.56, 0.72, 0.855]; // 活页孔(自顶部归一化)
export const HOLE_X = 0.065; // 孔中心相对页内缘(环前交点 0.085 − 页缘空隙 0.02)
export const HOLE_R = 0.052; // 孔半径(世界)
export const HOLE_R = 0.03; // 孔半径(世界,略大于环丝,留出穿环空隙)
const SERIF = '"Noto Serif SC","Songti SC","STSong","SimSun",Georgia,serif';
const KAI = '"Kaiti SC","STKaiti","KaiTi","Noto Serif SC",serif';
+73 -17
View File
@@ -1,5 +1,43 @@
import * as THREE from 'three';
// 超采样倍数:文字以更高分辨率栅格化,拉近/放大后依然清晰
const SS = 4;
// 折行:尽量均分两行(标题较短),均分不满足时逐字折行
function wrapText(ctx, text, maxW) {
if (maxW === Infinity || ctx.measureText(text).width <= maxW) return [text];
let best = 1;
let bestDiff = Infinity;
for (let i = 1; i < text.length; i++) {
const a = ctx.measureText(text.slice(0, i)).width;
const b = ctx.measureText(text.slice(i)).width;
if (a > maxW || b > maxW) continue;
const diff = Math.abs(a - b);
if (diff < bestDiff) { bestDiff = diff; best = i; }
}
const first = text.slice(0, best);
const second = text.slice(best);
if (ctx.measureText(first).width <= maxW && ctx.measureText(second).width <= maxW) {
return [first, second];
}
// 兜底:逐字折行
const lines = [];
let line = '';
for (const ch of text) {
if (line && ctx.measureText(line + ch).width > maxW) {
lines.push(line);
line = ch;
} else {
line += ch;
}
}
if (line) lines.push(line);
if (!lines.length) lines.push('');
return lines;
}
// 用 Canvas 生成文字精灵(始终面向相机的标签)
export function makeTextSprite(text, {
fontSize = 42,
@@ -9,36 +47,54 @@ export function makeTextSprite(text, {
padding = 24,
font = 'Georgia, "Noto Serif SC", serif',
weight = '600',
letterSpacing = '0.08em',
scale = 1, // 单行文字的精灵世界高度
maxWidth = Infinity, // 精灵世界最大宽度,超宽则居中换行
lineHeight = 1.6, // 行高倍数(相对字号)
} = {}) {
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
ctx.font = `${weight} ${fontSize}px ${font}`;
const w = Math.ceil(ctx.measureText(text).width) + padding * 2;
const h = Math.ceil(fontSize * 1.6);
canvas.width = w;
canvas.height = h;
const fontStr = `${weight} ${fontSize}px ${font}`;
ctx.font = fontStr;
const lineH = Math.ceil(fontSize * lineHeight);
// 每行文本像素预算:保证该行显示宽度 ≤ maxWidth 世界单位
const textBudget = maxWidth === Infinity ? Infinity : (maxWidth * lineH) / scale - padding * 2;
const lines = wrapText(ctx, text, textBudget);
const maxLineW = Math.max(0, ...lines.map((l) => ctx.measureText(l).width));
const w = Math.ceil(maxLineW) + padding * 2;
const h = lineH * lines.length;
canvas.width = Math.ceil(w * SS);
canvas.height = Math.ceil(h * SS);
const c2 = canvas.getContext('2d');
c2.font = ctx.font;
c2.scale(SS, SS);
c2.font = fontStr;
c2.textBaseline = 'middle';
c2.textAlign = 'center';
c2.lineJoin = 'round';
if (stroke) {
c2.lineWidth = strokeWidth;
c2.strokeStyle = stroke;
c2.strokeText(text, w / 2, h / 2);
}
c2.fillStyle = color;
c2.fillText(text, w / 2, h / 2);
lines.forEach((line, i) => {
const y = lineH * (i + 0.5);
if (stroke) {
c2.lineWidth = strokeWidth;
c2.strokeStyle = stroke;
c2.strokeText(line, w / 2, y);
}
c2.fillStyle = color;
c2.fillText(line, w / 2, y);
});
const tex = new THREE.CanvasTexture(canvas);
tex.colorSpace = THREE.SRGBColorSpace;
tex.anisotropy = 4;
tex.anisotropy = 8;
tex.minFilter = THREE.LinearMipmapLinearFilter;
tex.generateMipmaps = true;
const mat = new THREE.SpriteMaterial({ map: tex, transparent: true, depthTest: false });
const sprite = new THREE.Sprite(mat);
const aspect = w / h;
sprite.scale.set(aspect, 1, 1);
// 单行世界高度 = scale;多行总高度 = numLines * scale(宽度按 w/lineH 同步换算)
sprite.scale.set((w / lineH) * scale, lines.length * scale, 1);
return sprite;
}