我试图在不使用图片的情况下在HTML5 Canvas中生成基本的图块和楼梯。
这是我到目前为止所做的事情:
但是我试图重现这个:
我不知道怎么做。
这是我目前的代码:
class IsometricGraphics {
constructor(canvas, thickness) {
this.Canvas = canvas;
this.Context = canvas.getContext("2d");
if(thickness) {
this.thickness = thickness;
} else {
this.thickness = 2;
}
}
LeftPanelWide(x, y, fillStyle) {
this.Context.fillStyle = fillStyle;
for(var i = 0; i < 16; i++) {
this.Context.fillRect(x + i * 2, y + i * 1, 2, this.thickness * 4);
}
}
RightPanelWide(x, y, fillStyle) {
this.Context.fillStyle = fillStyle;
for(var i = 0; i < 16; i++) {
this.Context.fillRect(x + (i * 2), y + 15 - (i * 1), 2, this.thickness * 4);
}
}
UpperPanelWide(x, y, fillStyle) {
this.Context.fillStyle = fillStyle;
for(var i = 0; i < 17; i++) {
this.Context.fillRect(x + 16 + 16 - (i * 2), y + i - 2, i * 4, 1);
}
for(var i = 0; i < 16; i++) {
this.Context.fillRect(x + i * 2, y + (32 / 2) - 1 + i, ((32 / 2) - i) * 4, 1);
}
}
UpperPanelWideBorder(x, y, fillStyle) {
this.Context.fillStyle = fillStyle;
var y = y + 2;
for(var i = 0; i < 17; i++) {
this.Context.fillRect(x + 17 + 16 - (i * 2) - 2, y + i - 2, (i == 17) ? 1 : 2, 1);
this.Context.fillRect(x + 17 + 16 + (i * 2) - 2, y + i - 2, (i == 17) ? 1 : 2, 1);
}
for(var i = 0; i < 32 / 2; i++) {
this.Context.fillRect(x + i * 2, y + 16 - 1 + i, 2, 1);
this.Context.fillRect(x + 62 - i * 2, y + 16 - 1 + i, 2, 1);
}
}
RightUpperPanelSmall(x, y, fillStyle) {
this.Context.fillStyle = fillStyle;
for(var i = 0; i < 32 / 2 + 4; i++) {
this.Context.fillRect(x + (i * 2), (i >= 4) ? (i - 1) + y : 3 - i + 3 + y, 2, (i >= 4) ? (i <= 20 - 5) ? 8 : (20 - i) * 2 - 1 : 1 + (i * 2));
}
}
LeftUpperPanelSmall(x, y, fillStyle) {
this.Context.fillStyle = fillStyle;
for(var i = 0; i < 32 / 2 + 4; i++) {
this.Context.fillRect(x + (i * 2), (i >= 16) ? y + (i - 16) : 16 + y - (i * 1) - 1, 2, (i >= 4) ? (i >= 16) ? 8 - (i - 16) - (i - 16) - 1 : 8 : 8 * i - (i * 6) + 1);
}
}
LeftPanelSmall(x, y, fillStyle) {
this.Context.fillStyle = fillStyle;
for(var i = 0; i < 8 / 2; i++) {
this.Context.fillRect(x + i * 2, y + i * 1, 2, this.thickness * 4);
}
}
RightPanelSmall(x, y, fillStyle) {
this.Context.fillStyle = fillStyle;
for(var i = 0; i < 8 / 2; i++) {
this.Context.fillRect(x + (i * 2), y + 3 - (i * 1), 2, this.thickness * 4);
}
}
}
class IsoGenerator {
constructor() {
var Canvas = document.querySelector("canvas");
var Context = Canvas.getContext("2d");
//Context.scale(5, 5);
this.Context = Context;
this.IsometricGraphics = new IsometricGraphics(Canvas, 2);
}
StairLeft(x, y, Color1, Color2, Color3) {
for(var i = 0; i < 4; i++) {
this.IsometricGraphics.RightPanelWide((x + 8) + (i * 8), (y + 4) + (i * 12), Color1);
this.IsometricGraphics.LeftUpperPanelSmall(x + (i * 8), y + (i * 12), Color2);
this.IsometricGraphics.LeftPanelSmall((i * 8) + x, (16 + (i * 12)) + y, Color3);
}
}
StairRight(x, y, Color1, Color2, Color3) {
for(var i = 0; i < 4; i++) {
this.IsometricGraphics.LeftPanelWide(x + 24 - (i * 8), (4 + (i * 12)) + y, Color1);
this.IsometricGraphics.RightUpperPanelSmall(x + 24 - (i * 8), y + (i * 12) - 3, Color2);
this.IsometricGraphics.RightPanelSmall(x + 56 - (i * 8), (16 + (i * 12)) + y, Color3);
}
}
Tile(x, y, Color1, Color2, Color3, Border) {
this.IsometricGraphics.LeftPanelWide(x, 18 + y, Color1);
this.IsometricGraphics.RightPanelWide(x + 32, 18 + y, Color2);
this.IsometricGraphics.UpperPanelWide(x, 2 + y, Color3);
if(Border) {
this.IsometricGraphics.UpperPanelWideBorder(x, y, Border);
}
}
}
var Canvas = document.querySelector("canvas");
var Context = Canvas.getContext("2d");
Context.scale(3, 3);
new IsoGenerator().Tile(0, 0, "#B3E5FC", "#2196F3", "#03A9F4")
new IsoGenerator().StairLeft(70, 0, "#B3E5FC", "#2196F3", "#03A9F4")
new IsoGenerator().StairRight(70 * 2, 0, "#B3E5FC", "#2196F3", "#03A9F4")
// What I'm trying to reproduce: http://i.imgur.com/YF4xyz9.png
&#13;
<canvas width="1000" height="1000"></canvas>
&#13;
答案 0 :(得分:2)
处理轴测(通常称为等距)渲染的最佳方法是在3D中对对象进行建模,然后在您想要的特定轴测投影中渲染模型。
最简单的对象(在本例中)是一个框。该框有6个边和8个顶点,可以通过它的顶点和多边形来描述,这些边表示边是一组顶点索引。
例如3D框,从左到右为x,y从上到下,z为上。
首先创建构成框的顶点
UPDATE 根据评论中的要求,我已将框更改为x,y,z尺寸。
// function creates a 3D point (vertex)
function vertex(x,y,z){ return {x,y,z} };
// an array of vertices
const vertices = []; // an array of vertices
// create the 8 vertices that make up a box
const boxSizeX = 10; // size of the box x axis
const boxSizeY = 50; // size of the box y axis
const boxSizeZ = 8; // size of the box z axis
const hx = boxSizeX / 2; // half size shorthand for easier typing
const hy = boxSizeY / 2;
const hz = boxSizeZ / 2;
vertices.push(vertex(-hx,-hy,-hz)); // lower top left index 0
vertices.push(vertex( hx,-hy,-hz)); // lower top right
vertices.push(vertex( hx, hy,-hz)); // lower bottom right
vertices.push(vertex(-hx, hy,-hz)); // lower bottom left
vertices.push(vertex(-hx,-hy, hz)); // upper top left index 4
vertices.push(vertex( hx,-hy, hz)); // upper top right
vertices.push(vertex( hx, hy, hz)); // upper bottom right
vertices.push(vertex(-hx, hy, hz)); // upper bottom left index 7
然后为方框上的每个面创建多边形
const colours = {
dark : "#444",
shade : "#666",
light : "#aaa",
bright : "#eee",
}
function createPoly(indexes,colour){ return { indexes, colour} }
const polygons = [];
// always make the polygon vertices indexes in a clockwise direction
// when looking at the polygon from the outside of the object
polygons.push(createPoly([3,2,1,0],colours.dark)); // bottom face
polygons.push(createPoly([0,1,5,4],colours.dark)); // back face
polygons.push(createPoly([1,2,6,5],colours.shade)); // right face
polygons.push(createPoly([2,3,7,6],colours.light)); // front face
polygons.push(createPoly([3,0,4,7],colours.dark)); // left face
polygons.push(createPoly([4,5,6,7],colours.bright)); // top face
现在你有一个包含6个多边形的盒子的3D模型。
投影描述了如何将3D对象转换为2D投影。这是通过为每个3D坐标提供2D轴来完成的。
在这种情况下,您正在使用双面投影的修改
因此,我们为3个3D坐标中的每一个定义2D轴。
// From here in I use P2,P3 to create 2D and 3D points
const P3 = (x=0, y=0, z=0) => ({x,y,z});
const P2 = (x=0, y=0) => ({x, y});
// an object to handle the projection
const isoProjMat = {
xAxis : P2(1 , 0.5) , // 3D x axis for every 1 pixel in x go down half a pixel in y
yAxis : P2(-1 , 0.5) , // 3D y axis for every -1 pixel in x go down half a pixel in y
zAxis : P2(0 , -1) , // 3D z axis go up 1 pixels
origin : P2(100,100), // where on the screen 3D coordinate (0,0,0) will be
现在通过将x,y,z(3d)坐标转换为x,y(2d)
来定义执行投影的函数 project (p, retP = P2()) {
retP.x = p.x * this.xAxis.x + p.y * this.yAxis.x + p.z * this.zAxis.x + this.origin.x;
retP.y = p.x * this.xAxis.y + p.y * this.yAxis.y + p.z * this.zAxis.y + this.origin.y;
return retP;
}
}
现在您可以渲染模型了。首先,您必须将每个顶点投影到2D屏幕坐标中。
// create a new array of 2D projected verts
const projVerts = vertices.map(vert => isoProjMat.project(vert));
然后,只需通过索引将每个多边形渲染到projVerts
数组
polygons.forEach(poly => {
ctx.fillStyle = poly.colour;
ctx.beginPath();
poly.indexs.forEach(index => ctx.lineTo(projVerts[index].x, projVerts[index].y) );
ctx.fill();
});
const ctx = canvas.getContext("2d");
// function creates a 3D point (vertex)
function vertex(x, y, z) { return { x, y, z}};
// an array of vertices
const vertices = []; // an array of vertices
// create the 8 vertices that make up a box
const boxSizeX = 10 * 4; // size of the box x axis
const boxSizeY = 50 * 4; // size of the box y axis
const boxSizeZ = 8 * 4; // size of the box z axis
const hx = boxSizeX / 2; // half size shorthand for easier typing
const hy = boxSizeY / 2;
const hz = boxSizeZ / 2;
vertices.push(vertex(-hx,-hy,-hz)); // lower top left index 0
vertices.push(vertex( hx,-hy,-hz)); // lower top right
vertices.push(vertex( hx, hy,-hz)); // lower bottom right
vertices.push(vertex(-hx, hy,-hz)); // lower bottom left
vertices.push(vertex(-hx,-hy, hz)); // upper top left index 4
vertices.push(vertex( hx,-hy, hz)); // upper top right
vertices.push(vertex( hx, hy, hz)); // upper bottom right
vertices.push(vertex(-hx, hy, hz)); // upper bottom left index 7
const colours = {
dark: "#444",
shade: "#666",
light: "#aaa",
bright: "#eee",
}
function createPoly(indexes, colour) {
return {
indexes,
colour
}
}
const polygons = [];
// always make the polygon vertices indexes in a clockwise direction
// when looking at the polygon from the outside of the object
polygons.push(createPoly([3, 2, 1, 0], colours.dark)); // bottom face
polygons.push(createPoly([0, 1, 5, 4], colours.dark)); // back face
polygons.push(createPoly([3, 0, 4, 7], colours.dark)); // left face
polygons.push(createPoly([1, 2, 6, 5], colours.shade)); // right face
polygons.push(createPoly([2, 3, 7, 6], colours.light)); // front face
polygons.push(createPoly([4, 5, 6, 7], colours.bright)); // top face
// From here in I use P2,P3 to create 2D and 3D points
const P3 = (x = 0, y = 0, z = 0) => ({x,y,z});
const P2 = (x = 0, y = 0) => ({ x, y});
// an object to handle the projection
const isoProjMat = {
xAxis: P2(1, 0.5), // 3D x axis for every 1 pixel in x go down half a pixel in y
yAxis: P2(-1, 0.5), // 3D y axis for every -1 pixel in x go down half a pixel in y
zAxis: P2(0, -1), // 3D z axis go up 1 pixels
origin: P2(150, 75), // where on the screen 3D coordinate (0,0,0) will be
project(p, retP = P2()) {
retP.x = p.x * this.xAxis.x + p.y * this.yAxis.x + p.z * this.zAxis.x + this.origin.x;
retP.y = p.x * this.xAxis.y + p.y * this.yAxis.y + p.z * this.zAxis.y + this.origin.y;
return retP;
}
}
// create a new array of 2D projected verts
const projVerts = vertices.map(vert => isoProjMat.project(vert));
// and render
polygons.forEach(poly => {
ctx.fillStyle = poly.colour;
ctx.beginPath();
poly.indexes.forEach(index => ctx.lineTo(projVerts[index].x, projVerts[index].y));
ctx.fill();
});
&#13;
canvas {
border: 2px solid black;
}
&#13;
<canvas id="canvas"></canvas>
&#13;
这是基础知识,但绝不是全部。我通过确保多边形的顺序在与观察者的距离方面是正确的来作弊。确保更多的多边形不会越近。对于更复杂的形状,您需要添加深度排序。您还希望通过不绘制远离查看器的面(多边形)来优化渲染。这称为背面剔除。
您还需要添加照明模型等等。
以上其实不是你想要的。在游戏中,您使用的投影通常被称为像素艺术投影,不适合漂亮的数学投影。有许多关于抗锯齿的规则,其中顶点是根据面部的方向渲染的。
例如,根据面部方向,在顶部,左侧或顶部,右侧或底部,右侧或底部,左侧像素处绘制顶点,并在奇数和偶数x坐标之间交替命名,但仅列出一些规则
此笔Axonometric Text Render (AKA Isometric)是一个稍微复杂的轴测量渲染示例,它包含8个常见轴测投影的选项,包括简单的深度排序,但不是为了速度而构建的。 This answer是写笔的灵感。
毕竟,下一个片段通过将基本框移动到每个位置并按照从后到前的顺序呈现它来绘制您所追求的形状。
const ctx = canvas.getContext("2d");
// function creates a 3D point (vertex)
function vertex(x, y, z) { return { x, y, z}};
// an array of vertices
const vertices = []; // an array of vertices
// create the 8 vertices that make up a box
const boxSize = 20; // size of the box
const hs = boxSize / 2; // half size shorthand for easier typing
vertices.push(vertex(-hs, -hs, -hs)); // lower top left index 0
vertices.push(vertex(hs, -hs, -hs)); // lower top right
vertices.push(vertex(hs, hs, -hs)); // lower bottom right
vertices.push(vertex(-hs, hs, -hs)); // lower bottom left
vertices.push(vertex(-hs, -hs, hs)); // upper top left index 4
vertices.push(vertex(hs, -hs, hs)); // upper top right
vertices.push(vertex(hs, hs, hs)); // upper bottom right
vertices.push(vertex(-hs, hs, hs)); // upper bottom left index 7
const colours = {
dark: "#004",
shade: "#036",
light: "#0ad",
bright: "#0ee",
}
function createPoly(indexes, colour) {
return {
indexes,
colour
}
}
const polygons = [];
// always make the polygon vertices indexes in a clockwise direction
// when looking at the polygon from the outside of the object
//polygons.push(createPoly([3, 2, 1, 0], colours.dark)); // bottom face
//polygons.push(createPoly([0, 1, 5, 4], colours.dark)); // back face
//polygons.push(createPoly([3, 0, 4, 7], colours.dark)); // left face
polygons.push(createPoly([1, 2, 6, 5], colours.shade)); // right face
polygons.push(createPoly([2, 3, 7, 6], colours.light)); // front face
polygons.push(createPoly([4, 5, 6, 7], colours.bright)); // top face
// From here in I use P2,P3 to create 2D and 3D points
const P3 = (x = 0, y = 0, z = 0) => ({x,y,z});
const P2 = (x = 0, y = 0) => ({ x, y});
// an object to handle the projection
const isoProjMat = {
xAxis: P2(1, 0.5), // 3D x axis for every 1 pixel in x go down half a pixel in y
yAxis: P2(-1, 0.5), // 3D y axis for every -1 pixel in x go down half a pixel in y
zAxis: P2(0, -1), // 3D z axis go up 1 pixels
origin: P2(150, 55), // where on the screen 3D coordinate (0,0,0) will be
project(p, retP = P2()) {
retP.x = p.x * this.xAxis.x + p.y * this.yAxis.x + p.z * this.zAxis.x + this.origin.x;
retP.y = p.x * this.xAxis.y + p.y * this.yAxis.y + p.z * this.zAxis.y + this.origin.y;
return retP;
}
}
var x,y,z;
for(z = 0; z < 4; z++){
const hz = z/2;
for(y = hz; y < 4-hz; y++){
for(x = hz; x < 4-hz; x++){
// move the box
const translated = vertices.map(vert => {
return P3(
vert.x + x * boxSize,
vert.y + y * boxSize,
vert.z + z * boxSize,
);
});
// create a new array of 2D projected verts
const projVerts = translated.map(vert => isoProjMat.project(vert));
// and render
polygons.forEach(poly => {
ctx.fillStyle = poly.colour;
ctx.strokeStyle = poly.colour;
ctx.lineWidth = 1;
ctx.beginPath();
poly.indexes.forEach(index => ctx.lineTo(projVerts[index].x , projVerts[index].y));
ctx.stroke();
ctx.fill();
});
}
}
}
&#13;
canvas {
border: 2px solid black;
}
&#13;
<canvas id="canvas"></canvas>
&#13;