东西其实比较简单,就是输出某一范围内QQ账号的3D头像
涉及的技术主要是Three.js的基本使用
而后通过腾讯的接口异步并发请求QQ用户头像,Canavs作图生成Texture应用在球体上
需要注意的是,必须修改Chrome启动参数允许访问跨域资源才可正常打开此页面
GitHub地址:https://github.com/gstoken/qq-cube
先上效果图
然后是主要代码
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <link rel="stylesheet" href="./css/bootstrap.css" /> <style> html, body { margin: 0px; padding: 0px; width: 100%; height: 100%; } .page { position: fixed; width: 100%; height: 100%; background-color: white; } .top { padding: 10px; width: 100%; background-color: #222; color: white; } .content { width: 100%; height: 100%; } </style> <title>QQ号顺序阵列查询</title> </head> <body> <div class="page"> <div class="top"> <form class="form-inline"> <div class="form-group"> <label for="dstQQNum">QQ号:</label> <input type="number" class="form-control" id="dstQQNum" value="1982775886" placeholder="目标QQ号" /> </div> <div class="form-group"> <label for="querySize">查询数量:</label> <input type="number" class="form-control" id="querySize" value="64" placeholder="查询个数" /> </div> <div class="form-group"> <label for="taskNum">并发数量:</label> <input type="number" class="form-control" id="taskNum" value="50" placeholder="并发数量" /> </div> <div class="form-group"> <input id="standardQuery" type="button" class="btn btn-primary" value="查询" /> <input id="randomQuery" type="button" class="btn btn-primary" value="随机查查" /> <input id="clearQQ" type="button" class="btn btn-primary" value="清空QQ" /> </div> </form> </div> <div class="content"> </div> </div> <script src="./js/jquery-3.3.1.js"></script> <script src="./js/three.js"></script> <script src="./js/OrbitControls.js"></script> <script src="./js/Detector.js"></script> <script src="./js/stats.min.js"></script> <script type="x-shader/x-vertex" id="vertexShader"> varying vec3 vWorldPosition; void main() { vec4 worldPosition = modelMatrix * vec4( position, 1.0 ); vWorldPosition = worldPosition.xyz; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } </script> <script type="x-shader/x-fragment" id="fragmentShader"> uniform vec3 topColor; uniform vec3 bottomColor; uniform float offset; uniform float exponent; varying vec3 vWorldPosition; void main() { float h = normalize( vWorldPosition + offset ).y; gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h , 0.0), exponent ), 0.0 ) ), 1.0 ); } </script> <script> if (!Detector.webgl) Detector.addGetWebGLMessage(); //球体贴图宽 const ballTextureWidth = 256; //球体贴图高 const ballTextureHeight = 128; //头像尺寸 const headSize = 128; //摄像机,场景,渲染器 let camera, scene, renderer; let stats; let $area = $(".content"); let meshList = []; //绘制图像到canvas function drawToCanvas (img, canvas) { let ctx = canvas.getContext("2d"); ctx.drawImage(img, 0, (ballTextureHeight - headSize) / 2, headSize, headSize); ctx.drawImage(img, ballTextureWidth / 2, (ballTextureHeight - headSize) / 2, headSize, headSize); } //根据QQ以及坐标位置信息生成球体对象 function createBallMesh (img) { let canvas = document.createElement("canvas"); canvas.width = ballTextureWidth; canvas.height = ballTextureHeight; let ctx = canvas.getContext("2d"); ctx.fillStyle = "#ffffff"; ctx.fillRect(0, 0, ballTextureWidth, ballTextureHeight); drawToCanvas(img, canvas); let texture = new THREE.Texture(canvas); //新建标准网孔材质 let ballMat = new THREE.MeshStandardMaterial( { color: "white", roughness: 0.4, metalness: 0.4, map: texture }); texture.needsUpdate = true; let ballGeometry = new THREE.SphereGeometry(0.5, 32, 32); let ballMesh = new THREE.Mesh(ballGeometry, ballMat); ballMesh.rotation.y = Math.PI; texture = undefined; canvas = undefined; return ballMesh; } async function buildQQMeshList (qqNumList, concurrencyNum) { let rtvList = []; let getList = await getAllQQHead(qqNumList, concurrencyNum); for (let i = 0; i < getList.length; ++i) { let curQQInfo = getList[i]; let curQQNum = curQQInfo.qqNum; let curMesh = createBallMesh(curQQInfo.headImg); rtvList[i] = { qqNum: curQQNum, qqMesh: curMesh }; } return rtvList; } async function draw (scene, list, concurrencyNum) { clear(); meshList = await buildQQMeshList(list, concurrencyNum); meshList.sort((a, b) => { return a.qqNum - b.qqNum; }); len = meshList.length; let size = Math.ceil(Math.cbrt(len)); let i = 0; for (let z = 0; z > -size; --z) { for (let y = size - 1; y >= 0; --y) { for (let x = 0; x < size; ++x) { if (i < len) { let ballMesh = meshList[i++].qqMesh; ballMesh.position.set(x * 2, y * 2, z * 2); scene.add(ballMesh); } else { return; } } } } } function clear () { for (let i = 0; i < meshList.length; ++i) { scene.remove(meshList[i].qqMesh); } } async function init(element) { let areaWidth = $area.width(); let areaHeight = $area.height(); //初始化相机 camera = new THREE.PerspectiveCamera(30, areaWidth / areaHeight, 1, 5000); camera.position.set(0, 0, 25); //初始化场景 scene = new THREE.Scene(); scene.background = new THREE.Color().setHSL(0.6, 0, 1); scene.fog = new THREE.Fog(scene.background, 1, 5000); //添加半球光源 let = hemiLight = new THREE.HemisphereLight(0xffffff, 0xffffff, 0.6); hemiLight.color.setHSL(0.6, 1, 0.6); hemiLight.groundColor.setHSL(0.095, 1, 0.75); hemiLight.position.set(0, 50, 0); scene.add(hemiLight); //添加直接光源 let dirLight = new THREE.DirectionalLight(0xffffff, 1); dirLight.color.setHSL(0.1, 1, 0.95); dirLight.position.set(-1, 1.75, 1); dirLight.position.multiplyScalar(30); scene.add(dirLight); //环境 let groundGeo = new THREE.PlaneBufferGeometry(10000, 10000); let groundMat = new THREE.MeshPhongMaterial({color: 0xffffff, specular: 0x050505}); groundMat.color.setHSL(0.095, 1, 0.75); let ground = new THREE.Mesh(groundGeo, groundMat); ground.rotation.x = -Math.PI / 2; ground.position.y = -33; scene.add(ground); ground.receiveShadow = true; //天幕 var vertexShader = document.getElementById('vertexShader').textContent; var fragmentShader = document.getElementById('fragmentShader').textContent; var uniforms = { topColor: {value: new THREE.Color(0x0077ff)}, bottomColor: {value: new THREE.Color(0xffffff)}, offset: {value: 33}, exponent: {value: 0.6} }; uniforms.topColor.value.copy(hemiLight.color); scene.fog.color.copy(uniforms.bottomColor.value); var skyGeo = new THREE.SphereGeometry(4000, 32, 15); var skyMat = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, side: THREE.BackSide } ); var sky = new THREE.Mesh( skyGeo, skyMat ); scene.add(sky); //渲染器 renderer = new THREE.WebGLRenderer({antialias: true}); renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(areaWidth, areaHeight); element.appendChild(renderer.domElement); renderer.gammaInput = true; renderer.gammaOutput = true; renderer.shadowMap.enabled = true; //初始化轨道控制器 controls = new THREE.OrbitControls(camera, renderer.domElement); // stats = new Stats(); // element.appendChild(stats.dom); window.addEventListener('resize', onWindowResize, false); } function onWindowResize() { let width = $area.width(); let height = $area.height(); camera.aspect = width / height; camera.updateProjectionMatrix(); renderer.setSize(width, height); } function animate() { requestAnimationFrame(animate); renderer.render(scene, camera); //stats.update(); } (async () => { let element = $area[0]; await init(element); animate(); })(); </script> <script> //根据起始QQ,结束QQ生成QQ列表 function buildInputQQNumList (opQQNum, edQQNum) { let len = edQQNum - opQQNum + 1; let list = Array(len).fill(0).map((item, index) => { return opQQNum + index; }); return list; } //闭区间随机选数 function randomRange (op, ed) { let len = ed - op + 1; let offset = Math.floor(Math.random() * len); return op + offset; } //随机生成模拟数据 function buildTestList (len) { let randOpQQNum = randomRange(10000, 100000000); let edQQNum = randOpQQNum + len - 1; return buildInputQQNumList(randOpQQNum, edQQNum); } //对列表按索引分组,传入列表和分组个数 function batch (list, num) { let batchList = []; for (let i = 0; i < num; ++i) { batchList[i] = list.filter((item, index) => { if (index % num == i) { return true; } else { return false; } }); } return batchList; } </script> <script> //根据url获取Image对象,返回一个Promise function getImage (url, timeout) { timeout = timeout || 60000; return new Promise((resolve, reject) => { try { let imgObj = new Image(); imgObj.src = url; imgObj.crossOrigin = ""; let id = setTimeout(() => { reject(); }, timeout); imgObj.onload = () => { clearTimeout(id); resolve(imgObj); }; imgObj.onerror = () => { reject(); }; } catch (e) { reject(); } }); } //获取访问QQ头像的接口url function getQQHeadUrl (qqNum) { //return "https://qlogo2.store.qq.com/qzone/" + qqNum + "/" + qqNum + "/100"; return "http://q2.qlogo.cn/headimg_dl?dst_uin=" + qqNum + "&spec=100"; } //获取QQ头像 function getQQHead (qqNum) { return getImage(getQQHeadUrl(qqNum)); } //根据传入的QQ账号列表生成一个Promise异步任务获取对应QQ头像 function startGetQQHeadTask (qqNumList) { return new Promise(async (resolve, reject) => { let taskArray = []; for (let i = 0; i < qqNumList.length; ++i) { let curQQNum = qqNumList[i]; let curQQHeadImg; try { curQQHeadImg = await getQQHead(curQQNum); } catch (e) { curQQHeadImg = null; } taskArray[i] = { qqNum: curQQNum, headImg: curQQHeadImg }; } resolve(taskArray); }); } //根据QQ账号列表获取所有头像 function getAllQQHead (qqNumList, concurrencyNum) { return new Promise((resolve, reject) => { let rtvList = []; let batchList = batch(qqNumList, concurrencyNum); let count = 0; for (let i = 0; i < batchList.length; ++i) { let dstTaskList = batchList[i]; startGetQQHeadTask(dstTaskList).then((list) => { rtvList = rtvList.concat(list); count++; if (count >= concurrencyNum) { resolve(rtvList); } }); } }); } </script> <script> $(function () { $("#standardQuery").click(async () => { let dstQQNum = Number(document.getElementById("dstQQNum").value); let querySize = Number(document.getElementById("querySize").value); if (querySize < 1) { alert("查询个数输入错误"); return; } let taskNum = Number(document.getElementById("taskNum").value); if (taskNum < 1) { alert("并发数量输入错误"); return; } let list = buildInputQQNumList(dstQQNum, dstQQNum + querySize - 1); await draw(scene, list, taskNum); }); $("#randomQuery").click(async () => { let taskNum = Number(document.getElementById("taskNum").value); let list = buildTestList(4 * 4 * 4); await draw(scene, list, taskNum); }); $("#clearQQ").click(() => { clear(); }); }); </script> </body> </html>