📅  最后修改于: 2023-12-03 14:48:25.801000             🧑  作者: Mango
WebGL是一种基于OpenGL ES 2.0的3D图形渲染技术,可在Web浏览器中呈现逼真的3D画面。交互式多维数据集则是指一种数据集,其中包含多个维度的数据,用户可以通过交互式的方式进行探索与分析。
WebGL-交互式多维数据集提供了以下功能:
WebGL-交互式多维数据集的技术架构如下:
以下是示例代码,实现导入数据集并展示在饼图中:
import * as d3 from 'd3';
import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
const data = [
{ name: 'A', value: 10 },
{ name: 'B', value: 20 },
{ name: 'C', value: 30 },
{ name: 'D', value: 40 },
];
const width = 500;
const height = 500;
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, width / height, 1, 1000);
camera.position.set(0, 0, 5);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
const pie = d3.pie().value(d => d.value)(data);
const color = d3.scaleOrdinal().range(d3.schemeCategory10);
const labels = pie.map((d, i) => {
const geometry = new THREE.TextBufferGeometry(d.data.name, {
font: new THREE.Font(),
size: 0.5,
height: 0.1,
});
const material = new THREE.MeshBasicMaterial({ color: color(i) });
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(Math.cos(d.startAngle), Math.sin(d.startAngle), 0);
mesh.lookAt(new THREE.Vector3());
return mesh;
});
const segments = pie.map((d, i) => {
const geometry = new THREE.BufferGeometry();
const vertices = [
new THREE.Vector3(),
new THREE.Vector3(Math.cos(d.startAngle), Math.sin(d.startAngle), 0),
new THREE.Vector3(Math.cos(d.endAngle), Math.sin(d.endAngle), 0),
];
geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(vertices.flatMap(v => [v.x, v.y, v.z])), 3));
const material = new THREE.MeshBasicMaterial({ color: color(i) });
const mesh = new THREE.Mesh(geometry, material);
return mesh;
});
segments.forEach(segment => scene.add(segment));
labels.forEach(label => scene.add(label));
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
animate();