Columns
Extruded columns from tabular data, batched with instancing.
single HTML file · CDN dependencies onlyinterface may contain Chinese labels
Source
<!--
说明:十八乘十八共三百二十四根柱体,高度来自三个高斯峰叠加的密度场
核心逻辑:InstancedMesh 一次绘制全部柱体,逐实例矩阵控制位置与高度
依赖:three.js 0.160.0、OrbitControls · jsDelivr CDN(ESM + importmap)
-->
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta name="robots" content="noindex,follow">
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>柱状图</title>
<style>
html,body{height:100%;margin:0;background:#0d1117}
body{display:flex;flex-direction:column;overflow:hidden;
font:13px/1.6 -apple-system,"Segoe UI","PingFang SC",sans-serif;color:#e6e8ec}
.bar{flex:0 0 auto;padding:8px 12px;background:#161b22;border-bottom:1px solid #252c36;
display:flex;gap:14px;align-items:center;font-size:12px;color:#8b93a1;flex-wrap:wrap}
.bar b{color:#58a6ff;font-weight:600}
.bar input[type=range]{width:150px;accent-color:#4f9ef8}
.bar .sp{flex:1 1 auto}
#stage{flex:1 1 auto;min-height:0;position:relative}
#stage canvas{display:block}
</style>
</head>
<body>
<div class="bar">
<span>柱数 <b>324</b></span>
<span>最高 <b id="peak">—</b></span>
<label>高度倍率 <input type="range" id="scale" min="0.4" max="1.8" step="0.05" value="1"></label>
<span><b id="scalev">1.00</b> ×</span>
<span class="sp"></span>
<span>拖拽旋转 · 滚轮缩放</span>
</div>
<div id="stage"></div>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const stage = document.getElementById('stage');
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(stage.clientWidth, stage.clientHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.08;
stage.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x0d1117);
const camera = new THREE.PerspectiveCamera(
42, stage.clientWidth / stage.clientHeight, 0.1, 200
);
camera.position.set(13, 11, 15);
const controls = new OrbitControls(camera, renderer.domElement);
controls.target.set(0, 1.6, 0);
controls.enableDamping = true;
controls.dampingFactor = 0.08;
controls.maxPolarAngle = Math.PI * 0.49;
controls.minDistance = 8;
controls.maxDistance = 44;
controls.update();
scene.add(new THREE.HemisphereLight(0xbcd8ff, 0x141c24, 1.2));
const key = new THREE.DirectionalLight(0xffffff, 2.2);
key.position.set(9, 14, 7);
scene.add(key);
const side = new THREE.DirectionalLight(0x86b8ff, 0.9);
side.position.set(-10, 6, -8);
scene.add(side);
const COLS = 18;
const ROWS = 18;
const GAP = 0.92;
const COUNT = COLS * ROWS;
/* 归一化平面上的密度场,三个高斯峰 */
function fieldAt(u, v) {
let f = 0;
f += 1.00 * Math.exp(-((u - 0.28) * (u - 0.28) + (v - 0.36) * (v - 0.36)) / 0.016);
f += 0.72 * Math.exp(-((u - 0.70) * (u - 0.70) + (v - 0.64) * (v - 0.64)) / 0.022);
f += 0.46 * Math.exp(-((u - 0.52) * (u - 0.52) + (v - 0.14) * (v - 0.14)) / 0.011);
return Math.min(1, f / 1.68);
}
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({
roughness: 0.4,
metalness: 0.18
});
const bars = new THREE.InstancedMesh(geometry, material, COUNT);
bars.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
scene.add(bars);
const dummy = new THREE.Object3D();
const color = new THREE.Color();
const peakEl = document.getElementById('peak');
/* 记录每根柱的归一化强度,换倍率时只重算矩阵 */
const strengths = new Float32Array(COUNT);
const cells = [];
function buildField() {
let n = 0;
for (let r = 0; r < ROWS; r++) {
for (let c = 0; c < COLS; c++) {
const u = (c + 0.5) / COLS;
const v = (r + 0.5) / ROWS;
const s = fieldAt(u, v);
strengths[n] = s;
cells.push({
x: (c - (COLS - 1) / 2) * GAP,
z: (r - (ROWS - 1) / 2) * GAP,
s: s
});
color.setHSL(0.57 - 0.52 * s, 0.68, 0.28 + 0.3 * s);
bars.setColorAt(n, color);
n++;
}
}
if (bars.instanceColor) bars.instanceColor.needsUpdate = true;
}
function layout(scale) {
let peak = 0;
for (let i = 0; i < COUNT; i++) {
const cell = cells[i];
const h = 0.18 + cell.s * 5.2 * scale;
dummy.position.set(cell.x, h / 2, cell.z);
dummy.scale.set(0.56, h, 0.56);
dummy.rotation.set(0, 0, 0);
dummy.updateMatrix();
bars.setMatrixAt(i, dummy.matrix);
if (h > peak) peak = h;
}
bars.instanceMatrix.needsUpdate = true;
peakEl.textContent = peak.toFixed(2);
}
buildField();
layout(1);
/* 地面参考面 */
const ground = new THREE.Mesh(
new THREE.PlaneGeometry(COLS * GAP + 3, ROWS * GAP + 3),
new THREE.MeshStandardMaterial({ color: 0x121a23, roughness: 1 })
);
ground.rotation.x = -Math.PI / 2;
scene.add(ground);
const box = new THREE.LineSegments(
new THREE.EdgesGeometry(ground.geometry),
new THREE.LineBasicMaterial({ color: 0x243244 })
);
box.rotation.x = -Math.PI / 2;
box.position.y = 0.002;
scene.add(box);
renderer.setAnimationLoop(function () {
controls.update();
renderer.render(scene, camera);
});
window.addEventListener('resize', function () {
const w = stage.clientWidth;
const h = stage.clientHeight;
camera.aspect = w / h;
camera.updateProjectionMatrix();
renderer.setSize(w, h);
});
const scaleInput = document.getElementById('scale');
const scaleLabel = document.getElementById('scalev');
scaleInput.addEventListener('input', function () {
const v = Number(scaleInput.value);
scaleLabel.textContent = v.toFixed(2);
layout(v);
});
</script>
</body>
</html>
Language: the code and this page are in English; the full tutorial and API notes for this example are in Chinese. The demo itself is the authoritative version — it runs exactly as shown.