Three.js

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Three.js

2023-06-09 20:21| 来源: 网络整理| 查看: 265

目录

项目搭建

实现网页简单布局

初始化three.js基础代码

创建环境背景

加载地球模型

实现光柱效果

添加月球模型

今天简单实现一个three.js的小Demo,加强自己对three知识的掌握与学习,只有在项目中才能灵活将所学知识运用起来,话不多说直接开始。

项目搭建

本案例还是借助框架书写three项目,借用vite构建工具搭建vue项目,vite这个构建工具如果有不了解的朋友,可以参考我之前对其讲解的文章:vite脚手架的搭建与使用 。搭建完成之后,用编辑器打开该项目,在终端执行 npm i 安装一下依赖,安装完成之后终端在安装 npm i three 即可。

因为我搭建的是vue3项目,为了便于代码的可读性,所以我将three.js代码单独抽离放在一个组件当中,在App根组件中进入引入该组件。具体如下:

import CoolEarth from './components/CoolEarth.vue'; *{ margin: 0; padding: 0; } 实现网页简单布局

在HTML布局处进行设置一个loading效果,并通过一个loading.glf动态图使loading效果更加具体,相关代码样式如下:

地球加载中:{{ progress }}% 酷炫3D地球 body { background-color: #000; } .canvas-container { width: 100vw; height: 100vh; } .home { width: 100vw; height: 100vh; transform-origin: 0 0; } .loading { position: fixed; top: 0; left: 0; width: 1920px; height: 1080px; background-image: url(../assets/loading.jpg); background-size: cover; filter: blur(50px); z-index: 100; } .progress { position: fixed; top: 0; left: 0; width: 1920px; height: 1080px; z-index: 101; display: flex; justify-content: center; align-items: center; font-size: 20px; color: #fff; } .progress > img { padding: 0 15px; } .title { width: 380px; height: 40px; position: fixed; right: 100px; top: 50px; background-color: rgba(0, 0, 0, 0.5); line-height: 40px; text-align: center; color: #fff; border-radius: 5px; z-index: 110; } 初始化three.js基础代码

three.js开启必须用到的基础代码如下:

导入three库:

import * as THREE from 'three'

初始化场景:

const scene = new THREE.Scene()

初始化相机:

const camera = new THREE.PerspectiveCamera(75,window.innerWidth/window.innerHeight,0.1,1000) camera.position.set(0,50,300)

初始化渲染器:

const renderer = new THREE.WebGLRenderer({ antialias: true }) renderer.setSize(window.innerWidth,window.innerHeight)

监听屏幕大小的改变,修改渲染器的宽高和相机的比例:

window.addEventListener("resize",()=>{ renderer.setSize(window.innerWidth,window.innerHeight) camera.aspect = window.innerWidth/window.innerHeight camera.updateProjectionMatrix() })

设置渲染函数:

const render = () =>{ controls.update(); requestAnimationFrame(render); renderer.render(scene, camera); }

进行挂载:

onMounted(()=>{ // 设置进度 THREE.DefaultLoadingManager.onProgress = function (item, loaded, total) { progress.value = new Number((loaded / total) * 100).toFixed(2); }; // 将画布添加到页面中 screenDom.value.appendChild(renderer.domElement) render() })

ok,写完基础代码之后,接下来开始具体的Demo实操。

创建环境背景

这里通过TextureLoader加载各种类型的纹理图像,包括JPEG、PNG、GIF等。通过TextureLoader,开发人员可以轻松地将纹理加载到自己的Three.js场景中,从而为场景增加更多的细节和视觉效果。

// 创建星空的背景颜色 scene.background = new THREE.Color(0x030311); // 加载点材质纹理 const starsTexture = new THREE.TextureLoader().load("./images/stars.png"); const starsMaterial = new THREE.PointsMaterial({ size: 2, sizeAttenuation: true, // 尺寸衰减 color: 0x4d76cf, transparent: true, opacity: 1, map: starsTexture, });

接下来通过点材质创建星空效果,setAttribute方法可以用于向这些BufferAttribute对象中设置顶点属性数据,BufferAttribute是在Three.js等WebGL引擎中用于描述几何体或粒子的渲染数据结构,也是WebGL中顶点缓存对象(VBO)中存储顶点数据的方式之一:

// 使用点材质创建星空效果 const vertices = []; for (let i = 0; i < 500; i++) { const vertex = new THREE.Vector3(); vertex.x = 800 * Math.random() - 400; vertex.y = 800 * Math.random() - 400; vertex.z = 800 * Math.random() - 400; vertices.push(vertex.x, vertex.y, vertex.z); } // 星空效果 let starsGeometry = new THREE.BufferGeometry(); starsGeometry.setAttribute( "position", new THREE.BufferAttribute(new Float32Array(vertices), 3) ); let stars = new THREE.Points(starsGeometry, starsMaterial); scene.add(stars);

加载地球模型

接下来依然通过TextureLoader加载各种类型的纹理图像:

// 创建地球 let earthGeometry = new THREE.SphereGeometry(50, 32, 32); let earthTexture = new THREE.TextureLoader().load("./images/map.jpg"); let earthMaterial = new THREE.MeshBasicMaterial({ map: earthTexture, }); let earth = new THREE.Mesh(earthGeometry, earthMaterial); scene.add(earth);

接下来在原有地球的基础上再加一层发光球体的壳,使地球更具有美感:

// 发光地球 let lightTexture = new THREE.TextureLoader().load("./images/earth.jpg"); let lightEarthGeometry = new THREE.SphereGeometry(53, 32, 32); let lightEarthMaterial = new THREE.MeshBasicMaterial({ map: lightTexture, alphaMap: lightTexture, blending: THREE.AdditiveBlending, transparent: true, }); let lightEarth = new THREE.Mesh(lightEarthGeometry, lightEarthMaterial); scene.add(lightEarth);

接下来通过 Sprite 将Sprite 对象图像资源打包在一张贴图上,然后在需要渲染Sprite 的时候使用不同的纹理坐标选取对应的图像片段进行绘制。

// 添加地球内外发光精灵 let spriteTexture = new THREE.TextureLoader().load("./images/glow.png"); let spriteMaterial = new THREE.SpriteMaterial({ map: spriteTexture, color: 0x4d76cf, transparent: true, depthWrite: false, depthTest: false, blending: THREE.AdditiveBlending, }); let sprite = new THREE.Sprite(spriteMaterial); sprite.scale.set(155, 155, 0); scene.add(sprite);

接下来接着使用该函数使其内发光:

// 内发光 let spriteTexture1 = new THREE.TextureLoader().load("./images/innerGlow.png"); let spriteMaterial1 = new THREE.SpriteMaterial({ map: spriteTexture1, color: 0x4d76cf, transparent: true, depthWrite: false, depthTest: false, blending: THREE.AdditiveBlending, }); let sprite1 = new THREE.Sprite(spriteMaterial1); sprite1.scale.set(128, 128, 0); scene.add(sprite1); let scale = new THREE.Vector3(1, 1, 1);

实现光柱效果

通过for循环实现30个光柱效果的展示,这里依然通过TextureLoader加载各种类型的纹理图像:

for (let i = 0; i < 30; i++) { // 实现光柱 let lightPillarTexture = new THREE.TextureLoader().load( "./images/light_column.png" ); let lightPillarGeometry = new THREE.PlaneGeometry(3, 20); let lightPillarMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff, map: lightPillarTexture, alphaMap: lightPillarTexture, transparent: true, blending: THREE.AdditiveBlending, side: THREE.DoubleSide, depthWrite: false, }); let lightPillar = new THREE.Mesh(lightPillarGeometry, lightPillarMaterial); lightPillar.add(lightPillar.clone().rotateY(Math.PI / 2)); // 设置光柱的位置 let lat = Math.random() * 180 - 90; let lon = Math.random() * 360 - 180; let position = lon2xyz(60, lon, lat); lightPillar.position.set(position.x, position.y, position.z); lightPillar.quaternion.setFromUnitVectors( new THREE.Vector3(0, 1, 0), position.clone().normalize() ); scene.add(lightPillar); }

接下来利用贴图给地球的每个光柱添加光圈效果,这里利用gsap动画库实现:

// 创建波纹扩散效果 let circlePlane = new THREE.PlaneGeometry(6, 6); let circleTexture = new THREE.TextureLoader().load("./images/label.png"); let circleMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff, map: circleTexture, transparent: true, blending: THREE.AdditiveBlending, depthWrite: false, side: THREE.DoubleSide, }); let circleMesh = new THREE.Mesh(circlePlane, circleMaterial); circleMesh.rotation.x = -Math.PI / 2; circleMesh.position.set(0, -7, 0); lightPillar.add(circleMesh); gsap.to(circleMesh.scale, { duration: 1 + Math.random() * 0.5, x: 2, y: 2, z: 2, repeat: -1, delay: Math.random() * 0.5, yoyo: true, ease: "power2.inOut", });

添加月球模型

接下来依然通过TextureLoader加载各种类型的纹理图像:

// 绕地球运行的月球 let moonTexture = new THREE.TextureLoader().load("./images/moon.jpg"); let moonMaterial = new THREE.MeshStandardMaterial({ map: moonTexture, emissive: 0xffffff, emissiveMap: moonTexture, }); let moonGeometry = new THREE.SphereGeometry(5, 32, 32); let moon = new THREE.Mesh(moonGeometry, moonMaterial); moon.position.set(150, 0, 0); scene.add(moon);

接下来实现月球环模型:

// 创建月球环 let moonRingTexture = new THREE.TextureLoader().load("./images/moon_ring.png"); let moonRingMaterial = new THREE.MeshBasicMaterial({ map: moonRingTexture, transparent: true, blending: THREE.AdditiveBlending, side: THREE.DoubleSide, depthWrite: false, opacity: 0.5, }); let moonRingGeometry = new THREE.RingGeometry(145, 155, 64); let moonRing = new THREE.Mesh(moonRingGeometry, moonRingMaterial); moonRing.rotation.x = -Math.PI / 2; scene.add(moonRing);

接下来通过gsap动画库当月球顺时针绕地球无限匀速旋转运动下去:

let time = { value: 0, }; gsap.to(time, { value: 1, duration: 10, repeat: -1, ease: "linear", onUpdate: () => { moon.position.x = 150 * Math.cos(time.value * Math.PI * 2); moon.position.z = 150 * Math.sin(time.value * Math.PI * 2); moon.rotation.y = time.value * Math.PI * 8; }, });

效果完成之后,我们在一开始设置的挂载时显示进度也就有效果了,如下:

demo做完,给出本案例的完整代码:(获取素材也可以私信博主)

地球加载中:{{ progress }}% 酷炫3D地球 import * as THREE from 'three' import { ref,onMounted } from 'vue' import { gsap } from 'gsap' import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls' let screenDom = ref(null) let progress = ref(0); // 经纬度转换函数 const lon2xyz = (R,longitude,latitude) =>{ let lon = ( longitude * Math.PI ) / 180 // 转弧度值 const lat = (latitude * Math.PI) / 180 // 转弧度值 lon = -lon // js坐标系z坐标轴对应经度-90度,而不是90度 // 经纬度坐标转球面坐标计算公式 const x = R * Math.cos(lat) * Math.cos(lon) const y = R * Math.sin(lat) const z = R * Math.cos(lat) * Math.sin(lon) // 返回球面坐标 return new THREE.Vector3(x,y,z) } // 创建场景 const scene = new THREE.Scene() // 创建相机 const camera = new THREE.PerspectiveCamera(75,window.innerWidth/window.innerHeight,0.1,1000) camera.position.set(0,50,300) // 创建渲染器 const renderer = new THREE.WebGLRenderer({ antialias: true }) renderer.setSize(window.innerWidth,window.innerHeight) // 创建控制器 const controls = new OrbitControls(camera,renderer.domElement) controls.autoRotate = true window.addEventListener("resize",()=>{ renderer.setSize(window.innerWidth,window.innerHeight) camera.aspect = window.innerWidth/window.innerHeight camera.updateProjectionMatrix() }) // 创建渲染函数 const render = () =>{ controls.update(); requestAnimationFrame(render); renderer.render(scene, camera); } onMounted(()=>{ // 设置进度 THREE.DefaultLoadingManager.onProgress = function (item, loaded, total) { progress.value = new Number((loaded / total) * 100).toFixed(2); }; // 将画布添加到页面中 screenDom.value.appendChild(renderer.domElement) render() }) // 创建星空的背景颜色 scene.background = new THREE.Color(0x030311); // 加载点材质纹理 const starsTexture = new THREE.TextureLoader().load("./images/stars.png"); const starsMaterial = new THREE.PointsMaterial({ size: 2, sizeAttenuation: true, // 尺寸衰减 color: 0x4d76cf, transparent: true, opacity: 1, map: starsTexture, }); // 使用点材质创建星空效果 const vertices = []; for (let i = 0; i < 500; i++) { const vertex = new THREE.Vector3(); vertex.x = 800 * Math.random() - 400; vertex.y = 800 * Math.random() - 400; vertex.z = 800 * Math.random() - 400; vertices.push(vertex.x, vertex.y, vertex.z); } // 星空效果 let starsGeometry = new THREE.BufferGeometry(); starsGeometry.setAttribute( "position", new THREE.BufferAttribute(new Float32Array(vertices), 3) ); let stars = new THREE.Points(starsGeometry, starsMaterial); scene.add(stars); // 创建地球 let earthGeometry = new THREE.SphereGeometry(50, 32, 32); let earthTexture = new THREE.TextureLoader().load("./images/map.jpg"); let earthMaterial = new THREE.MeshBasicMaterial({ map: earthTexture, }); let earth = new THREE.Mesh(earthGeometry, earthMaterial); scene.add(earth); // 发光地球 let lightTexture = new THREE.TextureLoader().load("./images/earth.jpg"); let lightEarthGeometry = new THREE.SphereGeometry(53, 32, 32); let lightEarthMaterial = new THREE.MeshBasicMaterial({ map: lightTexture, alphaMap: lightTexture, blending: THREE.AdditiveBlending, transparent: true, }); let lightEarth = new THREE.Mesh(lightEarthGeometry, lightEarthMaterial); scene.add(lightEarth); // 添加地球内外发光精灵 let spriteTexture = new THREE.TextureLoader().load("./images/glow.png"); let spriteMaterial = new THREE.SpriteMaterial({ map: spriteTexture, color: 0x4d76cf, transparent: true, depthWrite: false, depthTest: false, blending: THREE.AdditiveBlending, }); let sprite = new THREE.Sprite(spriteMaterial); sprite.scale.set(155, 155, 0); scene.add(sprite); // 内发光 let spriteTexture1 = new THREE.TextureLoader().load("./images/innerGlow.png"); let spriteMaterial1 = new THREE.SpriteMaterial({ map: spriteTexture1, color: 0x4d76cf, transparent: true, depthWrite: false, depthTest: false, blending: THREE.AdditiveBlending, }); let sprite1 = new THREE.Sprite(spriteMaterial1); sprite1.scale.set(128, 128, 0); scene.add(sprite1); let scale = new THREE.Vector3(1, 1, 1); for (let i = 0; i < 30; i++) { // 实现光柱 let lightPillarTexture = new THREE.TextureLoader().load( "./images/light_column.png" ); let lightPillarGeometry = new THREE.PlaneGeometry(3, 20); let lightPillarMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff, map: lightPillarTexture, alphaMap: lightPillarTexture, transparent: true, blending: THREE.AdditiveBlending, side: THREE.DoubleSide, depthWrite: false, }); let lightPillar = new THREE.Mesh(lightPillarGeometry, lightPillarMaterial); lightPillar.add(lightPillar.clone().rotateY(Math.PI / 2)); // 设置光柱的位置 let lat = Math.random() * 180 - 90; let lon = Math.random() * 360 - 180; let position = lon2xyz(60, lon, lat); lightPillar.position.set(position.x, position.y, position.z); lightPillar.quaternion.setFromUnitVectors( new THREE.Vector3(0, 1, 0), position.clone().normalize() ); scene.add(lightPillar); // 创建波纹扩散效果 let circlePlane = new THREE.PlaneGeometry(6, 6); let circleTexture = new THREE.TextureLoader().load("./images/label.png"); let circleMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff, map: circleTexture, transparent: true, blending: THREE.AdditiveBlending, depthWrite: false, side: THREE.DoubleSide, }); let circleMesh = new THREE.Mesh(circlePlane, circleMaterial); circleMesh.rotation.x = -Math.PI / 2; circleMesh.position.set(0, -7, 0); lightPillar.add(circleMesh); gsap.to(circleMesh.scale, { duration: 1 + Math.random() * 0.5, x: 2, y: 2, z: 2, repeat: -1, delay: Math.random() * 0.5, yoyo: true, ease: "power2.inOut", }); } // 绕地球运行的月球 let moonTexture = new THREE.TextureLoader().load("./images/moon.jpg"); let moonMaterial = new THREE.MeshStandardMaterial({ map: moonTexture, emissive: 0xffffff, emissiveMap: moonTexture, }); let moonGeometry = new THREE.SphereGeometry(5, 32, 32); let moon = new THREE.Mesh(moonGeometry, moonMaterial); moon.position.set(150, 0, 0); scene.add(moon); // 创建月球环 let moonRingTexture = new THREE.TextureLoader().load("./images/moon_ring.png"); let moonRingMaterial = new THREE.MeshBasicMaterial({ map: moonRingTexture, transparent: true, blending: THREE.AdditiveBlending, side: THREE.DoubleSide, depthWrite: false, opacity: 0.5, }); let moonRingGeometry = new THREE.RingGeometry(145, 155, 64); let moonRing = new THREE.Mesh(moonRingGeometry, moonRingMaterial); moonRing.rotation.x = -Math.PI / 2; scene.add(moonRing); let time = { value: 0, }; gsap.to(time, { value: 1, duration: 10, repeat: -1, ease: "linear", onUpdate: () => { moon.position.x = 150 * Math.cos(time.value * Math.PI * 2); moon.position.z = 150 * Math.sin(time.value * Math.PI * 2); moon.rotation.y = time.value * Math.PI * 8; }, }); body { background-color: #000; } .canvas-container { width: 100vw; height: 100vh; } .home { width: 100vw; height: 100vh; transform-origin: 0 0; } .loading { position: fixed; top: 0; left: 0; width: 1920px; height: 1080px; background-image: url(../assets/loading.jpg); background-size: cover; filter: blur(50px); z-index: 100; } .progress { position: fixed; top: 0; left: 0; width: 1920px; height: 1080px; z-index: 101; display: flex; justify-content: center; align-items: center; font-size: 20px; color: #fff; } .progress > img { padding: 0 15px; } .title { width: 380px; height: 40px; position: fixed; right: 100px; top: 50px; background-color: rgba(0, 0, 0, 0.5); line-height: 40px; text-align: center; color: #fff; border-radius: 5px; z-index: 110; }


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