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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。
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:
- <template>
- <!-- 3D地球 -->
- <CoolEarth></CoolEarth>
- </template>
-
- <script setup>
- import CoolEarth from './components/CoolEarth.vue';
- </script>
-
- <style lang="less">
- *{
- margin: 0;
- padding: 0;
- }
- </style>
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:
- <template>
- <div class="home">
- <div class="canvas-container" ref="screenDom"></div>
- <div class="loading" v-if="progress != 100"></div>
- <div class="progress" v-if="progress != 100">
- <img src="../assets/loading.gif" alt="" />
- <span>地球加载中:{{ progress }}%</span>
- </div>
- <div class="title">酷炫3D地球</div>
- </div>
- </template>
-
- <style>
- 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;
- }
- </style>
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。
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);
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);
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",
- });
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)
- <template>
- <div class="home">
- <div class="canvas-container" ref="screenDom"></div>
- <div class="loading" v-if="progress != 100"></div>
- <div class="progress" v-if="progress != 100">
- <img src="../assets/loading.gif" alt="" />
- <span>地球加载中:{{ progress }}%</span>
- </div>
- <div class="title">酷炫3D地球</div>
- </div>
- </template>
-
- <script setup>
- 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;
- },
- });
-
- </script>
-
- <style>
- 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;
- }
- </style>
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