颗粒图像
Image Part

你将学到什么
- 相机交互控制器
- 天空盒与环境贴图
- requestAnimationFrame 渲染循环
效果说明
Three.js 片元/顶点着色器改颜色与形变。
着色器 · Three.js
核心概念
OrbitControls 轨道旋转缩放;开
enableDamping时每帧需controls.update()。CubeTexture 六面贴图作
scene.background;scene.environment供 PBR 材质反射。
实现步骤
- 搭建 Scene / Camera / Renderer 与 OrbitControls
- rAF 循环中 update 并 render
代码要点
bezier()— 案例中的独立逻辑模块,建议在线编辑器中跳转阅读h()— 案例中的独立逻辑模块,建议在线编辑器中跳转阅读
源码
js
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
// 创建渲染器对象
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio); // 设置像素比
document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
// 创建场景对象
var scene = new THREE.Scene();
scene.background = new THREE.Color("#347897");
// 创建相机
const far = 500000;
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, far);
camera.position.set(0, 0, 300);
// 点光源
var point = new THREE.PointLight("#fff", 1);
point.position.set(140, 200, 300); // 点光源位置
scene.add(point); // 点光源添加到场景中
// 环境光
var ambient = new THREE.AmbientLight("#fff", 2);
scene.add(ambient);
// 添加辅助线
const axisHelper = new THREE.AxesHelper(500);
scene.add(axisHelper);
// 创建控制器
const controls = new OrbitControls(camera, renderer.domElement);
//controls.autoRotate = true;
// 渲染
requestAnimationFrame(function render() {
requestAnimationFrame(render);
controls.update(); // Update controls
renderer.render(scene, camera);
});
// 创建几何体
const width = 200; // 宽度
const height = 100; // 高度
const positionArr = []; // 顶点
const normalArr = []; // 法线
const uvArr = []; // uv
const geometry = new THREE.PlaneGeometry(width, height, 1 * width, 1 * height);
Array.from(geometry.index.array).forEach((vertexIndex) => {
let tArr = geometry.attributes.position.array;
let i = vertexIndex * 3;
positionArr.push(tArr[i], tArr[i + 1], tArr[i + 2]); // 顶点
tArr = geometry.attributes.normal.array;
i = vertexIndex * 3;
normalArr.push(tArr[i], tArr[i + 1], tArr[i + 2]); // 法线
tArr = geometry.attributes.uv.array;
i = vertexIndex * 2;
uvArr.push(tArr[i], tArr[i + 1]); // uv
});
let bufferGeometry = new THREE.BufferGeometry(); // 缓冲几何体
bufferGeometry.setAttribute("position", new THREE.BufferAttribute(new Float32Array(positionArr), 3));
bufferGeometry.setAttribute("originPosition", new THREE.BufferAttribute(new Float32Array(positionArr), 3));
bufferGeometry.setAttribute("normal", new THREE.BufferAttribute(new Float32Array(normalArr), 3));
bufferGeometry.setAttribute("uv", new THREE.BufferAttribute(new Float32Array(uvArr), 2));
bufferGeometry.faceAnimateArr = [];
for (let i = 0; i < bufferGeometry.attributes.position.count; i++) {
// 三角面
if (i % 3 == 0) {
const y = bufferGeometry.attributes.position.array[i * 3 + 1];
const y_sign = Math.sign(y);
let obj = {
circle: 1500, // 周期
startTime: null, // 起始时间
progress: 0, // 进度
bezier: null, // 贝赛尔曲线
};
const start = { x: 0, y: 0, z: 0 }; // 起点
const end = start; // 终点
let control1 = { x: Math.random() * 50, y: y_sign * (Math.random() * 80), z: 0 }; // 控制点1
let control2 = { x: Math.random() * 50, y: -y_sign * 20, z: 0 }; // 控制点2
obj.bezier = { start, control1, control2, end };
bufferGeometry.faceAnimateArr.push(obj);
}
}
// 材质
const material = new THREE.MeshStandardMaterial({
map: new THREE.TextureLoader().load(FILE_HOST + 'threeExamples/application/flyLine/earth.jpeg'),
side: THREE.DoubleSide,
});
// 平面
const plane = new THREE.Mesh(bufferGeometry, material);
scene.add(plane);
// 贝塞尔曲线
function bezier(P0, P1, P2, P3, t) {
const x = P0.x * (1 - t) * (1 - t) * (1 - t) + 3 * P1.x * t * (1 - t) * (1 - t) + 3 * P2.x * t * t * (1 - t) + P3.x * t * t * t;
const y = P0.y * (1 - t) * (1 - t) * (1 - t) + 3 * P1.y * t * (1 - t) * (1 - t) + 3 * P2.y * t * t * (1 - t) + P3.y * t * t * t;
const z = P0.z * (1 - t) * (1 - t) * (1 - t) + 3 * P1.z * t * (1 - t) * (1 - t) + 3 * P2.z * t * t * (1 - t) + P3.z * t * t * t;
return { x, y, z };
}
// 碎片运动
let startTime = Date.now(); // 开始时间
const circle = 1500; // 周期
let progress = 0; // 进度
requestAnimationFrame(function h() {
requestAnimationFrame(h);
progress = (Date.now() - startTime) / circle; // 计算进度
if (progress > 1) progress = 1;
let startX = -width / 2;
let currX = startX + width * progress;
// 遍历三角面
bufferGeometry.faceAnimateArr.forEach((face, index) => {
const tArr = bufferGeometry.attributes.originPosition.array; // 类数组对象
// ... 完整源码见在线案例编辑器小结
着色器 · Three.js
