圆泡吸附
Smoke Circle

你将学到什么
- 实时阴影 ShadowMap
- 天空盒与环境贴图
- GSAP / anime.js 属性动画
- requestAnimationFrame 渲染循环
效果说明
大量重复物体或粒子,注意 draw call 与 update 频率。
着色器 · Three.js
核心概念
阴影四步:
renderer.shadowMap.enabled、光源castShadow、物体castShadow、地面receiveShadow。CubeTexture 六面贴图作
scene.background;scene.environment供 PBR 材质反射。时间线库驱动 position/rotation/uniform,与 rAF 渲染循环配合。
实现步骤
- 搭建 Scene / Camera / Renderer 与 OrbitControls
- rAF 循环中 update 并 render
代码要点
createWorld()— 案例中的独立逻辑模块,建议在线编辑器中跳转阅读onWindowResize()— 案例中的独立逻辑模块,建议在线编辑器中跳转阅读createLights()— 案例中的独立逻辑模块,建议在线编辑器中跳转阅读createPrimitive()— 案例中的独立逻辑模块,建议在线编辑器中跳转阅读createGrid()— 案例中的独立逻辑模块,建议在线编辑器中跳转阅读animation()— 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 gsap from 'gsap';
// reference Victor Vergara https://codepen.io/vcomics/pen/KBMyjE
window.addEventListener('load', init, false);
function init() {
createWorld();
createLights();
createPrimitive();
createParticleWord();
animation();
}
var scene, camera, renderer;
var world = new THREE.Object3D();
var _width, _height;
function createWorld() {
_width = window.innerWidth;
_height= window.innerHeight;
scene = new THREE.Scene();
scene.fog = new THREE.Fog(0x000000, 4, 12);
//scene.background = new THREE.Color(0xF00000);
camera = new THREE.PerspectiveCamera(35, _width/_height, 1, 1000);
camera.position.set(0,0,8);
renderer = new THREE.WebGLRenderer({antialias:true, alpha:false});
renderer.setSize(_width, _height);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
_width = window.innerWidth;
_height = window.innerHeight;
renderer.setSize(_width, _height);
camera.aspect = _width / _height;
camera.updateProjectionMatrix();
console.log('- resize -');
}
var _ambientLights, _lights;
function createLights() {
_ambientLights = new THREE.HemisphereLight(0x111111, 0x000000, 5);
_lights = new THREE.PointLight(0xF00555, 0.5);
_lights.position.set(0, 0, 3);
_lights.castShadow = true;
scene.add(_ambientLights);
scene.add(_lights);
}
var createParticleWord = function() {
var geometry = new THREE.IcosahedronGeometry(0.7, 3);
var circle_start = 10;
for (var i = 0; i<120; i++) {
var material = new THREE.MeshBasicMaterial( {
color: 0xFFFF
} );
var circle = new THREE.Mesh( geometry, material );
circle.castShadow = true;
circle.receivedShadow = true;
circle.position.x = -Math.random()* circle_start + Math.random()* circle_start;
circle.position.z = -Math.random()* circle_start + Math.random()* circle_start;
circle.position.y = -Math.random()* circle_start + Math.random()* circle_start;
var circle_scale = Math.random()* 1;
var circle_random = Math.random() * 1;
circle.scale.set(circle_scale, circle_scale, circle_scale);
var object_pos = world.children[ 0 ];
var object_pos_range = 0;
setInterval(function(){
object_pos.position.x = -Math.random() * object_pos_range + Math.random() * object_pos_range;
object_pos.position.y = -Math.random() * object_pos_range + Math.random() * object_pos_range;
object_pos.position.z = -Math.random() * object_pos_range + Math.random() * object_pos_range;
}, 1000);
world.add( circle );
}
scene.add(world);
}
var primitiveElement = function() {
this.mesh = new THREE.Object3D();
var geo = new THREE.IcosahedronGeometry();
var mat = new THREE.MeshBasicMaterial({color:0x500000});
var mesh = new THREE.Mesh(geo, mat);
//this.mesh.add(mesh);
}
var _primitive;
function createPrimitive() {
_primitive = new primitiveElement();
_primitive.mesh.scale.set(1,1,1);
scene.add(_primitive.mesh);
}
function createGrid() {
var gridHelper = new THREE.GridHelper(20, 20);
gridHelper.position.y = -1;
scene.add(gridHelper);
}
function animation() {
var time = Date.now() * 0.003;
_primitive.mesh.rotation.y += 0.003;
world.rotation.y = Math.sin(time) * Math.PI / 180;
world.rotation.z = Math.cos(time) * Math.PI / 180;
var object_place = world.children[ 0 ];
object_place.visible = false;
for ( let i = 0, l = world.children.length; i < l; i ++ ) {
var object = world.children[ i ];
var object_left = world.children[ i-1 ];
if (i>1) {
gsap.to(object.position, 2, {
x:Math.cos(object_left.position.x * Math.PI) * 1,
y:Math.sin(object_left.position.y * Math.PI) * 1,
z:Math.cos(object_left.position.z * Math.PI) * 1,
});
}
}
// ... 完整源码见在线案例编辑器小结
着色器 · Three.js
