本文主要介紹使用three.js 實現3D雨落場景
廢話不多說,先上圖 (去看效果)
場景圖.png
沒做gif,全是靜態的,直接上代碼,然后解釋一下 幾個關鍵點就行
import * as THREE from 'three'
import { OrbitControls } from '../../../node_modules/three/examples/jsm/controls/OrbitControls'
export default class demo {
constructor(options) {
this.scene = null
this.camera = null
this.renderer = null
this.w = null
this.h = null
this.fov = 60
this.near = 1
this.far = 5000
this.options = options || {}
// 立方體
this.cube = null
this.controls = null
this.cylinder = null
this.sphere = null
this.sphereArray = []
this.group = []
}
createScene() {
this.w = window.innerWidth
this.h = window.innerHeight
this.scene = new THREE.Scene()
// this.scene.background = new THREE.Color(0xcccccc)
// this.scene.fog = new THREE.FogExp2(0xcccccc, 0.002)
this.camera = new THREE.PerspectiveCamera(
this.fov,
this.w / this.h,
this.near,
this.far
)
this.renderer = new THREE.WebGLRenderer({
alpha: true,
antialias: true
})
this.renderer.setSize(this.w, this.h)
this.camera.position.set(400, -50, 0)
this.camera.lookAt(this.scene.position)
document
.querySelector(this.options.el)
.appendChild(this.renderer.domElement)
this.createControls()
this.createLight()
}
createBackground() {
let urls = [`px.jpg`, `nx.jpg`, `py.jpg`, `ny.jpg`, `pz.jpg`, `nz.jpg`]
let reflectionCube = new THREE.CubeTextureLoader()
.setPath('/images/app/')
.load(urls)
this.scene.background = reflectionCube
this.renderer.render(this.scene, this.camera)
}
// light
createLight() {
var light = new THREE.PointLight(0xffffff)
light.position.set(400, -50, 0)
this.scene.add(light)
var light1 = new THREE.DirectionalLight(0x888888)
this.scene.add(light1)
var light2 = new THREE.AmbientLight(0xffffff)
this.scene.add(light2)
}
// 創建 小圓球
createSphere() {
let geometry = new THREE.SphereBufferGeometry(8, 8, 8)
let metarial = new THREE.MeshBasicMaterial({
envMap: this.scene.background
})
this.group = new THREE.Group()
for (let i = 0; i < 10000; i++) {
this.sphere = new THREE.Mesh(geometry, metarial)
this.sphere.position.x = Math.random() * 10000 - 5000
this.sphere.position.y = Math.random() * 10000 - 5000
this.sphere.position.z = Math.random() * 10000 - 5000
this.sphere.scale.x = this.sphere.scale.y = this.sphere.scale.z =
Math.random() * 3 + 1
this.sphereArray.push(this.sphere)
this.sphere.updateMatrix()
// this.sphere.matrixAutoUpdate = false
this.group.add(this.sphere)
}
this.scene.add(this.group)
}
// 創建控制器
createControls() {
this.controls = new OrbitControls(this.camera, this.renderer.domElement)
// this.controls.target.set(0, 0, 0) // 設置控制器的焦點,使控制器圍繞這個焦點進行旋轉
this.controls.enableDamping = true // an animation loop is required when either damping or auto-rotation are enabled
this.controls.dampingFactor = 0.25
this.controls.screenSpacePanning = true
this.controls.enableZoom = false
this.controls.enablePan = false
this.controls.minDistance = 10 // 設置移動的最短距離(默認為零)
this.controls.maxDistance = 400 // 設置移動的最長距離(默認為無窮)
this.controls.minPolarAngle = Math.PI / 4
this.controls.maxPolarAngle = Math.PI / 1.5
// this.controls.update() // 照相機轉動時,必須更新該控制器
}
animate() {
this.sphereArray.forEach(item => {
item.position.y -= 10
if (item.position.y < -3000) {
item.position.y = Math.random() * 10000 - 5000
}
})
requestAnimationFrame(this.animate.bind(this))
this.controls.update()
this.render()
}
render() {
this.camera.updateProjectionMatrix()
this.renderer.render(this.scene, this.camera)
}
async init() {
await this.createScene()
await this.createBackground()
await this.createSphere()
// await this.createCylinder()
// await this.createCube()
await this.animate()
}
}
app.vue頁面 引入 并使用
import demo from './plugins/app/index.js'
let three = new demo({
el: '#app'
})
export default {
name: 'app',
mounted() {
three.init()
}
}
下面就解釋一下完成雨落的必要API
createBackground() {
let urls = [`px.jpg`, `nx.jpg`, `py.jpg`, `ny.jpg`, `pz.jpg`, `nz.jpg`]
let reflectionCube = new THREE.CubeTextureLoader()
.setPath('/images/app/')
.load(urls)
this.scene.background = reflectionCube
this.renderer.render(this.scene, this.camera)
}
首先創建一個場景,添加一個背景貼圖,使用的是CubeTextureLoader
createLight() {
var light = new THREE.PointLight(0xffffff)
light.position.set(400, -50, 0)
this.scene.add(light)
var light1 = new THREE.DirectionalLight(0x888888)
this.scene.add(light1)
var light2 = new THREE.AmbientLight(0xffffff)
this.scene.add(light2)
}
其次創建燈光效果,建議初學者挨著挨著試,總會有感覺的,我就是這么過來的,不知道是不是蠢
createSphere() {
let geometry = new THREE.SphereBufferGeometry(8, 8, 8)
let metarial = new THREE.MeshBasicMaterial({
envMap: this.scene.background
})
this.group = new THREE.Group()
for (let i = 0; i < 10000; i++) {
this.sphere = new THREE.Mesh(geometry, metarial)
this.sphere.position.x = Math.random() * 10000 - 5000
this.sphere.position.y = Math.random() * 10000 - 5000
this.sphere.position.z = Math.random() * 10000 - 5000
this.sphere.scale.x = this.sphere.scale.y = this.sphere.scale.z =
Math.random() * 3 + 1
this.sphereArray.push(this.sphere)
this.sphere.updateMatrix()
// this.sphere.matrixAutoUpdate = false
this.group.add(this.sphere)
}
this.scene.add(this.group)
}
接著是創建10000個小圓球模擬雨滴,使用到的api SphereBufferGeometry
MeshBasicMaterial
Group
Mesh
為什么要使用group API呢? 因為你創建10000個小圓球,你會去做下落,總會落出可視區域,所以你可以采用移除對象再添加對象,直接操作group 不用去挨個挨個移除,但是體驗不好。后面會講到。
createControls() {
this.controls = new OrbitControls(this.camera, this.renderer.domElement)
// this.controls.target.set(0, 0, 0) // 設置控制器的焦點,使控制器圍繞這個焦點進行旋轉
this.controls.enableDamping = true // an animation loop is required when either damping or auto-rotation are enabled
this.controls.dampingFactor = 0.25
this.controls.screenSpacePanning = true
this.controls.enableZoom = false
this.controls.enablePan = false
this.controls.minDistance = 10 // 設置移動的最短距離(默認為零)
this.controls.maxDistance = 400 // 設置移動的最長距離(默認為無窮)
this.controls.minPolarAngle = Math.PI / 4
this.controls.maxPolarAngle = Math.PI / 1.5
// this.controls.update() // 照相機轉動時,必須更新該控制器
}
然后創建一個控制器,這個很帥氣。需要用到OrbitControls對象,所以需要引入OrbitControls這個js文件,具體的API去看官網嘛
animate() {
this.sphereArray.forEach(item => {
item.position.y -= 10
if (item.position.y < -3000) {
item.position.y = Math.random() * 10000 - 5000
}
})
requestAnimationFrame(this.animate.bind(this))
this.controls.update()
this.render()
}
最后,你得循環渲染,所以肯定會用到requestAnimationFrame,這串代碼主要的點是 當然是雨落效果了
this.sphereArray.forEach(item => {
item.position.y -= 10
if (item.position.y < -3000) {
item.position.y = Math.random() * 10000 - 5000
}
})
通過遍歷對象數組,給每個元素Y軸設定 10 的偏移量 ,當元素到達一定界值得時候 將他的偏移量重新賦值,那么在循環執行animate方法,就可以達到非常完美的效果了。
參考文章:three.js 官網 three.js 中文文檔