three.js使用import { BufferGeometry, CanvasTexture, Points, PointsMaterial, BufferAttribute, } from "three"; import { TCanvasTextureEditor } from "./TCanvasTextureEditor"; const canvasEditor = new TCanvasTextureEditor().draw((ctx) => { ctx.fillStyle = "rgb(0, 255, 0)"; ctx.arc(256, 256, 200, 0, Math.PI * 2); ctx.fill(); }); // .preview(); export const particleCount = 10000; export const geometry = new BufferGeometry() export const particlePositions = new Float32Array(particleCount * 3); for (var i = 0; i < particleCount; i++) { particlePositions[i * 3] = (Math.random() - 0.5) * 200; particlePositions[i * 3 + 1] = Math.random() * 250; particlePositions[i * 3 + 2] = (Math.random() - 0.5) * 200; } geometry.setAttribute('position', new BufferAttribute(particlePositions, 3)); console.log(geometry); const mapTexture = new CanvasTexture(canvasEditor.canvas); // export const pointsPartical: Points = new Points( geometry, new PointsMaterial({ color: "rgb(255, 255, 255)", alphaMap: mapTexture, transparent: true, sizeAttenuation: false, size: 5, }) ); pointsPartical.geometry.deleteAttribute('uv') pointsPartical.position.set(0, 10, 0);创建的粒子实现近大远小的功能
时间: 2024-04-20 20:27:37 浏览: 132
这段代码创建了一个使用CanvasTexture作为alphaMap的粒子系统,并且设置了粒子的大小为5,但是没有实现近大远小的效果。实现近大远小的功能需要使用ShaderMaterial,并且在顶点着色器中计算每个粒子距离相机的距离,根据距离设置粒子的大小。你可以参考three.js官方文档中的PointsMaterial的示例代码来实现这个效果。
相关问题
vue使用three.js实现星云效果
实现星云效果需要用到 Three.js 中的点云(PointCloud)和着色器(Shader)。
首先,在 Vue 项目中安装 Three.js:
```
npm install three --save
```
然后,创建一个 Vue 组件,并在 mounted 钩子函数中创建 Three.js 场景和相机:
```javascript
<template>
<div ref="container"></div>
</template>
<script>
import * as THREE from 'three';
export default {
name: 'Nebula',
mounted() {
// 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.z = 5;
// 创建渲染器
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setClearColor('#000000');
renderer.setSize(window.innerWidth, window.innerHeight);
// 将渲染器添加到页面中
this.$refs.container.appendChild(renderer.domElement);
// 渲染场景
const render = () => {
renderer.render(scene, camera);
requestAnimationFrame(render);
};
render();
},
};
</script>
<style>
canvas {
width: 100%;
height: 100%;
}
</style>
```
接下来,创建一个点云和着色器:
```javascript
mounted() {
// ...
// 创建点云
const geometry = new THREE.BufferGeometry();
const positions = [];
for (let i = 0; i < 10000; i++) {
const x = Math.random() * 2000 - 1000;
const y = Math.random() * 2000 - 1000;
const z = Math.random() * 2000 - 1000;
positions.push(x, y, z);
}
geometry.addAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
const material = new THREE.PointsMaterial({ size: 5 });
const points = new THREE.Points(geometry, material);
scene.add(points);
// 创建着色器
const vertexShader = `
uniform float time;
attribute vec3 displacement;
void main() {
vec3 newPosition = position + displacement * sin(time);
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
}
`;
const fragmentShader = `
uniform vec3 color;
void main() {
gl_FragColor = vec4(color, 1.0);
}
`;
const shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
color: { value: new THREE.Color('#ffffff') },
},
vertexShader,
fragmentShader,
});
// 将着色器应用到点云上
const shaderGeometry = new THREE.BufferGeometry();
const shaderPositions = [];
for (let i = 0; i < 10000; i++) {
const x = Math.random() * 2000 - 1000;
const y = Math.random() * 2000 - 1000;
const z = Math.random() * 2000 - 1000;
shaderPositions.push(x, y, z);
}
shaderGeometry.addAttribute('position', new THREE.Float32BufferAttribute(shaderPositions, 3));
shaderGeometry.addAttribute('displacement', new THREE.Float32BufferAttribute(positions, 3));
const shaderPoints = new THREE.Points(shaderGeometry, shaderMaterial);
scene.add(shaderPoints);
// 更新着色器
const update = () => {
shaderMaterial.uniforms.time.value += 0.05;
};
render();
setInterval(update, 50);
},
```
最后,可以在着色器中添加一些特效,比如星云的颜色、大小、运动轨迹等等。
three.js 模拟上升光带
three.js是一个基于WebGL的JavaScript库,用于创建动态、交互式的3D图形。如果你想模拟上升光带,通常我们会创建一种效果,比如光线追踪或者是粒子系统,它们在场景中看起来像是从底部向上移动的发光带。
下面是一个简单的示例步骤:
1. 首先,你需要在three.js项目中引入必要的组件,如`THREE.ParticleSystem`,这将用于创建粒子,以及`THREE.PointLight`作为光源。
```javascript
import * as THREE from 'three';
```
2. 创建一个粒子系统,并设置其初始位置和速度方向,让它们看起来像从底部升起:
```javascript
const geometry = new THREE.Geometry();
for (let i = 0; i < 1000; i++) {
const particlePosition = new THREE.Vector3(i / 500 - 0.5, 0, 0);
geometry.vertices.push(particlePosition);
}
const material = new THREE.PointsMaterial({ color: 0xffffff, size: 0.05 });
const particleSystem = new THREE.Points(geometry, material);
```
3. 添加点光源并调整其属性,使其照亮粒子:
```javascript
const pointLight = new THREE.PointLight(0xffffff, 1, 100);
pointLight.position.set(0, 10, 0); // 灯光从上方照射下来
scene.add(pointLight);
```
4. 将粒子系统添加到场景中:
```javascript
scene.add(particleSystem);
```
5. 渲染循环中更新粒子的位置,模拟上升效果:
```javascript
function animate() {
requestAnimationFrame(animate);
for (let i = 0; i < geometry.vertices.length; i++) {
geometry.vertices[i].y += 0.01;
if (geometry.vertices[i].y > 1) {
geometry.vertices[i].set(i / 500 - 0.5, 0, 0);
}
}
renderer.render(scene, camera);
}
```
在这个例子中,光带会逐渐上升直到达到一定高度后开始重置。你可以根据需要调整细节和动画速度。
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