1,介绍
使用Three.js引入Water.js,实现模拟河流水面,水管流水。
效果图如下:
参考案例:three.js webgl - shaders - ocean (threejs.org)
https://threejs.org/examples/webgl_shaders_ocean.html
three.js - water (threejs.org)https://threejs.org/examples/webgl_water.html
2,实现说明
1,河流实现需要创建一个不规则几何体,然后创建Water对象传入几何体
2,模拟水管水流需要创建两个管子,一根管子模拟水流,一根管子包在外面
// 创建一个平滑的二维样条曲线
const curve = new THREE.SplineCurve([
new THREE.Vector2(1520, 2850),
new THREE.Vector2(420, 180),
new THREE.Vector2(220, 280),
new THREE.Vector2(100, -380),
new THREE.Vector2(-500, 780),
]);
// 返回曲线上给定位置的点集合
const points = curve.getPoints(1000);
// 点创建一条平滑的三维样条曲线
const curves = new THREE.CatmullRomCurve3([
new THREE.Vector3(100, 0, 100),
new THREE.Vector3(0, 0, 100),
new THREE.Vector3(0, -100, 100),
]);
// 创建管子几何体
const geometryTube1 = new THREE.TubeGeometry(curves, 200, 10, 50);
const geometryTube = new THREE.TubeGeometry(curves, 200, 9, 50);
// 创建材质
const materialTube = new THREE.MeshBasicMaterial({
color: "#00aa00", // 管子颜色
transparent: true, // 管子是否透明
side: THREE.DoubleSide,
opacity: 0.5, // 管子透明度
});
// 创建管子物体对象
const meshTube = new THREE.Mesh(geometryTube1, materialTube);
meshTube.position.x = -300;
meshTube.rotation.y = Math.PI;
// 添加到场景
scene.add(meshTube);
water = new Water(geometryTube, {
textureWidth: 112, // 水浑浊程度,密度
textureHeight: 112, // 水浑浊程度,密度
waterNormals: new THREE.TextureLoader().load('assets/textures/waternormals.jpg', function(texture) {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
}),
waterColor: "#ffffff",
});
water.position.x = -300;
water.rotation.y = Math.PI;
scene.add(water);
let splineShape = new THREE.Shape(points);
let geometry = new THREE.ShapeGeometry(splineShape);
water1 = new Water(geometry, {
textureWidth: 1512, // 水浑浊程度,密度
textureHeight: 1512, // 水浑浊程度,密度
waterNormals: new THREE.TextureLoader().load('assets/textures/waternormals.jpg', function(texture) {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
}),
waterColor: "#ffffff", // 水颜色
});
water1.position.y = -90;
water1.position.x = -200;
water1.rotation.x = Math.PI * -0.5;
scene.add(water1);
最后注意水面是否可以有波动效果,在 render添加如下代码
water.material.uniforms['time'].value += 2.0 / 60.0;