前言
因为想学习下vue3、ts以及对three.js感兴趣,所以突发奇想准备把官方的案例使用vue来实现。虽然复刻这些案例对ts以及vue3相关的语法几乎没啥使用,但是聊胜于无嘛哈哈。后面有空就会复刻一个相对好看点的案例。希望对大家有所帮助
效果展示
视频
three_demo_webgpu_mirror
源码
<template>
<div>
<div id="info"></div>
</div>
</template>
<script lang="ts" setup>
import * as THREE from 'three';
import { MeshPhongNodeMaterial, reflector, uv, texture, color } from 'three/examples/jsm/nodes/Nodes';
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
import WebGPURenderer from 'three/examples/jsm/renderers/webgpu/WebGPURenderer';
import { onMounted } from "vue";
let camera,scene,renderer;
let cameraControls;
let sphereGroup,smallSphere;
onMounted(() => {
init();
})
function init(){
//场景
scene = new THREE.Scene();
//相机
camera = new THREE.PerspectiveCamera( 45, window.innerHeight / window.innerWidth, 1, 500);
camera.position.set(0,75,160)
let geometry,material;
sphereGroup = new THREE.Object3D();
scene.add(sphereGroup);
geometry = new THREE.CylinderGeometry( 0.1, 15 * Math.cos( Math.PI / 180 * 30), 0.1, 24, 1);
material = new THREE.MeshPhongMaterial( { color: 0xffffff, emissive: 0x8d8d8d});
const sphereCap = new THREE.Mesh( geometry, material );
sphereCap.position.y = - 15 * Math.sin( Math.PI / 180 * 30 ) - 0.05;
sphereCap.rotateX( - Math.PI );
geometry = new THREE.SphereGeometry( 15, 24, 24, Math.PI / 2, Math.PI * 2, 0, Math.PI / 180 * 120 );
const halfSphere = new THREE.Mesh( geometry, material );
halfSphere.add( sphereCap );
halfSphere.rotateX( - Math.PI / 180 * 135 );
halfSphere.rotateZ( - Math.PI / 180 * 20 );
halfSphere.position.y = 7.5 + 15 * Math.sin( Math.PI / 180 * 30 );
sphereGroup.add( halfSphere );
geometry = new THREE.IcosahedronGeometry( 5, 0 );
material = new THREE.MeshPhongMaterial( { color: 0xffffff, emissive: 0x7b7b7b, flatShading: true } );
smallSphere = new THREE.Mesh( geometry, material );
scene.add( smallSphere );
// textures
const textureLoader = new THREE.TextureLoader();
const floorNormal = textureLoader.load( 'textures/floors/FloorsCheckerboard_S_Normal.jpg' );
floorNormal.wrapS = THREE.RepeatWrapping;
floorNormal.wrapT = THREE.RepeatWrapping;
const decalDiffuse = textureLoader.load( 'textures/decal/decal-diffuse.png' );
decalDiffuse.colorSpace = THREE.SRGBColorSpace;
const decalNormal = textureLoader.load( 'textures/decal/decal-normal.jpg' );
// reflectors / mirrors
const groundReflector = reflector();
const verticalReflector = reflector();
const groundNormalScale = - 0.08;
const verticalNormalScale = 0.1;
const groundUVOffset = texture( decalNormal ).xy.mul( 2 ).sub( 1 ).mul( groundNormalScale );
const verticalUVOffset = texture( floorNormal, uv().mul( 5 ) ).xy.mul( 2 ).sub( 1 ).mul( verticalNormalScale );
groundReflector.uvNode = groundReflector.uvNode.add( groundUVOffset );
verticalReflector.uvNode = verticalReflector.uvNode.add( verticalUVOffset );
const groundNode = texture( decalDiffuse ).a.mix( color( 0xffffff ), groundReflector );
const verticalNode = color( 0x0000ff ).mul( .1 ).add( verticalReflector );
// walls
const planeGeo = new THREE.PlaneGeometry( 100.1, 100.1 );
//
const planeBottom = new THREE.Mesh( planeGeo, new MeshPhongNodeMaterial( {
colorNode: groundNode
} ) );
planeBottom.rotateX( - Math.PI / 2 );
planeBottom.add( groundReflector.target );
scene.add( planeBottom );
const planeBack = new THREE.Mesh( planeGeo, new MeshPhongNodeMaterial( {
colorNode: verticalNode
} ) );
planeBack.position.z = - 50;
planeBack.position.y = 50;
planeBack.add( verticalReflector.target );
scene.add( planeBack );
//
const planeTop = new THREE.Mesh( planeGeo, new THREE.MeshPhongMaterial( { color: 0xffffff } ) );
planeTop.position.y = 100;
planeTop.rotateX( Math.PI / 2 );
scene.add( planeTop );
const planeFront = new THREE.Mesh( planeGeo, new THREE.MeshPhongMaterial( { color: 0x7f7fff } ) );
planeFront.position.z = 50;
planeFront.position.y = 50;
planeFront.rotateY( Math.PI );
scene.add( planeFront );
const planeRight = new THREE.Mesh( planeGeo, new THREE.MeshPhongMaterial( { color: 0x00ff00 } ) );
planeRight.position.x = 50;
planeRight.position.y = 50;
planeRight.rotateY( - Math.PI / 2 );
scene.add( planeRight );
const planeLeft = new THREE.Mesh( planeGeo, new THREE.MeshPhongMaterial( { color: 0xff0000 } ) );
planeLeft.position.x = - 50;
planeLeft.position.y = 50;
planeLeft.rotateY( Math.PI / 2 );
scene.add( planeLeft );
// lights
const mainLight = new THREE.PointLight( 0xe7e7e7, 2.5, 250, 0 );
mainLight.position.y = 60;
scene.add( mainLight );
const greenLight = new THREE.PointLight( 0x00ff00, 0.5, 1000, 0 );
greenLight.position.set( 550, 50, 0 );
scene.add( greenLight );
const redLight = new THREE.PointLight( 0xff0000, 0.5, 1000, 0 );
redLight.position.set( - 550, 50, 0 );
scene.add( redLight );
const blueLight = new THREE.PointLight( 0xbbbbfe, 0.5, 1000, 0 );
blueLight.position.set( 0, 50, 550 );
scene.add( blueLight );
// renderer
renderer = new WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
// controls
cameraControls = new OrbitControls( camera, renderer.domElement );
cameraControls.target.set( 0, 40, 0 );
cameraControls.maxDistance = 400;
cameraControls.minDistance = 10;
cameraControls.update();
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
const timer = Date.now() * 0.01;
sphereGroup.rotation.y -= 0.002;
smallSphere.position.set(
Math.cos( timer * 0.1 ) * 30,
Math.abs( Math.cos( timer * 0.2 ) ) * 20 + 5,
Math.sin( timer * 0.1 ) * 30
);
smallSphere.rotation.y = ( Math.PI / 2 ) - timer * 0.1;
smallSphere.rotation.z = timer * 0.8;
renderer.render( scene, camera );
}
</script>
注意事项
相关的资源文件一定要放在public下,否则会加载不出来。以下是我目前的目录结构:
项目地址:
https://gitee.com/chenfangqi/three.js
three.js官方gitbub地址:
https://github.com/mrdoob/three.js/tree/master
第一期到此结束,希望大家喜欢~