使用threejs实现模型爆炸效果

使用threejs实现模型爆炸效果
这个效果是以mesh为单位进行位置偏移,具体代码如下:

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>modelLoader</title>
</head>
<style>
    body {
        color: #000;
        font-family:Monospace;
        font-size:13px;
        text-align:center;
        font-weight: bold;

        background-color: #fff;
        margin: 0px;
        overflow: hidden;
    }
</style>
<body>
<input type="range" min="0" max="100" value="0" class="slider" id="myRange" style="position: absolute; top: 0; width: 350px">

<script src="../libs/three.js"></script>
<script src="../libs/OrbitControls.js"></script>


<script>

    let camera, controls, scene, renderer;

    //模型包围盒
    var modelBox3 = new THREE.Box3();

  
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实现模型波纹效果,可以使用three.js中的ShaderMaterial和RenderTarget实现。具体步骤如下: 1. 创建两个RenderTarget,一个用于存储模型的深度信息,另一个用于存储波纹效果的纹理信息。 ```javascript var depthRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter } ); var rippleRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter } ); ``` 2. 创建一个ShaderMaterial,该材质需要使用深度RenderTarget和波纹RenderTarget中的信息来计算出波纹效果的纹理。 ```javascript var rippleMaterial = new THREE.ShaderMaterial( { uniforms: { depthTexture: { value: depthRenderTarget.texture }, rippleTexture: { value: rippleRenderTarget.texture }, time: { value: 0 }, resolution: { value: new THREE.Vector2( window.innerWidth, window.innerHeight ) } }, vertexShader: document.getElementById( 'rippleVertexShader' ).textContent, fragmentShader: document.getElementById( 'rippleFragmentShader' ).textContent } ); ``` 3. 将该ShaderMaterial应用到模型上,并将模型渲染到深度RenderTarget中。 ```javascript var model = ...; // 创建模型 var scene = new THREE.Scene(); scene.add( model ); var camera = ...; // 创建相机 var renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); renderer.setRenderTarget( depthRenderTarget ); renderer.render( scene, camera ); ``` 4. 创建一个平面,使用上面创建的ShaderMaterial来渲染该平面,并将该平面渲染到波纹RenderTarget中。 ```javascript var ripplePlaneMaterial = new THREE.MeshBasicMaterial( { map: rippleRenderTarget.texture } ); var ripplePlaneGeometry = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight ); var ripplePlane = new THREE.Mesh( ripplePlaneGeometry, ripplePlaneMaterial ); scene.add( ripplePlane ); var rippleCamera = ...; // 创建相机 var rippleRenderer = new THREE.WebGLRenderer(); rippleRenderer.setSize( window.innerWidth, window.innerHeight ); rippleRenderer.setRenderTarget( rippleRenderTarget ); rippleRenderer.render( rippleScene, rippleCamera ); ``` 5. 在循环渲染中更新ShaderMaterial的uniform变量,并重新渲染波纹RenderTarget。 ```javascript function animate() { requestAnimationFrame( animate ); rippleMaterial.uniforms.time.value += 0.1; rippleRenderer.setRenderTarget( rippleRenderTarget ); rippleRenderer.render( rippleScene, rippleCamera ); rippleRenderer.setRenderTarget( null ); renderer.render( scene, camera ); } ``` 6. 在ShaderMaterial的vertexShader和fragmentShader中实现波纹效果的计算。 vertexShader: ```glsl uniform float time; varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); // 计算波纹效果 float frequency = 10.0; float amplitude = 0.2; float speed = 1.0; vec3 pos = position; pos.z += sin( pos.x * frequency + time * speed ) * amplitude; pos.z += sin( pos.y * frequency + time * speed ) * amplitude; gl_Position = projectionMatrix * modelViewMatrix * vec4( pos, 1.0 ); } ``` fragmentShader: ```glsl uniform sampler2D depthTexture; uniform sampler2D rippleTexture; uniform vec2 resolution; varying vec2 vUv; void main() { // 获取深度信息 float depth = texture2D( depthTexture, vUv ).r; // 获取波纹信息 float ripple = texture2D( rippleTexture, vUv ).g; // 根据深度和波纹信息计算出颜色 vec3 color = vec3( depth * ripple ); gl_FragColor = vec4( color, 1.0 ); } ``` 这样就可以在模型实现波纹效果了。具体实现可以参考以下示例代码: https://codepen.io/wanbo/pen/XWpXzjV
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