CSS3DRenderer主要作用是能够将css中的节点转化为3dObject对象 能实现three.js中的常规操作
利用webgl做全景
利用webgl做天气预报 显示天气的动画效果
利用webgl实现视屏全景 webgl_video_panorama_equirectangular
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要想让摄像机随着鼠标移动设置而移动的实现方式
关键代码
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var mouseX = 0, mouseY = 0;
在初始化方法init()中添加添加鼠标移动的监听
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
创建获取鼠标位置的方法及onDocumentMouseMove
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
最后在animate()方法里 因为每秒会进行60次的渲染 所在在里面修改照相机的lookAt()
就能实现目标效果
camera.position.x += ( mouseX - camera.position.x ) * 0.05;
camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
camera.lookAt( scene.position );
/----------------------注意事项---------------------------------
1、new THREE.TextureLoader().load('')取代了THREE.ImageUtils.loadTexture
2、如果使用了CSS3DObject 记得在init方法里面使用下面代码
renderer2 = new THREE.CSS3DRenderer();
renderer2.setSize( window.innerWidth, window.innerHeight );
renderer2.domElement.style.position = 'absolute';
renderer2.domElement.style.top = 0;
document.getElementById("WebGL-output").appendChild(renderer2.domElement);
3、var sprite = new THREE.TextureLoader().load( 'textures/sprites/disc.png' );
如果你要添加一些图片纹理 记得使用上面那种方式 然后再material材质的map里面加入sprite
如下
var starsMaterial = new THREE.PointsMaterial({size: 35,map:sprite});
var starField = new THREE.Points( starsGeometry, starsMaterial );
4、使用粒子或粒子系统时记得使用粒子材质 PointsMaterial
5、geometry为三维空间中的点集同点集闭合后的各个面的集合
Vector3 .velocityY .velocityY 主要用来设置点的x轴y轴位移速度
geom.vertices.push(particle);通过这种方式使得Vector3的点加入到geometry点集中 组成一个PointsSystem
6、当前的JSONLoader已经失效 如果要将以json格式存储在js文件上的模型粒子化 那么当前最新版本只能使用
var loader = new THREE.LegacyJSONLoader();
loader.load('textures/demo/game.js', function (geo, materials) {
var colors = [];
for (var i = 0; i < geo.vertices.length; i++) {
colors.push(new THREE.Color("rgb(255, 255, 255)"))
}
geo.colors = colors;
geo.center();
geo.normalize();
geo.scale(500, 500, 500)
geo.rotateX(Math.PI / 4)
geo.rotateY(-Math.PI / 8)
glist.push(geo)
})
7、设置Mesh对象平移 大小伸缩 旋转角度 位置
Mesh.translateX=30 //设置Mesh对象在X轴的平移
Mesh.scale.set(1,1,1) //设置Mesh对象x、y、z方向上的比例大小 大小伸缩
Mesh.position.x //设置Mesh的x,y,z位置
Mesh.material = new THREE.MeshBasicMaterial();//设置Mesh对象的材质
8、three.js设置布局(div)的大小
renderer.setSize( 580, 510 );
通过渲染设置大小来达到控制div的大小,否则将会占据很大一个空间
9、世界坐标和屏幕坐标之间的转换
10、创建运动轨迹
首先创建一条移动路径 然后在render循环中动态的从路径中取点,设置成相机的位置
progress += 0.003;
let point = path.getPointAt(progress);
if(point){
camera.position.set(point.x,point.y,300);
}else{
progress = 0;
}
11、three.js 加载模型 模型的中心点偏离原点的解决方案
new THREE.OBJLoader()
.setMaterials( materials )
.setPath( 'textures/demo4/' )
.load( '消防设备.obj', function ( object ) {
object.children[0].geometry.computeBoundingBox();//这两行代码最关键
object.children[0].geometry.center();//这两行代码最关键
helper = new THREE.BoundingBoxHelper(object, 0xff0000);
helper.update();
//scene.add(helper);
//object.rotation.y = 2 * Math.PI;
console.log(object);
scene.add( object );
});
12、three.js 记载纹理重复映射
给平面加载纹理 并且重复映射
首先创建纹理 加载贴图
var textureLoader = new THREE.TextureLoader();
texture = textureLoader.load('textures/demo4/sngz.jpg');
然后创建平面给平面贴图
var planeGeometry = new THREE.PlaneGeometry(1000, 1000);//创建一个宽60 长20的平面
var planeMaterial = new THREE.MeshBasicMaterial({
map: texture,
});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);//创建该平面
添加平面设置平面的纹理重复映射以及他的值
scene.add(plane);//将创建的平面对象放到scene容器里面
plane.material.map.wrapT = THREE.RepeatWrapping;
plane.material.map.wrapS = THREE.RepeatWrapping;
plane.material.map.repeat.set(70,70);
13、如何给一个平面正反面添加不同的纹理
var geometry1 = new THREE.PlaneGeometry( 90, 110, 1, 1 );
var geometry2 = new THREE.PlaneGeometry( 90, 110, 1, 1 );
geometry2.applyMatrix( new THREE.Matrix4().makeRotationY( Math.PI ) );
var textureFront = new THREE.ImageUtils.loadTexture('textures/demo4/标识-男性.png' );
var textureBack = new THREE.ImageUtils.loadTexture('textures/demo4/标识-男性.png' );
// material
var material1 = new THREE.MeshBasicMaterial( { color: 0xffffff, map: textureFront } );
var material2 = new THREE.MeshBasicMaterial( { color: 0xffffff, map: textureBack } );
// card
card = new THREE.Object3D();
scene.add( card );
// mesh
mesh1 = new THREE.Mesh( geometry1, material1 );
card.add( mesh1 );
mesh2 = new THREE.Mesh( geometry2, material2 );
card.add( mesh2 );
这样在实现效果上看上去就好像是一个平面与两个材质
14、threejs里继承了Object3D的类都可以加载事件。这些类包含mesh,camera,group等等。
15、如何给three.js line对象的定点设置颜色
//定义直线纹理
var material = new THREE.LineBasicMaterial({
opacity: 1.0, //设置透明度
linewidth: 1, //设置线的宽度
vertexColors: THREE.VertexColors //设置这个可以给每个顶点指定一种颜色
});
/-------------------------------------------------------
如何生成粒子模型
var loader = new THREE.OBJLoader();
loader.load('models/obj/female02/female02.obj', function (object) {
console.log(object);
group = createPointsCloud(object);
group.position.y=-40;
scene.add(group);
});
//创建点云 通过循环的方式将模型的所有Mesh对象的geometry都点化 形成PointsSystems
function createPointsCloud(object) {
var sprite = new THREE.TextureLoader().load( 'textures/gradient.png' );
/* 精灵材质 */
let spriteMaterial = new THREE.PointsMaterial({
color: 0xffffff,
size:0.23,
transparent: true,
map: sprite,blending: THREE.AdditiveBlending,
depthTest: false,
});
var group = new THREE.Group();
for(var i=0 ; i< object.children.length ;i++){
var geometry = object.children[i].geometry;
var points = new THREE.Points(geometry, spriteMaterial);
group.add(points);
}
return group;
}
/-------------------------------------------------------
wbgl设置线条粗细 虚线 设置线模型Line对应线材质LineBasicMaterial的线宽属性.lineWidth,可能是无效果
故这里使用了一个新的对象Line2 使用该对象 需要引入一下几个js脚本
<script src='/js/lines/LineSegmentsGeometry.js'></script>
<script src='/js/lines/LineGeometry.js'></script>
<script src='/js/lines/LineMaterial.js'></script>
<script src='/js/lines/LineSegments2.js'></script>
<script src='/js/lines/Line2.js'></script>
var geometry = new THREE.LineGeometry();
// 顶点坐标构成的数组pointArr
var pointArr = [-1000,0,0,
1000,0,0,
]
// 几何体传入顶点坐标
geometry.setPositions( pointArr);
// 自定义的材质
var material = new THREE.LineMaterial( {
color: 0x33FF00,
// 线宽度
linewidth: 8,
dashed: false,
} );
// 把渲染窗口尺寸分辨率传值给材质LineMaterial的resolution属性
// resolution属性值会在着色器代码中参与计算
material.resolution.set(window.innerWidth,window.innerHeight);
var line = new THREE.Line2(geometry, material);
line.computeLineDistances();
scene.add(line);
line.position.y=10;
material.dashed=true;
material.defines.USE_DASH = "";
material.dashScale = 0.5;
material.needsUpdate = true;
设置管道流动
var curve = new THREE.CatmullRomCurve3([
new THREE.Vector3(-100, 0, 0),
new THREE.Vector3(100, 0, 0),
new THREE.Vector3(100, 0, 50),
new THREE.Vector3(100, 0, 50),
// new THREE.Vector3(70, 40, 0),
//new THREE.Vector3(80, -40, 0)
],false/*是否闭合*/);
var tubeGeometry = new THREE.TubeGeometry(curve, 100, 1, 50, false);
var textureLoader = new THREE.TextureLoader();
texture = textureLoader.load('textures/demo4/run.png');
// 设置阵列模式为 RepeatWrapping
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT=THREE.RepeatWrapping;
// 设置x方向的偏移(沿着管道路径方向),y方向默认1
//等价texture.repeat= new THREE.Vector2(20,1)
texture.repeat.x = -20;
var tubeMaterial = new THREE.MeshBasicMaterial( {
map:texture,
color: 0x2292dd ,
transparent: true,
opacity: 0.7
});
var tube = new THREE.Mesh(tubeGeometry, tubeMaterial);
scene.add(tube);
tube.position.y=10;
然后再animation()方法里面设置纹理的偏移
texture.offset.x -= 0.06;
/-------------------------------------------------------
three.js demo的大概框架
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Document</title>
<script src="../build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/jquery-3.3.1.min.js"></script>
</head>
<body>
<div id="WebGL-output"></div>
<script type="text/javascript">
var scene,camera,renderer,controls;
init();
animate();
function init(){
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x000000);
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set( 200, 200, 200 );
//---------------------------------------------------------------------------
具体内容
//-----------------------------------------------------------------------------------
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.getElementById("WebGL-output").appendChild(renderer.domElement);
controls = new THREE.OrbitControls( camera );
}
function animate() {
controls.update();
requestAnimationFrame( animate );
renderer.render(scene, camera);
}
</script>
</body>
</html>