1.下雨
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title></title>
</head>
<body>
<script src="js/three.min.js"></script>
<script src="js/OrbitControls.js"></script>
<script>
//创建场景
var scene = new THREE.Scene();
/**
* 相机设置
*/
var width = window.innerWidth-16; //窗口宽度
var height = window.innerHeight-20; //窗口高度
var k = width / height; //窗口宽高比
/**透视投影相机对象*/
var camera = new THREE.PerspectiveCamera(60, width / height, 1, 1000);
camera.position.set(292, 109, 268);//设置相机位置
/**
* 创建渲染器对象
*/
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);//设置渲染区域尺寸
renderer.setClearColor(0x666666, 1); //设置背景颜色
document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
//点光源
var point = new THREE.PointLight(0xffffff);
point.position.set(400, 200, 300); //点光源位置
scene.add(point); //点光源添加到场景中
/**
* 精灵创建下雨效果
*/
// 加载雨滴理贴图
var textureTree = new THREE.TextureLoader().load("img/rain.png");
// 创建一个组表示所有的雨滴
var group = new THREE.Group();
// 批量创建雨滴精灵模型
for (let i = 0; i < 400; i++) {
var spriteMaterial = new THREE.SpriteMaterial({
map:textureTree,//设置精灵纹理贴图
});
// 创建精灵模型对象
var sprite = new THREE.Sprite(spriteMaterial);
scene.add(sprite);
// 控制精灵大小,
sprite.scale.set(8, 10, 1); 只需要设置x、y两个分量就可以
var k1 = Math.random() - 0.5;
var k2 = Math.random() - 0.5;
// 设置精灵模型位置,在空间中随机分布
sprite.position.set(1000 * k1, 300 * Math.random(), 1000 * k2)
group.add(sprite);
}
scene.add(group);//雨滴群组插入场景中
// 渲染函数
function render() {
// 每次渲染遍历雨滴群组,刷新频率30~60FPS,两帧时间间隔16.67ms~33.33ms
// 每次渲染都会更新雨滴的位置,进而产生动画效果
group.children.forEach(sprite => {
// 雨滴的y坐标每次减1
sprite.position.y -= 1;
if (sprite.position.y < 0) {
// 如果雨滴落到地面,重置y,从新下落
sprite.position.y = 200;
}
});
renderer.render(scene, camera); //执行渲染操作
requestAnimationFrame(render);//请求再次执行渲染函数render,渲染下一帧
}
render();
var controls = new THREE.OrbitControls(camera, renderer.domElement); //创建鼠标控制对象
//尺寸响应式
window.addEventListener('resize', () => {
//初始化摄像机
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
//初始化渲染器
renderer.setSize(window.innerWidth, window.innerHeight);
})
</script>
</body>
</html>
2.下雪
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Sprite 粒子(精灵)示例</title>
<style>
body {
margin: 0;
overflow: hidden;/* 溢出隐藏 */
}
</style>
<script src="../../libs/build/three-r93.js"></script>
<script src="../../libs/examples/js/Detector.js"></script>
<script src="../../libs/examples/js/libs/dat.gui.min.js"></script>
<script src="../../libs/examples/js/libs/stats.min.js"></script>
<script src="../../libs/examples/js/controls/OrbitControls.js"></script>
</head>
<body>
<script>
let scene, camera, renderer, controls, points;
let stats = initStats();
/* 场景 */
function initScene() {
scene = new THREE.Scene();
}
/* 相机 */
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000);
camera.position.set(30, 0, 80);
camera.lookAt(new THREE.Vector3(0, 0, 0));
}
/* 渲染器 */
function initRender() {
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
/* 灯光 */
function initLight() {
}
/* 控制器 */
function initControls() {
controls = new THREE.OrbitControls(camera, renderer.domElement);
/* 属性参数默认 */
}
/* 场景中的内容 */
function initContent() {
/* 雪花图片 */
let texture = new THREE.TextureLoader().load('../../textures/particles/snowflake2.png');
let geometry= new THREE.Geometry();
let pointsMaterial = new THREE.PointsMaterial({
size:2,
transparent:true,
opacity:0.8,
map:texture,
blending:THREE.AdditiveBlending,
sizeAttenuation:true,
depthTest: false
});
let range = 100;
for (let i = 0; i < 1500; i++ ) {
let vertice = new THREE.Vector3(
Math.random() * range - range / 2,
Math.random() * range * 1.5,
Math.random() * range - range / 2);
/* 纵向移动速度 */
vertice.velocityY = 0.1 + Math.random() / 3;
/* 横向移动速度 */
vertice.velocityX = (Math.random() - 0.5) / 3;
/* 将顶点加入几何 */
geometry.vertices.push(vertice);
}
geometry.center();
points = new THREE.Points(geometry, pointsMaterial);
points.position.y = -30;
scene.add(points);
}
/* 性能插件 */
function initStats() {
let stats = new Stats();
document.body.appendChild(stats.domElement);
return stats;
}
/* 窗口变动触发 */
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
/* 数据更新 */
function update() {
stats.update();
let vertices = points.geometry.vertices;
vertices.forEach(function (v) {
v.y = v.y - (v.velocityY);
v.x = v.x - (v.velocityX);
if (v.y <= 0) v.y = 60;
if (v.x <= -20 || v.x >= 20) v.velocityX = v.velocityX * -1;
});
/* 顶点变动之后需要更新,否则无法实现雨滴特效 */
points.geometry.verticesNeedUpdate = true;
}
/* 初始化 */
function init() {
initScene();
initCamera();
initRender();
initLight();
initControls();
initContent();
/* 监听事件 */
window.addEventListener('resize', onWindowResize, false);
}
/* 循环渲染 */
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
update();
}
/* 初始加载 */
(function () {
console.log("three init start...");
init();
animate();
console.log("three init send...");
})();
</script>
</body>
</html>