<template>
<div class="page page0">
<h1>Three.js</h1>
<h3>投射光线实现三维物体交互</h3>
</div>
<div class="page page1">
<h1>Three.js</h1>
<h3>炫酷三角形</h3>
</div>
<div class="page page2">
<h1>Three.js</h1>
<h3>点光源围绕照亮小球</h3>
</div>
</template>
<script setup>
import * as THREE from 'three'
import gsap from 'gsap'
//导入轨道控制器
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
// 导入 dat.gui
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
// const gui = new GUI();
//1.创建场景
const scene = new THREE.Scene()
//2.创建相机 角度 宽高比 近端 远端
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 30)
// 设置相机位置 x y z
camera.position.set(0, 0, 20)
// 把相机添加到场景中
scene.add(camera)
// 弹跳小球
let sphereGroup = new THREE.Group()
const sphereGeometry = new THREE.SphereGeometry(1, 20, 20)
const material = new THREE.MeshStandardMaterial()
const sphere = new THREE.Mesh(sphereGeometry, material)
// 投射阴影
sphere.castShadow = true
sphereGroup.add(sphere)
// 创建平面
const planeGeometry = new THREE.PlaneGeometry(50, 50)
const plane = new THREE.Mesh(planeGeometry, material)
plane.position.set(0, -1, 0)
plane.rotation.x = -Math.PI / 2 // 基于x轴旋转90°
// 接收阴影
plane.receiveShadow = true
sphereGroup.add(plane)
// 红色小球
const smallBall = new THREE.Mesh(
new THREE.SphereGeometry(0.1, 20, 20),
new THREE.MeshBasicMaterial({ color: 0xff0000 })
)
smallBall.position.set(2, 2, 2)
// 点光源
const pointLight = new THREE.PointLight(0xff0000, 3);
// pointLight.position.set(2, 2, 2)
pointLight.castShadow = true
// 设置阴影贴图模糊度
pointLight.shadow.radius = 20
// 设置阴影贴图的分辨率
pointLight.shadow.mapSize.set(512, 512);
smallBall.add(pointLight)
sphereGroup.add(smallBall);
sphereGroup.position.set(0, -60, 0)
scene.add(sphereGroup)
// 三角形
let sjxGroup = new THREE.Group()
for (let i = 0; i < 50; i++) {
// 每一个三角形,需要3个顶点,每个顶点需要3个值
const geometry = new THREE.BufferGeometry()
const vertices = new Float32Array(9)
for (let j = 0; j < 9; j++) {
vertices[j] = Math.random() * 10 - 5 // -5到5之间的数
}
geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3))
const color = new THREE.Color(Math.random(), Math.random(), Math.random())
const cubeMaterial = new THREE.MeshBasicMaterial({
color,
transparent: true,
opacity: 0.8,
side: THREE.DoubleSide // 背面也渲染
});
const sjxMesh = new THREE.Mesh(geometry, cubeMaterial);
sjxGroup.add(sjxMesh);
}
sjxGroup.position.set(0, -30, 0)
scene.add(sjxGroup)
// 投射光线实现三维物体交互
const cubeGeometry = new THREE.BoxGeometry(2, 2, 2)
const meterial = new THREE.MeshBasicMaterial({
wireframe: true // 线框
})
const redMaterial = new THREE.MeshBasicMaterial({
color: '#ff0000'
})
let cubeArr = []
let cubeGroup = new THREE.Group()
// 1000个立方体
for (let i = 0; i < 5; i++) {
for (let j = 0; j < 5; j++) {
for (let z = 0; z < 5; z++) {
const cube = new THREE.Mesh(cubeGeometry, meterial)
cube.position.set(i * 2 - 4, j * 2 - 4, z * 2 - 4)
cubeGroup.add(cube)
cubeArr.push(cube)
}
}
}
scene.add(cubeGroup)
// 创建投射光线对象
const raycaster = new THREE.Raycaster()
// 鼠标的位置对象
const mouse = new THREE.Vector2()
// 监听鼠标的位置
window.addEventListener('click', (event) => {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1 // -1 到 1
mouse.y = -((event.clientY / window.innerHeight) * 2 - 1)
raycaster.setFromCamera(mouse, camera) // 鼠标的二维坐标,相机坐标
let result = raycaster.intersectObjects(cubeArr)// 检测物体
// console.log(result);
result.forEach(item => {
item.object.material = redMaterial
})
})
// 初始化渲染器
const renderer = new THREE.WebGLRenderer({ alpha: true })
// 设置渲染的尺寸大小
renderer.setSize(window.innerWidth, window.innerHeight)
// 将webgel渲染的canvas内容添加到body
document.body.appendChild(renderer.domElement)
// 创建轨道控制器
// const controls = new OrbitControls(camera, renderer.domElement)
// // 设置控制器的阻尼 更真实 惯性
// controls.enableDamping = true
// 添加坐标轴辅助器
const axesHelper = new THREE.AxesHelper(5)
scene.add(axesHelper)
// 根据鼠标位置,摇晃相机
window.addEventListener('mousemove', (event) => {
mouse.x = (event.clientX / window.innerWidth) - 0.5 // -0.5 到 0.5
mouse.y = (event.clientY / window.innerHeight) - 0.5 // -0.5 到 0.5
})
gsap.to(cubeGroup.rotation, {
x: "+=" + Math.PI, // 原来的地方 + Math.PI, 而不是替换
y: "+=" + Math.PI,
duration: 5,
ease: "power2.inOut",
repeat: -1
})
gsap.to(sjxGroup.rotation, {
x: "-=" + Math.PI, // 动画结束时, 元素x会相加
z: "+=" + Math.PI,
duration: 6,
ease: "power2.inOut",
repeat: -1
})
gsap.to(smallBall.position, {
x: -3, // 动画结束时, 元素x会相加
duration: 6,
ease: "power2.inOut",
repeat: -1,
yoyo: true
})
gsap.to(smallBall.position, {
y: 0, // 动画结束时, 元素x会相加
duration: 0.5,
ease: "power2.inOut",
repeat: -1,
yoyo: true
})
// 设置时钟
const clock = new THREE.Clock()
function render() {
// let time = clock.getElapsedTime() // 自时钟启动后的秒数
let deltaTime = clock.getDelta() // 2帧之间的时间差
// cubeGroup.rotation.x = time * 0.5
// cubeGroup.rotation.y = time * 0.5
// sjxGroup.rotation.x = time * 0.4
// sjxGroup.rotation.z = time * 0.3
// smallBall.position.x = Math.sin(time) * 3 // 返回值在 -1.0 到 1.0 之间 * 3
// smallBall.position.z = Math.cos(time) * 3
// smallBall.position.y = 2 + Math.sin(time * 10) / 2
// sphereGroup.rotation.z = Math.sin(time) * 0.05
// sphereGroup.rotation.x = Math.sin(time) * 0.05
// 根据当前滚动的scrolly,去设置相机移动的位置
camera.position.y = -(window.scrollY / window.innerHeight) * 30
// 实现平滑的相机移动或跟踪效果
camera.position.x += (mouse.x * 10 - camera.position.x) * deltaTime * 5
// controls.update()
// 使用渲染器,通过相机将场景渲染进来
renderer.render(scene, camera);
// 渲染下一帧的时候 调用 render函数
requestAnimationFrame(render)
}
render()
// 监听窗口尺寸变化,更新渲染画面
window.addEventListener("resize", () => {
// 更新摄像头
camera.aspect = window.innerWidth / window.innerHeight
// 更新摄像机的投影矩阵
camera.updateProjectionMatrix()
// 更新渲染器
renderer.setSize(window.innerWidth, window.innerHeight)
// 设置渲染器的像素比
renderer.setPixelRatio(window.devicePixelRatio)
})
// 设置当前页
let currentPage = 0
let arrGroup = [cubeGroup, sjxGroup, sphereGroup]
window.addEventListener("scroll", () => {
// 滚动条距离顶部的高度 / 屏幕的高度
const newPage = Math.round(window.scrollY / window.innerHeight)
if (newPage !== currentPage) {
currentPage = newPage
gsap.to(arrGroup[currentPage].rotation, {
z: "+=" + Math.PI * 2,
x: "+=" + Math.PI * 2,
duration: 2,
onComplete: () => {
console.log('旋转完成');
}
})
// gsap.to(`.page${currentPage} h1`, {
// rotate: '+=360', // 不给+=只会执行一次
// duration: 1
// })
gsap.fromTo(
`.page${currentPage} h1`,
{ x: -300 },
{ x: 0, rotate: '+=360', duration: 1 }
)
}
})
</script>
<style>
* {
margin: 0;
padding: 0;
}
body {
background-color: rgb(36, 58, 66);
}
canvas {
position: fixed;
left: 0;
top: 0;
}
::-webkit-scrollbar{
display: none;
}
</style>
<style scoped>
.page {
height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
color: #fff;
position: relative;
z-index: 999;
}
.page h1 {
margin: 60px;
font-size: 40px;
}
.page h3 {
font-size: 30px;
}
</style>
Three.js三屏特效
于 2024-07-28 21:35:23 首次发布