图形化开发(五)053-Three.js之Points 粒子——Sprite 精灵-实例2-三种精灵效果对比-普通精灵、图片导入的方式、canvas导入的方式
效果
代码
sprint.html
<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="UTF-8">
<title>精灵案例</title>
<style type="text/css">
html, body {
margin: 0;
height: 100%;
}
canvas {
display: block;
}
</style>
</head>
<body onload="draw();">
</body>
<script src="https://cdn.bootcss.com/three.js/92/three.js"></script>
<script src="http://www.wjceo.com/lib/js/libs/stats.min.js"></script>
<script src="https://cdn.bootcss.com/dat-gui/0.7.1/dat.gui.min.js"></script>
<script>
var renderer, camera, scene, gui, stats, ambientLight, directionalLight;
function initRender() {
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(window.innerWidth, window.innerHeight);
//告诉渲染器需要阴影效果
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap
document.body.appendChild(renderer.domElement);
}
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 100, 200);
camera.lookAt(new THREE.Vector3(0, 0, 0));
}
function initScene() {
scene = new THREE.Scene();
}
function initGui() {
//声明一个保存需求修改的相关数据的对象
gui = {};
var datGui = new dat.GUI();
//将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
}
function initLight() {
ambientLight = new THREE.AmbientLight("#111111");
scene.add(ambientLight);
directionalLight = new THREE.DirectionalLight("#ffffff");
directionalLight.position.set(40, 60, 10);
directionalLight.shadow.camera.near = 1; //产生阴影的最近距离
directionalLight.shadow.camera.far = 400; //产生阴影的最远距离
directionalLight.shadow.camera.left = -50; //产生阴影距离位置的最左边位置
directionalLight.shadow.camera.right = 50; //最右边
directionalLight.shadow.camera.top = 50; //最上边
directionalLight.shadow.camera.bottom = -50; //最下面
//这两个值决定生成阴影密度 默认512
directionalLight.shadow.mapSize.height = 1024;
directionalLight.shadow.mapSize.width = 1024;
//告诉平行光需要开启阴影投射
directionalLight.castShadow = true;
scene.add(directionalLight);
}
function initModel() {
//创建一个最普通的精灵
var spriteMaterialNormal = new THREE.SpriteMaterial({color: 0x00ffff});
var spriteNormal = new THREE.Sprite(spriteMaterialNormal);
spriteNormal.position.set(-30, 10, 0); //设置位置
spriteNormal.scale.set(5, 5, 1); //设置scale进行大小设置
scene.add(spriteNormal);
//球体
var sphereGeometry = new THREE.SphereGeometry(5, 24, 16);
var sphereMaterial = new THREE.MeshStandardMaterial({color: 0xff00ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.castShadow = true; //开启阴影
directionalLight.target = sphere; //平行光的焦点到球
scene.add(sphere);
//添加一个精灵 使用了将canvas生成img的src导入的方式
var spriteMap = new THREE.TextureLoader().load(drawCanvas({text: "球", width: 64, height: 64}).toDataURL());
var spriteMaterial = new THREE.SpriteMaterial({map: spriteMap, color: 0xffffff});
var sprite = new THREE.Sprite(spriteMaterial);
sprite.position.set(0, 10, 0); //设置位置
sprite.scale.set(5, 5, 1); //设置scale进行大小设置
scene.add(sprite);
//立方体
var cubeGeometry = new THREE.CubeGeometry(10, 10, 10);
var cubeMaterial = new THREE.MeshPhongMaterial({color: 0x00ffff});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.x = 30;
cube.position.z = -5;
cube.castShadow = true; //开启阴影
scene.add(cube);
//添加一个精灵
var canvas = drawCanvas({text: "立方体", width: 256, height: 64});
var spriteMapCube = new THREE.Texture(canvas);
spriteMapCube.wrapS = THREE.RepeatWrapping;
spriteMapCube.wrapT = THREE.RepeatWrapping;
spriteMapCube.needsUpdate = true;
var spriteCube = new THREE.Sprite(new THREE.SpriteMaterial({map: spriteMapCube, color: 0xffffff}));
spriteCube.position.set(30, 10, -5); //设置位置
spriteCube.scale.set(20, 5, 1); //设置scale进行大小设置
spriteCube.center.set(0.5, 0); //设置位置点处于精灵的最下方中间位置
scene.add(spriteCube);
//底部平面
var planeGeometry = new THREE.PlaneGeometry(100, 100);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xaaaaaa, side: THREE.DoubleSide});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.rotation.x = -0.5 * Math.PI;
plane.position.y = -5.1;
plane.receiveShadow = true; //可以接收阴影
scene.add(plane);
}
//创建canvas对象
function drawCanvas(options) {
let canvas = document.createElement("canvas");
canvas.width = options.width;
canvas.height = options.height;
let ctx = canvas.getContext("2d");
ctx.fillStyle = "rgba(0, 0, 0, 0)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.font = "60px Verdana";
ctx.fillStyle = "#fff";
ctx.fillText(options.text, 0, 56, options.width);
return canvas;
}
function initStats() {
stats = new Stats();
document.body.appendChild(stats.dom);
}
function initControl() {
var dom = renderer.domElement;
//鼠标按下时获取到当前相机的位置,并求出当前相机距离原点的位置
var distance; //相机距离中心点的距离
var pan, tilt; //相机的水平角度和垂直角度
var downX, downY; //鼠标按下时的xy坐标
var matrix = new THREE.Matrix4(); //声明一个旋转矩阵
//绑定按下事件
dom.addEventListener("mousedown", function (e) {
distance = computeDistance(camera.position, new THREE.Vector3());
computePanTilt(camera.position);
downX = e.clientX;
downY = e.clientY;
//绑定移动事件
document.addEventListener("mousemove", move);
//绑定鼠标抬起事件
document.addEventListener("mouseup", up);
});
//鼠标移动事件
function move(e) {
var moveX = e.clientX;
var moveY = e.clientY;
//计算鼠标的偏移量当前相机的pan和tilt
var offsetX = moveX - downX;
var offsetY = moveY - downY;
var movePan = pan - offsetX / 3;
var moveTilt = tilt - offsetY;
//tilt的移动范围是90到-90度
if (moveTilt >= 90) {
moveTilt = 89.99;
}
if (moveTilt <= -90) {
moveTilt = -89.99;
}
//根据pan和tilt计算出当前的相机应该所在的位置
var p = computePosition(distance, movePan, moveTilt);
camera.position.set(p.x, p.y, p.z);
camera.lookAt(new THREE.Vector3());
}
//鼠标抬起事件
function up() {
//清楚绑定事件
document.removeEventListener("mousemove", move);
document.removeEventListener("mouseup", up);
}
//计算两点位置的距离
function computeDistance(vec1, vec2) {
return vec1.distanceTo(vec2);
}
//根据当前点到原点的线计算出到原点z轴正方向的pan和tilt的偏移量
function computePanTilt(position) {
//首先计算水平的偏移角度
pan = new THREE.Vector3(position.x, 0, position.z).angleTo(new THREE.Vector3(0, 0, 1));
pan = pan / Math.PI * 180;
if (position.x < 0) {
pan = 360 - pan;
}
//计算垂直的偏移角度
tilt = new THREE.Vector3(position.x, 0, position.z).angleTo(position);
tilt = tilt / Math.PI * 180;
if (position.y > 0) {
tilt = -tilt;
}
}
//根据pan和tilt 相机到原点的距离计算出相机当前所在的位置
function computePosition(distance, pan, tilt) {
//重置旋转矩阵
matrix.identity();
var v = new THREE.Vector3(0, 0, distance);
//根据pan和tilt修改旋转矩阵,注意顶点旋转计算需要按照xyz的顺序旋转
matrix.makeRotationX(tilt / 180 * Math.PI);
v.applyMatrix4(matrix);
matrix.makeRotationY(pan / 180 * Math.PI);
v.applyMatrix4(matrix);
//计算出当前相机的位置
return v;
}
}
function render() {
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
//更新控制器
render();
//更新性能插件
stats.update();
requestAnimationFrame(animate);
}
function draw() {
initGui();
initRender();
initScene();
initCamera();
initLight();
initModel();
initStats();
initControl();
animate();
window.onresize = onWindowResize;
}
</script>
</html>