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three.js实现炫酷的3d影院 #8

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shen1992 opened this issue Dec 15, 2017 · 2 comments
Open

three.js实现炫酷的3d影院 #8

shen1992 opened this issue Dec 15, 2017 · 2 comments

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@shen1992
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shen1992 commented Dec 15, 2017

阅读本文章可以获取到的知识

  • 创建一个3d的空间
  • 粒子效果
  • three.js点击事件的处理
  • 着色器的初步使用
  • 实现一个光晕效果

1.创建一个3d的空间

可以想象一下我们在房间内,房间是一个立方体,如果你有生活品味,可能会在房间内贴上壁纸,three.js可以很方便的创建一个立方体,并且给它的周围贴上纹理,让照相机在立方体之中,照相机可以360旋转,就模拟了一个真实的场景。

转换为代码:

    const path = 'assets/image/'
    const format = '.jpg'
    const urls = [
      `${path}px${format}`, `${path}nx${format}`,
      `${path}py${format}`, `${path}ny${format}`,
      `${path}pz${format}`, `${path}nz${format}`
    ]
    const materials = []
    urls.forEach(url => {
      const textureLoader = new TextureLoader()
      textureLoader.setCrossOrigin(this.crossOrigin)
      const texture = textureLoader.load(url)
      materials.push(new MeshBasicMaterial({
        map: texture,
        overdraw: true,
        side: BackSide
      }))
    })
    const cube = new Mesh(new CubeGeometry(9000, 9000, 9000), new MeshFaceMaterial(materials))
    this.scene.add(cube)
  • CubeGeometry创建一个超大的立方体
  • MeshFaceMaterial给立方体贴上纹理,由于视角是在立方体内部,所以side:BackSide

2.粒子效果

一个3d模型是由点,线,面组成的,可以遍历模型的每一个点,把每一个点转换为几何模型,并且给它贴上纹理,拷贝每一个点的位置,用这些几何模型重新构成一个只有点的模型,这就是粒子效果的基本原理。

this.points = new Group()
    const vertices = []
    let point
    const texture = new TextureLoader().load('assets/image/dot.png')
    geometry.vertices.forEach((o, i) => {
      // 记录每个点的位置
      vertices.push(o.clone())
      const _geometry = new Geometry()
     // 拿到当前点的位置
      const pos = vertices[i]
      _geometry.vertices.push(new Vector3())
      const color = new Color()
      color.r = Math.abs(Math.random() * 10)
      color.g = Math.abs(Math.random() * 10)
      color.b = Math.abs(Math.random() * 10)
      const material = new PointsMaterial({
        color,
        size: Math.random() * 4 + 2,
        map: texture,
        blending: AddEquation,
        depthTest: false,
        transparent: true
      })
      point = new Points(_geometry, material)
      point.position.copy(pos)
      this.points.add(point)
    })
    return this.points
  • new Group创建一个群,可以说是粒子的集合
  • 通过point.position.copy(pos)设置粒子的位置,坐标和模型中对应点的位置相同

3.点击事件的处理

three.js的点击事件需要借助光线投射器(Raycaster),为了方便理解,请先看一张图:

image

Raycaster发射一个射线,intersectObject监测射线命中的物体

this.raycaster = new Raycaster()

// 把你要监听点击事件的物体用数组储存起来
this.seats.push(seat)

onTouchStart(event) {
    event.preventDefault()
    event.clientX = event.touches[0].clientX;
    event.clientY = event.touches[0].clientY;
    this.onClick(event)
  }

  onClick(event) {
    const mouse = new Vector2()
    mouse.x = ( event.clientX / this.renderer.domElement.clientWidth ) * 2 - 1
    mouse.y = - ( event.clientY / this.renderer.domElement.clientHeight ) * 2 + 1;
    this.raycaster.setFromCamera(mouse, this.camera)
   // 检测命中的座位
    const intersects = this.raycaster.intersectObjects(this.seats)
    if (intersects.length > 0) {
        intersects[0].object.material = new MeshLambertMaterial({
            color: 0xff0000
        })
    }
  }
  
  • intersects.length > 0 表示射线命中了某个几何体
  • 偷懒只实现了移动端的点击实现,如果想看pc怎么实现,请看thee.js官网

4.着色器的初步使用

着色器分为顶点着色器和片元着色器,用GLSL语言编写,是一种和GPU沟通的的语言,这里只讲如何使用


const vertext = `
   void main()
    {
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
    }
  `

const fragment = `
    uniform vec2 resolution;
    uniform float time;

    vec2 rand(vec2 pos)
    {
    return fract( 0.00005 * (pow(pos+2.0, pos.yx + 1.0) * 22222.0));
    }
    vec2 rand2(vec2 pos)
    {
    return rand(rand(pos));
    }

    float softnoise(vec2 pos, float scale)
    {
    vec2 smplpos = pos * scale;
    float c0 = rand2((floor(smplpos) + vec2(0.0, 0.0)) / scale).x;
    float c1 = rand2((floor(smplpos) + vec2(1.0, 0.0)) / scale).x;
    float c2 = rand2((floor(smplpos) + vec2(0.0, 1.0)) / scale).x;
    float c3 = rand2((floor(smplpos) + vec2(1.0, 1.0)) / scale).x;

    vec2 a = fract(smplpos);
    return mix(
    mix(c0, c1, smoothstep(0.0, 1.0, a.x)),
    mix(c2, c3, smoothstep(0.0, 1.0, a.x)),
    smoothstep(0.0, 1.0, a.y));
    }

    void main(void)
    {
    vec2 pos = gl_FragCoord.xy / resolution.y;
    pos.x += time * 0.1;
    float color = 0.0;
    float s = 1.0;
    for(int i = 0; i < 8; i++)
    {
    color += softnoise(pos+vec2(i)*0.02, s * 4.0) / s / 2.0;
    s *= 2.0;
    }
    gl_FragColor = vec4(color);
    }
  `
// 设置物体的质材为着色器质材
 let material = new ShaderMaterial({
        uniforms: uniforms,
        vertexShader: vertext,
        fragmentShader: fragment,
        transparent: true,
      })

5.光晕效果

由于是模拟电影院,我想做一个投影仪,模拟投影仪射出的光线。

 // 光晕效果必须设置alpha = true
 const renderer = this.renderer = new WebGLRenderer({alpha: true, antialias: true})

 let textureFlare = new TextureLoader().load('assets/image/lensflare0.png')
      let textureFlare3 = new TextureLoader().load('assets/image/lensflare3.png')
      let flareColor = new Color(0xffffff)
      let lensFlare = new LensFlare(textureFlare, 150, 0.0 , AdditiveBlending, flareColor)
      lensFlare.add(textureFlare3, 60, 0.6, AdditiveBlending);
      lensFlare.add(textureFlare3, 70, 0.7, AdditiveBlending);
      lensFlare.add(textureFlare3, 120, 0.9, AdditiveBlending);
      lensFlare.add(textureFlare3, 70, 1.0, AdditiveBlending);
      lensFlare.position.set(0, 150, -85)
  • 主要的光线还是靠lensflare0.png模拟
  • textureFlare3设置光晕的范围

后记:

入门教程

源码地址

原创不易,辛苦各位大大点个star

@betseyliu
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hi, 我是奇舞周刊的小编,看了你这篇文章感觉很不错,希望可以得到你的授权发布在奇舞周刊的公众号上,让你的文章被更多的人看到~~~

@shen1992
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@betseyliu 可以的,谢谢您的垂青

@shen1992 shen1992 changed the title three.js进阶 three.js实现炫酷的3d影院 Dec 17, 2017
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