threejs实现360度全景田间多个水滴上升动画效果代码
代码语言:html
所属分类:三维
代码描述:threejs实现360度全景田间多个水滴上升动画效果代码
代码标签: threejs 三维 360 水滴 上升 动画 全景
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html> <html lang="en" > <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> <link type="text/css" rel="stylesheet" href="//repo.bfw.wiki/bfwrepo/css/aqua-1.5.5.css"> <style> body { display: flex; justify-content: center; align-items: center; min-height: 100vh; margin: 0; } </style> </head> <body> <div class="relative w-screen h-screen"> <div class="float-bubbles w-full h-full"></div> </div> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.126.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/Stats-16.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/OrbitControls.133.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/GLTFLoader.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/FBXLoader.js"></script> <script type="module"> import ky from "//repo.bfw.wiki/bfwrepo/js/module/kyouka/kyouka.1.2.5.js"; const calcAspect = (el) => el.clientWidth / el.clientHeight; const getNormalizedMousePos = (e) => { return { x: (e.clientX / window.innerWidth) * 2 - 1, y: -(e.clientY / window.innerHeight) * 2 + 1 }; }; const floatBubblesNoiseVertexShader = ` #define GLSLIFY 1 // // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. // Maintainer : ijm // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); //Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } `; const floatBubblesUniformsVertexShader = ` uniform float uTime; uniform float uDistortion; uniform float uRadius; uniform float uVelocity; `; const floatBubblesVertexShader = ` float noise=snoise(vec3(position/2.+uTime*uVelocity)); vec3 transformed=vec3(position*(noise*pow(uDistortion,2.)+uRadius)); `; const cubeMapUrls = [ "//repo.bfw.wiki/bfwrepo/images/360/img/grren/8j3yQiU6HXgJczM.png", "//repo.bfw.wiki/bfwrepo/images/360/img/grren/82iUMVOpb3hNcuR.png", "//repo.bfw.wiki/bfwrepo/images/360/img/grren/3dSer5OVfjkz2GQ.png", "//repo.bfw.wiki/bfwrepo/images/360/img/grren/itE1wayRQkW6hHs.png", "//repo.bfw.wiki/bfwrepo/images/360/img/grren/Eh3GUY1HD6pQbeK.png", "//repo.bfw.wiki/bfwrepo/images/360/img/grren/H6UArO1MqXa3Bim.png" ]; const bumpMapUrl = "//repo.bfw.wiki/bfwrepo/images/360/img/grren/nRLUFThDrtyPpm8.jpg"; class Base { constructor(sel, debug = false) { this.debug = debug; this.container = document.querySelector(sel); this.perspectiveCameraParams = { fov: 75, near: 0.1, far: 100 }; this.orthographicCameraParams = { zoom: 2, near: -100, far: 1000 }; this.cameraPosition = new THREE.Vector3(0, 3, 10); this.lookAtPosition = new THREE.Vector3(0, 0, 0); this.rendererParams = { outputEncoding: THREE.LinearEncoding, config: { alpha: true, antialias: true } }; this.mousePos = new THREE.Vector2(0, 0); this.mouseSpeed = 0; } // 初始化 init() { this.createScene(); this.createPerspectiveCamera(); this.createRenderer(); this.createMesh({}); this.createLight(); this.createOrbitControls(); this.addListeners(); this.setLoop(); } // 创建场景 createScene() { const scene = new THREE.Scene(); if (this.debug) { scene.add(new THREE.AxesHelper()); const stats = new Stats(); this.container.appendChild(stats.dom); this.stats = stats; } this.scene = scene; } // 创建透视相机 createPerspectiveCamera() { const { perspectiveCameraParams, cameraPosition, lookAtPosition } = this; const { fov, near, far } = perspectiveCameraParams; const aspect = calcAspect(this.container); const camera = new THREE.PerspectiveCamera(fov, aspect, near, far); camera.position.copy(cameraPosition); camera.lookAt(lookAtPosition); this.camera = camera; } // 创建正交相机 createOrthographicCamera() { const { orthographicCameraParams, cameraPosition, lookAtPosition } = this; const { left, right, top, bottom, near, far } = orthographicCameraParams; const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far); camera.position.copy(cameraPosition); camera.lookAt(lookAtPosition); this.camera = camera; } // 更新正交相机参数 updateOrthographicCameraParams() { const { container } = this; const { zoom, near, far } = this.orthographicCameraParams; const aspect = calcAspect(container); this.orthographicCameraParams = { left: -zoom * aspect, right: zoom * aspect, top: zoom, bottom: -zoom, near, far, zoom }; } // 创建渲染 createRenderer(useWebGL1 = false) { var _a; const { rendererParams } = this; const { outputEncoding, config } = rendererParams; const renderer = !useWebGL1 ? new THREE.WebGLRenderer(config) : new THREE.WebGL1Renderer(config); renderer.setSize(this.container.clientWidth, this.container.clientHeight); renderer.outputEncoding = outputEncoding; this.resizeRendererToDisplaySize(); (_a = this.container) === null || _a === void 0 ? void 0 : _a.appendChild(renderer.domElement); this.renderer = renderer; this.renderer.setClearColor(0x000000, 0); } // 允许投影 enableShadow() { this.renderer.shadowMap.enabled = true; } // 调整渲染器尺寸 resizeRendererToDisplaySize() { const { renderer } = this; if (!renderer) { return; } const canvas = renderer.domElement; const pixelRatio = window.devicePixelRatio; const { clientWidth, clientHeight } = canvas; const width = (clientWidth * pixelRatio) | 0; const height = (clientHeight * pixelRatio) | 0; const isResizeNeeded = canvas.width !== width || canvas.height !== height; if (isResizeNeeded) { renderer.setSize(width, height, false); } return isResizeNeeded; } // 创建网格 createMesh(meshObject, container = this.scene) { const { geometry = new THREE.BoxGeometry(1, 1, 1), material = new THREE.MeshStandardMaterial({ color: new THREE.Color("#d9dfc8") }), position = new THREE.Vector3(0, 0, 0) } = meshObject; const mesh = new THREE.Mesh(geometry, material); mesh.position.copy(position); container.add(mesh); return mesh; } // 创建光源 createLight() { const dirLight = new THREE.DirectionalLight(new THREE.Color("#ffffff"), 0.5); dirLight.position.set(0, 50, 0); this.scene.add(dirLight); const ambiLight = new THREE.AmbientLight(new THREE.Color("#ffffff"), 0.4); this.scene.add(ambiLight); } // 创建轨道控制 createOrbitControls() { const controls = new THREE.OrbitControls(this.camera, this.renderer.domElement); const { lookAtPosition } = this; controls.target.copy(lookAtPosition); controls.update(); this.controls = controls; } // 监听事件 addListeners() { this.onResize(); } // 监听画面缩放 onResize() { window.addEventListener("resize", (e) => { if (this.shaderMaterial) { this.shaderMaterial.uniforms.uResolution.value.x = window.innerWidth; this.shaderMaterial.uniforms.uResolution.value.y = window.innerHeight; this.ren.........完整代码请登录后点击上方下载按钮下载查看
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