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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