ThreeJS-圣诞节表白3D贺卡(三十)
素材分享:
链接: https://pan.baidu.com/s/1l0mZWfkiLaXJfdvZ7XoY8w
提取码: i69h
提前预知:
向下滚动鼠标滑轮切换视角
关键代码:
//初始化渲染器
const render = new THREE.WebGLRenderer({
//设置抗锯齿,防失真
antialis: true,
//对数深度缓冲区,防止模型闪烁
logarithmicdepthbuffer: true,
});
/*设置场景渲染编码threejs将贴图的编码都默认设置为THREE.LinearEncoding,
*导致图片色彩失真(色彩不像正常那么鲜艳,会灰蒙蒙的),所以务必将场景中的所有贴图的编码都调整为THREE.sRGBEncoding
*/
render.outputEncoding = THREE.sRGBEncoding;
//设置曝光类型(电影类型、文本类型、游戏类型),电影类型
render.toneMapping = THREE.ACESFilmicToneMapping;
//曝光强度
render.toneMappingExposure = 0.5;
//开启物理灯光
render.physicallyCorrectLights = true;
//创建轨道控制器,可以拖动,控制的是摄像头
const controls = new OrbitControls(camera, render.domElement);
//控制器焦点,需要随着相机的更新而更新
controls.target.set(-8, 2, 0);
//设置控制阻尼,让控制器有更真实的效果
controls.enableDamping = true;
完整代码:
<template>
<div id="three_div"></div>
</template>
<script>
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader";
import { Water } from "three/examples/jsm/objects/Water2";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader";
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader";
import gsap from "gsap";
export default {
name: "HOME",
components: {
// vueQr,
// glHome,
},
data() {
return {};
},
mounted() {
//使用控制器控制3D拖动旋转OrbitControls
//控制3D物体移动
//1.创建场景
const scene = new THREE.Scene();
//2.创建相机
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
20000
);
//设置相机位置
camera.position.set(0, 0, 10);
//将相机添加到场景
scene.add(camera);
//初始化渲染器
const render = new THREE.WebGLRenderer({
//设置抗锯齿,防失真
antialis: true,
//对数深度缓冲区,防止模型闪烁
logarithmicdepthbuffer: true,
});
/*设置场景渲染编码threejs将贴图的编码都默认设置为THREE.LinearEncoding,
*导致图片色彩失真(色彩不像正常那么鲜艳,会灰蒙蒙的),所以务必将场景中的所有贴图的编码都调整为THREE.sRGBEncoding
*/
render.outputEncoding = THREE.sRGBEncoding;
//设置渲染器的尺寸
render.setSize(window.innerWidth, window.innerHeight);
//清除默认设置颜色
render.setClearColor("#000");
//设置曝光类型(电影类型、文本类型、游戏类型),电影类型
render.toneMapping = THREE.ACESFilmicToneMapping;
//曝光强度
render.toneMappingExposure = 0.5;
//开启物理灯光
render.physicallyCorrectLights = true;
//创建轨道控制器,可以拖动,控制的是摄像头
const controls = new OrbitControls(camera, render.domElement);
//控制器焦点,需要随着相机的更新而更新
controls.target.set(-8, 2, 0);
//设置控制阻尼,让控制器有更真实的效果
controls.enableDamping = true;
//将webgl渲染的canvas内容添加到body上
document.getElementById("three_div").appendChild(render.domElement);
//渲染下一帧的时候就会调用回调函数
let renderFun = () => {
//更新阻尼数据
controls.update();
//需要重新绘制canvas画布
render.render(scene, camera);
//监听屏幕刷新(60HZ,120HZ),每次刷新触发一次requestAnimationFrame回调函数
//但是requestAnimationFrame的回调函数注册生命只有一次,因此需要循环注册,才能达到一直调用的效果
window.requestAnimationFrame(renderFun);
};
// window.requestAnimationFrame(renderFun);
renderFun();
//添加灯光
const light = new THREE.DirectionalLight(0xffffff, 1);
scene.add(light);
//加载模型
const sceneLoader = new GLTFLoader().setPath("three/glb/");
//创建解码器
const dencoderLoader = new DRACOLoader().setDecoderPath(
"three/draco/gltf/"
);
sceneLoader.setDRACOLoader(dencoderLoader);
sceneLoader.load("christmas .glb", (loader) => {
console.log(loader);
const model = loader.scene;
model.traverse((child) => {
//隐藏模型水面
if (child.name == "Plane") {
child.visible = false;
}
if (child.isMesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
scene.add(model);
});
//加入自己的水面
const waterPlane = new THREE.CircleBufferGeometry(400, 100);
const textureLoader = new THREE.TextureLoader();
const waterMesh = new Water(waterPlane, {
textureWidth: 1024,
textureHeight: 1024,
color: 0xeeeeff,
flowDirection: new THREE.Vector2(1, 1),
scale: 100,
flowMap: textureLoader.load("three/textures/water/Water_1_M_Flow.webp"),
normalMap1: textureLoader.load(
"three/textures/water/Water_1_M_Normal.webp"
),
normalMap2: textureLoader.load(
"three/textures/water/Water_2_M_Normal.webp"
),
});
waterMesh.rotation.x = -Math.PI / 2;
waterMesh.position.y = -0.7;
scene.add(waterMesh);
//添加场景背景
const rgbeLoader = new RGBELoader();
rgbeLoader.loadAsync("three/christmas-sky.hdr").then((load) => {
//将用于等距圆柱投影的环境贴图,也被叫做经纬线映射贴图。
//等距圆柱投影贴图表示沿着其水平中线360°的视角,以及沿着其垂直轴向180°的视角。
//贴图顶部和底部的边缘分别对应于它所映射的球体的北极和南极。
load.mapping = THREE.EquirectangularReflectionMapping;
scene.background = load;
scene.environment = load;
});
//屋子创建灯光
const hotelLight = new THREE.PointLight(0xffffff, 1);
hotelLight.position.set(0, 2.4, 0);
scene.add(hotelLight);
render.shadowMap.enabled = true;
//开启灯光动态投影
hotelLight.castShadow = true;
//创建灯光组
const lightGroup = new THREE.Group();
lightGroup.position.set(-8, 2.5, -1.5);
for (let index = 0; index < 3; index++) {
const geometry = new THREE.SphereBufferGeometry(0.2, 50, 5);
const material = new THREE.MeshBasicMaterial({
color: 0xffffff,
emissive: 0xffffff,
emissiveintensity: 10,
});
const mesh = new THREE.Mesh(geometry, material);
const light = new THREE.PointLight(0xffff, 1);
mesh.add(light);
mesh.position.set(
Math.cos(Math.random()) * 3,
Math.cos(Math.random()) * 1,
Math.sin(Math.random()) * 3
);
lightGroup.add(mesh);
}
console.log("组", lightGroup);
scene.add(lightGroup);
let options = {
angle: 0,
};
gsap.to(options, {
angle: Math.PI * 2,
duration: 10,
repeat: -1, //无线循环
ease: "linear",
onUpdate: () => {
lightGroup.children.forEach((elem, index) => {
elem.position.set(
Math.cos(options.angle + (Math.PI / 2) * index) * 3,
Math.cos(3 * options.angle) * 1,
Math.sin(options.angle + (Math.PI / 2) * index) * 3
);
});
},
});
// 使用补间动画移动相机
let timeLine1 = gsap.timeline();
let timeline2 = gsap.timeline();
// 定义相机移动函数
function translateCamera(position, target) {
timeLine1.to(camera.position, {
x: position.x,
y: position.y,
z: position.z,
duration: 1,
ease: "power2.inOut",
});
timeline2.to(controls.target, {
x: target.x,
y: target.y,
z: target.z,
duration: 1,
ease: "power2.inOut",
});
}
// 实例化创建漫天星星
let starsInstance = new THREE.InstancedMesh(
new THREE.SphereGeometry(0.1, 32, 32),
new THREE.MeshStandardMaterial({
color: 0xffffff,
emissive: 0xffffff,
emissiveIntensity: 10,
}),
100
);
// 星星随机到天上
let starsArr = [];
let endArr = [];
for (let i = 0; i < 100; i++) {
let x = Math.random() * 100 - 50;
let y = Math.random() * 100 - 50;
let z = Math.random() * 100 - 50;
starsArr.push(new THREE.Vector3(x, y, z));
let matrix = new THREE.Matrix4();
matrix.setPosition(x, y, z);
starsInstance.setMatrixAt(i, matrix);
}
scene.add(starsInstance);
// 创建爱心路径
let heartShape = new THREE.Shape();
heartShape.moveTo(25, 25);
heartShape.bezierCurveTo(25, 25, 20, 0, 0, 0);
heartShape.bezierCurveTo(-30, 0, -30, 35, -30, 35);
heartShape.bezierCurveTo(-30, 55, -10, 77, 25, 95);
heartShape.bezierCurveTo(60, 77, 80, 55, 80, 35);
heartShape.bezierCurveTo(80, 35, 80, 0, 50, 0);
heartShape.bezierCurveTo(35, 0, 25, 25, 25, 25);
// 根据爱心路径获取点
let center = new THREE.Vector3(0, 2, 10);
for (let i = 0; i < 100; i++) {
let point = heartShape.getPoint(i / 100);
endArr.push(
new THREE.Vector3(
point.x * 0.1 + center.x,
point.y * 0.1 + center.y,
center.z
)
);
}
// 创建爱心动画
function makeHeart() {
let params = {
time: 0,
};
gsap.to(params, {
time: 1,
duration: 1,
onUpdate: () => {
for (let i = 0; i < 100; i++) {
let x = starsArr[i].x + (endArr[i].x - starsArr[i].x) * params.time;
let y = starsArr[i].y + (endArr[i].y - starsArr[i].y) * params.time;
let z = starsArr[i].z + (endArr[i].z - starsArr[i].z) * params.time;
let matrix = new THREE.Matrix4();
matrix.setPosition(x, y, z);
starsInstance.setMatrixAt(i, matrix);
}
starsInstance.instanceMatrix.needsUpdate = true;
},
});
}
function restoreHeart() {
let params = {
time: 0,
};
gsap.to(params, {
time: 1,
duration: 1,
onUpdate: () => {
for (let i = 0; i < 100; i++) {
let x = endArr[i].x + (starsArr[i].x - endArr[i].x) * params.time;
let y = endArr[i].y + (starsArr[i].y - endArr[i].y) * params.time;
let z = endArr[i].z + (starsArr[i].z - endArr[i].z) * params.time;
let matrix = new THREE.Matrix4();
matrix.setPosition(x, y, z);
starsInstance.setMatrixAt(i, matrix);
}
starsInstance.instanceMatrix.needsUpdate = true;
},
});
}
let scenes = [
{
text: "圣诞快乐",
callback: () => {
// 执行函数切换位置
translateCamera(
new THREE.Vector3(-3.23, 3, 4.06),
new THREE.Vector3(-8, 2, 0)
);
},
},
{
text: "感谢在这么大的世界里遇见了你",
callback: () => {
// 执行函数切
translateCamera(
new THREE.Vector3(7, 0, 23),
new THREE.Vector3(0, 0, 0)
);
},
},
{
text: "愿与你探寻世界的每一个角落",
callback: () => {
// 执行函数切
translateCamera(
new THREE.Vector3(10, 3, 0),
new THREE.Vector3(5, 2, 0)
);
},
},
{
text: "愿将天上的星星送给你",
callback: () => {
// 执行函数切
translateCamera(
new THREE.Vector3(7, 0, 23),
new THREE.Vector3(0, 0, 0)
);
makeHeart();
},
},
{
text: "愿疫情结束,大家健康快乐!",
callback: () => {
// 执行函数切
translateCamera(
new THREE.Vector3(-20, 1.3, 6.6),
new THREE.Vector3(5, 2, 0)
);
},
},
];
let index = 0;
let isAnimate = false;
//创建滑轮滚动切换摄像头位置
window,
addEventListener("wheel", (e) => {
if (isAnimate) return;
isAnimate = true;
if (e.deltaY > 0) {
index++;
index %= scenes.length;
if(index == 0){
restoreHeart();
}
console.log(index);
}
scenes[index].callback();
setTimeout(() => {
isAnimate = false;
}, 1000);
});
//画布全屏
window.addEventListener("dblclick", () => {
if (document.fullscreenElement) {
document.exitFullscreen();
} else {
//document.documentElement.requestFullscreen();
render.domElement.requestFullscreen();
}
});
//监听画面变化,更新渲染画面,(自适应的大小)
window.addEventListener("resize", () => {
//更新摄像机的宽高比
camera.aspect = window.innerWidth / window.innerHeight;
//更新摄像机的投影矩阵
camera.updateProjectionMatrix();
//更新渲染器宽度和高度
render.setSize(window.innerWidth, window.innerHeight);
//设置渲染器的像素比
render.setPixelRatio(window.devicePixelRatio);
});
},
methods: {},
};
</script>
<style scoped lang="scss">
* {
margin: 0;
padding: 0;
}
.home-content {
position: fixed;
top: 0;
right: 20px;
}
.select-item-color {
width: 50px;
height: 50px;
border: 1px solid #ccc;
margin: 10px;
display: inline-block;
cursor: pointer;
border-radius: 10px;
}
.select {
display: flex;
}
</style>
效果图: