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React Three Fiber 实现昼夜循环:从光照过渡到日月联动的技术拆解

在 3D 场景中用 React Three Fiber 实现自然的昼夜循环,核心难点在于光照的平滑过渡日月运动的联动逻辑昼夜状态下的光影差异处理,以及性能与视觉效果的平衡。本文以一个 React+Three.js 的实现为例,详细解析如何通过三角函数计算日月位置、用插值函数实现光照渐变、区分昼夜光影特性,最终让场景从日出到月光的每一刻都自然流畅。

昼夜循环让 3D 场景 “活” 起来

玩过《我的世界》或《塞尔达传说》的同学一定有体会:昼夜交替不仅是视觉效果的变化,更是场景 “生命力” 的体现 —— 朝阳的暖光、正午的强光、夕阳的余晖、月光的冷寂,每一种光影都在悄悄改变场景的氛围。

但实现这一效果并不简单:太阳和月亮怎么 “走” 才自然?光照从亮到暗怎么过渡才不生硬?白天的阳光和夜晚的月光,光影特性差异该怎么体现?今天我们就以一个基于 React Three Fiber(R3F,Three.js 的 React 封装)的实现为例,拆一拆这些问题的解决思路。

基础架构:用 React Three Fiber 搭起骨架

先简单看一下整体实现的 “骨架”。这个组件叫DayNightCycle,核心功能是通过时间驱动太阳、月亮、光照和天空背景的变化,技术栈以 React Three Fiber 为核心,搭配 Three.js 的原生 API。

核心钩子

  • useFrame:R3F 的帧更新钩子,类似 Three.js 的requestAnimationFrame,负责每帧更新动画状态(如时间、光照)。
  • useThree:R3F 提供的上下文钩子,用于获取场景(scene)、相机(camera)等 Three.js 核心对象。
  • useCallback/useMemo:React 的性能优化钩子,缓存计算结果(如月亮形状、更新函数),避免重复计算。

状态管理:用useView获取timeOfDay(0-1 之间的时间值,0 和 1 对应午夜,0.25 是日出,0.5 是正午,0.75 是日落)和isPaused(是否暂停动画),通过setTimeOfDay更新时间,驱动整个循环。 

太阳和月亮的 “联动舞步”

要让日月运动自然,关键是位置计算逻辑—— 它们的运动既要符合 “东升西落” 的直觉,又要保持反向联动(太阳升则月亮落)。

1. 太阳位置:用三角函数 “画” 出轨迹

太阳的运动轨迹是一个圆形(简化为 2D 平面运动),代码中用三角函数计算位置:

const calculateSunPosition = (time: number) => {const angle = time * Math.PI * 2; // 时间0-1映射为角度0-2π(360度)const x = Math.sin(angle) * SUN_RADIUS; // x坐标由正弦函数决定(左右运动)const y = Math.cos(angle) * SUN_MAX_HEIGHT; // y坐标由余弦函数决定(上下运动)return { x, y: -Math.max(y, -5), z: 0 };
};

 这里回顾高中学的正弦、余弦曲线,在我这个组件中,太阳的z值为0,日出日落是太阳在xy平面上的圆周运动

 

  • 原理:时间time从 0 到 1 循环,对应角度从 0 到 2π(360 度)。sin(angle)控制左右(x 轴),cos(angle)控制上下(y 轴),刚好形成一个圆形轨迹。

举例

time=0.25(日出):angle=π/2sin(π/2)=1(x 最大,东边),cos(π/2)=0(y=0,地平线)→ 太阳在东方地平线。

time=0.5(正午):angle=πsin(π)=0(x=0,中间),cos(π)=-1(y=SUN_MAX_HEIGHT,最高点)→ 太阳在头顶。

2. 月亮位置:与太阳 “反向同步”

月亮的运动方向与太阳相反,代码中直接基于太阳位置计算(x 同方向,y 反方向):

const calculateMoonPosition = (time: number) => {const sunPos = calculateSunPosition(time);return { x: sunPos.x, y: -sunPos.y, z: 0 }; // x同方向,y反方向
};
  • 效果:太阳在东边时,月亮在西边;太阳升到最高点(正午),月亮落到最低点(地下),完美实现 “日月交替” 的视觉效果。

光照的 “平滑过渡术”

光照是昼夜循环的灵魂。白天靠阳光,夜晚靠月光,过渡时的 “柔和感” 是关键 —— 不能突然变亮或变暗,颜色也得自然切换。

1. 光照类型:Three.js 光源的 “分工”

Three.js 中有多种光源,这里用了两类核心光源,分工明确:

  • 方向光(DirectionalLight)

    • 模拟平行光(如太阳、月亮),光线方向平行,能产生清晰阴影;
    • 适合表现 “直射光”,比如阳光照在物体上形成的影子。
  • 环境光(AmbientLight)

    • 无方向的 “基础光”,不产生阴影,作用是让场景暗处不黑屏;
    • 适合表现 “散射光”,比如白天天空反射的阳光、夜晚大气散射的月光。

2. 太阳光:从日出到日落的 “强度 + 颜色” 渐变

太阳光的变化分两步:强度随太阳高度变化颜色随时间切换

强度计算:太阳越高(y 坐标越大),强度越强;太阳在地平线以下时,强度为 0:

const calculateSunIntensity = (time: number) => {const sunPos = calculateSunPosition(time);const normalizedHeight = sunPos.y / SUN_MAX_HEIGHT; // 归一化高度(-1到1)if (normalizedHeight < -0.05) return 0; // 太阳在地平线以下时无光照return Math.pow(Math.max(0, normalizedHeight + 0.05), 0.8) * 2.0;
};

颜色过渡:日出 / 日落偏暖(橙红),正午偏亮(黄白),用Color.lerp(线性插值)实现渐变:

const calculateLightColor = (time: number) => {const sunriseColor = new THREE.Color(1.0, 0.5, 0.2); // 日出橙红const noonColor = new THREE.Color(1.0, 0.95, 0.85); // 正午黄白const sunsetColor = new THREE.Color(1.0, 0.4, 0.1); // 日落橙红const nightColor = new THREE.Color(0.05, 0.05, 0.2); // 夜晚深蓝if (time < 0.25) {// 从夜晚到日出:nightColor → sunriseColorconst factor = smoothstep(0.15, 0.25, time); // 0-1的过渡因子return nightColor.clone().lerp(sunriseColor, factor);} else if (time < 0.35) {// 从日出到正午:sunriseColor → noonColorconst factor = smoothstep(0.25, 0.35, time);return sunriseColor.clone().lerp(noonColor, factor);}// ... 其他时间段逻辑
};

关键函数smoothstep:让过渡不是线性的,而是 “先慢后快再慢”,更接近自然光影变化(比如日出时亮度增长先慢后快)。

3. 月光:夜晚的 “冷色调” 与低强度

月光与太阳光相反:只在夜晚生效,强度更低,颜色偏冷(蓝白)。

强度控制:月亮越高(y 坐标越大),强度越强,但最大强度只有太阳光的一半(更符合现实):

  const calculateMoonIntensity = (time: number) => {const isNight = time < 0.25 || time > 0.75if (!isNight) return 0// 根据月亮高度调整强度const moonPos = calculateMoonPosition(time)const heightFactor = Math.max(0, (moonPos.y + 0.5) / 1.5) // 0-1范围return heightFactor * 0.5 // 最大强度为0.5}

颜色差异:月光偏冷(蓝白),与太阳光的暖色调形成对比,且随月亮高度变亮:

  // 计算月光颜色const calculateMoonColor = (time: number) => {const baseColor = new THREE.Color(0.7, 0.7, 1.0) // 冷色调蓝色const isNight = time < 0.25 || time > 0.75if (!isNight) return baseColor// 根据月亮高度调整颜色const moonPos = calculateMoonPosition(time)const heightFactor = Math.max(0, (moonPos.y + 0.5) / 1.5)return baseColor.clone().lerp(new THREE.Color(0.9, 0.9, 1.0), heightFactor)}

4. 环境光:昼夜通用的 “基础亮度”

环境光强度随昼夜变化:白天强(太阳光散射多),夜晚弱(只有月光散射):

const calculateAmbientIntensity = (time: number) => {const sunHeight = Math.sin(time * Math.PI * 2); // 太阳高度因子const dayFactor = smoothstep(-0.2, 0.1, sunHeight); // 白天强度因子const nightFactor = smoothstep(0.8, -0.2, Math.abs(sunHeight)); // 夜晚强度因子return 0.1 + dayFactor * 0.4 + nightFactor * 0.1; // 基础亮度+昼夜补偿
};

昼夜状态的 “智能切换”

太阳和月亮不能同时 “工作”,需要通过时间判断昼夜状态,自动切换光照源。

状态划分time < 0.25time > 0.75为夜晚,其余为白天

      // 方向光(太阳光)const isDaytime = time > 0.25 && time < 0.75if (directionalRef.current) {directionalRef.current.visible = isDaytimedirectionalRef.current.position.copy(sunPosition)directionalRef.current.intensity = isDaytime? calculateSunIntensity(time): 0directionalRef.current.color.copy(calculateLightColor(time))}// 月光方向光if (moonDirectionalRef.current) {const moonLightIntensity = calculateMoonLightIntensity(time)moonDirectionalRef.current.visible = isNight && moonLightIntensity > 0moonDirectionalRef.current.position.copy(moonPosition)moonDirectionalRef.current.intensity = moonLightIntensitymoonDirectionalRef.current.color.copy(calculateMoonColor(time))// Softer shadows for moonlightmoonDirectionalRef.current.shadow.mapSize.width = 1024moonDirectionalRef.current.shadow.mapSize.height = 1024moonDirectionalRef.current.shadow.camera.far = 50moonDirectionalRef.current.shadow.bias = -0.0005moonDirectionalRef.current.shadow.normalBias = 0.05}

 完整代码

// src/components/DayNightCycle.jsx
import React, { useCallback, useEffect,  useRef } from 'react'
import { useFrame, useThree } from '@react-three/fiber'
import * as THREE from 'three'
import { useView } from '../ViewContext'export const DayNightCycle = ({ speed = 0.1 }) => {const { timeOfDay, setTimeOfDay, isPaused } = useView()const { scene, camera } = useThree()const sunRef = useRef<THREE.Mesh>(null)const ambientRef = useRef<THREE.AmbientLight>(null)const directionalRef = useRef<THREE.DirectionalLight>(null)const moonDirectionalRef = useRef<THREE.DirectionalLight>(null) // Add this for moonlightconst skyRef = useRef<THREE.Color>(null)const moonRef = useRef<THREE.Mesh>(null)const wasPaused = useRef(false)// 太阳参数const SUN_RADIUS = 2 // 太阳运动半径const SUN_MAX_HEIGHT = 1 // 太阳最大高度(正午时的高度)const SUN_SIZE = 0.05 // 减小太阳大小// 月亮参数const MOON_SIZE = 0.04 // 月亮比太阳稍小// 计算月光强度const calculateMoonIntensity = (time: number) => {const isNight = time < 0.25 || time > 0.75if (!isNight) return 0// 根据月亮高度调整强度const moonPos = calculateMoonPosition(time)const heightFactor = Math.max(0, (moonPos.y + 0.5) / 1.5) // 0-1范围return heightFactor * 0.5 // 最大强度为0.5}// 计算月光颜色const calculateMoonColor = (time: number) => {const baseColor = new THREE.Color(0.7, 0.7, 1.0) // 冷色调蓝色const isNight = time < 0.25 || time > 0.75if (!isNight) return baseColor// 根据月亮高度调整颜色const moonPos = calculateMoonPosition(time)const heightFactor = Math.max(0, (moonPos.y + 0.5) / 1.5)return baseColor.clone().lerp(new THREE.Color(0.9, 0.9, 1.0), heightFactor)}// 计算月光方向光强度const calculateMoonLightIntensity = (time: number) => {const isNight = time < 0.25 || time > 0.75if (!isNight) return 0const moonPos = calculateMoonPosition(time)const heightFactor = Math.max(0, (moonPos.y + 0.5) / 1.5)return heightFactor * 0.8 // 比环境月光更强一些}// 计算月亮位置(与太阳相反)const calculateMoonPosition = (time: number) => {const sunPos = calculateSunPosition(time)return {x: sunPos.x, // 月亮与太阳X轴同向y: -sunPos.y, // 月亮与太阳Y轴对称z: 0,}}// 太阳位置计算const calculateSunPosition = (time: number) => {const angle = time * Math.PI * 2const x = Math.sin(angle) * SUN_RADIUSconst y = Math.cos(angle) * SUN_MAX_HEIGHTreturn {x: x,y: -Math.max(y, -5),z: 0,}}// 平滑过渡函数const smoothstep = (min: number, max: number, value: number) => {const x = Math.max(0, Math.min(1, (value - min) / (max - min)))return x * x * (3 - 2 * x)}// 计算光照颜色const calculateLightColor = (time: number) => {const sunriseColor = new THREE.Color(1.0, 0.5, 0.2)const noonColor = new THREE.Color(1.0, 0.95, 0.85)const sunsetColor = new THREE.Color(1.0, 0.4, 0.1)const nightColor = new THREE.Color(0.05, 0.05, 0.2)let color = new THREE.Color()if (time < 0.25) {const factor = smoothstep(0.15, 0.25, time)color.copy(nightColor).lerp(sunriseColor, factor)} else if (time < 0.35) {const factor = smoothstep(0.25, 0.35, time)color.copy(sunriseColor).lerp(noonColor, factor)} else if (time < 0.65) {color.copy(noonColor)} else if (time < 0.75) {const factor = smoothstep(0.65, 0.75, time)color.copy(noonColor).lerp(sunsetColor, factor)} else {const factor = smoothstep(0.75, 0.85, time)color.copy(sunsetColor).lerp(nightColor, factor)}return color}// 计算环境光强度const calculateAmbientIntensity = (time: number) => {const sunHeight = Math.sin(time * Math.PI * 2)const dayFactor = smoothstep(-0.2, 0.1, sunHeight)const nightFactor = smoothstep(0.8, -0.2, Math.abs(sunHeight))return 0.1 + dayFactor * 0.4 + nightFactor * 0.1}// 计算太阳光强度const calculateSunIntensity = (time: number) => {const sunPos = calculateSunPosition(time)const normalizedHeight = sunPos.y / SUN_MAX_HEIGHTif (normalizedHeight < -0.05) return 0return Math.pow(Math.max(0, normalizedHeight + 0.05), 0.8) * 2.0}// 计算天空颜色const calculateSkyColor = (time: number) => {const sunriseColor = new THREE.Color(0.9, 0.5, 0.3)const dayColor = new THREE.Color(0.5, 0.7, 1.0)const nightColor = new THREE.Color(0.05, 0.05, 0.15)let colorif (time >= 0.2 && time <= 0.3) {const factor = (time - 0.2) * 10color = nightColor.clone().lerp(sunriseColor, factor)} else if (time >= 0.3 && time <= 0.4) {const factor = (time - 0.3) * 10color = sunriseColor.clone().lerp(dayColor, factor)} else if (time >= 0.4 && time <= 0.6) {color = dayColor} else if (time >= 0.6 && time <= 0.7) {const factor = (time - 0.6) * 10color = dayColor.clone().lerp(sunriseColor, factor)} else if (time >= 0.7 && time <= 0.8) {const factor = (time - 0.7) * 10color = sunriseColor.clone().lerp(nightColor, factor)} else {color = nightColor}return color}// 提取的光照更新函数const updateLighting = useCallback((time) => {// 太阳位置const sunPosition = calculateSunPosition(time)sunRef.current?.position.set(sunPosition.x, sunPosition.y, sunPosition.z)// 月亮位置const moonPosition = calculateMoonPosition(time)moonRef.current?.position.set(moonPosition.x, moonPosition.y, moonPosition.z)moonRef.current?.lookAt(camera.position)// 月光设置const isNight = time < 0.25 || time > 0.75const moonEmissiveIntensity = isNight ? calculateMoonIntensity(time) * 2 : 0if (moonRef.current) {(moonRef.current.material as THREE.MeshStandardMaterial).emissiveIntensity = moonEmissiveIntensity}// 方向光(太阳光)const isDaytime = time > 0.25 && time < 0.75if (directionalRef.current) {directionalRef.current.visible = isDaytimedirectionalRef.current.position.copy(sunPosition)directionalRef.current.intensity = isDaytime? calculateSunIntensity(time): 0directionalRef.current.color.copy(calculateLightColor(time))}// 月光方向光if (moonDirectionalRef.current) {const moonLightIntensity = calculateMoonLightIntensity(time)moonDirectionalRef.current.visible = isNight && moonLightIntensity > 0moonDirectionalRef.current.position.copy(moonPosition)moonDirectionalRef.current.intensity = moonLightIntensitymoonDirectionalRef.current.color.copy(calculateMoonColor(time))// Softer shadows for moonlightmoonDirectionalRef.current.shadow.mapSize.width = 1024moonDirectionalRef.current.shadow.mapSize.height = 1024moonDirectionalRef.current.shadow.camera.far = 50moonDirectionalRef.current.shadow.bias = -0.0005moonDirectionalRef.current.shadow.normalBias = 0.05}// 天空背景scene.background = calculateSkyColor(time)},[camera, scene],)useFrame((state, delta) => {if (!isPaused) {const newTime = (timeOfDay + delta * speed) % 1setTimeOfDay(newTime)updateLighting(newTime)wasPaused.current = false} else if (!wasPaused.current) {updateLighting(timeOfDay)wasPaused.current = true}})useEffect(() => {if (isPaused) {updateLighting(timeOfDay)}}, [timeOfDay, isPaused, updateLighting])return (<group>{/* 太阳(可视化) */}<mesh ref={sunRef}><sphereGeometry args={[SUN_SIZE, 32, 32]} /><meshBasicMaterial color="#ffcc33" /></mesh>{/* 月亮(可视化) */}<mesh ref={moonRef}><sphereGeometry args={[MOON_SIZE, 32, 32]} /><meshStandardMaterialcolor="#e0e0ff"emissive="#b0b0ff"emissiveIntensity={0}side={THREE.DoubleSide}metalness={0.3}roughness={0.5}/></mesh>{/* 方向光(太阳光) */}<directionalLightref={directionalRef}castShadow={true}shadow-mapSize-width={2048}shadow-mapSize-height={2048}shadow-camera-far={100}shadow-camera-left={-30}shadow-camera-right={30}shadow-camera-top={30}shadow-camera-bottom={-30}shadow-bias={-0.0001}shadow-normalBias={0.05}intensity={calculateSunIntensity(timeOfDay)}color={calculateLightColor(timeOfDay)}/>{/* 方向光(月光) */}<directionalLightref={moonDirectionalRef}castShadow={true}shadow-mapSize-width={1024}shadow-mapSize-height={1024}shadow-camera-far={50}shadow-camera-left={-20}shadow-camera-right={20}shadow-camera-top={20}shadow-camera-bottom={-20}shadow-bias={-0.0005}shadow-normalBias={0.05}intensity={calculateMoonLightIntensity(timeOfDay)}color={calculateMoonColor(timeOfDay)}/>{/* 环境光 */}<ambientLightref={ambientRef}intensity={calculateAmbientIntensity(timeOfDay)}color={0xffffff}/>{/* 天空背景 */}<colorref={skyRef}attach="background"args={[calculateSkyColor(timeOfDay)]}/></group>)
}

 在组件中调用

import { OrbitControls } from '@react-three/drei'
import { Canvas } from '@react-three/fiber'
import { CityModal } from '../Models/CityModel'
import { Snowfall } from '../Example/Snow'
import { useView } from '../ViewContext'
import { DayNightCycle } from '../Example/DayNightCycle'
import * as THREE from 'three'
// 存放所有的model加载,公用一个Canvas
export const ModalView = () => {const { playAnimation } = useView()return (<Canvas className="w-full h-full " gl={{ alpha: false }} shadows>{/* 控制器 */}<OrbitControls enableZoom={true} enablePan={true} />{/* 添加日出日落组件 */}<DayNightCycle speed={0.05} /><CityModal />{playAnimation && <Snowfall particleCount={8000} />}{/* 地面 */}<mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, 0, 0]} receiveShadow><planeGeometry args={[100, 100]} /><meshStandardMaterialcolor="#2c3e50"roughness={0.5}metalness={0.1}side={THREE.DoubleSide}shadowSide={THREE.FrontSide}/></mesh></Canvas>)
}

场景中的CityModal组件

 要让模型跟随平行光进行阴影的变化,需要开启阴影属性。遍历所有的子对象,开启阴影。child.castShadow = true;   child.receiveShadow = true;

import { useGLTF } from '@react-three/drei'
import { useEffect, useMemo, useRef, useState } from 'react'
import * as THREE from 'three'
import { useModelManager } from '../../utils/viewHelper/viewContext'
import { useFrame, useThree } from '@react-three/fiber'
import { useView } from '../ViewContext'export const CityModal = () => {const { scene } = useGLTF('/models/city-_shanghai-sandboxie.glb')const modelRef = useRef<THREE.Group>(null)const helper = useModelManager()const { scene: CanvasScene, camera, size } = useThree()const { gl } = useThree()gl.shadowMap.enabled = truegl.shadowMap.type = THREE.PCFSoftShadowMap // 更好的阴影质量const { cameraPosition, cameraTarget, boundaryStatus, timeOfDay } = useView()const boxHelperRef = useRef<THREE.Box3Helper>(null)const modelSize = useRef(new THREE.Vector3()) // 存储模型尺寸const [isCameraMoving, setIsCameraMoving] = useState(false)const [targetPosition, setTargetPosition] = useState<THREE.Vector3 | null>(null,)const [targetLookAt, setTargetLookAt] = useState<THREE.Vector3 | null>(null)const mouse = useRef(new THREE.Vector2())const MOVE_DURATION = 1500// 夜间材质const nightMaterial = useMemo(() => {return new THREE.MeshStandardMaterial({color: '#0a0a1a',emissive: '#040410',emissiveIntensity: 0.2,metalness: 0.7,roughness: 0.8,})}, [])// 白天材质const dayMaterial = useMemo(() => {return new THREE.MeshStandardMaterial({color: '#0a1a3a',metalness: 0.3,roughness: 0.6,})}, [])const [lastDayNightState, setLastDayNightState] = useState<'day' | 'night'>();const nightMaterialInstance = useMemo(() => nightMaterial.clone(), [nightMaterial]);const dayMaterialInstance = useMemo(() => dayMaterial.clone(), [dayMaterial]);//处理光照对模型的影响// 获取当前时间标签const currentHour = useMemo(() => {const hour = Math.floor(timeOfDay * 24)const displayHour = hour % 24 || 24return displayHour}, [timeOfDay])useEffect(() => {addModel()initBoxBorder()calculateModelSize() // 计算模型尺寸alignModelToWorldCenterAndBaseToXZ()}, [])useEffect(() => {if (boxHelperRef.current) {if (boundaryStatus) {scene.add(boxHelperRef.current)} else {scene.remove(boxHelperRef.current)}}}, [boundaryStatus])useEffect(() => {if (!isCameraMoving && cameraPosition && cameraTarget) {camera.position.copy(cameraPosition)camera.lookAt(cameraTarget)}}, [cameraPosition, cameraTarget, isCameraMoving])useFrame(() => {const currentState = currentHour <= 5 || currentHour >= 18 ? 'night' : 'day';if (currentState !== lastDayNightState) {setLastDayNightState(currentState);if (modelRef.current) {modelRef.current.traverse((child) => {if (child instanceof THREE.Mesh) {child.castShadow = true;child.receiveShadow = true;if (!child.userData.originalMaterial) {child.userData.originalMaterial = child.material;}child.material = currentState === 'night' ? nightMaterialInstance : child.userData.originalMaterial || dayMaterialInstance;updateHighlight(child);}});}}});useEffect(() => {if (!isCameraMoving || !targetPosition || !targetLookAt) return// 相机移动动画const startPosition = new THREE.Vector3().copy(camera.position)const startTime = Date.now()const animate = () => {if (!isCameraMoving) returnconst elapsed = Date.now() - startTimeconst progress = Math.min(elapsed / MOVE_DURATION, 1)const easeProgress = easeInOutCubic(progress)// 更新相机位置camera.position.lerpVectors(startPosition, targetPosition, easeProgress)camera.lookAt(targetLookAt)if (progress < 1) {requestAnimationFrame(animate)} else {setIsCameraMoving(false)}}animate()return () => {setIsCameraMoving(false)}}, [isCameraMoving, targetPosition, targetLookAt])// 计算模型尺寸const calculateModelSize = () => {if (modelRef.current) {const box = new THREE.Box3().setFromObject(modelRef.current)box.getSize(modelSize.current)}}// 更新高亮边缘const updateHighlight = (mesh: THREE.Mesh) => {const oldHighlight = mesh.getObjectByName('surroundLine')if (oldHighlight) mesh.remove(oldHighlight)if (currentHour <= 5 || currentHour >= 18) {const geometry = new THREE.EdgesGeometry(mesh.geometry)const material = new THREE.LineBasicMaterial({color: 0x4c8bf5,linewidth: 2,})const line = new THREE.LineSegments(geometry, material)line.name = 'surroundLine'line.position.copy(mesh.position)line.rotation.copy(mesh.rotation)line.scale.copy(mesh.scale)mesh.add(line)}}//模型对齐世界中心const alignModelToWorldCenterAndBaseToXZ = () => {if (modelRef.current) {// 计算模型的包围盒(包含所有顶点的最小立方体)const box = new THREE.Box3().setFromObject(modelRef.current)// 1. 计算模型中心点(用于XZ平面居中)const center = new THREE.Vector3()box.getCenter(center)// 2. 计算模型底部的Y坐标(包围盒最低点的Y值)const baseY = box.min.y// 3. 先将模型在XZ平面居中,再将底部对齐到Y=0modelRef.current.position.set(-center.x, // X轴居中(减去中心点X坐标)-baseY, // Y轴对齐底部到XZ平面(减去底部Y坐标)-center.z, // Z轴居中(减去中心点Z坐标))}}const addModel = () => {if (!helper.getScene()) {helper.init(CanvasScene)}if (modelRef.current) {if (helper.getScene()) {helper.addModelToScene(modelRef.current)}helper.addModel({id: '模型1',name: '模型1',model: modelRef.current,})}camera.position.copy(new THREE.Vector3(1, 1, 1.5))}const initBoxBorder = () => {if (modelRef.current) {const box = new THREE.Box3().setFromObject(modelRef.current)boxHelperRef.current = new THREE.Box3Helper(box, 0xffff00)}}const handleMouseMove = (event: React.MouseEvent<HTMLCanvasElement>) => {// 获取画布尺寸const { width, height } = size// 计算鼠标在标准化设备坐标中的位置 (-1 to +1)mouse.current.x = (event.clientX / width) * 2 - 1mouse.current.y = -(event.clientY / height) * 2 + 1}const handleClick = (event) => {event.stopPropagation()if (isCameraMoving || !modelRef.current || !modelSize.current) returnhandleMouseMove(event)const intersects = event.intersectionsif (intersects.length > 0) {const clickedPoint = intersects[0].point// 根据模型大小动态计算偏移量const maxDimension = Math.max(modelSize.current.x,modelSize.current.y,modelSize.current.z,)const offsetDistance = maxDimension * 0.1 // 使用模型最大尺寸的1.5倍作为偏移距离// 计算相机位置 - 从点击点向相机当前位置的反方向偏移const direction = new THREE.Vector3().subVectors(camera.position, clickedPoint).normalize()const targetPos = new THREE.Vector3().copy(clickedPoint).addScaledVector(direction, offsetDistance)setTargetPosition(targetPos)setTargetLookAt(clickedPoint)setIsCameraMoving(true)}}const easeInOutCubic = (t: number) => {return t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2}return <primitive object={scene} ref={modelRef} onClick={handleClick} />
}

控制日出日落组件 

import { useView } from '../ViewContext'export const SunControl = () => {const { timeOfDay, setTimeOfDay, isPaused, setIsPaused } = useView()// 获取当前时间标签
const getTimeLabel = () => {const hour = Math.floor(timeOfDay * 24);const minute = Math.floor((timeOfDay * 24 - hour) * 60);// 判断上午/下午const period = hour < 12 ? '上午' : '下午';// 处理小时显示:// 1. 0点显示为12// 2. 12点显示为12// 3. 其他时间保持原样const displayHour = hour % 12 === 0 ? 12 : hour % 12;return `${period} ${displayHour}:${minute.toString().padStart(2, '0')}`;
}return (<><divstyle={{position: 'absolute',top: '20px',right: '20px',background: 'rgba(0, 0, 0, 0.7)',color: 'white',padding: '10px 15px',borderRadius: '8px',fontFamily: 'Arial, sans-serif',zIndex: 100,display: 'flex',alignItems: 'center',gap: '10px',}}><span>{getTimeLabel()}</span><buttononClick={() => setIsPaused(!isPaused)}style={{background: isPaused ? '#4CAF50' : '#f44336',border: 'none',color: 'white',padding: '5px 10px',borderRadius: '4px',cursor: 'pointer',}}>{isPaused ? '▶' : '⏸'}</button><inputtype="range"min="0"max="100"value={timeOfDay * 100}onChange={(e) => setTimeOfDay(e.target.value / 100)}style={{ width: '100px' }}/></div></>)
}

总结:React Three Fiber 实现昼夜循环的关键点

  1. 技术栈结合:用 R3F 的useFrame驱动帧更新,useThree获取场景对象,React 的useMemo优化性能;
  2. 运动逻辑:三角函数计算日月位置,实现反向联动;
  3. 光照过渡smoothstepColor.lerp实现强度、颜色的平滑渐变,避免生硬切换;
  4. 细节差异:区分昼夜状态,让太阳光和月光 “各司其职”,阴影根据光源特性调整清晰度。

其实,3D 场景的真实感往往藏在细节里 —— 太阳高度与光照强度的对应、月光的冷色调、阴影的清晰度差异…… 这些 “小调整” 加起来,就构成了从日到夜的自然过渡。如果你也想用 React Three Fiber 实现类似效果,不妨从这些细节入手试试~

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