Three.js--》实现3d地球模型展示
目录
项目搭建
实现网页简单布局
初始化three.js基础代码
创建环境背景
加载地球模型
实现光柱效果
添加月球模型
今天简单实现一个three.js的小Demo,加强自己对three知识的掌握与学习,只有在项目中才能灵活将所学知识运用起来,话不多说直接开始。
项目搭建
本案例还是借助框架书写three项目,借用vite构建工具搭建vue项目,vite这个构建工具如果有不了解的朋友,可以参考我之前对其讲解的文章:vite脚手架的搭建与使用 。搭建完成之后,用编辑器打开该项目,在终端执行 npm i 安装一下依赖,安装完成之后终端在安装 npm i three 即可。
因为我搭建的是vue3项目,为了便于代码的可读性,所以我将three.js代码单独抽离放在一个组件当中,在App根组件中进入引入该组件。具体如下:
<template><!-- 3D地球 --><CoolEarth></CoolEarth>
</template><script setup>
import CoolEarth from './components/CoolEarth.vue';
</script><style lang="less">*{margin: 0;padding: 0;}
</style>
实现网页简单布局
在HTML布局处进行设置一个loading效果,并通过一个loading.glf动态图使loading效果更加具体,相关代码样式如下:
<template><div class="home"><div class="canvas-container" ref="screenDom"></div><div class="loading" v-if="progress != 100"></div><div class="progress" v-if="progress != 100"><img src="../assets/loading.gif" alt="" /><span>地球加载中:{{ progress }}%</span></div><div class="title">酷炫3D地球</div></div>
</template><style>
body {background-color: #000;
}
.canvas-container {width: 100vw;height: 100vh;
}
.home {width: 100vw;height: 100vh;transform-origin: 0 0;
}
.loading {position: fixed;top: 0;left: 0;width: 1920px;height: 1080px;background-image: url(../assets/loading.jpg);background-size: cover;filter: blur(50px);z-index: 100;
}
.progress {position: fixed;top: 0;left: 0;width: 1920px;height: 1080px;z-index: 101;display: flex;justify-content: center;align-items: center;font-size: 20px;color: #fff;
}
.progress > img {padding: 0 15px;
}.title {width: 380px;height: 40px;position: fixed;right: 100px;top: 50px;background-color: rgba(0, 0, 0, 0.5);line-height: 40px;text-align: center;color: #fff;border-radius: 5px;z-index: 110;
}
</style>
初始化three.js基础代码
three.js开启必须用到的基础代码如下:
导入three库:
import * as THREE from 'three'
初始化场景:
const scene = new THREE.Scene()
初始化相机:
const camera = new THREE.PerspectiveCamera(75,window.innerWidth/window.innerHeight,0.1,1000)
camera.position.set(0,50,300)
初始化渲染器:
const renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setSize(window.innerWidth,window.innerHeight)
监听屏幕大小的改变,修改渲染器的宽高和相机的比例:
window.addEventListener("resize",()=>{ renderer.setSize(window.innerWidth,window.innerHeight)camera.aspect = window.innerWidth/window.innerHeightcamera.updateProjectionMatrix()
})
设置渲染函数:
const render = () =>{ controls.update();requestAnimationFrame(render);renderer.render(scene, camera);
}
进行挂载:
onMounted(()=>{// 设置进度THREE.DefaultLoadingManager.onProgress = function (item, loaded, total) {progress.value = new Number((loaded / total) * 100).toFixed(2);};// 将画布添加到页面中screenDom.value.appendChild(renderer.domElement)render()
})
ok,写完基础代码之后,接下来开始具体的Demo实操。
创建环境背景
这里通过TextureLoader加载各种类型的纹理图像,包括JPEG、PNG、GIF等。通过TextureLoader,开发人员可以轻松地将纹理加载到自己的Three.js场景中,从而为场景增加更多的细节和视觉效果。
// 创建星空的背景颜色
scene.background = new THREE.Color(0x030311);
// 加载点材质纹理
const starsTexture = new THREE.TextureLoader().load("./images/stars.png");
const starsMaterial = new THREE.PointsMaterial({size: 2,sizeAttenuation: true, // 尺寸衰减color: 0x4d76cf,transparent: true,opacity: 1,map: starsTexture,
});
接下来通过点材质创建星空效果,setAttribute方法可以用于向这些BufferAttribute对象中设置顶点属性数据,BufferAttribute是在Three.js等WebGL引擎中用于描述几何体或粒子的渲染数据结构,也是WebGL中顶点缓存对象(VBO)中存储顶点数据的方式之一:
// 使用点材质创建星空效果
const vertices = [];
for (let i = 0; i < 500; i++) {const vertex = new THREE.Vector3();vertex.x = 800 * Math.random() - 400;vertex.y = 800 * Math.random() - 400;vertex.z = 800 * Math.random() - 400;vertices.push(vertex.x, vertex.y, vertex.z);
}// 星空效果
let starsGeometry = new THREE.BufferGeometry();
starsGeometry.setAttribute("position",new THREE.BufferAttribute(new Float32Array(vertices), 3)
);
let stars = new THREE.Points(starsGeometry, starsMaterial);
scene.add(stars);
加载地球模型
接下来依然通过TextureLoader加载各种类型的纹理图像:
// 创建地球
let earthGeometry = new THREE.SphereGeometry(50, 32, 32);
let earthTexture = new THREE.TextureLoader().load("./images/map.jpg");
let earthMaterial = new THREE.MeshBasicMaterial({map: earthTexture,});
let earth = new THREE.Mesh(earthGeometry, earthMaterial);
scene.add(earth);
接下来在原有地球的基础上再加一层发光球体的壳,使地球更具有美感:
// 发光地球
let lightTexture = new THREE.TextureLoader().load("./images/earth.jpg");
let lightEarthGeometry = new THREE.SphereGeometry(53, 32, 32);
let lightEarthMaterial = new THREE.MeshBasicMaterial({map: lightTexture,alphaMap: lightTexture,blending: THREE.AdditiveBlending,transparent: true,
});
let lightEarth = new THREE.Mesh(lightEarthGeometry, lightEarthMaterial);
scene.add(lightEarth);
接下来通过 Sprite 将Sprite 对象图像资源打包在一张贴图上,然后在需要渲染Sprite 的时候使用不同的纹理坐标选取对应的图像片段进行绘制。
// 添加地球内外发光精灵
let spriteTexture = new THREE.TextureLoader().load("./images/glow.png");
let spriteMaterial = new THREE.SpriteMaterial({map: spriteTexture,color: 0x4d76cf,transparent: true,depthWrite: false,depthTest: false,blending: THREE.AdditiveBlending,
});
let sprite = new THREE.Sprite(spriteMaterial);
sprite.scale.set(155, 155, 0);
scene.add(sprite);
接下来接着使用该函数使其内发光:
// 内发光
let spriteTexture1 = new THREE.TextureLoader().load("./images/innerGlow.png");
let spriteMaterial1 = new THREE.SpriteMaterial({map: spriteTexture1,color: 0x4d76cf,transparent: true,depthWrite: false,depthTest: false,blending: THREE.AdditiveBlending,
});
let sprite1 = new THREE.Sprite(spriteMaterial1);
sprite1.scale.set(128, 128, 0);
scene.add(sprite1);
let scale = new THREE.Vector3(1, 1, 1);
实现光柱效果
通过for循环实现30个光柱效果的展示,这里依然通过TextureLoader加载各种类型的纹理图像:
for (let i = 0; i < 30; i++) {// 实现光柱let lightPillarTexture = new THREE.TextureLoader().load("./images/light_column.png");let lightPillarGeometry = new THREE.PlaneGeometry(3, 20);let lightPillarMaterial = new THREE.MeshBasicMaterial({color: 0xffffff,map: lightPillarTexture,alphaMap: lightPillarTexture,transparent: true,blending: THREE.AdditiveBlending,side: THREE.DoubleSide,depthWrite: false,});let lightPillar = new THREE.Mesh(lightPillarGeometry, lightPillarMaterial);lightPillar.add(lightPillar.clone().rotateY(Math.PI / 2));// 设置光柱的位置let lat = Math.random() * 180 - 90;let lon = Math.random() * 360 - 180;let position = lon2xyz(60, lon, lat);lightPillar.position.set(position.x, position.y, position.z);lightPillar.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0),position.clone().normalize());scene.add(lightPillar);
}
接下来利用贴图给地球的每个光柱添加光圈效果,这里利用gsap动画库实现:
// 创建波纹扩散效果
let circlePlane = new THREE.PlaneGeometry(6, 6);
let circleTexture = new THREE.TextureLoader().load("./images/label.png");
let circleMaterial = new THREE.MeshBasicMaterial({color: 0xffffff,map: circleTexture,transparent: true,blending: THREE.AdditiveBlending,depthWrite: false,side: THREE.DoubleSide,
});
let circleMesh = new THREE.Mesh(circlePlane, circleMaterial);
circleMesh.rotation.x = -Math.PI / 2;
circleMesh.position.set(0, -7, 0);lightPillar.add(circleMesh);gsap.to(circleMesh.scale, {duration: 1 + Math.random() * 0.5,x: 2,y: 2,z: 2,repeat: -1,delay: Math.random() * 0.5,yoyo: true,ease: "power2.inOut",
});
添加月球模型
接下来依然通过TextureLoader加载各种类型的纹理图像:
// 绕地球运行的月球
let moonTexture = new THREE.TextureLoader().load("./images/moon.jpg");
let moonMaterial = new THREE.MeshStandardMaterial({map: moonTexture,emissive: 0xffffff,emissiveMap: moonTexture,
});
let moonGeometry = new THREE.SphereGeometry(5, 32, 32);
let moon = new THREE.Mesh(moonGeometry, moonMaterial);
moon.position.set(150, 0, 0);
scene.add(moon);
接下来实现月球环模型:
// 创建月球环
let moonRingTexture = new THREE.TextureLoader().load("./images/moon_ring.png");
let moonRingMaterial = new THREE.MeshBasicMaterial({map: moonRingTexture,transparent: true,blending: THREE.AdditiveBlending,side: THREE.DoubleSide,depthWrite: false,opacity: 0.5,
});
let moonRingGeometry = new THREE.RingGeometry(145, 155, 64);
let moonRing = new THREE.Mesh(moonRingGeometry, moonRingMaterial);
moonRing.rotation.x = -Math.PI / 2;
scene.add(moonRing);
接下来通过gsap动画库当月球顺时针绕地球无限匀速旋转运动下去:
let time = {value: 0,
};
gsap.to(time, {value: 1,duration: 10,repeat: -1,ease: "linear",onUpdate: () => {moon.position.x = 150 * Math.cos(time.value * Math.PI * 2);moon.position.z = 150 * Math.sin(time.value * Math.PI * 2);moon.rotation.y = time.value * Math.PI * 8;},
});
效果完成之后,我们在一开始设置的挂载时显示进度也就有效果了,如下:
demo做完,给出本案例的完整代码:(获取素材也可以私信博主)
<template><div class="home"><div class="canvas-container" ref="screenDom"></div><div class="loading" v-if="progress != 100"></div><div class="progress" v-if="progress != 100"><img src="../assets/loading.gif" alt="" /><span>地球加载中:{{ progress }}%</span></div><div class="title">酷炫3D地球</div></div>
</template><script setup>
import * as THREE from 'three'
import { ref,onMounted } from 'vue'
import { gsap } from 'gsap'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'let screenDom = ref(null)
let progress = ref(0);// 经纬度转换函数
const lon2xyz = (R,longitude,latitude) =>{ let lon = ( longitude * Math.PI ) / 180 // 转弧度值const lat = (latitude * Math.PI) / 180 // 转弧度值lon = -lon // js坐标系z坐标轴对应经度-90度,而不是90度// 经纬度坐标转球面坐标计算公式const x = R * Math.cos(lat) * Math.cos(lon)const y = R * Math.sin(lat)const z = R * Math.cos(lat) * Math.sin(lon)// 返回球面坐标return new THREE.Vector3(x,y,z)
}
// 创建场景
const scene = new THREE.Scene()
// 创建相机
const camera = new THREE.PerspectiveCamera(75,window.innerWidth/window.innerHeight,0.1,1000)
camera.position.set(0,50,300)
// 创建渲染器
const renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setSize(window.innerWidth,window.innerHeight)// 创建控制器
const controls = new OrbitControls(camera,renderer.domElement)
controls.autoRotate = truewindow.addEventListener("resize",()=>{ renderer.setSize(window.innerWidth,window.innerHeight)camera.aspect = window.innerWidth/window.innerHeightcamera.updateProjectionMatrix()
})// 创建渲染函数
const render = () =>{ controls.update();requestAnimationFrame(render);renderer.render(scene, camera);
}onMounted(()=>{// 设置进度THREE.DefaultLoadingManager.onProgress = function (item, loaded, total) {progress.value = new Number((loaded / total) * 100).toFixed(2);};// 将画布添加到页面中screenDom.value.appendChild(renderer.domElement)render()
})// 创建星空的背景颜色
scene.background = new THREE.Color(0x030311);
// 加载点材质纹理
const starsTexture = new THREE.TextureLoader().load("./images/stars.png");
const starsMaterial = new THREE.PointsMaterial({size: 2,sizeAttenuation: true, // 尺寸衰减color: 0x4d76cf,transparent: true,opacity: 1,map: starsTexture,
});// 使用点材质创建星空效果
const vertices = [];
for (let i = 0; i < 500; i++) {const vertex = new THREE.Vector3();vertex.x = 800 * Math.random() - 400;vertex.y = 800 * Math.random() - 400;vertex.z = 800 * Math.random() - 400;vertices.push(vertex.x, vertex.y, vertex.z);
}// 星空效果
let starsGeometry = new THREE.BufferGeometry();
starsGeometry.setAttribute("position",new THREE.BufferAttribute(new Float32Array(vertices), 3)
);
let stars = new THREE.Points(starsGeometry, starsMaterial);
scene.add(stars);// 创建地球
let earthGeometry = new THREE.SphereGeometry(50, 32, 32);
let earthTexture = new THREE.TextureLoader().load("./images/map.jpg");
let earthMaterial = new THREE.MeshBasicMaterial({map: earthTexture,});
let earth = new THREE.Mesh(earthGeometry, earthMaterial);
scene.add(earth);// 发光地球
let lightTexture = new THREE.TextureLoader().load("./images/earth.jpg");
let lightEarthGeometry = new THREE.SphereGeometry(53, 32, 32);
let lightEarthMaterial = new THREE.MeshBasicMaterial({map: lightTexture,alphaMap: lightTexture,blending: THREE.AdditiveBlending,transparent: true,
});
let lightEarth = new THREE.Mesh(lightEarthGeometry, lightEarthMaterial);
scene.add(lightEarth);// 添加地球内外发光精灵
let spriteTexture = new THREE.TextureLoader().load("./images/glow.png");
let spriteMaterial = new THREE.SpriteMaterial({map: spriteTexture,color: 0x4d76cf,transparent: true,depthWrite: false,depthTest: false,blending: THREE.AdditiveBlending,
});
let sprite = new THREE.Sprite(spriteMaterial);
sprite.scale.set(155, 155, 0);
scene.add(sprite);// 内发光
let spriteTexture1 = new THREE.TextureLoader().load("./images/innerGlow.png");
let spriteMaterial1 = new THREE.SpriteMaterial({map: spriteTexture1,color: 0x4d76cf,transparent: true,depthWrite: false,depthTest: false,blending: THREE.AdditiveBlending,
});
let sprite1 = new THREE.Sprite(spriteMaterial1);
sprite1.scale.set(128, 128, 0);
scene.add(sprite1);
let scale = new THREE.Vector3(1, 1, 1);for (let i = 0; i < 30; i++) {// 实现光柱let lightPillarTexture = new THREE.TextureLoader().load("./images/light_column.png");let lightPillarGeometry = new THREE.PlaneGeometry(3, 20);let lightPillarMaterial = new THREE.MeshBasicMaterial({color: 0xffffff,map: lightPillarTexture,alphaMap: lightPillarTexture,transparent: true,blending: THREE.AdditiveBlending,side: THREE.DoubleSide,depthWrite: false,});let lightPillar = new THREE.Mesh(lightPillarGeometry, lightPillarMaterial);lightPillar.add(lightPillar.clone().rotateY(Math.PI / 2));// 设置光柱的位置let lat = Math.random() * 180 - 90;let lon = Math.random() * 360 - 180;let position = lon2xyz(60, lon, lat);lightPillar.position.set(position.x, position.y, position.z);lightPillar.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0),position.clone().normalize());scene.add(lightPillar);// 创建波纹扩散效果let circlePlane = new THREE.PlaneGeometry(6, 6);let circleTexture = new THREE.TextureLoader().load("./images/label.png");let circleMaterial = new THREE.MeshBasicMaterial({color: 0xffffff,map: circleTexture,transparent: true,blending: THREE.AdditiveBlending,depthWrite: false,side: THREE.DoubleSide,});let circleMesh = new THREE.Mesh(circlePlane, circleMaterial);circleMesh.rotation.x = -Math.PI / 2;circleMesh.position.set(0, -7, 0);lightPillar.add(circleMesh);gsap.to(circleMesh.scale, {duration: 1 + Math.random() * 0.5,x: 2,y: 2,z: 2,repeat: -1,delay: Math.random() * 0.5,yoyo: true,ease: "power2.inOut",});
}// 绕地球运行的月球
let moonTexture = new THREE.TextureLoader().load("./images/moon.jpg");
let moonMaterial = new THREE.MeshStandardMaterial({map: moonTexture,emissive: 0xffffff,emissiveMap: moonTexture,
});
let moonGeometry = new THREE.SphereGeometry(5, 32, 32);
let moon = new THREE.Mesh(moonGeometry, moonMaterial);
moon.position.set(150, 0, 0);
scene.add(moon);// 创建月球环
let moonRingTexture = new THREE.TextureLoader().load("./images/moon_ring.png");
let moonRingMaterial = new THREE.MeshBasicMaterial({map: moonRingTexture,transparent: true,blending: THREE.AdditiveBlending,side: THREE.DoubleSide,depthWrite: false,opacity: 0.5,
});
let moonRingGeometry = new THREE.RingGeometry(145, 155, 64);
let moonRing = new THREE.Mesh(moonRingGeometry, moonRingMaterial);
moonRing.rotation.x = -Math.PI / 2;
scene.add(moonRing);let time = {value: 0,
};
gsap.to(time, {value: 1,duration: 10,repeat: -1,ease: "linear",onUpdate: () => {moon.position.x = 150 * Math.cos(time.value * Math.PI * 2);moon.position.z = 150 * Math.sin(time.value * Math.PI * 2);moon.rotation.y = time.value * Math.PI * 8;},
});</script><style>
body {background-color: #000;
}
.canvas-container {width: 100vw;height: 100vh;
}
.home {width: 100vw;height: 100vh;transform-origin: 0 0;
}
.loading {position: fixed;top: 0;left: 0;width: 1920px;height: 1080px;background-image: url(../assets/loading.jpg);background-size: cover;filter: blur(50px);z-index: 100;
}
.progress {position: fixed;top: 0;left: 0;width: 1920px;height: 1080px;z-index: 101;display: flex;justify-content: center;align-items: center;font-size: 20px;color: #fff;
}
.progress > img {padding: 0 15px;
}.title {width: 380px;height: 40px;position: fixed;right: 100px;top: 50px;background-color: rgba(0, 0, 0, 0.5);line-height: 40px;text-align: center;color: #fff;border-radius: 5px;z-index: 110;
}
</style>