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:





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:



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.innerHeight
  camera.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);

Three.js--》实现3d地球模型展示_第1张图片

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);

Three.js--》实现3d地球模型展示_第2张图片

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);

Three.js--》实现3d地球模型展示_第3张图片

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;
  },
});

Three.js--》实现3d地球模型展示_第4张图片

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)





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