利用Three.js實現(xiàn)3D三棱錐立體特效
演示

技術(shù)棧
3D特效的話最容易讓人想到的應該是three.js吧。我們今天來說說它。
Three.js是基于原生WebGL封裝運行的三維引擎,在所有WebGL引擎中,Three.js是國內(nèi)文資料最多、使用最廣泛的三維引擎。
Threejs是一款WebGL三維引擎,它可以用來做什么許多許多地場景應用
一個小案例

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>第一個three.js文件_WebGL三維場景</title>
<style>
body {
margin: 0;
overflow: hidden;
/* 隱藏body窗口區(qū)域滾動條 */
}
</style>
<!--引入three.js三維引擎-->
<!-- <script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>-->
<script src="js/three/build/three.js"></script>
<!-- <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script> -->
</head>
<body>
<script>
/**
* 創(chuàng)建場景對象Scene
*/
var scene = new THREE.Scene();
/**
* 創(chuàng)建網(wǎng)格模型
*/
// var geometry = new THREE.SphereGeometry(60, 40, 40); //創(chuàng)建一個球體幾何對象
var geometry = new THREE.BoxGeometry(100, 100, 100); //創(chuàng)建一個立方體幾何對象Geometry
var material = new THREE.MeshLambertMaterial({
color: 0x0000ff
}); //材質(zhì)對象Material
var mesh = new THREE.Mesh(geometry, material); //網(wǎng)格模型對象Mesh
scene.add(mesh); //網(wǎng)格模型添加到場景中
/**
* 光源設置
*/
//點光源
var point = new THREE.PointLight(0xffffff);
point.position.set(400, 200, 300); //點光源位置
scene.add(point); //點光源添加到場景中
//環(huán)境光
var ambient = new THREE.AmbientLight(0x444444);
scene.add(ambient);
// console.log(scene)
// console.log(scene.children)
/**
* 相機設置
*/
var width = window.innerWidth; //窗口寬度
var height = window.innerHeight; //窗口高度
var k = width / height; //窗口寬高比
var s = 200; //三維場景顯示范圍控制系數(shù),系數(shù)越大,顯示的范圍越大
//創(chuàng)建相機對象
var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
camera.position.set(200, 300, 200); //設置相機位置
camera.lookAt(scene.position); //設置相機方向(指向的場景對象)
/**
* 創(chuàng)建渲染器對象
*/
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);//設置渲染區(qū)域尺寸
renderer.setClearColor(0xb9d3ff, 1); //設置背景顏色
document.body.appendChild(renderer.domElement); //body元素中插入canvas對象
//執(zhí)行渲染操作 指定場景、相機作為參數(shù)
renderer.render(scene, camera);
</script>
</body>
</html>
源碼
css部分
body{
overflow: hidden;
margin:0;
}
canvas{
position: absolute;
top: 0;
left: 0;
width: 100%;
height:100%;
}
js部分
var w = window.innerWidth, h = window.innerHeight;
window.onresize = function(){
var w = window.innerWidth, h = window.innerHeight;
camera.aspect = w / h;
camera.updateProjectionMatrix();
renderer.setSize( w, h );
}
cameraSpeed = .0003;
lightSpeed = .001;
tubularSegments = 1000;
radialSegments = 3;
tubeRadius = 2;
lightColor = 0xffffff;
lightIntensity = 1;
lightDistance = 20;
var renderer = new THREE.WebGLRenderer({
canvas: document.querySelector("canvas"),
antialias: true,
});
renderer.setSize(w, h);
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, w / h, .001, 1000);
var starsGeometry = new THREE.Geometry();
for(i=0; i<3000; i++){
var star = new THREE.Vector3();
star.x = THREE.Math.randFloatSpread(1500);
star.y = THREE.Math.randFloatSpread(1500);
star.z = THREE.Math.randFloatSpread(1500);
starsGeometry.vertices.push(star);
}
var starsMaterial = new THREE.PointsMaterial({color: 0xffffff});
var starField = new THREE.Points(starsGeometry,starsMaterial);
scene.add(starField);
for (i=0; i<p.length; i++) {
var x = p[i][0];
var y = p[i][2];
var z = p[i][1];
p[i] = new THREE.Vector3(x,y,z);
}
var path = new THREE.CatmullRomCurve3(p);
var geometry = new THREE.TubeGeometry(path,tubularSegments,tubeRadius,radialSegments,true);
for(i=0; i<geometry.faces.length; i++){
geometry.faces[i].color = new THREE.Color("hsl("+i/2+",100%,50%)");
}
var material = new THREE.MeshLambertMaterial({
side: THREE.BackSide,
vertexColors: THREE.FaceColors,
wireframe: true
});
var tube = new THREE.Mesh(geometry, material);
scene.add(tube);
var light = new THREE.PointLight(0xffffff, 1, 50);
scene.add(light);
var light2 = new THREE.AmbientLight(0x222222);
scene.add(light2);
var l1 = new THREE.PointLight(lightColor, lightIntensity, lightDistance);
scene.add(l1);
var l2 = new THREE.PointLight(lightColor, lightIntensity, lightDistance);
scene.add(l2);
var l3 = new THREE.PointLight(lightColor, lightIntensity, lightDistance);
scene.add(l3);
var l4 = new THREE.PointLight(lightColor, lightIntensity, lightDistance);
scene.add(l4);
var l5 = new THREE.PointLight(lightColor, lightIntensity, lightDistance);
scene.add(l5);
var pct = 0;
var pct2 = 0;
function render(){
pct += cameraSpeed
pct2 += lightSpeed;
var pt1 = path.getPointAt(pct%1);
var pt2 = path.getPointAt((pct + .01)%1);
camera.position.set(pt1.x,pt1.y,pt1.z);
camera.lookAt(pt2);
light.position.set(pt2.x, pt2.y, pt2.z);
l1.position.set(path.getPointAt((pct2+.0)%1).x, path.getPointAt((pct2+.0)%1).y, path.getPointAt((pct2+.0)%1).z);
l2.position.set(path.getPointAt((pct2+.2)%1).x, path.getPointAt((pct2+.2)%1).y, path.getPointAt((pct2+.2)%1).z);
l3.position.set(path.getPointAt((pct2+.4)%1).x, path.getPointAt((pct2+.4)%1).y, path.getPointAt((pct2+.4)%1).z);
l4.position.set(path.getPointAt((pct2+.6)%1).x, path.getPointAt((pct2+.6)%1).y, path.getPointAt((pct2+.6)%1).z);
l5.position.set(path.getPointAt((pct2+.8)%1).x, path.getPointAt((pct2+.8)%1).y, path.getPointAt((pct2+.8)%1).z);
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
p = [ [389,246,0], [410,255,20], [413,268,7], [431,261,12], [418,244,30], [416,217,25], [420,205,8], [427,227,-20], [432,236,5], [444,228,12], [451,232,41], [446,246,72], [443,264,96], [446,278,65], [463,267,20], [460,258,-10], [464,243,-20], [459,233,0], [475,225,22], [484,225,29], [490,214,51], [476,202,55], [462,202,55], [446,205,42], [440,192,42], [430,183,72], [413,184,58], [406,191,32], [406,207,0], [402,220,0], [390,222,20], [385,228,10], [389,246,0] ];
以上就是利用Three.js實現(xiàn)3D三棱錐立體特效的詳細內(nèi)容,更多關(guān)于Three.js 3D三棱錐立體特效的資料請關(guān)注腳本之家其它相關(guān)文章!
相關(guān)文章
解析為什么axios會有params和data兩個參數(shù)
本文給大家分享為什么axios會有params和data兩個參數(shù),先來回顧一下axios的基本使用,怎么發(fā)送一個請求,本文結(jié)合實例代碼給大家介紹的非常詳細,感興趣的朋友跟隨小編一起看看吧2023-10-10
IE中radio 或checkbox的checked屬性初始狀態(tài)下不能選中顯示問題
checked屬性在IE下不能正確實現(xiàn)的問題2009-07-07
前端實現(xiàn)文件的斷點續(xù)傳(前端文件提交+后端PHP文件接收)
本文通過斷點續(xù)傳的簡單例子(前端文件提交+后端PHP文件接收),本文以圖片為實例給大家介紹的非常詳細,具有一定的參考借鑒價值,感興趣的朋友一起看看吧2016-11-11
詳解JavaScript如何優(yōu)雅地實現(xiàn)創(chuàng)建多維數(shù)組
多維數(shù)組的意思是指三維或者三維以上的數(shù)組。這篇文章將通過示例為大家詳細講解一下JavaScript如何實現(xiàn)優(yōu)雅地創(chuàng)建多維數(shù)組,需要的可以參考一下2022-07-07

