時間:2023-03-18來源:系統城裝機大師作者:佚名
1 | "version" : "0.142.0" , |
1 | "version" : "^3.0.0" |
"version": "14.18.2"
思路主要是:
效果如下
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// 擴散動畫 this .group2.scale.x = this .group2.scale.x + 0.1 this .group2.scale.y = this .group2.scale.y - 0.01 this .group2.scale.z = this .group2.scale.z + 0.1 if ( this .group2.scale.x > 10){ this .group2.scale.x = 1 this .group2.scale.y = 1 this .group2.scale.z = 1 } |
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// 上下抖動 const time = Date.now() * 0.005 this .group4.position.y = Math.cos( time ) * 1.75 + 2.25 |
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import * as THREE from "three" ; import { OBJLoader } from "three/examples/jsm/loaders/OBJLoader.js" ; import { MTLLoader } from "three/examples/jsm/loaders/MTLLoader.js" ; import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js" ; import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js" ; import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js" ; export default class ThreeD { private cylinderRadius: any; // 圓柱體半徑 private cylinderOpacity: any; // 圓柱體透明度 private cylinderMesh: any; // 圓柱網格 private scene: any; // 場景 private camera: any; // 相機 private renderer: any; // 渲染器 private group: any; // 新的組對象,控制模型 private group2: any; // 圓柱體模組 private group3: any; // 圓柱體模組-普通點 private group4: any; // 點位模型 private controls: any; // 創建控件對象 private path: any; // 路徑 private objName: any; // 模型 private mtlName: any; // 材質 private cameraX: Number; // 相機x private cameraY: Number; // 相機y private cameraZ: Number; // 相機z private objSize: Number; // 模型倍數 private modelSpeed: Number; // 旋轉速度 private screenWidth: Number; // 旋轉速度 private screenHeight: Number; // 旋轉速度 constructor( cameraX: Number, cameraY: Number, cameraZ: Number, objSize: Number, modelSpeed: number ) { // this.path = path; // this.objName = objName; // this.mtlName = mtlName || null; this .cameraX = cameraX; this .cameraY = cameraY; this .cameraZ = cameraZ; this .objSize = objSize; this .screenWidth = 0 this .screenHeight = 0 } /** * 初始化 * @param instance 容器dom */ initThree(instance: HTMLElement | null ) { // 場景寬高 const width: any = instance && instance.clientWidth; const height: any = instance && instance.clientHeight; this .screenWidth = width; this .screenHeight = height; // 1. 創建場景對象Scene this .scene = new THREE.Scene(); // 2. 創建相機對象fov 代表視角\aspect 寬高比\near 最近看到\far 最遠看到 this .camera = new THREE.PerspectiveCamera(50, width / height, 0.1, 200000); // 設置相機位置(眼睛位置或者說相機篇拍照位置x,y,z) this .camera.position.set(600, 300, 100); // 設置相機視角的角度 this .camera.lookAt(0, 0, 0); // 3.創建組和模型 this .group2 = new THREE.Group() // 組-總光圈 this .group4 = new THREE.Group() // 組-光標 // 創建光圈-總的 this .loadGlbCylinder( 'Cylinder2.glb' , '0' , true ,10,0,0,0); // 標注點 this .loadGlbPoint( 'biaozhi.glb' , '0' , true ,20); // 把group對象添加到場景中 this .scene.add( this .group); this .scene.add( this .group2); this .scene.add( this .group3); this .scene.add( this .group4); // 4. 創建光源 this .createPoint(); // 5. 創建渲染器對象 this .renderer = new THREE.WebGLRenderer(); // 設置渲染器的大小 this .renderer.setSize(Number(width), Number(height)); // 增加背景顏色 this .renderer.setClearColor(0xeeeeee, 0); // 將渲染器添加到div中 instance && instance.append( this .renderer.domElement); // 7. 動畫旋轉 this .animate(); } // 創建glb模型-圓柱體 /** * * @param obj 文件名字 * @param name 模型名字 * @param showFlag 是否展示 * @param scale 放大倍數 * @param x * @param y * @param z */ loadGlbCylinder(obj:string, name:string, showFlag:any, scale:number, x:number, y:number, z:number) { const dracoLoader = new DRACOLoader(); dracoLoader.setDecoderPath( "three/js/libs/draco/gltf/" ); const loader = new GLTFLoader(); loader.setDRACOLoader(dracoLoader); loader.load( `model/${obj}`, (gltf) => { const model = gltf.scene; model.position.set(x, y, z); // 模型坐標偏移量xyz model.scale.set(scale, scale, scale); model.name = name; model.visible = showFlag; model.traverse((object:any) => { if (object.isMesh) { // 開啟透明度 object.material.transparent = true ; //開啟透明 object.material.opacity = 0.3; //設置透明度 } }) this .group2.add(model); }, undefined, function (e) { console.error(e); } ); } /** * 創建glb模型-圓柱體-普通 * @param obj 文件名字 * @param name 模型名字 * @param showFlag 是否展示 * @param scale 放大倍數 * @param x * @param y * @param z */ loadGlbPoint(obj:string, name:string, showFlag:any, scale:number) { const dracoLoader = new DRACOLoader(); dracoLoader.setDecoderPath( "three/js/libs/draco/gltf/" ); const loader = new GLTFLoader(); loader.setDRACOLoader(dracoLoader); loader.load( `model/${obj}`, (gltf) => { const model = gltf.scene; model.position.set(0, 0, 0); // 模型坐標偏移量xyz model.scale.set(scale, scale, scale); model.name = name; model.visible = showFlag; model.traverse((object:any) => { if (object.isMesh) { // 開啟透明度 object.material.transparent = true ; //開啟透明 object.material.opacity = 1; //設置透明度 } }) this .group4.add(model); }, undefined, function (e) { console.error(e); } ); } // 創建光源 createPoint() { //環境光 const ambientLight = new THREE.AmbientLight(0xffffff, 1); // ambientLight.position.set(400, 200, 300); this .scene.add(ambientLight); } // 動畫效果 animate() { const clock = new THREE.Clock(); // 渲染 const renderEvent = () => { // const spt = clock.getDelta() * 1000; // 毫秒 // console.log("一幀的時間:毫秒", spt); // console.log("幀率FPS", 1000 / spt); //循環調用函數,請求再次執行渲染函數render,渲染下一幀 requestAnimationFrame(renderEvent); // 將場景和攝像機傳入到渲染器中 this .renderer.render( this .scene, this .camera); // 圍繞物體y軸自轉 // this.group.rotation.y -= 0.002; // 圓柱體擴散動畫 this .group2.scale.x = this .group2.scale.x + 0.5 this .group2.scale.y = this .group2.scale.y - 0.01 this .group2.scale.z = this .group2.scale.z + 0.5 if ( this .group2.scale.x > 50){ this .group2.scale.x = 1 this .group2.scale.y = 1 this .group2.scale.z = 1 } // 上下移動 const time = Date.now() * 0.005 this .group4.position.y = Math.cos( time ) * 1.75 + 2.25 }; renderEvent(); } } |
1 | < div class = "zong-model" ref = "dom" ></ div > |
1 | import ThreeD from "@/utils/threeD_fixed" ; |
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threeObj = new ThreeD(8, 50, 60, 1, 2); dom.value && threeObj.initThree(dom.value); |
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