既有方向又会动的线,包你学会制作按箭头方向流动的线(three.js实战3)
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1.demo效果
2. 实现思路
实现思路比较简单,使用纹理材质创建网格对象,然后在render函数中改变纹理的偏移量(texture.offset.x),实现流动的效果
3. 实现要点
3.1 创建箭头流动线
-
创建长条状平面
使用THREE.PlaneGeometry类创建一个长条状平面,用来填充箭头纹理 -
创建纹理材质
使用TextureLoader纹理加载器加载纹理,然后需要设置水平方向重复10次,用该纹理作为map属性创建MeshBasicMaterial材质,同时将材质的side属性设置为THREE.DoubleSide,这样正反面都可以看到效果 -
创建网格对象
使用上面创建的几何体和材质使用THREE.Mesh直接创建网格对象并添加到场景中
示例代码如下
//创建条形平面-箭头流动的路径
const geometry = new THREE.PlaneGeometry(20, 2, 32);
//加载纹理
arrowLineTexture = new THREE.TextureLoader().load('../assets/textures/right.png');
arrowLineTexture.wrapS = arrowLineTexture.wrapT = THREE.RepeatWrapping; //每个都重复
arrowLineTexture.repeat.set(10, 1); //水平重复10次
arrowLineTexture.needsUpdate = true;
// 加载的纹理作为纹理贴图创建材质
let materials = new THREE.MeshBasicMaterial({
map: arrowLineTexture,
side: THREE.DoubleSide
});
const mesh = new THREE.Mesh(geometry, materials);
scene.add(mesh);
3.2 创建流动线
-
创建线条
使用THREE.CatmullRomCurve3类创建一个线条路径,然后用该路径创建一个管道几何体 -
创建纹理材质
使用TextureLoader纹理加载器加载纹理,这次设置水平方向重复20次,使用纹理作为map属性创建MeshBasicMaterial材质,同时将材质的side属性设置为THREE.BackSide,transparent属性设置为true -
创建网格对象
使用上面创建的几何体和材质使用THREE.Mesh直接创建网格对象并添加到场景中
// 创建线条路径
let curve = new THREE.CatmullRomCurve3([
new THREE.Vector3(0, 0, 10),
new THREE.Vector3(10, 0, 10),
new THREE.Vector3(10, 0, 0),
new THREE.Vector3(20, 0, -10)
]);
//依据线条路径创建管道几何体
let tubeGeometry = new THREE.TubeGeometry(curve, 80, 0.2);
//加载纹理
flowingLineTexture = new THREE.TextureLoader().load('../assets/textures/roadflowing1.png')
flowingLineTexture.wrapS = THREE.RepeatWrapping;
flowingLineTexture.wrapT = THREE.RepeatWrapping;
flowingLineTexture.repeat.set(20, 1); //水平重复20次
flowingLineTexture.needsUpdate = true;
//创建纹理贴图材质
let material = new THREE.MeshBasicMaterial({
map: flowingLineTexture,
side: THREE.BackSide, //显示背面
transparent: true
});
let mesh = new THREE.Mesh(tubeGeometry, material);
mesh.position.z = 10;
scene.add(mesh);
3.3 更新纹理偏移
在render函数中更新纹理偏移,有了这一步,线条就可以动起来
arrowLineTexture.offset.x -= 0.03; //更新箭头纹理偏移量
flowingLineTexture.offset.x -= 0.05; //更新流动线纹理偏移量
4. demo代码
<!DOCTYPE html>
<html>
<head>
<title>流动的方向线</title>
<script type="text/javascript" src="../three/build/three.js"></script>
<script type="text/javascript" src="../three/examples/js/controls/OrbitControls.js"></script>
<script type="text/javascript" src="../three/examples/js/libs/stats.min.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="Stats-output"></div>
<div id="WebGL-output"></div>
<script type="text/javascript">
var scene, camera, renderer, arrowLineTexture, flowingLineTexture, stats, controls, clock;
function initScene() {
scene = new THREE.Scene();
//用一张图加载为纹理作为场景背景
scene.background = new THREE.TextureLoader().load("../assets/textures/starry-deep-outer-space-galaxy.jpg");
}
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(20, 30, 50);
camera.lookAt(new THREE.Vector3(0, 0, 0));
}
function initLight() {
//添加环境光
const ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight('#fff')
directionalLight.position.set(30, 30, 30).normalize()
scene.add(directionalLight)
//添加聚光灯
const spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
}
function initModel() {
initArrowLine()
initFlowingLine();
initPlane();
}
function initArrowLine() {
//创建条形平面-箭头流动的路径
const geometry = new THREE.PlaneGeometry(20, 2, 32);
//加载纹理
arrowLineTexture = new THREE.TextureLoader().load('../assets/textures/right.png');
arrowLineTexture.wrapS = arrowLineTexture.wrapT = THREE.RepeatWrapping; //每个都重复
arrowLineTexture.repeat.set(10, 1); //水平重复10次
arrowLineTexture.needsUpdate = true;
// 加载的纹理作为纹理贴图创建材质
let materials = new THREE.MeshBasicMaterial({
map: arrowLineTexture,
side: THREE.DoubleSide
});
const mesh = new THREE.Mesh(geometry, materials);
scene.add(mesh);
}
function initFlowingLine() {
//加载纹理
flowingLineTexture = new THREE.TextureLoader().load('../assets/textures/roadflowing1.png')
flowingLineTexture.wrapS = THREE.RepeatWrapping;
flowingLineTexture.wrapT = THREE.RepeatWrapping;
flowingLineTexture.repeat.set(20, 1); //水平重复20次
flowingLineTexture.needsUpdate = true;
//创建纹理贴图材质
let material = new THREE.MeshBasicMaterial({
map: flowingLineTexture,
side: THREE.BackSide, //显示背面
transparent: true
});
// 创建线条路径
let curve = new THREE.CatmullRomCurve3([
new THREE.Vector3(0, 0, 10),
new THREE.Vector3(10, 0, 10),
new THREE.Vector3(10, 0, 0),
new THREE.Vector3(20, 0, -10)
]);
//依据线条路径创建管道几何体
let tubeGeometry = new THREE.TubeGeometry(curve, 80, 0.2);
let mesh = new THREE.Mesh(tubeGeometry, material);
mesh.position.z = 10;
scene.add(mesh);
}
//创建底面
function initPlane() {
const planeGeometry = new THREE.PlaneGeometry(50, 50, 1, 1); //创建一个平面几何对象
//材质
const planeMaterial = new THREE.MeshLambertMaterial({
color: 0x080631,
transparent: true,
opacity: 0.8
});
const plane = new THREE.Mesh(planeGeometry, planeMaterial);
//设置平面位置
plane.rotation.x = -0.5 * Math.PI;
plane.position.set(0, -2, 0);
//平面添加到场景中
scene.add(plane);
}
//初始化渲染器
function initRender() {
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setClearColor(0x111111, 1); //设置背景颜色
renderer.setSize(window.innerWidth, window.innerHeight);
//renderer.shadowMap.enabled = true; //显示阴影
document.getElementById("WebGL-output").appendChild(renderer.domElement);
}
//初始化轨道控制器
function initControls() {
clock = new THREE.Clock(); //创建THREE.Clock对象,用于计算上次调用经过的时间
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.autoRotate = true; //是否自动旋转
}
//性能监控
function initStats() {
stats = new Stats();
stats.setMode(0); //0: fps, 1: ms
document.getElementById("Stats-output").appendChild(stats.domElement);
}
function render() {
arrowLineTexture.offset.x -= 0.03; //更新箭头纹理偏移量
flowingLineTexture.offset.x -= 0.05; //更新流动线纹理偏移量
const delta = clock.getDelta(); //获取自上次调用的时间差
controls.update(delta); //控制器更新
stats.update();
requestAnimationFrame(render);
renderer.render(scene, camera);
}
//页面初始化
function init() {
initScene();
initCamera();
initLight();
initModel();
initRender();
initStats();
initControls();
render();
}
window.onload = init;
</script>
</body>
</html>
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