threejs14精灵模型Sprite模拟树林效果

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import * as THREE from "three"
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls"
import { DirectionalLight, DoubleSide, HemisphereLight, SphereBufferGeometry} from "three";
import{EffectComposer} from "three/examples/jsm/postprocessing/EffectComposer"
import{OutlinePass} from "three/examples/jsm/postprocessing/OutlinePass"
import{RenderPass} from "three/examples/jsm/postprocessing/RenderPass"

var renderer = new THREE.WebGLRenderer({ antialias: true });
// renderer.domElement;//是一个canvas 可以从参数传入
document.body.appendChild(renderer.domElement);

renderer.setSize(window.innerWidth, window.innerHeight);//设置画布高宽
renderer.setClearColor('rgba(135,206,250,0.5)',1.0); 
var mouse = new THREE.Vector2();
var selectedObjects = [];
var raycaster = new THREE.Raycaster();


window.addEventListener("resize", () => {//窗口大小变化事件
    renderer.setSize(window.innerWidth, window.innerHeight);
    camera.aspect = window.innerWidth / window.innerHeight;
    //设置了aspect  必须更新相机的投影矩阵
    camera.updateProjectionMatrix();
//合成器的绘制区域需要设置高宽
    effectComposer.setSize(window.innerWidth,window.innerHeight);
})

var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(200, 300, 200)
var control = new OrbitControls(camera, renderer.domElement);
var scene = new THREE.Scene();
var light = new HemisphereLight(0xffffff, 0x444444);
scene.add(light);

var sphereGeometry = new SphereBufferGeometry(5, 12, 12);
var material = new THREE.MeshPhongMaterial({color:0xff0000,side:DoubleSide});
var sphereMesh = new THREE.Mesh(sphereGeometry, material)
scene.add(sphereMesh);

/**
 * 精灵创建树林效果
 */
// 加载树纹理贴图
var textureTree = new THREE.TextureLoader().load("./assets/tree.png");
// 批量创建表示一个树的精灵模型
for (let i = 0; i < 100; i++) {
  var spriteMaterial = new THREE.SpriteMaterial({
    map:textureTree,//设置精灵纹理贴图
  });
  // 创建精灵模型对象
  var sprite = new THREE.Sprite(spriteMaterial);
  scene.add(sprite);
  // 控制精灵大小,
  sprite.scale.set(100, 100, 1);  只需要设置x、y两个分量就可以
  var k1 = Math.random() - 0.5;
  var k2 = Math.random() - 0.5;
  // 设置精灵模型位置,在xoz平面上随机分布
  sprite.position.set(1000 * k1, 50, 1000 * k2)
}
/**
 * 创建一个草地地面
 */
 var geometry = new THREE.PlaneGeometry(1000, 1000); //矩形平面
 // 加载草地纹理贴图
 var texture = new THREE.TextureLoader().load("grass.jpg");
 // 设置纹理的重复模式
 texture.wrapS = THREE.RepeatWrapping;
 texture.wrapT = THREE.RepeatWrapping;
 // uv两个方向纹理重复数量
 texture.repeat.set(10, 10);
 var material = new THREE.MeshLambertMaterial({
   color: 0x777700,
   // map:texture,
 });
 var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
 scene.add(mesh); //网格模型添加到场景中
 mesh.rotateX(-Math.PI/2);
//-------------------------------------------------------------------

update()

function update() {
    console.log('刷新')
     renderer.render(scene, camera);
    requestAnimationFrame(update);//不会卡塞,专门针对图形渲染刷新的方法
}

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