three.js 项目篇 炫酷3D官网
·
three.js 项目篇 炫酷3D官网
安装
yarn add three gsap
App.vue
<template>
<div class="home">
<div class="canvas-container" ref="screenDom"></div>
<div class="loading" v-if="progress != 100"></div>
<div class="progress" v-if="progress != 100">
<img src="./assets/loading.gif" alt="" />
<span>地球加载中:{{ progress }}%</span>
</div>
<div class="title">酷炫3D地球</div>
</div>
</template>
<script setup>
import * as THREE from "three";
import { ref, onMounted } from "vue";
// import { gsap, random } from "gsap";
import gsap from "gsap"
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
let screenDom = ref(null);
let progress = ref(0);
const lon2xyz = (R, longitude, latitude) => {
let lon = (longitude * Math.PI) / 180; // 转弧度值
const lat = (latitude * Math.PI) / 180; // 转弧度值
lon = -lon; // js坐标系z坐标轴对应经度-90度,而不是90度
// 经纬度坐标转球面坐标计算公式
const x = R * Math.cos(lat) * Math.cos(lon);
const y = R * Math.sin(lat);
const z = R * Math.cos(lat) * Math.sin(lon);
// 返回球面坐标
return new THREE.Vector3(x, y, z);
};
onMounted(() => {
// 创建场景
let scene = new THREE.Scene();
// 创建相机
let camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
0.1,
100000
);
camera.position.set(0, 50, 300);
// 创建渲染器
let renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
// 将画布添加到页面中
screenDom.value.appendChild(renderer.domElement);
// 创建控制器
let controls = new OrbitControls(camera, renderer.domElement);
controls.autoRotate = true;
// 创建星空的背景
// let url = "./assets/25s.jpg";
// let envTexture = new THREE.TextureLoader().load(url);
// envTexture.mapping = THREE.EquirectangularReflectionMapping;
scene.background = new THREE.Color(0x030311);
// scene.environment = envTexture;
// 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)
);
// 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,
});
let stars = new THREE.Points(starsGeometry, starsMaterial);
scene.add(stars);
// 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);
// 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);
// 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);
// 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);
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));
// 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",
});
// 设置光柱的位置
// lightPillar.position.set(0, 50, 0);
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);
}
// 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);
// 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);
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;
},
});
function render() {
controls.update();
requestAnimationFrame(render);
renderer.render(scene, camera);
}
render();
THREE.DefaultLoadingManager.onProgress = function (item, loaded, total) {
console.log(item, loaded, total);
progress.value = new Number((loaded / total) * 100).toFixed(2);
};
});
</script>
<style>
* {
margin: 0;
padding: 0;
}
body {
background-color: #000;
}
.canvas-container {
width: 100vw;
height: 100vh;
}
.home {
width: 100vw;
height: 100vh;
transform-origin: 0 0;
}
.loading {
position: fixed;
top: 0;
left: 0;
width: 1920px;
height: 1080px;
background-image: url(./assets/loading.jpg);
background-size: cover;
filter: blur(50px);
z-index: 100;
}
.progress {
position: fixed;
top: 0;
left: 0;
width: 1920px;
height: 1080px;
z-index: 101;
display: flex;
justify-content: center;
align-items: center;
font-size: 20px;
color: #fff;
}
.progress > img {
padding: 0 15px;
}
.title {
width: 380px;
height: 40px;
position: fixed;
right: 100px;
top: 50px;
background-color: rgba(0, 0, 0, 0.5);
line-height: 40px;
text-align: center;
color: #fff;
border-radius: 5px;
z-index: 110;
}
</style>
效果

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