使用Tween.js
可以一个属性在两个状态之间不断切换,因此,如果让两个粒子系统在特定的时间内不断的切换,就是可以实现一些特效。
示例:
http://ithanmang.com/threeJs/home/201808/20180830/02-animation-tween-particle.html
步骤一
示例中,从外部json
文件中加载进来了两个Gepmetry
对象
let loader = new THREE.JSONLoader();
loader.load('../../models/json/Male02_dds.json', function (obj) {
// 平移所有点的 y
obj.applyMatrix(new THREE.Matrix4().makeTranslation(0, -80, 0));
obj1 = obj;
if (obj1 && obj2 && !loaded) {
loaded = true;
addPartice(obj1, obj2);
document.getElementById('loading').style.display = 'none';
}
});
loader.load('../../models/json/Female02_slim.json', function (obj) {
obj.applyMatrix(new THREE.Matrix4().makeTranslation(0, -80, 0));
obj2 = obj;
if (obj1 && obj2 && !loaded) {
loaded = true;
addPartice(obj1, obj2);
document.getElementById('loading').style.display = 'none';
}
});
步骤二
然后创建通过外部模型创建了两个粒子系统,并给粒子自定义颜色
let geometry = new THREE.Geometry();
let pos = position1[i];
geometry.vertices.push(new THREE.Vector3());
let color = new THREE.Color();
color.r = pos.x / 10;
color.g = pos.y / 10;
color.b = pos.z / 10;
let material = new THREE.PointsMaterial({
color: color,
blending: THREE.AddEquation,
depthTest: false,
transparent: true
});
let particle = new THREE.Points(geometry, material);
步骤三
创建两个补间动画对象,在0
到1
之间过渡,并使之首尾相连到一起。
/* 创建补间动画 */
let pos = {val: 1};
tween = new TWEEN.Tween(pos).to({val: 0}, 5000);
tween.easing(TWEEN.Easing.Quadratic.InOut).delay(1000).onUpdate(callback);
tweenBack = new TWEEN.Tween(pos).to({val: 1}, 5000);
tweenBack.easing(TWEEN.Easing.Quadratic.InOut).delay(1000).onUpdate(callback);
tween.chain(tweenBack);
tweenBack.chain(tween);
tween.start();
在动画的更新过程中改变粒子的位置,以及颜色。
/* 粒子位移的回调函数 */
function callback() {
let val = this.val;
let particles = particleSystem.children;
for (let i = 0; i < particles.length; i++) {
let particle = particles[i];
let pos = particle.position;
let material = particle.material;
pos.x = position1[i].x * val + position2[i].x * (1 - val);
pos.y = position1[i].y * val + position2[i].y * (1 - val);
pos.z = position1[i].z * val + position2[i].z * (1 - val);
material.color.r = pos.z / 10;
material.color.g = pos.y / 10;
material.color.b = pos.z / 10;
}
}
完整代码
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>基于CPU维护粒子位移</title>
<style>
body {
margin: 0;
overflow: hidden; /* 溢出隐藏 */
}
#loading {
position: fixed;
top: 50%;
left: 50%;
color: #FFFFFF;
font-size: 20px;
margin-top: -30px;
margin-left: -40px;
}
</style>
<script src="../../libs/build/three-r93.js"></script>
<script src="../../libs/examples/js/Detector.js"></script>
<script src="../../libs/examples/js/libs/dat.gui.min.js"></script>
<script src="../../libs/examples/js/libs/stats.min.js"></script>
<script src="../../libs/examples/js/controls/OrbitControls.js"></script>
<script src="../../libs/examples/js/loaders/PLYLoader.js"></script>
<script src="../../libs/tween/Tween.js"></script>
</head>
<body>
<p id="loading">loading......</p>
<script>
let scene, camera, renderer, controls, guiControls, particleSystem, tween, tweenBack;
let stats = initStats();
/* 场景 */
function initScene() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0x050505);
}
/* 相机 */
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000);
camera.position.set(-10, 0, 300);
camera.lookAt(new THREE.Vector3(0, 0, 0));
}
/* 渲染器 */
function initRender() {
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
/* 灯光 */
function initLight() {
scene.add(new THREE.AmbientLight(0x0c0c0c));
let spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-100, -100, -100);
let spotLight2 = new THREE.SpotLight(0xffffff);
spotLight2.position.set(100, 100, 100);
scene.add(spotLight);
scene.add(spotLight2);
}
/* 控制器 */
function initControls() {
controls = new THREE.OrbitControls(camera, renderer.domElement);
/* 属性参数默认 */
}
/* 调试插件 */
function initGui() {
guiControls = new function () {
};
let controls = new dat.GUI();
}
/* 场景中的内容 */
function initContent() {
let obj1, obj2, loaded;
let loader = new THREE.JSONLoader();
loader.load('../../models/json/Male02_dds.json', function (obj) {
// 平移所有点的 y
obj.applyMatrix(new THREE.Matrix4().makeTranslation(0, -80, 0));
obj1 = obj;
if (obj1 && obj2 && !loaded) {
loaded = true;
addPartice(obj1, obj2);
document.getElementById('loading').style.display = 'none';
}
});
loader.load('../../models/json/Female02_slim.json', function (obj) {
obj.applyMatrix(new THREE.Matrix4().makeTranslation(0, -80, 0));
obj2 = obj;
if (obj1 && obj2 && !loaded) {
loaded = true;
addPartice(obj1, obj2);
document.getElementById('loading').style.display = 'none';
}
});
}
/* 添加粒子到场景 */
function addPartice(obj1, obj2) {
let moreObj, lessObj;
if (obj1.vertices.length > obj2.vertices.length) {
moreObj = obj1;
lessObj = obj2;
} else {
moreObj = obj2;
lessObj = obj1;
}
let position1 = [];
let position2 = [];
let moreLength = moreObj.vertices.length;
let lessLength = lessObj.vertices.length;
moreObj.vertices.forEach(function (e) {
position1.push(e.clone());
});
lessObj.vertices.forEach(function (e) {
position2.push(e.clone());
});
for (let i = lessLength, j = 0; i < moreLength; i++, j++) {
j = j % lessLength;
position2[i] = position2[j];
}
/* 将点组合到一起 */
particleSystem = new THREE.Group();
for (let i = 0; i < moreLength; i++) {
let geometry = new THREE.Geometry();
let pos = position1[i];
geometry.vertices.push(new THREE.Vector3());
let color = new THREE.Color();
color.r = pos.x / 10;
color.g = pos.y / 10;
color.b = pos.z / 10;
let material = new THREE.PointsMaterial({
color: color,
blending: THREE.AddEquation,
depthTest: false,
transparent: true
});
let particle = new THREE.Points(geometry, material);
particle.position.copy(pos);
particleSystem.add(particle);
}
/* 创建补间动画 */
let pos = {val: 1};
tween = new TWEEN.Tween(pos).to({val: 0}, 5000);
tween.easing(TWEEN.Easing.Quadratic.InOut).delay(1000).onUpdate(callback);
tweenBack = new TWEEN.Tween(pos).to({val: 1}, 5000);
tweenBack.easing(TWEEN.Easing.Quadratic.InOut).delay(1000).onUpdate(callback);
tween.chain(tweenBack);
tweenBack.chain(tween);
tween.start();
/* 粒子位移的回调函数 */
function callback() {
let val = this.val;
let particles = particleSystem.children;
for (let i = 0; i < particles.length; i++) {
let particle = particles[i];
let pos = particle.position;
let material = particle.material;
pos.x = position1[i].x * val + position2[i].x * (1 - val);
pos.y = position1[i].y * val + position2[i].y * (1 - val);
pos.z = position1[i].z * val + position2[i].z * (1 - val);
material.color.r = pos.z / 10;
material.color.g = pos.y / 10;
material.color.b = pos.z / 10;
}
}
scene.add(particleSystem);
}
/* 性能插件 */
function initStats() {
let stats = new Stats();
document.body.appendChild(stats.domElement);
return stats;
}
/* 窗口变动触发 */
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
/* 数据更新 */
function update() {
TWEEN.update();
stats.update();
let time = Date.now() * 0.005;
if (particleSystem) {
particleSystem.rotation.y = 0.01 * time;
let particles = particleSystem.children;
for (let i = 0; i < particles.length; i++) {
let material = particles[i].material;
material.size = 0.5 * (2.0 + Math.sin(0.02 * i + time));
}
}
}
/* 初始化 */
function init() {
initScene();
initCamera();
initRender();
initLight();
initControls();
initContent();
initGui();
/* 监听事件 */
window.addEventListener('resize', onWindowResize, false);
}
/* 循环渲染 */
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
update();
}
/* 初始加载 */
(function () {
console.log("three init start...");
init();
animate();
console.log("three init end...");
})();
</script>
</body>
</html>