56 - three.js 笔记 - 通过 Tween.js 维护粒子位移

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
这里写图片描述

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01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>

猜你喜欢

转载自blog.csdn.net/ithanmang/article/details/82344831