高度なジオメトリからパーティクルシステムを作成する
1.パーティクルマテリアルを作成します
1.1マテリアルマップを作成する
パーティクルマテリアルを作成する場合、マテリアルのマップ属性に値を割り当てるためにテクスチャマップが必要です。テクスチャの作成プロセスは次のとおりです。
// 创建材质贴图
generateSprite () {
const canvas = document.createElement('canvas')
canvas.width = 16
canvas.height = 16
const context = canvas.getContext('2d')
const gradient = context.createRadialGradient(
canvas.width / 2,
canvas.height / 2,
0,
canvas.width / 2,
canvas.height / 2,
canvas.width / 2
)
gradient.addColorStop(0, 'rgba(255,255,255,1)')
gradient.addColorStop(0.2, 'rgba(0,255,255,1)')
gradient.addColorStop(0.4, 'rgba(0,0,64,1)')
gradient.addColorStop(1, 'rgba(0,0,0,1)')
context.fillStyle = gradient
context.fillRect(0, 0, canvas.width, canvas.height)
const texture = new THREE.Texture(canvas)
texture.needsUpdate = true
return texture
}
1.2テクスチャを使用してパーティクルマテリアルを作成する
前の手順でテクスチャを作成する関数は、テクスチャオブジェクトを返します。これを使用して、THREE.PointCloudMaterialマテリアルを作成します。
const material = new THREE.PointCloudMaterial({
color: 0xffffff,
size: 3,
transparent: true,
blending: THREE.AdditiveBlending,
map: this.generateSprite()
})
2.パーティクルシステムを作成します
2.1トーラスキンクジオメトリのパーティクルシステムを作成する
// 创建环面扭结几何体的粒子系统
createPointCloud () {
const geom = this.createGeom()
const material = new THREE.PointCloudMaterial({
color: 0xffffff,
size: 3,
transparent: true,
blending: THREE.AdditiveBlending,
map: this.generateSprite()
})
this.knotMesh = new THREE.PointCloud(geom, material)
this.knotMesh.sortParticles = true
this.scene.add(this.knotMesh)
}
2.2パーティクルシステムの回転アニメーションを作成する
render () {
if (this.properties.rotateSystem) {
this.knotMesh.rotation.y += 0.01
}
this.renderer.render(this.scene, this.camera)
requestAnimationFrame(this.render)
}
3.デモ効果
4.デモコード
<template>
<div>
<div id="container"></div>
<div class="controls-box">
<section>
<el-row>
<div v-for="(item,key) in properties" :key="key">
<div v-if="item&&item.name!=undefined">
<el-col :span="8">
<span class="vertice-span">{
{item.name}}</span>
</el-col>
<el-col :span="13">
<el-slider v-model="item.value" :min="item.min" :max="item.max" :step="item.step" :format-tooltip="formatTooltip" @change="redraw"></el-slider>
</el-col>
<el-col :span="3">
<span class="vertice-span">{
{item.value}}</span>
</el-col>
</div>
</div>
</el-row>
<el-row>
<el-checkbox v-model="properties.asParticles" @change="redraw">asParticles</el-checkbox>
</el-row>
<el-row>
<el-checkbox v-model="properties.rotateSystem" @change="redraw">rotateSystem</el-checkbox>
</el-row>
</section>
</div>
</div>
</template>
<script>
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
export default {
components: {},
data () {
return {
properties: {
radius: {
name: 'radius',
value: 13,
min: 0,
max: 50,
step: 0.1
},
tube: {
name: 'tube',
value: 1.7,
min: 0,
max: 8,
step: 0.1
},
radialSegments: {
name: 'radialSegments',
value: 156,
min: 0,
max: 400,
step: 1
},
tubularSegments: {
name: 'tubularSegments',
value: 12,
min: 0,
max: 50,
step: 1
},
p: {
name: 'p',
value: 5,
min: 0,
max: 10,
step: 1
},
q: {
name: 'q',
value: 4,
min: 0,
max: 10,
step: 1
},
heightScale: {
name: 'heightScale',
value: 3.5,
min: 0,
max: 10,
step: 0.1
},
asParticles: false,
rotateSystem: false
},
knotMesh: null,
camera: null,
scene: null,
renderer: null,
controls: null
}
},
mounted () {
this.init()
},
methods: {
formatTooltip (val) {
return val
},
// 初始化
init () {
this.createScene() // 创建场景
this.createMesh() // 创建网格对象
this.createCamera() // 创建相机
this.createRender() // 创建渲染器
this.createControls() // 创建控件对象
this.render() // 渲染
},
// 创建场景
createScene () {
this.scene = new THREE.Scene()
},
// 创建材质贴图
generateSprite () {
const canvas = document.createElement('canvas')
canvas.width = 16
canvas.height = 16
const context = canvas.getContext('2d')
const gradient = context.createRadialGradient(
canvas.width / 2,
canvas.height / 2,
0,
canvas.width / 2,
canvas.height / 2,
canvas.width / 2
)
gradient.addColorStop(0, 'rgba(255,255,255,1)')
gradient.addColorStop(0.2, 'rgba(0,255,255,1)')
gradient.addColorStop(0.4, 'rgba(0,0,64,1)')
gradient.addColorStop(1, 'rgba(0,0,0,1)')
context.fillStyle = gradient
context.fillRect(0, 0, canvas.width, canvas.height)
const texture = new THREE.Texture(canvas)
texture.needsUpdate = true
return texture
},
// 创建环面扭结几何体
createGeom () {
const geom = new THREE.TorusKnotGeometry(
this.properties.radius.value,
this.properties.tube.value,
Math.round(this.properties.radialSegments.value),
Math.round(this.properties.tubularSegments.value),
Math.round(this.properties.p.value),
Math.round(this.properties.q.value),
this.properties.heightScale.value
)
return geom
},
// 创建环面扭结几何体的粒子系统
createPointCloud () {
const geom = this.createGeom()
const material = new THREE.PointCloudMaterial({
color: 0xffffff,
size: 3,
transparent: true,
blending: THREE.AdditiveBlending,
map: this.generateSprite()
})
this.knotMesh = new THREE.PointCloud(geom, material)
this.knotMesh.sortParticles = true
this.scene.add(this.knotMesh)
},
// 创建网格对象
createMesh () {
const geom = this.createGeom()
const material = new THREE.MeshNormalMaterial({})
material.side = THREE.DoubleSide
this.knotMesh = new THREE.Mesh(geom, material)
this.scene.add(this.knotMesh)
},
// 创建相机
createCamera () {
const element = document.getElementById('container')
const width = element.clientWidth // 窗口宽度
const height = element.clientHeight // 窗口高度
const k = width / height // 窗口宽高比
// PerspectiveCamera( fov, aspect, near, far )
this.camera = new THREE.PerspectiveCamera(35, k, 0.1, 1000)
this.camera.position.set(-80, 60, 40) // 设置相机位置
this.camera.lookAt(new THREE.Vector3(10, 0, 0)) // 设置相机方向
this.scene.add(this.camera)
},
// 创建渲染器
createRender () {
const element = document.getElementById('container')
this.renderer = new THREE.WebGLRenderer()
this.renderer.setSize(element.clientWidth, element.clientHeight) // 设置渲染区域尺寸
this.renderer.shadowMap.enabled = true // 显示阴影
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap
this.renderer.setClearColor(0x3f3f3f, 1) // 设置背景颜色
element.appendChild(this.renderer.domElement)
},
// 重新绘制
redraw () {
this.scene.remove(this.knotMesh)
if (this.properties.asParticles) {
this.createPointCloud()
} else {
this.createMesh()
}
},
render () {
if (this.properties.rotateSystem) {
this.knotMesh.rotation.y += 0.01
}
this.renderer.render(this.scene, this.camera)
requestAnimationFrame(this.render)
},
// 创建控件对象
createControls () {
this.controls = new OrbitControls(this.camera, this.renderer.domElement)
}
}
}
</script>
<style>
#container {
position: absolute;
width: 100%;
height: 100%;
}
.controls-box {
position: absolute;
right: 5px;
top: 5px;
width: 300px;
padding: 10px;
background-color: #fff;
border: 1px solid #c3c3c3;
}
.vertice-span {
line-height: 38px;
padding: 0 2px 0 10px;
}
</style>