[javascript]代码库
在线预览:https://dragonir.github.io/3d/#/olympic
详情步骤看Readme
冰墩墩外面有一层透明塑料或玻璃质感外壳,这个效果可以通过修改模型的透明度、金属度、粗糙度等材质参数
/* eslint-disable */
import React from 'react';
import Stats from "three/examples/jsm/libs/stats.module";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
import { TWEEN } from "three/examples/jsm/libs/tween.module.min.js";
import Animations from '../../assets/utils/animations';
import landModel from './models/land.glb';
import treeModel from './models/tree.gltf';
import bingdwendwenModel from './models/bingdwendwen.glb';
import xuerongrongModel from './models/xuerongrong.glb';
import flagModel from './models/flag.glb';
import skyTexture from './images/sky.jpg';
import snowTexture from './images/snow.png';
import treeTexture from './images/tree.png';
import flagTexture from './images/flag.png';
require('./libs/GLTFLoader.js');
import './index.css';
export default class Olympic extends React.Component {
constructor(props) {
super(props);
}
state = {
loadingProcess: 0
}
componentDidMount () {
this.initThree()
}
initThree = () => {
var container, controls, stats, mixer;
var camera, scene, renderer, light, land = null, meshes = [], points = [];
var fiveCyclesGroup = new THREE.Group(), clock = new THREE.Clock();
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var _this = this;
init();
animate();
function init () {
container = document.getElementById('container');
// 抗锯齿
renderer = new THREE.WebGLRenderer({ antialias: true });
// 设置像素比
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
// renderer.shadowMap.type = THREE.PCFSoftShadowMap; // // 0: THREE.BasicShadowMap, 1: THREE.PCFShadowMap, 2: THREE.PCFSoftShadowMap
container.appendChild(renderer.domElement);
scene = new THREE.Scene();
scene.background = new THREE.TextureLoader().load(skyTexture);
scene.fog = new THREE.Fog(0xffffff, 10, 100);
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 30, 100);
camera.lookAt(new THREE.Vector3(0, 0, 0));
// 性能工具
// stats = new Stats();
// document.documentElement.appendChild(stats.dom);
const cubeGeometry = new THREE.BoxGeometry(0.001, 0.001, 0.001);
const cubeMaterial = new THREE.MeshLambertMaterial({ color: 0xdc161a });
const cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.set(0, 0, 0);
light = new THREE.DirectionalLight(0xffffff, 1);
light.intensity = 1;
light.position.set(16, 16, 8);
light.castShadow = true;
light.target = cube;
light.shadow.mapSize.width = 512 * 12;
light.shadow.mapSize.height = 512 * 12;
light.shadow.camera.top = 40;
light.shadow.camera.bottom = -40;
light.shadow.camera.left = -40;
light.shadow.camera.right = 40;
scene.add(light);
// const lightHelper = new THREE.DirectionalLightHelper(light, 1, 'red');
// scene.add(lightHelper);
// const lightCameraHelper = new THREE.CameraHelper(light.shadow.camera);
// scene.add(lightCameraHelper);
var ambientLight = new THREE.AmbientLight(0xcfffff);
ambientLight.intensity = 1;
scene.add(ambientLight);
const manager = new THREE.LoadingManager();
manager.onStart = (url, loaded, total) => { };
manager.onLoad = () => { console.log('Loading complete!') };
manager.onProgress = async (url, loaded, total) => {
if (Math.floor(loaded / total * 100) === 100) {
_this.loadingProcessTimeout && clearTimeout(_this.loadingProcessTimeout);
_this.loadingProcessTimeout = setTimeout(() => {
_this.setState({ loadingProcess: Math.floor(loaded / total * 100) });
Animations.animateCamera(camera, controls, { x: 0, y: -1, z: 20 }, { x: 0, y: 0, z: 5 }, 3600, () => { });
}, 800);
} else {
_this.setState({ loadingProcess: Math.floor(loaded / total * 100) });
}
};
// 添加地面
var loader = new THREE.GLTFLoader(manager);
loader.load(landModel, function (mesh) {
mesh.scene.traverse(function (child) {
if (child.isMesh) {
meshes.push(child)
child.material.metalness = .1;
child.material.roughness = .8;
// 地面
if (child.name === 'Mesh_2') {
child.material.metalness = .5;
child.receiveShadow = true;
}
// 围巾
if (child.name === 'Mesh_17') {
child.material.metalness = .2;
child.material.roughness = .8;
}
// 帽子
if (child.name === 'Mesh_17') { }
}
});
mesh.scene.rotation.y = Math.PI / 4;
mesh.scene.position.set(15, -20, 0);
mesh.scene.scale.set(.9, .9, .9);
land = mesh.scene;
scene.add(land);
});
// 旗帜
loader.load(flagModel, mesh => {
mesh.scene.traverse(child => {
if (child.isMesh) {
meshes.push(child)
child.castShadow = true;
// 旗帜
if (child.name === 'mesh_0001') {
child.material.metalness = .1;
child.material.roughness = .1;
child.material.map = new THREE.TextureLoader().load(flagTexture);
}
// 旗杆
if (child.name === '柱体') {
child.material.metalness = .6;
child.material.roughness = 0;
child.material.refractionRatio = 1;
child.material.color = new THREE.Color(0xeeeeee);
}
}
});
mesh.scene.rotation.y = Math.PI / 24;
mesh.scene.position.set(2, -7, -1);
mesh.scene.scale.set(4, 4, 4);
// 动画
let meshAnimation = mesh.animations[0];
mixer = new THREE.AnimationMixer(mesh.scene);
let animationClip = meshAnimation;
let clipAction = mixer.clipAction(animationClip).play();
animationClip = clipAction.getClip();
scene.add(mesh.scene);
});
// bingdwendwen
loader.load(bingdwendwenModel, function (mesh) {
mesh.scene.traverse(function (child) {
if (child.isMesh) {
meshes.push(child)
if (child.name === '皮肤') {
child.material.metalness = .3;
child.material.roughness = .8;
}
if (child.name === '外壳') {
child.material.transparent = true;
child.material.opacity = .4;
child.material.metalness = .4;
child.material.roughness = 0;
child.material.refractionRatio = 1.6;
child.castShadow = true;
child.material.envMap = new THREE.TextureLoader().load(skyTexture);
child.material.envMapIntensity = 1;
}
if (child.name === '围脖') {
child.material.transparent = true;
child.material.opacity = .6;
child.material.metalness = .4;
child.material.roughness = .6;
}
}
});
mesh.scene.rotation.y = Math.PI / 24;
mesh.scene.position.set(-5, -11.5, 0);
mesh.scene.scale.set(24, 24, 24);
scene.add(mesh.scene);
});
// xuerongrong
loader.load(xuerongrongModel, function (mesh) {
mesh.scene.traverse(function (child) {
if (child.isMesh) {
child.castShadow = true;
meshes.push(child)
}
});
mesh.scene.rotation.y = Math.PI / 3;
mesh.scene.position.set(-20, -10.8, 0);
mesh.scene.scale.set(12, 12, 12);
scene.add(mesh.scene);
});
// 添加树
let treeMaterial = new THREE.MeshPhysicalMaterial({
map: new THREE.TextureLoader().load(treeTexture),
transparent: true,
side: THREE.DoubleSide,
metalness: .2,
roughness: .8,
depthTest: true,
depthWrite: false,
skinning: false,
fog: false,
reflectivity: 0.1,
refractionRatio: 0,
});
let treeCustomDepthMaterial = new THREE.MeshDepthMaterial({
depthPacking: THREE.RGBADepthPacking,
map: new THREE.TextureLoader().load(treeTexture),
alphaTest: 0.5
});
loader.load(treeModel, function (mesh) {
mesh.scene.traverse(function (child) {
if (child.isMesh) {
meshes.push(child)
child.material = treeMaterial;
child.custromMaterial = treeCustomDepthMaterial;
}
});
mesh.scene.position.set(14, -9, 0);
mesh.scene.scale.set(16, 16, 16);
scene.add(mesh.scene);
let tree2 = mesh.scene.clone();
tree2.position.set(10, -8, -15);
tree2.scale.set(18, 18, 18);
scene.add(tree2)
let tree3 = mesh.scene.clone();
tree3.position.set(-18, -8, -16);
tree3.scale.set(22, 22, 22);
scene.add(tree3)
});
// 创建五环
const fiveCycles = [
{ key: 'cycle_0', color: 0x0885c2, position: { x: -250, y: 0, z: 0 } },
{ key: 'cycle_1', color: 0x000000, position: { x: -10, y: 0, z: 5 } },
{ key: 'cycle_2', color: 0xed334e, position: { x: 230, y: 0, z: 0 } },
{ key: 'cycle_3', color: 0xfbb132, position: { x: -125, y: -100, z: -5 } },
{ key: 'cycle_4', color: 0x1c8b3c, position: { x: 115, y: -100, z: 10 } }
];
fiveCycles.map(item => {
let cycleMesh = new THREE.Mesh(new THREE.TorusGeometry(100, 10, 10, 50), new THREE.MeshLambertMaterial({
color: new THREE.Color(item.color),
side: THREE.DoubleSide
}));
cycleMesh.castShadow = true;
cycleMesh.position.set(item.position.x, item.position.y, item.position.z);
meshes.push(cycleMesh);
fiveCyclesGroup.add(cycleMesh);
});
fiveCyclesGroup.scale.set(.036, .036, .036);
fiveCyclesGroup.position.set(0, 10, -8);
scene.add(fiveCyclesGroup);
// 创建雪花
let texture = new THREE.TextureLoader().load(snowTexture);
let geometry = new THREE.Geometry();
let pointsMaterial = new THREE.PointsMaterial({
size: 1,
transparent: true,
opacity: 0.8,
map: texture,
blending: THREE.AdditiveBlending,
sizeAttenuation: true,
depthTest: false
});
let range = 100;
let vertices = []
for (let i = 0; i < 1500; i++) {
let vertice = new THREE.Vector3(Math.random() * range - range / 2, Math.random() * range * 1.5, Math.random() * range - range / 2);
// 纵向移动速度
vertice.velocityY = 0.1 + Math.random() / 3;
// 横向移动速度
vertice.velocityX = (Math.random() - 0.5) / 3;
// 将顶点加入几何
geometry.vertices.push(vertice);
}
geometry.center();
points = new THREE.Points(geometry, pointsMaterial);
points.position.y = -30;
scene.add(points);
controls = new OrbitControls(camera, renderer.domElement);
controls.target.set(0, 0, 0);
controls.enableDamping = true;
controls.enablePan = false;
controls.enableZoom = false;
// 垂直旋转角度限制
controls.minPolarAngle = 1.4;
controls.maxPolarAngle = 1.8;
// 水平旋转角度限制
controls.minAzimuthAngle = -.8;
controls.maxAzimuthAngle = .8;
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate () {
requestAnimationFrame(animate);
renderer.render(scene, camera);
stats && stats.update();
controls && controls.update();
TWEEN && TWEEN.update();
fiveCyclesGroup && (fiveCyclesGroup.rotation.y += .01);
let vertices = points.geometry.vertices;
vertices.forEach(function (v) {
v.y = v.y - (v.velocityY);
v.x = v.x - (v.velocityX);
if (v.y <= 0) v.y = 60;
if (v.x <= -20 || v.x >= 20) v.velocityX = v.velocityX * -1;
});
// 顶点变动之后需要更新,否则无法实现雨滴特效
points.geometry.verticesNeedUpdate = true;
let time = clock.getDelta();
mixer && mixer.update(time);
}
// 增加点击事件,声明raycaster和mouse变量
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
function onMouseClick (event) {
// 通过鼠标点击的位置计算出raycaster所需要的点的位置,以屏幕中心为原点,值的范围为-1到1.
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
// 通过鼠标点的位置和当前相机的矩阵计算出raycaster
raycaster.setFromCamera(mouse, camera);
// 获取raycaster直线和所有模型相交的数组集合
var intersects = raycaster.intersectObjects(meshes);
if (intersects.length > 0) {
console.log(intersects[0].object)
}
}
window.addEventListener('click', onMouseClick, false);
}
render () {
return (
<div>
<div id="container"></div>
{this.state.loadingProcess === 100 ? '' : (
<div className="olympic_loading">
<div className="box">{this.state.loadingProcess} %</div>
</div>
)
}
</div>
)
}
}
[代码运行效果截图]
[源代码打包下载]
高级设计师
by: Python自学 发表于:2022-03-23 02:48:14 顶(2) | 踩(0) 回复
文件比较大 20多M
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