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使用粒子可以很容易的创建很多细小的物体,例如雨滴雪花等
本章主要内容:
1 使用ParticleBasicMaterial(基础粒子材质)来创建和设计粒子
2 使用ParticleSystem来创建一个粒子集合
3 使用已有的几何体来创建一个粒子系统
4 让粒子和粒子系统动起来
5 用纹理给粒子造型
6 使用ParticleCanvasMaterial在画布上为粒子造型
名称 | 描述 |
Sprite粒子 |
参数是material,生成的sprite可以设置position和scale等属性直接添加到场景中 var sprite = new THREE.Sprite(material);
sprite.position.set(x * 10, y * 10, 0);
scene.add(sprite);
|
SpriteMaterial粒子的基本材质 |
粒子的基本材质,将在本章第7部分重点讲解其参数 var material = new THREE.SpriteMaterial();
|
PointCloud粒子系统 |
参数几何体和材质 var cloud = new THREE.PointCloud(geom, material); scene.add(cloud); |
PointCloudMaterial粒子系统的材质 |
设置所有粒子的大小,颜色,顶点颜色,透明度,是否根据相机距离的远近改变大小等属性 var material = new THREE.PointCloudMaterial({size: 4, vertexColors: true, color: 0xffffff}); |
SpriteCanvasMaterial | 专门为CanvasRenderer渲染器创建的材质,该材质的program属性输出的是粒子的纹理 |
1 粒子-----THREE.Particle
注意:新的THREE.js已经定义了Sprite对象,即THREE.Sprite,向后兼容THREE.Particle = THREE.Sprite;粒子Particle已经更名为精灵Sprite
THREE.js源码中有这样一行代码
THREE.Sprite跟THREE.Mesh一样,都是THREE.Object3D对象的扩展,Sprite的参数是材质material,
另外CanvasRenderer对象已经不存在了,只有WebGLRenderer(已经找到原因,three.js中只有WebGLRenderer,要引入CanvasRenderer.js才可以)
<!DOCTYPE html> <html> <head> <title>Example 07.01 - Particles - Only works in CanvasRenderer</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; background-color: #000000; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we‘re looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size //THREE.CanvasRenderer虽然书中介绍的CanvasRenderer,但是THREE.CanvasRenderer的值是undefined,还没有找到原因 //var canvasRenderer = new THREE.CanvasRenderer(); var canvasRenderer = new THREE.WebGLRenderer(); canvasRenderer.setClearColor(new THREE.Color(0x000000, 1.0)); canvasRenderer.setSize(window.innerWidth, window.innerHeight); // position and point the camera to the center of the scene camera.position.x = 0; camera.position.y = 0; camera.position.z = 150; // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(canvasRenderer.domElement); createSprites(); render(); function createSprites() { var material = new THREE.SpriteMaterial(); //var material = new THREE.ParticleBasicMaterial(); for (var x = -5; x < 5; x++) { for (var y = -5; y < 5; y++) { //var sprite = new THREE.Particle(material); var sprite = new THREE.Sprite(material); sprite.position.set(x * 10, y * 10, 0); scene.add(sprite); } } } function render() { stats.update(); requestAnimationFrame(render); canvasRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = ‘absolute‘; stats.domElement.style.left = ‘0px‘; stats.domElement.style.top = ‘0px‘; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
console.warn( ‘THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.‘ ); //ParticleBasicMaterial已经更名为PointCloudMaterial
console.warn( ‘THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.‘ );//THREE.ParticleSystemMaterial已经更名为THREE.PointCloudMaterial
console.warn( ‘THREE.ParticleSystem has been renamed to THREE.PointCloud.‘ );
<!DOCTYPE html> <html> <head> <title>Example 07.02 - Particles - Only works in WebGLRenderer</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; background-color: #000000; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we‘re looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); // position and point the camera to the center of the scene camera.position.x = 0; camera.position.y = 0; camera.position.z = 150; // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); createParticles(); render(); function createParticles() { var geom = new THREE.Geometry(); console.warn( ‘THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.‘ ); console.warn( ‘THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.‘ ); //创建一个点云材质 //PointCloudMaterial==ParticleBasicMaterial var material = new THREE.PointCloudMaterial({size: 4, vertexColors: true, color: 0xffffff}); for (var x = -5; x < 5; x++) { for (var y = -5; y < 5; y++) { var particle = new THREE.Vector3(x * 10, y * 10, 0); geom.vertices.push(particle); geom.colors.push(new THREE.Color(Math.random() * 0x00ffff)); } } //console.warn( ‘THREE.ParticleSystem has been renamed to THREE.PointCloud.‘ ); //PointCloud==ParticleSystem var cloud = new THREE.PointCloud(geom, material); scene.add(cloud); } function render() { stats.update(); requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = ‘absolute‘; stats.domElement.style.left = ‘0px‘; stats.domElement.style.top = ‘0px‘; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
2 粒子材质PointCloudMaterial和粒子系统PointCloud
PointCloudMaterial的属性 | 描述 |
color |
PointCloud中所有的粒子的颜色都相同, 除非设置了vertexColors且该几何体的colors属性不为空,才会使用colors颜色,否则都使用该属性 |
map | 在粒子上应用某种材质 |
size | 粒子的大小 |
sizeAnnutation |
false:无论相机的位置,所有的粒子大小一致; true:离相机近的粒子更大一些,离相机越远越小 |
vetexColors | true:且该几何体的colors属性有值,则该粒子会舍弃第一个属性--color,而应用该几何体的colors属性的颜色 |
opacity | 透明度 |
transparent | 是否透明 |
blending | 渲染粒子时的融合模式 |
fog | 是否受场景的雾化影响 |
<!DOCTYPE html> <html> <head> <title>Example 07.03 - Particle Basic Material</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; background-color: #000000; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we‘re looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); // position and point the camera to the center of the scene camera.position.x = 20; camera.position.y = 0; camera.position.z = 150; // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); var cloud; var controls = new function () { this.size = 4; this.transparent = true; this.opacity = 0.6; this.vertexColors = true; this.color = 0xffffff; this.sizeAttenuation = true; this.rotateSystem = true; this.redraw = function () { if (scene.getObjectByName("particles")) { scene.remove(scene.getObjectByName("particles")); } createParticles(controls.size, controls.transparent, controls.opacity, controls.vertexColors, controls.sizeAttenuation, controls.color); }; }; var gui = new dat.GUI(); gui.add(controls, ‘size‘, 0, 10).onChange(controls.redraw); gui.add(controls, ‘transparent‘).onChange(controls.redraw); gui.add(controls, ‘opacity‘, 0, 1).onChange(controls.redraw); gui.add(controls, ‘vertexColors‘).onChange(controls.redraw); gui.addColor(controls, ‘color‘).onChange(controls.redraw); gui.add(controls, ‘sizeAttenuation‘).onChange(controls.redraw); gui.add(controls, ‘rotateSystem‘); controls.redraw(); render(); function createParticles(size, transparent, opacity, vertexColors, sizeAttenuation, color) { var geom = new THREE.Geometry(); //设置粒子材质的属性 var material = new THREE.PointCloudMaterial({ size: size,//粒子的大小 transparent: transparent,//是否透明 opacity: opacity,//透明度是多少 vertexColors: vertexColors, /*通常情况下,所有的粒子应用同一种颜色,但是若该值设置为true, 且几何体的colors数组也有值,则会使用colors数组的颜色*/ sizeAttenuation: sizeAttenuation, /*false:不管粒子距离相机的远近,它们都拥有相同的尺寸 true:粒子的大小取决于它们距离相机的远近 */ color: color//粒子系统中所有粒子的颜色 }); var range = 500; for (var i = 0; i < 15000; i++) { var particle = new THREE.Vector3(Math.random() * range - range / 2, Math.random() * range - range / 2, Math.random() * range - range / 2); geom.vertices.push(particle); var color = new THREE.Color(0x00ff00); color.setHSL(color.getHSL().h, color.getHSL().s, Math.random() * color.getHSL().l); geom.colors.push(color); } //粒子系统PointCloud与网格Mesh相同,只接受几何体和材质两个参数 cloud = new THREE.PointCloud(geom, material); cloud.name = "particles"; scene.add(cloud); } var step = 0; function render() { stats.update(); if (controls.rotateSystem) { step += 0.01; cloud.rotation.x = step; cloud.rotation.z = step; } requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = ‘absolute‘; stats.domElement.style.left = ‘0px‘; stats.domElement.style.top = ‘0px‘; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
3 使用画布格式化粒子---针对CanvasRenderer渲染器所创建的材质SpriteCanvasMaterial
<!DOCTYPE html> <html> <head> <title>Example 07.04 - Particles - Canvas based texture</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <script type="text/javascript" src="../libs/CanvasRenderer.js"></script> <script type="text/javascript" src="../libs/Projector.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; background-color: #000000; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we‘re looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var canvasRenderer = new THREE.CanvasRenderer(); // var canvasRenderer = new THREE.WebGLRenderer(); canvasRenderer.setClearColor(new THREE.Color(0x000000, 1.0)); canvasRenderer.setSize(window.innerWidth, window.innerHeight); // position and point the camera to the center of the scene camera.position.x = 20; camera.position.y = 0; camera.position.z = 150; // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(canvasRenderer.domElement); var getTexture = function (ctx) { // the body,绘制吃豆人中幽灵的身体 ctx.translate(-81, -84); ctx.fillStyle = "orange"; ctx.beginPath(); ctx.moveTo(83, 116); ctx.lineTo(83, 102); ctx.bezierCurveTo(83, 94, 89, 88, 97, 88); ctx.bezierCurveTo(105, 88, 111, 94, 111, 102); ctx.lineTo(111, 116); ctx.lineTo(106.333, 111.333); ctx.lineTo(101.666, 116); ctx.lineTo(97, 111.333); ctx.lineTo(92.333, 116); ctx.lineTo(87.666, 111.333); ctx.lineTo(83, 116); ctx.fill(); // the eyes //绘制其眼睛 ctx.fillStyle = "white"; ctx.beginPath(); ctx.moveTo(91, 96); ctx.bezierCurveTo(88, 96, 87, 99, 87, 101); ctx.bezierCurveTo(87, 103, 88, 106, 91, 106); ctx.bezierCurveTo(94, 106, 95, 103, 95, 101); ctx.bezierCurveTo(95, 99, 94, 96, 91, 96); ctx.moveTo(103, 96); ctx.bezierCurveTo(100, 96, 99, 99, 99, 101); ctx.bezierCurveTo(99, 103, 100, 106, 103, 106); ctx.bezierCurveTo(106, 106, 107, 103, 107, 101); ctx.bezierCurveTo(107, 99, 106, 96, 103, 96); ctx.fill(); // the pupils //绘制其眼珠 ctx.fillStyle = "blue"; ctx.beginPath(); ctx.arc(101, 102, 2, 0, Math.PI * 2, true); ctx.fill(); ctx.beginPath(); ctx.arc(89, 102, 2, 0, Math.PI * 2, true); ctx.fill(); }; createSprites(); render(); function createSprites() { var material = new THREE.SpriteCanvasMaterial({ program: getTexture, color: 0xffffff } ); material.rotation = Math.PI; var range = 500; for (var i = 0; i < 1500; i++) { //Sprite是Object3D的扩展 var sprite = new THREE.Sprite(material); sprite.position.set(Math.random() * range - range / 2, Math.random() * range - range / 2, Math.random() * range - range / 2); sprite.scale.set(0.1, 0.1, 0.1); scene.add(sprite); } } var step = 0; function render() { stats.update(); requestAnimationFrame(render); canvasRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = ‘absolute‘; stats.domElement.style.left = ‘0px‘; stats.domElement.style.top = ‘0px‘; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
4 基于WebGLRenderer渲染器使用的粒子材质----PointCloudMaterial
PointCloudMaterial材质的map属性使用的是THREE.Texture纹理,该纹理是画布canvas作为参数传递给纹理构造函数得到的
var texture = new THREE.Texture(canvas);
<!DOCTYPE html> <html> <head> <title>Example 07.05 - Particles - Canvas based texture - WebGL</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; background-color: #000000; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we‘re looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); // position and point the camera to the center of the scene camera.position.x = 20; camera.position.y = 0; camera.position.z = 150; // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); var getTexture = function () { var canvas = document.createElement(‘canvas‘); canvas.width = 32; canvas.height = 32; var ctx = canvas.getContext(‘2d‘); // the body ctx.translate(-81, -84); ctx.fillStyle = "orange"; ctx.beginPath(); ctx.moveTo(83, 116); ctx.lineTo(83, 102); ctx.bezierCurveTo(83, 94, 89, 88, 97, 88); ctx.bezierCurveTo(105, 88, 111, 94, 111, 102); ctx.lineTo(111, 116); ctx.lineTo(106.333, 111.333); ctx.lineTo(101.666, 116); ctx.lineTo(97, 111.333); ctx.lineTo(92.333, 116); ctx.lineTo(87.666, 111.333); ctx.lineTo(83, 116); ctx.fill(); // the eyes ctx.fillStyle = "white"; ctx.beginPath(); ctx.moveTo(91, 96); ctx.bezierCurveTo(88, 96, 87, 99, 87, 101); ctx.bezierCurveTo(87, 103, 88, 106, 91, 106); ctx.bezierCurveTo(94, 106, 95, 103, 95, 101); ctx.bezierCurveTo(95, 99, 94, 96, 91, 96); ctx.moveTo(103, 96); ctx.bezierCurveTo(100, 96, 99, 99, 99, 101); ctx.bezierCurveTo(99, 103, 100, 106, 103, 106); ctx.bezierCurveTo(106, 106, 107, 103, 107, 101); ctx.bezierCurveTo(107, 99, 106, 96, 103, 96); ctx.fill(); // the pupils ctx.fillStyle = "blue"; ctx.beginPath(); ctx.arc(101, 102, 2, 0, Math.PI * 2, true); ctx.fill(); ctx.beginPath(); ctx.arc(89, 102, 2, 0, Math.PI * 2, true); ctx.fill(); var texture = new THREE.Texture(canvas); texture.needsUpdate = true; return texture; }; var cloud; var controls = new function () { this.size = 15; this.transparent = true; this.opacity = 0.6; this.color = 0xffffff; this.rotateSystem = true; this.sizeAttenuation = true; this.redraw = function () { if (scene.getObjectByName("pointcloud")) { scene.remove(scene.getObjectByName("pointcloud")); } createPointCloud(controls.size, controls.transparent, controls.opacity, controls.sizeAttenuation, controls.color); }; }; var gui = new dat.GUI(); gui.add(controls, ‘size‘, 0, 20).onChange(controls.redraw); gui.add(controls, ‘transparent‘).onChange(controls.redraw); gui.add(controls, ‘opacity‘, 0, 1).onChange(controls.redraw); gui.addColor(controls, ‘color‘).onChange(controls.redraw); gui.add(controls, ‘sizeAttenuation‘).onChange(controls.redraw); gui.add(controls, ‘rotateSystem‘); controls.redraw(); render(); function createPointCloud(size, transparent, opacity, sizeAttenuation, color) { var geom = new THREE.Geometry(); var material = new THREE.PointCloudMaterial({ size: size, transparent: transparent, opacity: opacity, map: getTexture(), sizeAttenuation: sizeAttenuation, color: color }); var range = 500; for (var i = 0; i < 5000; i++) { var particle = new THREE.Vector3(Math.random() * range - range / 2, Math.random() * range - range / 2, Math.random() * range - range / 2); geom.vertices.push(particle); } cloud = new THREE.PointCloud(geom, material); cloud.name = ‘pointcloud‘; cloud.sortParticles = true; scene.add(cloud); } var step = 0; function render() { stats.update(); if (controls.rotateSystem) { step += 0.01; cloud.rotation.x = step; cloud.rotation.z = step; } requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = ‘absolute‘; stats.domElement.style.left = ‘0px‘; stats.domElement.style.top = ‘0px‘; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
5 引入外部图片形成纹理,然后利用该纹理格式化粒子
引入外部图片形成纹理var texture=new THREE.ImageUtils.loadTexture("../img/rain.jpg");
格式化粒子的材质var material = new THREE.PiontCloudMaterial({map:texture});
利用该材质生成粒子系统 var cloud = new THREE.PointCloud(geom, material);
<!DOCTYPE html> <html> <head> <title>Example 07.06 - Particles - Rainy scene</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; background-color: #000000; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we‘re looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 200); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); // position and point the camera to the center of the scene camera.position.x = 20; camera.position.y = 40; camera.position.z = 110; camera.lookAt(new THREE.Vector3(20, 30, 0)); // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); var system1; var cloud; var controls = new function () { this.size = 3; this.transparent = true; this.opacity = 0.6; this.color = 0xffffff; this.sizeAttenuation = true; this.redraw = function () { //有两个粒子系统 scene.remove(scene.getObjectByName("particles1")); scene.remove(scene.getObjectByName("particles2")); createPointCloud(controls.size, controls.transparent, controls.opacity, controls.sizeAttenuation, controls.color); }; }; var gui = new dat.GUI(); gui.add(controls, ‘size‘, 0, 20).onChange(controls.redraw); gui.add(controls, ‘transparent‘).onChange(controls.redraw); gui.add(controls, ‘opacity‘, 0, 1).onChange(controls.redraw); gui.addColor(controls, ‘color‘).onChange(controls.redraw); gui.add(controls, ‘sizeAttenuation‘).onChange(controls.redraw); controls.redraw(); render(); function createPointCloud(size, transparent, opacity, sizeAttenuation, color) { //引入外部图片生成纹理 var texture = THREE.ImageUtils.loadTexture("../assets/textures/particles/raindrop-3.png"); var geom = new THREE.Geometry(); var material = new THREE.PointCloudMaterial({ size: size, transparent: transparent, opacity: opacity, map: texture, blending: THREE.AdditiveBlending, /*这种融合方式:在画新的像素时,背景像素的颜色会被添加到新像素上*/ sizeAttenuation: sizeAttenuation, color: color }); var range = 40; for (var i = 0; i < 1500; i++) { var particle = new THREE.Vector3( Math.random() * range - range / 2, Math.random() * range * 1.5, Math.random() * range - range / 2); particle.velocityY = 0.1 + Math.random() / 5; particle.velocityX = (Math.random() - 0.5) / 3; geom.vertices.push(particle); } cloud = new THREE.PointCloud(geom, material); cloud.sortParticles = true; scene.add(cloud); } function render() { stats.update(); var vertices = cloud.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; }); requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = ‘absolute‘; stats.domElement.style.left = ‘0px‘; stats.domElement.style.top = ‘0px‘; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
6 通过模拟下雪,学习多个粒子系统并发进行
<!DOCTYPE html> <html> <head> <title>Example 07.07 - Particles - Snowy scene</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; background-color: #000000; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we‘re looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 200); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); // position and point the camera to the center of the scene camera.position.x = 20; camera.position.y = 40; camera.position.z = 110; camera.lookAt(new THREE.Vector3(20, 30, 0)); // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); var system1; var system2; var controls = new function () { this.size = 10; this.transparent = true; this.opacity = 0.6; this.color = 0xffffff; this.sizeAttenuation = true; this.redraw = function () { var toRemove = []; scene.children.forEach(function (child) { if (child instanceof THREE.PointCloud) { toRemove.push(child); } }); toRemove.forEach(function (child) { scene.remove(child) }); createPointClouds(controls.size, controls.transparent, controls.opacity, controls.sizeAttenuation, controls.color); }; }; var gui = new dat.GUI(); gui.add(controls, ‘size‘, 0, 20).onChange(controls.redraw); gui.add(controls, ‘transparent‘).onChange(controls.redraw); gui.add(controls, ‘opacity‘, 0, 1).onChange(controls.redraw); gui.addColor(controls, ‘color‘).onChange(controls.redraw); gui.add(controls, ‘sizeAttenuation‘).onChange(controls.redraw); controls.redraw(); render(); function createPointCloud(name, texture, size, transparent, opacity, sizeAttenuation, color) { var geom = new THREE.Geometry(); var color = new THREE.Color(color); color.setHSL(color.getHSL().h, color.getHSL().s, (Math.random()) * color.getHSL().l); var material = new THREE.PointCloudMaterial({ size: size, transparent: transparent, opacity: opacity, map: texture, blending: THREE.AdditiveBlending, depthWrite: false,/*该属性决定了这个对象是否影响WebGL的深度缓存,将其设置为false,则各个粒子系统之间互不干涉*/ sizeAttenuation: sizeAttenuation, color: color }); var range = 40; for (var i = 0; i < 50; i++) { var particle = new THREE.Vector3( Math.random() * range - range / 2, Math.random() * range * 1.5, Math.random() * range - range / 2); particle.velocityY = 0.1 + Math.random() / 5; particle.velocityX = (Math.random() - 0.5) / 3; particle.velocityZ = (Math.random() - 0.5) / 3; geom.vertices.push(particle); } var system = new THREE.PointCloud(geom, material); system.name = name; system.sortParticles = true; return system; } function createPointClouds(size, transparent, opacity, sizeAttenuation, color) { var texture1 = THREE.ImageUtils.loadTexture("../assets/textures/particles/snowflake1.png"); var texture2 = THREE.ImageUtils.loadTexture("../assets/textures/particles/snowflake2.png"); var texture3 = THREE.ImageUtils.loadTexture("../assets/textures/particles/snowflake3.png"); var texture4 = THREE.ImageUtils.loadTexture("../assets/textures/particles/snowflake5.png"); scene.add(createPointCloud("system1", texture1, size, transparent, opacity, sizeAttenuation, color)); scene.add(createPointCloud("system2", texture2, size, transparent, opacity, sizeAttenuation, color)); scene.add(createPointCloud("system3", texture3, size, transparent, opacity, sizeAttenuation, color)); scene.add(createPointCloud("system4", texture4, size, transparent, opacity, sizeAttenuation, color)); } function render() { stats.update(); scene.children.forEach(function (child) { if (child instanceof THREE.PointCloud) { var vertices = child.geometry.vertices; vertices.forEach(function (v) { v.y = v.y - (v.velocityY); v.x = v.x - (v.velocityX); v.z = v.z - (v.velocityZ); if (v.y <= 0) v.y = 60; if (v.x <= -20 || v.x >= 20) v.velocityX = v.velocityX * -1; if (v.z <= -20 || v.z >= 20) v.velocityZ = v.velocityZ * -1; }); } }); requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = ‘absolute‘; stats.domElement.style.left = ‘0px‘; stats.domElement.style.top = ‘0px‘; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
7 Sprite粒子和SpriteMaterial粒子的基本材质
SpriteMaterial属性 | 描述 |
color | 粒子的颜色 |
map | 粒子的纹理 |
sizeAnnutation | 相机的远近是否影响粒子的大小 |
opacity | 透明度 |
transparent | 是否透明 |
blending | 融合方式 |
fog | 是否受场景雾化的影响 |
useScreenCoordinates | true:粒子的位置是绝对位置,原点是屏幕的左上角 |
scaleByViewport |
true:粒子的大小取决于视窗的尺寸,粒子的宽=图片的宽/窗口的高 false:粒子的宽=图片的宽/1.0 |
alignment |
当粒子被缩放的时候,指定从哪里开始缩放, THREE.SpriteAlignment.topLeft左上角保持不动,进行缩放 |
uvOffset | 当载入的图片是一个精灵图片,即很多小图组成一张大图,取大图上具体某个小图时,使用该属性,进行偏移得到具体的小图 |
uvScale | 对根据uvOffset获取到的小图进行缩放 |
<!DOCTYPE html> <html> <head> <title>Example 07.09 - Sprites in 3D</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; background-color: #000000; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we‘re looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); // position and point the camera to the center of the scene camera.position.x = 20; camera.position.y = 0; camera.position.z = 150; // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); createSprites(); render(); var group; function createSprites() { group = new THREE.Object3D(); var range = 200; for (var i = 0; i < 400; i++) { group.add(createSprite(10, false, 0.6, 0xffffff, i % 5, range)); } scene.add(group); } function getTexture() { //只需要载入一张大图,该大图由5个小图组成 var texture = new THREE.ImageUtils.loadTexture("../assets/textures/particles/sprite-sheet.png"); return texture; } function createSprite(size, transparent, opacity, color, spriteNumber, range) { var spriteMaterial = new THREE.SpriteMaterial({ opacity: opacity, color: color, transparent: transparent, map: getTexture() } ); // we have 1 row, with five sprites spriteMaterial.map.offset = new THREE.Vector2(0.2 * spriteNumber, 0); spriteMaterial.map.repeat = new THREE.Vector2(1 / 5, 1); spriteMaterial.depthTest = false; spriteMaterial.blending = THREE.AdditiveBlending; var sprite = new THREE.Sprite(spriteMaterial); sprite.scale.set(size, size, size); sprite.position.set(Math.random() * range - range / 2, Math.random() * range - range / 2, Math.random() * range - range / 2); sprite.velocityX = 5; return sprite; } var step = 0; function render() { stats.update(); step += 0.01; group.rotation.x = step; requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = ‘absolute‘; stats.domElement.style.left = ‘0px‘; stats.domElement.style.top = ‘0px‘; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
8 将canvas作为纹理,其中canvas上绘制了一条放射颜色渐变,扭结环几何体的各个顶点和canvas纹理作为参数传递粒子系统的构造函数,生成一个粒子系统
var gradient = context.createRadialGradient()//canvas上绘制一条放射颜色渐变
var texture = new THREE.Texture(canvas);//canvas作为参数传递给纹理构造函数,生成一个纹理
var material = new THREE.PointCloudMaterial({map: generateSprite()});// 利用粒子基本材质的map属性应用该纹理,生成材质
var geom = new THREE.TorusKnotGeometry()//扭结环构造函数,生成一个几何体
var cloud = new THREE.PointCloud(geom, material);//利用上面得到的几何体和材质得到一个粒子系统
<!DOCTYPE html> <html> <head> <title>Example 07.10 - 3D Torusknot</title> <script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script> <script type="text/javascript" src="../libs/dat.gui.js"></script> <style> body { /* set margin to 0 and overflow to hidden, to go fullscreen */ margin: 0; overflow: hidden; } </style> </head> <body> <div id="Stats-output"> </div> <!-- Div which will hold the Output --> <div id="WebGL-output"> </div> <!-- Javascript code that runs our Three.js examples --> <script type="text/javascript"> // once everything is loaded, we run our Three.js stuff. function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights. var scene = new THREE.Scene(); // create a camera, which defines where we‘re looking at. var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); webGLRenderer.shadowMapEnabled = true; // position and point the camera to the center of the scene camera.position.x = -30; camera.position.y = 40; camera.position.z = 50; camera.lookAt(new THREE.Vector3(10, 0, 0)); // add the output of the renderer to the html element document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function var step = 0; var knot; // setup the control gui var controls = new function () { // we need the first child, since it‘s a multimaterial this.radius = 13; this.tube = 1.7; this.radialSegments = 156; this.tubularSegments = 12; this.p = 5; this.q = 4; this.heightScale = 3.5; this.asParticles = false; this.rotate = false; this.redraw = function () { // remove the old plane if (knot) scene.remove(knot); // create a new one var geom = new THREE.TorusKnotGeometry(controls.radius, controls.tube, Math.round(controls.radialSegments), Math.round(controls.tubularSegments), Math.round(controls.p), Math.round(controls.q), controls.heightScale); if (controls.asParticles) { knot = createPointCloud(geom); } else { knot = createMesh(geom); } // add it to the scene. scene.add(knot); }; }; var gui = new dat.GUI(); gui.add(controls, ‘radius‘, 0, 40).onChange(controls.redraw); gui.add(controls, ‘tube‘, 0, 40).onChange(controls.redraw); gui.add(controls, ‘radialSegments‘, 0, 400).step(1).onChange(controls.redraw); gui.add(controls, ‘tubularSegments‘, 1, 20).step(1).onChange(controls.redraw); gui.add(controls, ‘p‘, 1, 10).step(1).onChange(controls.redraw); gui.add(controls, ‘q‘, 1, 15).step(1).onChange(controls.redraw); gui.add(controls, ‘heightScale‘, 0, 5).onChange(controls.redraw); gui.add(controls, ‘asParticles‘).onChange(controls.redraw); gui.add(controls, ‘rotate‘).onChange(controls.redraw); controls.redraw(); render(); // from THREE.js examples function generateSprite() { var canvas = document.createElement(‘canvas‘); canvas.width = 16; canvas.height = 16; var context = canvas.getContext(‘2d‘); var 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); var texture = new THREE.Texture(canvas); texture.needsUpdate = true; return texture; } function createPointCloud(geom) { var material = new THREE.PointCloudMaterial({ color: 0xffffff, size: 3, transparent: true, blending: THREE.AdditiveBlending, map: generateSprite() }); var cloud = new THREE.PointCloud(geom, material); cloud.sortParticles = true; return cloud; } function createMesh(geom) { // assign two materials var meshMaterial = new THREE.MeshNormalMaterial({}); meshMaterial.side = THREE.DoubleSide; // create a multimaterial var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial]); return mesh; } function render() { stats.update(); if (controls.rotate) { knot.rotation.y = step += 0.01; } // render using requestAnimationFrame requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left stats.domElement.style.position = ‘absolute‘; stats.domElement.style.left = ‘0px‘; stats.domElement.style.top = ‘0px‘; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>
标签:city number sha pil window cloud setup which repeat
原文地址:http://www.cnblogs.com/amy2011/p/6358330.html