CSS3DRenderer, CSS3DSprite API 使用案例demo

CSS3DRenderer, CSS3DSprite API 使用案例demo

html 复制代码
<!DOCTYPE html>
<html>
	<head>
		<title>three.js css3d - sprites</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link type="text/css" rel="stylesheet" href="main.css">
		<style>
			body {
				background-color: #fff;
				color: #000;
			}
			a {
				color: #48f;
			}
		</style>
	</head>
	<body>

		<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> css3d - sprites</div>
		<div id="container"></div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';

			import TWEEN from 'three/addons/libs/tween.module.js';
			import { TrackballControls } from 'three/addons/controls/TrackballControls.js';
			import { CSS3DRenderer, CSS3DSprite } from 'three/addons/renderers/CSS3DRenderer.js';

			let camera, scene, renderer;
			let controls;

			const particlesTotal = 512;
			const positions = [];
			const objects = [];
			let current = 0;

			init();
			animate();

			function init() {

				camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 5000 );
				camera.position.set( 600, 400, 1500 );
				camera.lookAt( 0, 0, 0 );

				scene = new THREE.Scene();

				const image = document.createElement( 'img' );
				image.addEventListener( 'load', function () {

					for ( let i = 0; i < particlesTotal; i ++ ) {

						const object = new CSS3DSprite( image.cloneNode() );
						object.position.x = Math.random() * 4000 - 2000,
						object.position.y = Math.random() * 4000 - 2000,
						object.position.z = Math.random() * 4000 - 2000;
						scene.add( object );

						objects.push( object );

					}

					transition();

				} );
				image.src = 'textures/sprite.png';

				// Plane

				const amountX = 16;
				const amountZ = 32;
				const separationPlane = 150;
				const offsetX = ( ( amountX - 1 ) * separationPlane ) / 2;
				const offsetZ = ( ( amountZ - 1 ) * separationPlane ) / 2;

				for ( let i = 0; i < particlesTotal; i ++ ) {

					const x = ( i % amountX ) * separationPlane;
					const z = Math.floor( i / amountX ) * separationPlane;
					const y = ( Math.sin( x * 0.5 ) + Math.sin( z * 0.5 ) ) * 200;

					positions.push( x - offsetX, y, z - offsetZ );

				}

				// Cube

				const amount = 8;
				const separationCube = 150;
				const offset = ( ( amount - 1 ) * separationCube ) / 2;

				for ( let i = 0; i < particlesTotal; i ++ ) {

					const x = ( i % amount ) * separationCube;
					const y = Math.floor( ( i / amount ) % amount ) * separationCube;
					const z = Math.floor( i / ( amount * amount ) ) * separationCube;

					positions.push( x - offset, y - offset, z - offset );

				}

				// Random

				for ( let i = 0; i < particlesTotal; i ++ ) {

					positions.push(
						Math.random() * 4000 - 2000,
						Math.random() * 4000 - 2000,
						Math.random() * 4000 - 2000
					);

				}

				// Sphere

				const radius = 750;

				for ( let i = 0; i < particlesTotal; i ++ ) {

					const phi = Math.acos( - 1 + ( 2 * i ) / particlesTotal );
					const theta = Math.sqrt( particlesTotal * Math.PI ) * phi;

					positions.push(
						radius * Math.cos( theta ) * Math.sin( phi ),
						radius * Math.sin( theta ) * Math.sin( phi ),
						radius * Math.cos( phi )
					);

				}

				//

				renderer = new CSS3DRenderer();
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.getElementById( 'container' ).appendChild( renderer.domElement );

				//

				controls = new TrackballControls( camera, renderer.domElement );

				//

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function transition() {

				const offset = current * particlesTotal * 3;
				const duration = 2000;

				for ( let i = 0, j = offset; i < particlesTotal; i ++, j += 3 ) {

					const object = objects[ i ];

					new TWEEN.Tween( object.position )
						.to( {
							x: positions[ j ],
							y: positions[ j + 1 ],
							z: positions[ j + 2 ]
						}, Math.random() * duration + duration )
						.easing( TWEEN.Easing.Exponential.InOut )
						.start();

				}

				new TWEEN.Tween( this )
					.to( {}, duration * 3 )
					.onComplete( transition )
					.start();

				current = ( current + 1 ) % 4;

			}

			function animate() {

				requestAnimationFrame( animate );

				TWEEN.update();
				controls.update();

				const time = performance.now();

				for ( let i = 0, l = objects.length; i < l; i ++ ) {

					const object = objects[ i ];
					const scale = Math.sin( ( Math.floor( object.position.x ) + time ) * 0.002 ) * 0.3 + 1;
					object.scale.set( scale, scale, scale );

				}

				renderer.render( scene, camera );

			}

		</script>
	</body>
</html>

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