webgl_buffergeometry_drawrange
对应 three.js 示例地址 。
仅需关注 init
函数的内容,其他部分都是示例小程序所使用的描述配置。
js
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_buffergeometry_drawrange",
useLoaders: [],
info: [
[
{ tag: "a", link: "https://threejs.org", content: "three.js" },
{ tag: "text", content: "webgl - buffergeometry drawrange" }
],
[
{ tag: "text", content: "by" },
{ tag: "a", link: "https://twitter.com/fernandojsg", content: "fernandojsg" }
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let group;
let stats;
const particlesData = [];
let camera, scene, renderer;
let positions, colors;
let particles;
let pointCloud;
let particlePositions;
let linesMesh;
const maxParticleCount = 1e3;
let particleCount = 500;
const r = 800;
const rHalf = r / 2;
const effectController = {
showDots: true,
showLines: true,
minDistance: 150,
limitConnections: false,
maxConnections: 20,
particleCount: 500
};
init();
function initGUI() {
const gui = new GUI();
gui.add(effectController, "showDots").onChange(function(value) {
pointCloud.visible = value;
});
gui.add(effectController, "showLines").onChange(function(value) {
linesMesh.visible = value;
});
gui.add(effectController, "minDistance", 10, 300);
gui.add(effectController, "limitConnections");
gui.add(effectController, "maxConnections", 0, 30, 1);
gui.add(effectController, "particleCount", 0, maxParticleCount, 1).onChange(function(value) {
particleCount = value;
particles.setDrawRange(0, particleCount);
});
}
function init() {
initGUI();
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 4e3);
camera.position.z = 1750;
scene = new THREE.Scene();
group = new THREE.Group();
scene.add(group);
const helper = new THREE.BoxHelper(new THREE.Mesh(new THREE.BoxGeometry(r, r, r)));
helper.material.color.setHex(4671303);
helper.material.blending = THREE.AdditiveBlending;
helper.material.transparent = true;
group.add(helper);
const segments = maxParticleCount * maxParticleCount;
positions = new Float32Array(segments * 3);
colors = new Float32Array(segments * 3);
const pMaterial = new THREE.PointsMaterial({
color: 16777215,
size: 3,
blending: THREE.AdditiveBlending,
transparent: true,
sizeAttenuation: false
});
particles = new THREE.BufferGeometry();
particlePositions = new Float32Array(maxParticleCount * 3);
for (let i = 0; i < maxParticleCount; i++) {
const x = Math.random() * r - r / 2;
const y = Math.random() * r - r / 2;
const z = Math.random() * r - r / 2;
particlePositions[i * 3] = x;
particlePositions[i * 3 + 1] = y;
particlePositions[i * 3 + 2] = z;
particlesData.push({
velocity: new THREE.Vector3(
-1 + Math.random() * 2,
-1 + Math.random() * 2,
-1 + Math.random() * 2
),
numConnections: 0
});
}
particles.setDrawRange(0, particleCount);
particles.setAttribute(
"position",
new THREE.BufferAttribute(particlePositions, 3).setUsage(THREE.DynamicDrawUsage)
);
pointCloud = new THREE.Points(particles, pMaterial);
group.add(pointCloud);
const geometry = new THREE.BufferGeometry();
geometry.setAttribute(
"position",
new THREE.BufferAttribute(positions, 3).setUsage(THREE.DynamicDrawUsage)
);
geometry.setAttribute(
"color",
new THREE.BufferAttribute(colors, 3).setUsage(THREE.DynamicDrawUsage)
);
geometry.computeBoundingSphere();
geometry.setDrawRange(0, 0);
const material = new THREE.LineBasicMaterial({
vertexColors: true,
blending: THREE.AdditiveBlending,
transparent: true
});
linesMesh = new THREE.LineSegments(geometry, material);
group.add(linesMesh);
renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
const controls = new OrbitControls(camera, renderer.domElement);
controls.minDistance = 1e3;
controls.maxDistance = 3e3;
stats = new Stats(renderer);
window.addEventListener("resize", onWindowResize);
needToDispose(renderer, scene, controls);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
let vertexpos = 0;
let colorpos = 0;
let numConnected = 0;
for (let i = 0; i < particleCount; i++) particlesData[i].numConnections = 0;
for (let i = 0; i < particleCount; i++) {
const particleData = particlesData[i];
particlePositions[i * 3] += particleData.velocity.x;
particlePositions[i * 3 + 1] += particleData.velocity.y;
particlePositions[i * 3 + 2] += particleData.velocity.z;
if (particlePositions[i * 3 + 1] < -400 || particlePositions[i * 3 + 1] > rHalf)
particleData.velocity.y = -particleData.velocity.y;
if (particlePositions[i * 3] < -400 || particlePositions[i * 3] > rHalf)
particleData.velocity.x = -particleData.velocity.x;
if (particlePositions[i * 3 + 2] < -400 || particlePositions[i * 3 + 2] > rHalf)
particleData.velocity.z = -particleData.velocity.z;
if (effectController.limitConnections && particleData.numConnections >= effectController.maxConnections)
continue;
for (let j = i + 1; j < particleCount; j++) {
const particleDataB = particlesData[j];
if (effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections)
continue;
const dx = particlePositions[i * 3] - particlePositions[j * 3];
const dy = particlePositions[i * 3 + 1] - particlePositions[j * 3 + 1];
const dz = particlePositions[i * 3 + 2] - particlePositions[j * 3 + 2];
const dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
if (dist < effectController.minDistance) {
particleData.numConnections++;
particleDataB.numConnections++;
const alpha = 1 - dist / effectController.minDistance;
positions[vertexpos++] = particlePositions[i * 3];
positions[vertexpos++] = particlePositions[i * 3 + 1];
positions[vertexpos++] = particlePositions[i * 3 + 2];
positions[vertexpos++] = particlePositions[j * 3];
positions[vertexpos++] = particlePositions[j * 3 + 1];
positions[vertexpos++] = particlePositions[j * 3 + 2];
colors[colorpos++] = alpha;
colors[colorpos++] = alpha;
colors[colorpos++] = alpha;
colors[colorpos++] = alpha;
colors[colorpos++] = alpha;
colors[colorpos++] = alpha;
numConnected++;
}
}
}
linesMesh.geometry.setDrawRange(0, numConnected * 2);
linesMesh.geometry.attributes.position.needsUpdate = true;
linesMesh.geometry.attributes.color.needsUpdate = true;
pointCloud.geometry.attributes.position.needsUpdate = true;
render();
stats.update();
}
function render() {
const time = Date.now() * 1e-3;
group.rotation.y = time * 0.1;
renderer.render(scene, camera);
}
}
};
export {
exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
* 官网示例的多端使用封装把版本
* */
export interface OfficialExampleInfo extends MiniProgramMeta {
/*** 示例名称(保持和官网一致)*/
name: string;
/** main */
init: (context: LoadContext) => void;
}
export interface LoadContext {
//为了减少官方代码的改动,实际上等同于 canvas
window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
/** HTMLCanvasElement */
canvas: any;
/** https://www.npmjs.com/package/lil-gui */
GUI: any;
/**
* https://www.npmjs.com/package/stats.js
* 也可以使用其他受支持的版本
* */
Stats: any;
/** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);
/**基于 raq 的通用封装 */
useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };
/** 显示加载模态框 */
requestLoading(text?: string): Promise<void>;
/** 隐藏加载模态框*/
cancelLoading(): void;
/** 保存文件的通用封装*/
saveFile(
fileName: string,
data: ArrayBuffer | TypedArray | DataView | string
): Promise<string | null>;
/** 示例使用 DracoDecoder 时的资源路径 */
DecoderPath: {
GLTF: string;
STANDARD: string;
};
/** 为资源路径拼上 CDN 前缀 */
withCDNPrefix(path: string): string;
/**
* 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
* 正常情况(web) 可直接使用 THREE.VideoTexture
* */
getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;
/**
* 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
* 正常情况(web) 可参考示例 webgl_materials_video_webcam
* */
getCameraTexture(): { isVideoTexture: true };
/** 用于动态修改 info 中的占位符*/
bindInfoText(template: `$${string}$`, initValue?: string): { value: string };
/** 分屏控件对应的事件回调 */
onSlideStart(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideEnd(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}
export type VideoOptions = {
src: string;
/** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
width: number;
/** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
height: number;
loop?: boolean;
autoplay?: boolean;
muted?: boolean;
};
/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
/** 用于统计加载相关信息 */
useLoaders: Loader[];
/** 通用 info */
info: TagItem[][];
/** 特殊 info */
infoPanel?: {
left?: [string, string][];
right?: [string, string][];
};
/** 分屏控件配置 */
needSlider?: {
/** 方向 */
direction?: 'horizontal' | 'vertical';
/** 初始偏移 0-100 */
initPosition?: number;
};
/** 操作摇杆控件 */
needArrowControls?: boolean;
/** 默认需要的画布类型 */
canvasType?: '2d' | 'webgl' | 'webgl2';
/** 为保持效果一致所需要的画布样式 */
canvasStyle?: {
bgColor?: string;
width?: number | string;
height?: number | string;
};
/** 部分示例需要在加载前进行一些提示 */
initAfterConfirm?: {
/**
* 提示类型
* @default 'default'
* */
type?: 'warning' | 'default';
text: string[];
};
}
export interface BaseTag<T extends string> {
tag: T;
content: string;
}
export interface ATag extends BaseTag<'a'> {
link: string;
}
export type TextTag = BaseTag<'text'>;
export type TagItem = TextTag | ATag;