webgl_points_dynamic
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 { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js";
import { BloomPass } from "three/examples/jsm/postprocessing/BloomPass.js";
import { FilmPass } from "three/examples/jsm/postprocessing/FilmPass.js";
import { FocusShader } from "three/examples/jsm/shaders/FocusShader.js";
import { OBJLoader } from "three/examples/jsm/loaders/OBJLoader.js";
import { OutputPass } from "three/examples/jsm/postprocessing/OutputPass.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_points_dynamic",
useLoaders: [OBJLoader],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "- webgl dynamic particles + postprocessing"
}
],
[
{
tag: "text",
content: "models by"
},
{
tag: "a",
link: "http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1",
content: "Reallusion"
},
{
tag: "a",
link: "http://sketchup.google.com/3dwarehouse/details?mid=f526cc4abf7cb68d76cab47c765b7255",
content: "iClone"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let camera, scene, renderer, mesh;
let parent;
const meshes = [], clonemeshes = [];
let composer, effectFocus;
const clock = new THREE.Clock();
let stats;
init();
function init() {
camera = new THREE.PerspectiveCamera(20, window.innerWidth / window.innerHeight, 1, 5e4);
camera.position.set(0, 700, 7e3);
scene = new THREE.Scene();
scene.background = new THREE.Color(260);
scene.fog = new THREE.FogExp2(260, 675e-7);
camera.lookAt(scene.position);
const loader = new OBJLoader();
loader.load("models/obj/male02/male02.obj", function(object) {
const positions = combineBuffer(object, "position");
createMesh(positions, scene, 4.05, -500, -350, 600, 16742212);
createMesh(positions, scene, 4.05, 500, -350, 0, 16733474);
createMesh(positions, scene, 4.05, -250, -350, 1500, 16750882);
createMesh(positions, scene, 4.05, -250, -350, -1500, 16751103);
});
loader.load("models/obj/female02/female02.obj", function(object) {
const positions = combineBuffer(object, "position");
createMesh(positions, scene, 4.05, -1e3, -350, 0, 16768324);
createMesh(positions, scene, 4.05, 0, -350, 0, 16777215);
createMesh(positions, scene, 4.05, 1e3, -350, 400, 16729122);
createMesh(positions, scene, 4.05, 250, -350, 1500, 16750933);
createMesh(positions, scene, 4.05, 250, -350, 2500, 16742365);
});
renderer = new THREE.WebGLRenderer({ canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.autoClear = false;
parent = new THREE.Object3D();
scene.add(parent);
const grid = new THREE.Points(
new THREE.PlaneGeometry(15e3, 15e3, 64, 64),
new THREE.PointsMaterial({ color: 16711680, size: 10 })
);
grid.position.y = -400;
grid.rotation.x = -Math.PI / 2;
parent.add(grid);
const renderModel = new RenderPass(scene, camera);
const effectBloom = new BloomPass(0.75);
const effectFilm = new FilmPass();
effectFocus = new ShaderPass(FocusShader);
effectFocus.uniforms["screenWidth"].value = window.innerWidth * window.devicePixelRatio;
effectFocus.uniforms["screenHeight"].value = window.innerHeight * window.devicePixelRatio;
const outputPass = new OutputPass();
composer = new EffectComposer(renderer);
composer.addPass(renderModel);
composer.addPass(effectBloom);
composer.addPass(effectFilm);
composer.addPass(effectFocus);
composer.addPass(outputPass);
stats = new Stats(renderer);
window.addEventListener("resize", onWindowResize);
needToDispose(renderer, scene);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
camera.lookAt(scene.position);
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
effectFocus.uniforms["screenWidth"].value = window.innerWidth * window.devicePixelRatio;
effectFocus.uniforms["screenHeight"].value = window.innerHeight * window.devicePixelRatio;
}
function combineBuffer(model, bufferName) {
let count = 0;
model.traverse(function(child) {
if (child.isMesh) {
const buffer = child.geometry.attributes[bufferName];
count += buffer.array.length;
}
});
const combined = new Float32Array(count);
let offset = 0;
model.traverse(function(child) {
if (child.isMesh) {
const buffer = child.geometry.attributes[bufferName];
combined.set(buffer.array, offset);
offset += buffer.array.length;
}
});
return new THREE.BufferAttribute(combined, 3);
}
function createMesh(positions, scene2, scale, x, y, z, color) {
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", positions.clone());
geometry.setAttribute("initialPosition", positions.clone());
geometry.attributes.position.setUsage(THREE.DynamicDrawUsage);
const clones = [
[6e3, 0, -4e3],
[5e3, 0, 0],
[1e3, 0, 5e3],
[1e3, 0, -5e3],
[4e3, 0, 2e3],
[-4e3, 0, 1e3],
[-5e3, 0, -5e3],
[0, 0, 0]
];
for (let i = 0; i < clones.length; i++) {
const c = i < clones.length - 1 ? 2434341 : color;
mesh = new THREE.Points(geometry, new THREE.PointsMaterial({ size: 30, color: c }));
mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
mesh.position.x = x + clones[i][0];
mesh.position.y = y + clones[i][1];
mesh.position.z = z + clones[i][2];
parent.add(mesh);
clonemeshes.push({ mesh, speed: 0.5 + Math.random() });
}
meshes.push({
mesh,
verticesDown: 0,
verticesUp: 0,
direction: 0,
speed: 15,
delay: Math.floor(200 + 200 * Math.random()),
start: Math.floor(100 + 200 * Math.random())
});
}
function animate() {
render();
stats.update();
}
function render() {
let delta = 10 * clock.getDelta();
delta = delta < 2 ? delta : 2;
parent.rotation.y += -0.02 * delta;
for (let j = 0; j < clonemeshes.length; j++) {
const cm = clonemeshes[j];
cm.mesh.rotation.y += -0.1 * delta * cm.speed;
}
for (let j = 0; j < meshes.length; j++) {
const data = meshes[j];
const positions = data.mesh.geometry.attributes.position;
const initialPositions = data.mesh.geometry.attributes.initialPosition;
const count = positions.count;
if (data.start > 0) {
data.start -= 1;
} else {
if (data.direction === 0) {
data.direction = -1;
}
}
for (let i = 0; i < count; i++) {
const px = positions.getX(i);
const py = positions.getY(i);
const pz = positions.getZ(i);
if (data.direction < 0) {
if (py > 0) {
positions.setXYZ(
i,
px + 1.5 * (0.5 - Math.random()) * data.speed * delta,
py + 3 * (0.25 - Math.random()) * data.speed * delta,
pz + 1.5 * (0.5 - Math.random()) * data.speed * delta
);
} else {
data.verticesDown += 1;
}
}
if (data.direction > 0) {
const ix = initialPositions.getX(i);
const iy = initialPositions.getY(i);
const iz = initialPositions.getZ(i);
const dx = Math.abs(px - ix);
const dy = Math.abs(py - iy);
const dz = Math.abs(pz - iz);
const d = dx + dy + dx;
if (d > 1) {
positions.setXYZ(
i,
px - (px - ix) / dx * data.speed * delta * (0.85 - Math.random()),
py - (py - iy) / dy * data.speed * delta * (1 + Math.random()),
pz - (pz - iz) / dz * data.speed * delta * (0.85 - Math.random())
);
} else {
data.verticesUp += 1;
}
}
}
if (data.verticesDown >= count) {
if (data.delay <= 0) {
data.direction = 1;
data.speed = 5;
data.verticesDown = 0;
data.delay = 320;
} else {
data.delay -= 1;
}
}
if (data.verticesUp >= count) {
if (data.delay <= 0) {
data.direction = -1;
data.speed = 15;
data.verticesUp = 0;
data.delay = 120;
} else {
data.delay -= 1;
}
}
positions.needsUpdate = true;
}
composer.render(0.01);
}
}
};
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;