核心提示:介绍由于实现了下雨的效果,实现下雪的效果就简单多了。首先就是更换一张图片,然后在渲染的时候,降低y轴的速度,就实现了下雪的效果。案例代码!DOCTYPE htmlhtml lang=enheadmet...
介绍
由于实现了下雨的效果,实现下雪的效果就简单多了。首先就是更换一张图片,然后在渲染的时候,降低y轴的速度,就实现了下雪的效果。
案例代码
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Title</title> <style type="text/css"> html, body { margin: 0; height: 100%; } canvas { display: block; } </style> </head> <body onload="draw();"> </body> <script src="https://johnson2heng.github.io/three.js-demo/lib/three.js"></script> <script src="https://johnson2heng.github.io/three.js-demo/lib/js/controls/OrbitControls.js"></script> <script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/stats.min.js"></script> <script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/dat.gui.min.js"></script> <script> var renderer; function initRender() { renderer = new THREE.WebGLRenderer({antialias: true}); renderer.setClearColor(new THREE.Color(0xffffff)); //设置背景颜色 renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); } var camera; function initCamera() { camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 200); camera.position.set(0, 20, 100); camera.lookAt(new THREE.Vector3(0, 30, 0)); } var scene; function initScene() { scene = new THREE.Scene(); } var light; function initLight() { scene.add(new THREE.AmbientLight(0x404040)); light = new THREE.DirectionalLight(0xffffff); light.position.set(1, 1, 1); scene.add(light); } function initModel() { //轴辅助 (每一个轴的长度) var object = new THREE.AxesHelper(500); //scene.add(object); } //初始化性能插件 var stats; function initStats() { stats = new Stats(); document.body.appendChild(stats.dom); } //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放 var controls; function initControls() { controls = new THREE.OrbitControls(camera, renderer.domElement); // 如果使用animate方法时,将此函数删除 //controls.addEventListener( 'change', render ); // 使动画循环使用时阻尼或自转 意思是否有惯性 controls.enableDamping = true; //动态阻尼系数 就是鼠标拖拽旋转灵敏度 //controls.dampingFactor = 0.25; //是否可以缩放 controls.enableZoom = true; //是否自动旋转 controls.autoRotate = false; //设置相机距离原点的最远距离 controls.minDistance = 20; //设置相机距离原点的最远距离 controls.maxDistance = 10000; //是否开启右键拖拽 controls.enablePan = true; } //生成gui设置配置项 var gui; var cloud; function initGui() { //声明一个保存需求修改的相关数据的对象 gui = { "size": 2, "transparent": true, "opacity": 0.6, "vertexColors": true, "color": 0xffffff, "sizeAttenuation": true, "rotateSystem": false, redraw: function () { if (cloud) { scene.remove(cloud); } createParticles(gui.size, gui.transparent, gui.opacity, gui.vertexColors, gui.sizeAttenuation, gui.color); //设置是否自动旋转 controls.autoRotate = gui.rotateSystem; } }; var datGui = new dat.GUI(); //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)gui.add(controls, 'size', 0, 10).onChange(controls.redraw); datGui.add(gui, 'size',0.1,10).onChange(gui.redraw); datGui.add(gui, 'transparent').onChange(gui.redraw); datGui.add(gui, 'opacity', 0, 1).onChange(gui.redraw); datGui.add(gui, 'vertexColors').onChange(gui.redraw); datGui.addColor(gui, 'color').onChange(gui.redraw); datGui.add(gui, 'sizeAttenuation').onChange(gui.redraw); datGui.add(gui, 'rotateSystem').onChange(gui.redraw); gui.redraw(); } //生成粒子的方法 function createParticles(size, transparent, opacity, vertexColors, sizeAttenuation, color) { var texture = new THREE.TextureLoader().load("./snow.png"); //存放粒子数据的网格 var geom = new THREE.Geometry(); //样式化粒子的THREE.PointCloudMaterial材质 var material = new THREE.PointsMaterial({ size: size, transparent: transparent, opacity: opacity, vertexColors: vertexColors, sizeAttenuation: sizeAttenuation, color: color, map:texture, depthTest: false //设置解决透明度有问题的情况 }); var range = 120; for (var i = 0; i < 15000; i++) { //添加顶点的坐标 var particle = new THREE.Vector3(Math.random() * range - range / 2, Math.random() * range - range / 2, Math.random() * range - range / 2); particle.velocityY = 0.1 + Math.random() / 5; particle.velocityX = (Math.random() - 0.5) / 3; geom.vertices.push(particle); var color = new THREE.Color(0xffffff); //.setHSL ( h, s, l ) h — 色调值在0.0和1.0之间 s — 饱和值在0.0和1.0之间 l — 亮度值在0.0和1.0之间。 使用HSL设置颜色。 //随机当前每个粒子的亮度 //color.setHSL(color.getHSL().h, color.getHSL().s, Math.random() * color.getHSL().l); geom.colors.push(color); } //生成模型,添加到场景当中 cloud = new THREE.Points(geom, material); cloud.verticesNeedUpdate = true; scene.add(cloud); } function render() { //产生雨滴动画效果 var vertices = cloud.geometry.vertices; vertices.forEach(function (v) { v.y = v.y - (v.velocityY); v.x = v.x - (v.velocityX)*.5; if (v.y <= -60) v.y = 60; if (v.x <= -20 || v.x >= 20) v.velocityX = v.velocityX * -1; }); //设置实时更新网格的顶点信息 cloud.geometry.verticesNeedUpdate = true; renderer.render(scene, camera); } //窗口变动触发的函数 function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); render(); renderer.setSize(window.innerWidth, window.innerHeight); } function animate() { //更新控制器 controls.update(); render(); //更新性能插件 stats.update(); requestAnimationFrame(animate); } function draw() { initRender(); initScene(); initCamera(); initLight(); initModel(); initControls(); initStats(); initGui(); animate(); window.onresize = onWindowResize; } </script> </html>