核心提示:简介当我们如果大量使用粒子时,会很快遇到性能问题,因为每添加一个粒子就是一个模型,因为每个粒子对象分别由THREE.js进行管理,所以,three.js提供了另一种方式来处理大量粒子,那就是使用THR...
简介
当我们如果大量使用粒子时,会很快遇到性能问题,因为每添加一个粒子就是一个模型,因为每个粒子对象分别由THREE.js进行管理,所以,three.js提供了另一种方式来处理大量粒子,那就是使用THREE.PointCloud。通过THREE.PointCloud,three.js不再需要管理大量的单个THREE.Sprite对象,而只需管理THREE.PointCloud实例即可。
实现案例
//创建THREE.PointCloud粒子的容器 var geometry = new THREE.Geometry(); //创建THREE.PointCloud纹理 var material = new THREE.PointCloudMaterial({size:4, vertexColors:true, color:0xffffff}); //循环将粒子的颜色和位置添加到网格当中 for (var x = -5; x <= 5; x++) { for (var y = -5; y <= 5; y++) { var particle = new THREE.Vector3(x * 10, y * 10, 0); geometry.vertices.push(particle); geometry.colors.push(new THREE.Color(+randomColor())); } } //实例化THREE.PointCloud var cloud = new THREE.PointCloud(geometry, material); scene.add(cloud);
在上面的代码当中,我们为添加到THREE.PointCloud中的每一个粒子指定了一个位置和颜色,最后生成的也是五颜六色的粒子。
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(0xEEEEEE, 1.0)); //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, 10000); camera.position.set(0, 0, 200); } 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); //创建THREE.PointCloud粒子的容器 var geometry = new THREE.Geometry(); //创建THREE.PointCloud纹理 var material = new THREE.PointCloudMaterial({size:4, vertexColors:true, color:0xffffff}); //循环将粒子的颜色和位置添加到网格当中 for (var x = -5; x <= 5; x++) { for (var y = -5; y <= 5; y++) { var particle = new THREE.Vector3(x * 10, y * 10, 0); geometry.vertices.push(particle); geometry.colors.push(new THREE.Color(+randomColor())); } } //实例化THREE.PointCloud var cloud = new THREE.PointCloud(geometry, material); scene.add(cloud); } //随机生成颜色 function randomColor() { var arrHex = ["0","1", "2", "3", "4", "5", "6", "7", "8", "9", "a", "b", "c", "d","e","f"], strHex = "0x", index; for(var i = 0; i < 6; i++) { index = Math.round(Math.random() * 15); strHex += arrHex[index]; } return strHex; } //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; function initGui() { //声明一个保存需求修改的相关数据的对象 gui = { }; 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) } function render() { 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>