CSS3DRenderer, CSS3DSprite API 使用案例demo

news/2024/4/28 16:04:34

CSS3DRenderer, CSS3DSprite API 使用案例demo


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<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';// Planeconst 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 );}// Cubeconst 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 );}// Randomfor ( let i = 0; i < particlesTotal; i ++ ) {positions.push(Math.random() * 4000 - 2000,Math.random() * 4000 - 2000,Math.random() * 4000 - 2000);}// Sphereconst 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>
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