CSS3DRenderer, CSS3DSprite API 使用案例demo
<!DOCTYPE html>
<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';
// Plane
const 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 );
}
// Cube
const 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 );
}
// Random
for ( let i = 0; i < particlesTotal; i ++ ) {
positions.push(
Math.random() * 4000 - 2000,
Math.random() * 4000 - 2000,
Math.random() * 4000 - 2000
);
}
// Sphere
const 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>
</html>
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