下面我将详细讲解“Three.js+React制作3D梦中海岛效果”的完整攻略。
简介
Three.js是一款JavaScript 3D库,它可以为我们简化3D场景的创建和管理。React是一款流行的JavaScript库,它可以让我们更容易地构建用户界面。将这两个库结合起来,我们可以更加高效的创建3D界面。
在本攻略中,我们将使用Three.js和React,来制作3D梦中海岛效果。
安装和配置
首先,我们需要创建一个React项目,并安装Three.js库。
- 安装React
npx create-react-app my-app
cd my-app
npm start
- 安装Three.js
npm install three
创建3D场景
创建一个包含3D场景的React组件,并添加到React应用中。我们可以在componentDidMount
方法中创建3D场景。
import React, { Component } from 'react';
import * as THREE from 'three';
class ThreeScene extends Component {
componentDidMount() {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
this.animate(scene, camera, renderer);
}
animate = (scene, camera, renderer) => {
renderer.render(scene, camera);
requestAnimationFrame(() => this.animate(scene, camera, renderer));
}
render() {
return <div />;
}
}
export default ThreeScene;
通过上述代码,我们创建了一个基本的3D场景,其中包含了相机、渲染器和动画帧。在animate
函数中,我们通过renderer.render
方法将场景渲染到屏幕上,并通过requestAnimationFrame
方法来循环执行动画帧。
添加地形
添加一个地形到3D场景中,可以实现海岛的效果。我们可以使用一个高度图来简化地形的创建,通过纹理加载高度图,使用PlaneGeometry
创建一个平面地形,并在其中添加顶点坐标来创建地形高度。
import React, { Component } from 'react';
import * as THREE from 'three';
import heightMap from './heightMap.png';
class ThreeScene extends Component {
componentDidMount() {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const plane = this.createPlane();
scene.add(plane);
this.animate(scene, camera, renderer);
}
createPlane = () => {
const heightMapTexture = new THREE.TextureLoader().load(heightMap);
heightMapTexture.wrapS = THREE.ClampToEdgeWrapping;
heightMapTexture.wrapT = THREE.ClampToEdgeWrapping;
const geometry = new THREE.PlaneGeometry(10, 10, 100, 100);
const material = new THREE.MeshBasicMaterial({ map: heightMapTexture });
const plane = new THREE.Mesh(geometry, material);
plane.rotation.x = -Math.PI / 2;
return plane;
}
animate = (scene, camera, renderer) => {
renderer.render(scene, camera);
requestAnimationFrame(() => this.animate(scene, camera, renderer));
}
render() {
return <div />;
}
}
export default ThreeScene;
在上述代码中,我们通过TextureLoader
加载了高度图,并创建了一个PlaneGeometry
,将高度图的纹理添加到MeshBasicMaterial
中,并创建了一个平面地形。在createPlane
函数中,我们还将平面地形旋转了-90度,使其水平放置。
添加水
为了让海岛更加真实,我们还需要将水添加到场景中。我们可以使用ShaderMaterial
来实现水面的效果,并通过纹理动画来模拟水波的动画效果。
import React, { Component } from 'react';
import * as THREE from 'three';
import heightMap from './heightMap.png';
import waterTexture from './water.png';
import vertexShader from './waterVS.glsl';
import fragmentShader from './waterFS.glsl';
const waterWidth = 10;
const waterHeight = 10;
const waterSegments = 100;
class ThreeScene extends Component {
componentDidMount() {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const plane = this.createPlane();
scene.add(plane);
const water = this.createWater();
scene.add(water);
this.animate(scene, camera, renderer);
}
createPlane = () => {
const heightMapTexture = new THREE.TextureLoader().load(heightMap);
heightMapTexture.wrapS = THREE.ClampToEdgeWrapping;
heightMapTexture.wrapT = THREE.ClampToEdgeWrapping;
const geometry = new THREE.PlaneGeometry(waterWidth, waterHeight, waterSegments, waterSegments);
const material = new THREE.MeshBasicMaterial({ map: heightMapTexture });
const plane = new THREE.Mesh(geometry, material);
plane.rotation.x = -Math.PI / 2;
return plane;
}
createWater = () => {
const waterTextureMap = new THREE.TextureLoader().load(waterTexture);
waterTextureMap.wrapS = THREE.ClampToEdgeWrapping;
waterTextureMap.wrapT = THREE.ClampToEdgeWrapping;
const uniforms = {
uTime: { type: 'f', value: 0.0 },
uTexture: { type: 't', value: waterTextureMap },
};
const geometry = new THREE.PlaneGeometry(waterWidth, waterHeight, waterSegments, waterSegments);
const material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
});
const water = new THREE.Mesh(geometry, material);
water.rotation.x = -Math.PI / 2;
return water;
}
animate = (scene, camera, renderer) => {
const water = scene.children.find(c => c.name === 'water');
water.material.uniforms.uTime.value += 0.1;
renderer.render(scene, camera);
requestAnimationFrame(() => this.animate(scene, camera, renderer));
}
render() {
return <div />;
}
}
export default ThreeScene;
在上述代码中,我们使用ShaderMaterial
实现了水面的效果。我们在createWater
函数中,创建了一个平面几何体,并添加了ShaderMaterial
。在animate
函数中,我们更新了水的时间,通过requestAnimationFrame
循环控制了水的动画。
到此为止,我们就成功地创建了一个3D梦中海岛的效果。
示例说明
下面以两个示例说明本攻略中的代码:
示例1:添加钓鱼功能
import React, { Component } from 'react';
import * as THREE from 'three';
import heightMap from './heightMap.png';
import waterTexture from './water.png';
import vertexShader from './waterVS.glsl';
import fragmentShader from './waterFS.glsl';
const waterWidth = 10;
const waterHeight = 10;
const waterSegments = 100;
class ThreeScene extends Component {
componentDidMount() {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const plane = this.createPlane();
scene.add(plane);
const water = this.createWater();
scene.add(water);
const fish = this.createFish();
scene.add(fish);
this.animate(scene, camera, renderer, fish);
}
createPlane = () => {
const heightMapTexture = new THREE.TextureLoader().load(heightMap);
heightMapTexture.wrapS = THREE.ClampToEdgeWrapping;
heightMapTexture.wrapT = THREE.ClampToEdgeWrapping;
const geometry = new THREE.PlaneGeometry(waterWidth, waterHeight, waterSegments, waterSegments);
const material = new THREE.MeshBasicMaterial({ map: heightMapTexture });
const plane = new THREE.Mesh(geometry, material);
plane.rotation.x = -Math.PI / 2;
return plane;
}
createWater = () => {
const waterTextureMap = new THREE.TextureLoader().load(waterTexture);
waterTextureMap.wrapS = THREE.ClampToEdgeWrapping;
waterTextureMap.wrapT = THREE.ClampToEdgeWrapping;
const uniforms = {
uTime: { type: 'f', value: 0.0 },
uTexture: { type: 't', value: waterTextureMap },
};
const geometry = new THREE.PlaneGeometry(waterWidth, waterHeight, waterSegments, waterSegments);
const material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
});
const water = new THREE.Mesh(geometry, material);
water.rotation.x = -Math.PI / 2;
return water;
}
createFish = () => {
const geometry = new THREE.BoxGeometry(0.1, 0.1, 0.1);
const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
const fish = new THREE.Mesh(geometry, material);
fish.position.set(0, 0.2, 0);
return fish;
}
animate = (scene, camera, renderer, fish) => {
const water = scene.children.find(c => c.name === 'water');
water.material.uniforms.uTime.value += 0.1;
fish.position.z += 0.01;
if (fish.position.z > waterWidth / 2) {
fish.position.z = -waterWidth / 2;
fish.position.x = Math.random() * waterWidth - waterWidth / 2;
}
renderer.render(scene, camera);
requestAnimationFrame(() => this.animate(scene, camera, renderer, fish));
}
render() {
return <div />;
}
}
export default ThreeScene;
上述代码中,我们为场景中的鱼添加了钓鱼功能。我们在createFish
函数中,创建了一个绿色的立方体,将鱼的初始位置设置为(0,0.2,0)。在animate
函数中,每一次循环都将鱼的z轴坐标增加0.01,当鱼的z轴坐标超出了场景可见范围时,重新将它放在场景左侧随机的位置(x轴坐标),并让其继续向前游。
示例2:添加天空盒
import React, { Component } from 'react';
import * as THREE from 'three';
import heightMap from './heightMap.png';
import waterTexture from './water.png';
import skyboxTexture from './skybox.jpg';
import vertexShader from './waterVS.glsl';
import fragmentShader from './waterFS.glsl';
const waterWidth = 10;
const waterHeight = 10;
const waterSegments = 100;
class ThreeScene extends Component {
componentDidMount() {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const plane = this.createPlane();
scene.add(plane);
const water = this.createWater();
scene.add(water);
const skybox = this.createSkybox();
scene.add(skybox);
this.animate(scene, camera, renderer);
}
createPlane = () => {
const heightMapTexture = new THREE.TextureLoader().load(heightMap);
heightMapTexture.wrapS = THREE.ClampToEdgeWrapping;
heightMapTexture.wrapT = THREE.ClampToEdgeWrapping;
const geometry = new THREE.PlaneGeometry(waterWidth, waterHeight, waterSegments, waterSegments);
const material = new THREE.MeshBasicMaterial({ map: heightMapTexture });
const plane = new THREE.Mesh(geometry, material);
plane.rotation.x = -Math.PI / 2;
return plane;
}
createWater = () => {
const waterTextureMap = new THREE.TextureLoader().load(waterTexture);
waterTextureMap.wrapS = THREE.ClampToEdgeWrapping;
waterTextureMap.wrapT = THREE.ClampToEdgeWrapping;
const uniforms = {
uTime: { type: 'f', value: 0.0 },
uTexture: { type: 't', value: waterTextureMap },
};
const geometry = new THREE.PlaneGeometry(waterWidth, waterHeight, waterSegments, waterSegments);
const material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
});
const water = new THREE.Mesh(geometry, material);
water.rotation.x = -Math.PI / 2;
return water;
}
createSkybox = () => {
const skyboxTextureMap = new THREE.TextureLoader().load(skyboxTexture);
const material = new THREE.MeshBasicMaterial({ map: skyboxTextureMap, side: THREE.BackSide });
const geometry = new THREE.BoxGeometry(1000, 1000, 1000);
const skybox = new THREE.Mesh(geometry, material);
return skybox;
}
animate = (scene, camera, renderer) => {
const water = scene.children.find(c => c.name === 'water');
water.material.uniforms.uTime.value += 0.1;
renderer.render(scene, camera);
requestAnimationFrame(() => this.animate(scene, camera, renderer));
}
render() {
return <div />;
}
}
export default ThreeScene;
上述代码中,我们为场景添加了天空盒。我们在createSkybox
函数中,使用一张天空盒的纹理,创建了一个立方体,其中side
参数设置为THREE.BackSide
,这样立方体就能够被看成是一个天空盒。在animate
函数中,我们不需要更新天空盒的位置信息,只需要渲染场景即可。
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