Three.js 蛛网箱子教程
蛛网箱子 ·Cobweb Box· ▶ 在线运行案例案例合集三维可视化功能案例threehub.cn开源仓库github地址https://github.com/z2586300277/three-cesium-examples400个案例代码:网盘链接你将学到什么ShaderMaterial 自定义着色器实现核心视觉效果OrbitControls 相机轨道交互requestAnimationFrame渲染循环与resize自适应效果说明本案例演示蛛网箱子效果基于 WebGL 实现「蛛网箱子」可视化效果附完整可运行源码核心用到 ShaderMaterial、OrbitControls。建议先打开文首在线案例查看动态画面再对照下方源码逐步理解。核心概念Scene / Camera / WebGLRenderer构成最小渲染闭环大场景可开logarithmicDepthBuffer缓解 Z-fighting。ShaderMaterial通过uniforms 自定义 GLSL 控制逐像素/逐点效果透明粒子常配合depthTest: false。OrbitControls提供轨道旋转/缩放开启enableDamping后需在 animate 中controls.update()。实现步骤搭建 Scene、PerspectiveCamera、WebGLRenderer挂载 canvas 并处理resize定义 uniforms / onBeforeCompile 或 ShaderMaterial编写 GLSL 与材质参数创建 OrbitControls及 Raycaster 等交互控件若源码包含在requestAnimationFrame循环中更新状态并 renderCesium 为viewer.render或自动渲染代码要点import * as THREE from threeimport { OrbitControls } from three/examples/jsm/controls/OrbitControls.jsconst box document.getElementById(box)const scene new THREE.Scene()const camera new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)camera.position.set(0, 0, 5)const renderer new THREE.WebGLRenderer()renderer.setSize(box.clientWidth, box.clientHeight)new OrbitControls(camera, renderer.domElement) window.onresize () {renderer.setSize(box.clientWidth, box.clientHeight)camera.aspect box.clientWidth / box.clientHeightcamera.updateProjectionMatrix() }box.appendChild(renderer.domElement)/顶点着色器/ const vertexShader varying vec2 vUv; void main(){ vec4 mPositionmodelMatrix*vec4(position,1.); gl_PositionprojectionMatrixviewMatrixmPosition; vUv uv; }/片元着色器/ const fragmentShader varying vec2 vUv; uniform float uTime;void main(){ vec2 uvvUv; uv-.5; float rlength(uv);// 极径 float aatan(uv.x,uv.y);// 极角 // a u_time; // 旋转 vec2 puvvec2(a,r);// 转换为极坐标 puv.x 范围是 -pi ~ pi puvvec2(puv.x/6.2831.5,puv.y);// puv.x 范围是 0 ~ 1 vec3 colorvec3(.0); // 圆圈 float circularfract(puv.y*12.); circularsmoothstep(.09,0.,circular); // 线 float linefract(puv.x*8.); line*1.-line; lineline*3.; linesmoothstep(.05,0.,line); linecircular; // line * step(puv.y,0.5); line*smoothstep(.0,.1,abs(puv.y )); colorline; color-smoothstep(.3,.5,abs(uv.y))smoothstep(.3,.5,abs(uv.x));color *vec3(0.08, 0.93, 0.11); gl_FragColorvec4(color,1.); }// 自定义材质 const material new THREE.ShaderMaterial({ fragmentShader: fragmentShader, vertexShader: vertexShader, uniforms: { uTime: { value: 0 }, }, // side: THREE.DoubleSide, })const geometry new THREE.BoxGeometry(2, 2, 2) const mesh new THREE.Mesh(geometry, material) //网格模型对象Meshscene.add(mesh)function animate() { requestAnimationFrame(animate) mesh.rotation.x 0.02 mesh.rotation.y 0.02 material.uniforms.uTime.value 0.03 renderer.render(scene, camera) } animate()完整源码GitHub小结本文提供蛛网箱子完整 Three.js 源码与在线 Demo建议先运行案例再改 uniform/参数做二次实验更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库