Three.js 跳动的心教程
跳动的心 ·Jump Heart· ▶ 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跳动的心效果基于 WebGL 实现「跳动的心」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, 10) const renderer new THREE.WebGLRenderer() renderer.setSize(box.clientWidth, box.clientHeight) box.appendChild(renderer.domElement) new OrbitControls(camera, renderer.domElement) scene.add(new THREE.AxesHelper(50000)) window.onresize () { renderer.setSize(box.clientWidth, box.clientHeight) camera.aspect box.clientWidth / box.clientHeight camera.updateProjectionMatrix() }const { mesh, uniforms } getShaderMesh() scene.add(mesh)animate() function animate() { uniforms.iTime.value 0.01 requestAnimationFrame(animate) renderer.render(scene, camera) }function getShaderMesh() {const uniforms { iTime: { value: 0 }, iResolution: { value: new THREE.Vector2(1900, 1900) }, iChannel0: { value: window.iChannel0 } }const geometry new THREE.PlaneGeometry(20, 20); const material new THREE.ShaderMaterial({ uniforms, side: 2, depthWrite: false, transparent: true, vertexShader:varying vec3 vPosition; varying vec2 vUv; void main() { vUv uv; vec4 mvPosition modelViewMatrix * vec4(position, 1.0); gl_Position projectionMatrix * mvPosition; }, fragmentShader:uniform float iTime; uniform vec2 iResolution; varying vec2 vUv; void main(void) { vec2 p (vUv - 0.5 ) * 2.0; // vec2 p (2.0*fragCoord-iResolution.xy)/min(iResolution.y,iResolution.x); // background color vec3 bcol vec3(1.0,0.8,0.7-0.07p.y)(1.0-0.25*length(p)); // animate float tt mod(iTime,1.5)/1.5; float ss pow(tt,.2)*0.5 0.5; ss 1.0 ss0.5sin(tt6.28313.0 p.y0.5)exp(-tt*4.0); p vec2(0.5,1.5) ssvec2(0.5,-0.5); // shape #if 0 p * 0.8; p.y -0.1 - p.y1.2 abs(p.x)(1.0-abs(p.x)); float r length(p); float d 0.5; #else p.y - 0.25; float a atan(p.x,p.y)/3.141593; float r length(p); float h abs(a); float d (13.0h - 22.0hh 10.0hhh)/(6.0-5.0*h); #endif // color float s 0.75 0.75*p.x; s 1.0-0.4r; s 0.3 0.7*s; s 0.50.5pow( 1.0-clamp(r/d, 0.0, 1.0 ), 0.1 ); vec3 hcol vec3(1.0,0.4r,0.3)s; vec3 col mix( bcol, hcol, smoothstep( -0.01, 0.01, d-r) ); gl_FragColor vec4(col,1.0); // gl_FragColor vec4(col*1.3, 1.0); }}) const mesh new THREE.Mesh(geometry, material);return { mesh, uniforms } }完整源码GitHub小结本文提供跳动的心完整 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