three.js实现扩散光圈效果
图例
步骤
- 创建一个平面,添加纹理贴图
- 缩放
代码
<template>
<div class="app">
<div ref="canvesRef" class="canvas-wrap"></div>
</div>
</template>
<script setup>
import { ref, onMounted } from "vue";
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
const canvesRef = ref(null);
const canvasWidth = window.innerWidth;
const canvasHeight = window.innerHeight;
let scene;
let camera;
let renderer;
let axesHelper;
let cameraControls;
let mesh;
let _s = 2.5;
init();
render();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(
45,
canvasWidth / canvasHeight,
1,
10000
);
camera.position.set(600, 600, 600);
camera.lookAt(0, 0, 0);
addModel();
axesHelper = new THREE.AxesHelper(200);
scene.add(axesHelper);
renderer = new THREE.WebGLRenderer();
renderer.setSize(canvasWidth, canvasHeight);
cameraControls = new OrbitControls(camera, renderer.domElement);
}
function addModel() {
const g = new THREE.PlaneGeometry(100, 100);
const texture = new THREE.TextureLoader().load(
"../src/assets/img/扩散光圈.png"
);
const m = new THREE.MeshBasicMaterial({
color: 0x00ffff,
map: texture,
transparent: true,
side: THREE.DoubleSide,
});
mesh = new THREE.Mesh(g, m);
mesh.rotateX(-Math.PI / 2);
scene.add(mesh);
}
function render() {
_s += 0.01;
mesh.scale.set(_s, _s, _s);
if (_s <= 1.3) {
mesh.material.opacity = (_s - 1.0) * 3.3;
} else if (_s > 1.3 && _s <= 2.5) {
mesh.material.opacity = 1 - (_s - 1) / 1.5;
} else {
_s = 1.0;
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
onMounted(() => {
canvesRef.value.appendChild(renderer.domElement);
});
</script>
<style lang="scss" scoped>
.app {
position: relative;
}
</style>