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ThreeJS 的效果样例流水管线(五)

2024-10-17 来源:个人技术集锦

一、流水管线

实现逻辑:

1)先自定义几个点,通过CatmullRomCurve3生成一条平滑曲线

2)根据生成的曲线在XY面扩展一个面,其中需要注意顶点索引、UV坐标添加的顺序,否则可能会导致绘制的图片混乱,不是完整的图片

3)添加纹理同时设置偏移量实现流动效果

4)为了保证显示的箭头图标不失真,根据管线的长度和图标的长度动态计算repeat的个数

function addFlowByGeometry() {  // 自定义点  const points = [    new THREE.Vector3(-5, 5, 0),    new THREE.Vector3(-5, 0, 0),    new THREE.Vector3(0, 0, 0),    new THREE.Vector3(5, 0, 0),    new THREE.Vector3(5, -5, 3),  ];  // 生成一条平滑的曲线  const curve = new THREE.CatmullRomCurve3(points);  const srcGeometry = new THREE.TubeGeometry(curve, 64, 0.8, 32, false);  const srcMaterial = new THREE.MeshBasicMaterial({    color: 0x00ffff,    transparent: true,    opacity: 0.1,    side: THREE.DoubleSide // 两面都显示  });  const srcMesh = new THREE.Mesh(srcGeometry, srcMaterial);  scene.add(srcMesh);  // 定义曲面的分辨率  const widthSegments = 32;  const heightSegments = 32;  // 定义顶点位置和纹理坐标  const vertices = [];  const uvs = [];  // 定义扩展宽度  const width = 0.5;  for (let y = 0; y <= heightSegments; y++) {    for (let x = 0; x <= widthSegments; x++) {        const u = x / widthSegments;        const v = y / heightSegments;        // 获取曲线上的点        const point = curve.getPoint(u);        // 获取曲线的切线向量        const tangent = curve.getTangent(u);        // 计算法线向量        const normal = new THREE.Vector3(-tangent.y, tangent.x, 0).normalize();        // 扩展成平面        const px = point.x + normal.x * (v * 2 - 1) * width;        const py = point.y + normal.y * (v * 2 - 1) * width;        const pz = point.z;        vertices.push(px, py, pz);        uvs.push(u, v);    }  }  // 定义顶点索引  const indices = [];  for (let y = 0; y < heightSegments; y++) {    for (let x = 0; x < widthSegments; x++) {        const a = x + y * (widthSegments + 1);        const b = x + 1 + y * (widthSegments + 1);        const c = x + 1 + (y + 1) * (widthSegments + 1);        const d = x + (y + 1) * (widthSegments + 1);        indices.push(a, b, d);        indices.push(b, c, d);    }  }  // 创建一个自定义的 BufferGeometry  const geometry = new THREE.BufferGeometry();  // 将顶点位置添加到几何体  geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(vertices), 3));  // 将顶点索引添加到几何体  geometry.setIndex(new THREE.BufferAttribute(new Uint16Array(indices), 1));  // 将纹理坐标添加到几何体  geometry.setAttribute('uv', new THREE.BufferAttribute(new Float32Array(uvs), 2));  // 创建纹理加载器  const textureLoader = new THREE.TextureLoader();  // 加载纹理  const texture = textureLoader.load('Objects/imgs/arrow.png', () => {    texture.wrapS = THREE.RepeatWrapping;    texture.wrapT = THREE.RepeatWrapping;        const originalWidth = texture.image.width;    const originalHeight = texture.image.height;    // 创建平面几何体    const [allWidth, allHeight] = [curve.getLength(), 1];    // 更新几何体的尺寸    texture.repeat.set(allWidth / (originalWidth * allHeight / 2 / originalHeight), 1);    // 创建材质    const material = new THREE.MeshBasicMaterial({ map: texture, side: THREE.DoubleSide, color: 0x00ffff, wireframe: false });    // 创建网格    const mesh = new THREE.Mesh(geometry, material);    // 将网格添加到场景中    scene.add(mesh);  });  setInterval(() => {    texture.offset.x -= 0.04;  }, 30)}
流动管线
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