【发布时间】:2021-05-17 05:19:39
【问题描述】:
我有一个用three.js 中的粒子创建的球体,效果很好。现在我想将这些粒子放在模拟 3D 行星的世界地图的纹理之上,我搜索了互联网,但我没有找到任何有关如何做到这一点的信息,当我放置纹理而不是它时外面它最终进入每个粒子,我怎么能这样做?任何想法 ?谢谢大家
这是我的代码
$( document ).ready(function() {
var globe = document.getElementById('globe')
var Maxwidth = window.innerWidth
var Maxheight = window.innerHeight
var scene = new THREE.Scene();
var renderer = new THREE.WebGLRenderer({antilias:true});
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(Maxwidth,Maxheight)
globe.appendChild(renderer.domElement)
var camera = new THREE.PerspectiveCamera(60, Maxwidth / Maxheight,1,1000);
camera.position.z = 50;
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
controls.dampingFactor = 0.25;
controls.panningMode = THREE.HorizontalPanning; // default is
THREE.ScreenSpacePanning
controls.maxPolarAngle = Math.PI / 2;
var geometry = new THREE.SphereGeometry( 200, 42, 42 );
geometry.widthSegments = 42;
var colors = [];
for( var i = 0; i < geometry.vertices.length; i++ ) {
// random color
colors[i] = new THREE.Color();
//colors[i].setHSV( Math.random(), 1.0, 1.0 );
}
geometry.colors = colors;
// texture
var texture = new THREE.Texture( generateTexture( ) );
texture.needsUpdate = true; // important
// particle system material
var material = new THREE.ParticleBasicMaterial( {
size: 5,
map: texture,
blending: THREE.AdditiveBlending, // required
depthTest: false, // required
transparent: true,
opacity: 0.7,
vertexColors: true // optional
} );
material.map = THREE.ImageUtils.loadTexture('../img/point_picker.png')
material.anisotropy = 0;
material.magFilter = THREE.NearestFilter;
material.minFilter = THREE.NearestFilter;
var union = new THREE.ParticleSystem( geometry, material );
function generateTexture( ) {
var size = 128;
var canvas = document.createElement( 'canvas' );
canvas.width = size;
canvas.height = size;
var context = canvas.getContext( '2d' );
var centerX = size / 2;
var centerY = size / 2;
var radius = size / 2;
context.beginPath();
context.arc( centerX, centerY, radius, 0, 2 * Math.PI, false );
context.fillStyle = "#FFFFFF";
context.fill();
return canvas;
}
scene.add(union)
renderer.setClearColor(0x2675AD)
renderer.render(scene,camera)
controls.update();
function render(delta){
requestAnimationFrame(render);
renderer.render(scene,camera)
union.rotation.y += 0.0009
}
render()
});
我需要这样的东西
【问题讨论】:
-
作为一个选项,您可以将
THREE.Points()与THREE.SphereBufferGeometry()和THREE.ShaderMaterial()一起使用。将点的可见性纹理传递到着色器中,在那里检查它,您将获得所需的结果。 -
你的回答对我帮助很大,我勾选了正确答案
标签: three.js webgl particle-system