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-examples
- 400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 render(Cesium 为viewer.render或自动渲染) 代码要点
import * as THREE from 'three'import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
const 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= 0.5+0.5pow( 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
