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  • Three.js开发指南---粒子和粒子系统(第七章)

    使用粒子可以很容易的创建很多细小的物体,例如雨滴雪花等

    本章主要内容:

      1 使用ParticleBasicMaterial(基础粒子材质)来创建和设计粒子

      2 使用ParticleSystem来创建一个粒子集合

      3 使用已有的几何体来创建一个粒子系统

      4 让粒子和粒子系统动起来

      5 用纹理给粒子造型

      6 使用ParticleCanvasMaterial在画布上为粒子造型

    名称 描述
    Sprite粒子

    参数是material,生成的sprite可以设置position和scale等属性直接添加到场景中

      var sprite = new THREE.Sprite(material);
      sprite.position.set(x * 10, y * 10, 0);
      scene.add(sprite);
    SpriteMaterial粒子的基本材质

    粒子的基本材质,将在本章第7部分重点讲解其参数

     var material = new THREE.SpriteMaterial();
    PointCloud粒子系统

    参数几何体和材质

    var cloud = new THREE.PointCloud(geom, material);

    scene.add(cloud);

    PointCloudMaterial粒子系统的材质

     设置所有粒子的大小,颜色,顶点颜色,透明度,是否根据相机距离的远近改变大小等属性

    var material = new THREE.PointCloudMaterial({size: 4, vertexColors: true, color: 0xffffff});

    SpriteCanvasMaterial  专门为CanvasRenderer渲染器创建的材质,该材质的program属性输出的是粒子的纹理

    1 粒子-----THREE.Particle

      注意:新的THREE.js已经定义了Sprite对象,即THREE.Sprite,向后兼容THREE.Particle = THREE.Sprite;粒子Particle已经更名为精灵Sprite

      THREE.js源码中有这样一行代码

      THREE.Sprite跟THREE.Mesh一样,都是THREE.Object3D对象的扩展,Sprite的参数是材质material,

      另外CanvasRenderer对象已经不存在了,只有WebGLRenderer(已经找到原因,three.js中只有WebGLRenderer,要引入CanvasRenderer.js才可以)

    <!DOCTYPE html>
    
    <html>
    
    <head>
        <title>Example 07.01 - Particles - Only works in CanvasRenderer</title>
        <script type="text/javascript" src="../libs/three.js"></script>
    
        <script type="text/javascript" src="../libs/stats.js"></script>
        <script type="text/javascript" src="../libs/dat.gui.js"></script>
        <style>
            body {
                /* set margin to 0 and overflow to hidden, to go fullscreen */
                margin: 0;
                overflow: hidden;
                background-color: #000000;
            }
        </style>
    </head>
    <body>
    
    <div id="Stats-output">
    </div>
    <!-- Div which will hold the Output -->
    <div id="WebGL-output">
    </div>
    
    <!-- Javascript code that runs our Three.js examples -->
    <script type="text/javascript">
    
        // once everything is loaded, we run our Three.js stuff.
        function init() {
    
            var stats = initStats();
    
            // create a scene, that will hold all our elements such as objects, cameras and lights.
            var scene = new THREE.Scene();
    
            // create a camera, which defines where we're looking at.
            var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
    
            // create a render and set the size
            //THREE.CanvasRenderer虽然书中介绍的CanvasRenderer,但是THREE.CanvasRenderer的值是undefined,还没有找到原因
            //var canvasRenderer = new THREE.CanvasRenderer();
            var canvasRenderer = new THREE.WebGLRenderer();
            canvasRenderer.setClearColor(new THREE.Color(0x000000, 1.0));
            canvasRenderer.setSize(window.innerWidth, window.innerHeight);
    
            // position and point the camera to the center of the scene
            camera.position.x = 0;
            camera.position.y = 0;
            camera.position.z = 150;
    
            // add the output of the renderer to the html element
            document.getElementById("WebGL-output").appendChild(canvasRenderer.domElement);
    
    
            createSprites();
            render();
    
            function createSprites() {
                var material = new THREE.SpriteMaterial();
                //var material = new THREE.ParticleBasicMaterial();
    
                for (var x = -5; x < 5; x++) {
                    for (var y = -5; y < 5; y++) {
                        //var sprite = new THREE.Particle(material);
                        var sprite = new THREE.Sprite(material);
                        sprite.position.set(x * 10, y * 10, 0);
                        scene.add(sprite);
                    }
                }
            }
    
    
            function render() {
                stats.update();
    
    
                requestAnimationFrame(render);
                canvasRenderer.render(scene, camera);
            }
    
            function initStats() {
    
                var stats = new Stats();
                stats.setMode(0); // 0: fps, 1: ms
    
                // Align top-left
                stats.domElement.style.position = 'absolute';
                stats.domElement.style.left = '0px';
                stats.domElement.style.top = '0px';
    
                document.getElementById("Stats-output").appendChild(stats.domElement);
    
                return stats;
            }
        }
        window.onload = init;
    </script>
    </body>
    </html>
    console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' );
    //ParticleBasicMaterial已经更名为PointCloudMaterial 
    console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );//THREE.ParticleSystemMaterial已经更名为THREE.PointCloudMaterial 
    console.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' ); 
    <!DOCTYPE html>
    
    <html>
    
    <head>
        <title>Example 07.02 - Particles - Only works in WebGLRenderer</title>
        <script type="text/javascript" src="../libs/three.js"></script>
    
        <script type="text/javascript" src="../libs/stats.js"></script>
        <script type="text/javascript" src="../libs/dat.gui.js"></script>
        <style>
            body {
                /* set margin to 0 and overflow to hidden, to go fullscreen */
                margin: 0;
                overflow: hidden;
                background-color: #000000;
            }
        </style>
    </head>
    <body>
    
    <div id="Stats-output">
    </div>
    <!-- Div which will hold the Output -->
    <div id="WebGL-output">
    </div>
    
    <!-- Javascript code that runs our Three.js examples -->
    <script type="text/javascript">
    
        // once everything is loaded, we run our Three.js stuff.
        function init() {
    
            var stats = initStats();
    
            // create a scene, that will hold all our elements such as objects, cameras and lights.
            var scene = new THREE.Scene();
    
            // create a camera, which defines where we're looking at.
            var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
    
            // create a render and set the size
            var webGLRenderer = new THREE.WebGLRenderer();
            webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0));
            webGLRenderer.setSize(window.innerWidth, window.innerHeight);
    
            // position and point the camera to the center of the scene
            camera.position.x = 0;
            camera.position.y = 0;
            camera.position.z = 150;
    
            // add the output of the renderer to the html element
            document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);
    
    
            createParticles();
            render();
    
            function createParticles() {
    
    
                var geom = new THREE.Geometry();
                console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' );
                console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );
                
                //创建一个点云材质
                //PointCloudMaterial==ParticleBasicMaterial
                var material = new THREE.PointCloudMaterial({size: 4, vertexColors: true, color: 0xffffff});
    
                for (var x = -5; x < 5; x++) {
                    for (var y = -5; y < 5; y++) {
                        var particle = new THREE.Vector3(x * 10, y * 10, 0);
                        geom.vertices.push(particle);
                        geom.colors.push(new THREE.Color(Math.random() * 0x00ffff));
                    }
                }
                //console.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' );
                //PointCloud==ParticleSystem
                var cloud = new THREE.PointCloud(geom, material);
                scene.add(cloud);
            }
    
    
            function render() {
                stats.update();
    
    
                requestAnimationFrame(render);
                webGLRenderer.render(scene, camera);
            }
    
            function initStats() {
    
                var stats = new Stats();
                stats.setMode(0); // 0: fps, 1: ms
    
                // Align top-left
                stats.domElement.style.position = 'absolute';
                stats.domElement.style.left = '0px';
                stats.domElement.style.top = '0px';
    
                document.getElementById("Stats-output").appendChild(stats.domElement);
    
                return stats;
            }
        }
        window.onload = init;
    </script>
    </body>
    </html>

       2 粒子材质PointCloudMaterial和粒子系统PointCloud

    PointCloudMaterial的属性 描述
    color

    PointCloud中所有的粒子的颜色都相同,

    除非设置了vertexColors且该几何体的colors属性不为空,才会使用colors颜色,否则都使用该属性

    map 在粒子上应用某种材质
    size 粒子的大小
    sizeAnnutation

    false:无论相机的位置,所有的粒子大小一致;

    true:离相机近的粒子更大一些,离相机越远越小

    vetexColors true:且该几何体的colors属性有值,则该粒子会舍弃第一个属性--color,而应用该几何体的colors属性的颜色
    opacity 透明度
    transparent 是否透明
    blending 渲染粒子时的融合模式
    fog 是否受场景的雾化影响
    <!DOCTYPE html>
    
    <html>
    
    <head>
        <title>Example 07.03 - Particle Basic Material</title>
        <script type="text/javascript" src="../libs/three.js"></script>
    
        <script type="text/javascript" src="../libs/stats.js"></script>
        <script type="text/javascript" src="../libs/dat.gui.js"></script>
        <style>
            body {
                /* set margin to 0 and overflow to hidden, to go fullscreen */
                margin: 0;
                overflow: hidden;
                background-color: #000000;
            }
        </style>
    </head>
    <body>
    
    <div id="Stats-output">
    </div>
    <!-- Div which will hold the Output -->
    <div id="WebGL-output">
    </div>
    
    <!-- Javascript code that runs our Three.js examples -->
    <script type="text/javascript">
    
        // once everything is loaded, we run our Three.js stuff.
        function init() {
    
            var stats = initStats();
    
            // create a scene, that will hold all our elements such as objects, cameras and lights.
            var scene = new THREE.Scene();
    
            // create a camera, which defines where we're looking at.
            var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
    
            // create a render and set the size
            var webGLRenderer = new THREE.WebGLRenderer();
            webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0));
            webGLRenderer.setSize(window.innerWidth, window.innerHeight);
    
            // position and point the camera to the center of the scene
            camera.position.x = 20;
            camera.position.y = 0;
            camera.position.z = 150;
    
            // add the output of the renderer to the html element
            document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);
    
            var cloud;
    
            var controls = new function () {
                this.size = 4;
                this.transparent = true;
                this.opacity = 0.6;
                this.vertexColors = true;
                this.color = 0xffffff;
                this.sizeAttenuation = true;
                this.rotateSystem = true;
    
                this.redraw = function () {
                    if (scene.getObjectByName("particles")) {
                        scene.remove(scene.getObjectByName("particles"));
                    }
                    createParticles(controls.size, controls.transparent, controls.opacity, controls.vertexColors, controls.sizeAttenuation, controls.color);
                };
            };
    
            var gui = new dat.GUI();
            gui.add(controls, 'size', 0, 10).onChange(controls.redraw);
            gui.add(controls, 'transparent').onChange(controls.redraw);
            gui.add(controls, 'opacity', 0, 1).onChange(controls.redraw);
            gui.add(controls, 'vertexColors').onChange(controls.redraw);
            gui.addColor(controls, 'color').onChange(controls.redraw);
            gui.add(controls, 'sizeAttenuation').onChange(controls.redraw);
            gui.add(controls, 'rotateSystem');
    
            controls.redraw();
            render();
    
            function createParticles(size, transparent, opacity, vertexColors, sizeAttenuation, color) {
    
    
                var geom = new THREE.Geometry();
                //设置粒子材质的属性
                var material = new THREE.PointCloudMaterial({
                    size: size,//粒子的大小
                    transparent: transparent,//是否透明
                    opacity: opacity,//透明度是多少
                    vertexColors: vertexColors,
                    /*通常情况下,所有的粒子应用同一种颜色,但是若该值设置为true,
                    且几何体的colors数组也有值,则会使用colors数组的颜色*/
                    sizeAttenuation: sizeAttenuation,
                    /*false:不管粒子距离相机的远近,它们都拥有相同的尺寸
                        true:粒子的大小取决于它们距离相机的远近
                    */
                    
                    color: color//粒子系统中所有粒子的颜色
                });
    
    
                var range = 500;
                for (var i = 0; i < 15000; i++) {
                    var particle = new THREE.Vector3(Math.random() * range - range / 2, Math.random() * range - range / 2, Math.random() * range - range / 2);
                    geom.vertices.push(particle);
                    var color = new THREE.Color(0x00ff00);
                    color.setHSL(color.getHSL().h, color.getHSL().s, Math.random() * color.getHSL().l);
                    geom.colors.push(color);
    
                }
                //粒子系统PointCloud与网格Mesh相同,只接受几何体和材质两个参数
                cloud = new THREE.PointCloud(geom, material);
                cloud.name = "particles";
                scene.add(cloud);
            }
    
    
            var step = 0;
    
            function render() {
    
                stats.update();
    
                if (controls.rotateSystem) {
                    step += 0.01;
    
                    cloud.rotation.x = step;
                    cloud.rotation.z = step;
                }
    
    
                requestAnimationFrame(render);
                webGLRenderer.render(scene, camera);
            }
    
            function initStats() {
    
                var stats = new Stats();
                stats.setMode(0); // 0: fps, 1: ms
    
                // Align top-left
                stats.domElement.style.position = 'absolute';
                stats.domElement.style.left = '0px';
                stats.domElement.style.top = '0px';
    
                document.getElementById("Stats-output").appendChild(stats.domElement);
    
                return stats;
            }
        }
        window.onload = init;
    </script>
    </body>
    </html>

       3 使用画布格式化粒子---针对CanvasRenderer渲染器所创建的材质SpriteCanvasMaterial

    <!DOCTYPE html>
    
    <html>
    
    <head>
        <title>Example 07.04 - Particles - Canvas based texture</title>
        <script type="text/javascript" src="../libs/three.js"></script>
    
        <script type="text/javascript" src="../libs/stats.js"></script>
        <script type="text/javascript" src="../libs/dat.gui.js"></script>
        <script type="text/javascript" src="../libs/CanvasRenderer.js"></script>
        <script type="text/javascript" src="../libs/Projector.js"></script>
        <style>
            body {
                /* set margin to 0 and overflow to hidden, to go fullscreen */
                margin: 0;
                overflow: hidden;
                background-color: #000000;
            }
        </style>
    </head>
    <body>
    
    <div id="Stats-output">
    </div>
    <!-- Div which will hold the Output -->
    <div id="WebGL-output">
    </div>
    
    
    <!-- Javascript code that runs our Three.js examples -->
    <script type="text/javascript">
    
        // once everything is loaded, we run our Three.js stuff.
        function init() {
    
            var stats = initStats();
    
            // create a scene, that will hold all our elements such as objects, cameras and lights.
            var scene = new THREE.Scene();
    
            // create a camera, which defines where we're looking at.
            var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
    
            // create a render and set the size
            var canvasRenderer = new THREE.CanvasRenderer();
    //        var canvasRenderer = new THREE.WebGLRenderer();
    
            canvasRenderer.setClearColor(new THREE.Color(0x000000, 1.0));
            canvasRenderer.setSize(window.innerWidth, window.innerHeight);
    
            // position and point the camera to the center of the scene
            camera.position.x = 20;
            camera.position.y = 0;
            camera.position.z = 150;
    
            // add the output of the renderer to the html element
            document.getElementById("WebGL-output").appendChild(canvasRenderer.domElement);
    
            var getTexture = function (ctx) {
    
                // the body,绘制吃豆人中幽灵的身体
                ctx.translate(-81, -84);
    
                ctx.fillStyle = "orange";
                ctx.beginPath();
                ctx.moveTo(83, 116);
                ctx.lineTo(83, 102);
                ctx.bezierCurveTo(83, 94, 89, 88, 97, 88);
                ctx.bezierCurveTo(105, 88, 111, 94, 111, 102);
                ctx.lineTo(111, 116);
                ctx.lineTo(106.333, 111.333);
                ctx.lineTo(101.666, 116);
                ctx.lineTo(97, 111.333);
                ctx.lineTo(92.333, 116);
                ctx.lineTo(87.666, 111.333);
                ctx.lineTo(83, 116);
                ctx.fill();
    
                // the eyes
                //绘制其眼睛
                ctx.fillStyle = "white";
                ctx.beginPath();
                ctx.moveTo(91, 96);
                ctx.bezierCurveTo(88, 96, 87, 99, 87, 101);
                ctx.bezierCurveTo(87, 103, 88, 106, 91, 106);
                ctx.bezierCurveTo(94, 106, 95, 103, 95, 101);
                ctx.bezierCurveTo(95, 99, 94, 96, 91, 96);
                ctx.moveTo(103, 96);
                ctx.bezierCurveTo(100, 96, 99, 99, 99, 101);
                ctx.bezierCurveTo(99, 103, 100, 106, 103, 106);
                ctx.bezierCurveTo(106, 106, 107, 103, 107, 101);
                ctx.bezierCurveTo(107, 99, 106, 96, 103, 96);
                ctx.fill();
    
                // the pupils
                //绘制其眼珠
                ctx.fillStyle = "blue";
                ctx.beginPath();
                ctx.arc(101, 102, 2, 0, Math.PI * 2, true);
                ctx.fill();
                ctx.beginPath();
                ctx.arc(89, 102, 2, 0, Math.PI * 2, true);
                ctx.fill();
    
            };
    
    
            createSprites();
            render();
    
    
            function createSprites() {
                var material = new THREE.SpriteCanvasMaterial({
                            program: getTexture,
                            color: 0xffffff
                        }
                );
    
                material.rotation = Math.PI;
    
                var range = 500;
                for (var i = 0; i < 1500; i++) {
                    //Sprite是Object3D的扩展
                    var sprite = new THREE.Sprite(material);
                    sprite.position.set(Math.random() * range - range / 2, Math.random() * range - range / 2, Math.random() * range - range / 2);
                    sprite.scale.set(0.1, 0.1, 0.1);
                    scene.add(sprite);
                }
            }
    
    
            var step = 0;
    
            function render() {
    
                stats.update();
    
                requestAnimationFrame(render);
                canvasRenderer.render(scene, camera);
            }
    
            function initStats() {
    
                var stats = new Stats();
                stats.setMode(0); // 0: fps, 1: ms
    
                // Align top-left
                stats.domElement.style.position = 'absolute';
                stats.domElement.style.left = '0px';
                stats.domElement.style.top = '0px';
    
                document.getElementById("Stats-output").appendChild(stats.domElement);
    
                return stats;
            }
    
    
        }
        window.onload = init;
    </script>
    </body>
    </html>

       4 基于WebGLRenderer渲染器使用的粒子材质----PointCloudMaterial

      PointCloudMaterial材质的map属性使用的是THREE.Texture纹理,该纹理是画布canvas作为参数传递给纹理构造函数得到的

       var texture = new THREE.Texture(canvas);

    <!DOCTYPE html>
    
    <html>
    
    <head>
        <title>Example 07.05 - Particles - Canvas based texture - WebGL</title>
        <script type="text/javascript" src="../libs/three.js"></script>
    
        <script type="text/javascript" src="../libs/stats.js"></script>
        <script type="text/javascript" src="../libs/dat.gui.js"></script>
        <style>
            body {
                /* set margin to 0 and overflow to hidden, to go fullscreen */
                margin: 0;
                overflow: hidden;
                background-color: #000000;
            }
        </style>
    </head>
    <body>
    
    <div id="Stats-output">
    </div>
    <!-- Div which will hold the Output -->
    <div id="WebGL-output">
    </div>
    
    <!-- Javascript code that runs our Three.js examples -->
    <script type="text/javascript">
    
        // once everything is loaded, we run our Three.js stuff.
        function init() {
    
            var stats = initStats();
    
            // create a scene, that will hold all our elements such as objects, cameras and lights.
            var scene = new THREE.Scene();
    
            // create a camera, which defines where we're looking at.
            var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
    
            // create a render and set the size
            var webGLRenderer = new THREE.WebGLRenderer();
            webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0));
            webGLRenderer.setSize(window.innerWidth, window.innerHeight);
    
            // position and point the camera to the center of the scene
            camera.position.x = 20;
            camera.position.y = 0;
            camera.position.z = 150;
    
            // add the output of the renderer to the html element
            document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);
    
            var getTexture = function () {
                var canvas = document.createElement('canvas');
                canvas.width = 32;
                canvas.height = 32;
    
                var ctx = canvas.getContext('2d');
                // the body
                ctx.translate(-81, -84);
    
                ctx.fillStyle = "orange";
                ctx.beginPath();
                ctx.moveTo(83, 116);
                ctx.lineTo(83, 102);
                ctx.bezierCurveTo(83, 94, 89, 88, 97, 88);
                ctx.bezierCurveTo(105, 88, 111, 94, 111, 102);
                ctx.lineTo(111, 116);
                ctx.lineTo(106.333, 111.333);
                ctx.lineTo(101.666, 116);
                ctx.lineTo(97, 111.333);
                ctx.lineTo(92.333, 116);
                ctx.lineTo(87.666, 111.333);
                ctx.lineTo(83, 116);
                ctx.fill();
    
                // the eyes
                ctx.fillStyle = "white";
                ctx.beginPath();
                ctx.moveTo(91, 96);
                ctx.bezierCurveTo(88, 96, 87, 99, 87, 101);
                ctx.bezierCurveTo(87, 103, 88, 106, 91, 106);
                ctx.bezierCurveTo(94, 106, 95, 103, 95, 101);
                ctx.bezierCurveTo(95, 99, 94, 96, 91, 96);
                ctx.moveTo(103, 96);
                ctx.bezierCurveTo(100, 96, 99, 99, 99, 101);
                ctx.bezierCurveTo(99, 103, 100, 106, 103, 106);
                ctx.bezierCurveTo(106, 106, 107, 103, 107, 101);
                ctx.bezierCurveTo(107, 99, 106, 96, 103, 96);
                ctx.fill();
    
                // the pupils
                ctx.fillStyle = "blue";
                ctx.beginPath();
                ctx.arc(101, 102, 2, 0, Math.PI * 2, true);
                ctx.fill();
                ctx.beginPath();
                ctx.arc(89, 102, 2, 0, Math.PI * 2, true);
                ctx.fill();
    
    
                var texture = new THREE.Texture(canvas);
                texture.needsUpdate = true;
                return texture;
            };
    
    
            var cloud;
    
            var controls = new function () {
                this.size = 15;
                this.transparent = true;
                this.opacity = 0.6;
                this.color = 0xffffff;
                this.rotateSystem = true;
                this.sizeAttenuation = true;
    
                this.redraw = function () {
                    if (scene.getObjectByName("pointcloud")) {
                        scene.remove(scene.getObjectByName("pointcloud"));
                    }
                    createPointCloud(controls.size, controls.transparent, controls.opacity, controls.sizeAttenuation, controls.color);
                };
            };
    
            var gui = new dat.GUI();
            gui.add(controls, 'size', 0, 20).onChange(controls.redraw);
            gui.add(controls, 'transparent').onChange(controls.redraw);
            gui.add(controls, 'opacity', 0, 1).onChange(controls.redraw);
            gui.addColor(controls, 'color').onChange(controls.redraw);
            gui.add(controls, 'sizeAttenuation').onChange(controls.redraw);
    
            gui.add(controls, 'rotateSystem');
    
            controls.redraw();
    
            render();
    
    
            function createPointCloud(size, transparent, opacity, sizeAttenuation, color) {
    
                var geom = new THREE.Geometry();
    
    
                var material = new THREE.PointCloudMaterial({
                    size: size,
                    transparent: transparent,
                    opacity: opacity,
                    map: getTexture(),
                    sizeAttenuation: sizeAttenuation,
                    color: color
                });
    
    
                var range = 500;
                for (var i = 0; i < 5000; i++) {
                    var particle = new THREE.Vector3(Math.random() * range - range / 2, Math.random() * range - range / 2, Math.random() * range - range / 2);
                    geom.vertices.push(particle);
                }
    
                cloud = new THREE.PointCloud(geom, material);
                cloud.name = 'pointcloud';
                cloud.sortParticles = true;
                scene.add(cloud);
            }
    
    
            var step = 0;
    
            function render() {
    
                stats.update();
                if (controls.rotateSystem) {
                    step += 0.01;
    
                    cloud.rotation.x = step;
                    cloud.rotation.z = step;
                }
    
    
                requestAnimationFrame(render);
                webGLRenderer.render(scene, camera);
            }
    
            function initStats() {
    
                var stats = new Stats();
                stats.setMode(0); // 0: fps, 1: ms
    
                // Align top-left
                stats.domElement.style.position = 'absolute';
                stats.domElement.style.left = '0px';
                stats.domElement.style.top = '0px';
    
                document.getElementById("Stats-output").appendChild(stats.domElement);
    
                return stats;
            }
    
    
        }
        window.onload = init;
    </script>
    </body>
    </html>

       5 引入外部图片形成纹理,然后利用该纹理格式化粒子

      引入外部图片形成纹理var texture=new THREE.ImageUtils.loadTexture("../img/rain.jpg");

      格式化粒子的材质var material = new THREE.PiontCloudMaterial({map:texture});

      利用该材质生成粒子系统 var cloud = new THREE.PointCloud(geom, material);

    
    
    <!DOCTYPE html>
    
    <html>
    
    <head>
        <title>Example 07.06 - Particles - Rainy scene</title>
        <script type="text/javascript" src="../libs/three.js"></script>
    
        <script type="text/javascript" src="../libs/stats.js"></script>
        <script type="text/javascript" src="../libs/dat.gui.js"></script>
        <style>
            body {
                /* set margin to 0 and overflow to hidden, to go fullscreen */
                margin: 0;
                overflow: hidden;
                background-color: #000000;
            }
        </style>
    </head>
    <body>
    
    <div id="Stats-output">
    </div>
    <!-- Div which will hold the Output -->
    <div id="WebGL-output">
    </div>
    
    <!-- Javascript code that runs our Three.js examples -->
    <script type="text/javascript">
    
        // once everything is loaded, we run our Three.js stuff.
        function init() {
    
            var stats = initStats();
    
            // create a scene, that will hold all our elements such as objects, cameras and lights.
            var scene = new THREE.Scene();
    
            // create a camera, which defines where we're looking at.
            var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 200);
    
            // create a render and set the size
            var webGLRenderer = new THREE.WebGLRenderer();
            webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0));
            webGLRenderer.setSize(window.innerWidth, window.innerHeight);
    
            // position and point the camera to the center of the scene
            camera.position.x = 20;
            camera.position.y = 40;
            camera.position.z = 110;
            camera.lookAt(new THREE.Vector3(20, 30, 0));
    
            // add the output of the renderer to the html element
            document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);
    
            var system1;
            var cloud;
    
            var controls = new function () {
                this.size = 3;
                this.transparent = true;
                this.opacity = 0.6;
                this.color = 0xffffff;
    
                this.sizeAttenuation = true;
    
                this.redraw = function () {
                //有两个粒子系统
                    scene.remove(scene.getObjectByName("particles1"));
                    scene.remove(scene.getObjectByName("particles2"));
    
                    createPointCloud(controls.size, controls.transparent, controls.opacity, controls.sizeAttenuation, controls.color);
                };
            };
    
            var gui = new dat.GUI();
            gui.add(controls, 'size', 0, 20).onChange(controls.redraw);
            gui.add(controls, 'transparent').onChange(controls.redraw);
            gui.add(controls, 'opacity', 0, 1).onChange(controls.redraw);
            gui.addColor(controls, 'color').onChange(controls.redraw);
            gui.add(controls, 'sizeAttenuation').onChange(controls.redraw);
    
            controls.redraw();
    
            render();
    
    
            function createPointCloud(size, transparent, opacity, sizeAttenuation, color) {
                //引入外部图片生成纹理
                var texture = THREE.ImageUtils.loadTexture("../assets/textures/particles/raindrop-3.png");
                var geom = new THREE.Geometry();
    
                var material = new THREE.PointCloudMaterial({
                    size: size,
                    transparent: transparent,
                    opacity: opacity,
                    map: texture,
                    blending: THREE.AdditiveBlending,
                    /*这种融合方式:在画新的像素时,背景像素的颜色会被添加到新像素上*/
                    sizeAttenuation: sizeAttenuation,
                    color: color
                });
    
    
                var range = 40;
                for (var i = 0; i < 1500; i++) {
                    var particle = new THREE.Vector3(
                            Math.random() * range - range / 2,
                            Math.random() * range * 1.5,
                            Math.random() * range - range / 2);
                    particle.velocityY = 0.1 + Math.random() / 5;
                    particle.velocityX = (Math.random() - 0.5) / 3;
                    geom.vertices.push(particle);
                }
    
                cloud = new THREE.PointCloud(geom, material);
                cloud.sortParticles = true;
    
                scene.add(cloud);
            }
    
            function render() {
                stats.update();
                var vertices = cloud.geometry.vertices;
                vertices.forEach(function (v) {
                    v.y = v.y - (v.velocityY);
                    v.x = v.x - (v.velocityX);
    
                    if (v.y <= 0) v.y = 60;
                    if (v.x <= -20 || v.x >= 20) v.velocityX = v.velocityX * -1;
                });
    
                requestAnimationFrame(render);
                webGLRenderer.render(scene, camera);
            }
    
            function initStats() {
    
                var stats = new Stats();
                stats.setMode(0); // 0: fps, 1: ms
    
                // Align top-left
                stats.domElement.style.position = 'absolute';
                stats.domElement.style.left = '0px';
                stats.domElement.style.top = '0px';
    
                document.getElementById("Stats-output").appendChild(stats.domElement);
    
                return stats;
            }
    
    
        }
        window.onload = init;
    </script>
    </body>
    </html>
    
    

       6 通过模拟下雪,学习多个粒子系统并发进行

    <!DOCTYPE html>
    
    <html>
    
    <head>
        <title>Example 07.07 - Particles - Snowy scene</title>
        <script type="text/javascript" src="../libs/three.js"></script>
    
        <script type="text/javascript" src="../libs/stats.js"></script>
        <script type="text/javascript" src="../libs/dat.gui.js"></script>
        <style>
            body {
                /* set margin to 0 and overflow to hidden, to go fullscreen */
                margin: 0;
                overflow: hidden;
                background-color: #000000;
            }
        </style>
    </head>
    <body>
    
    <div id="Stats-output">
    </div>
    <!-- Div which will hold the Output -->
    <div id="WebGL-output">
    </div>
    
    <!-- Javascript code that runs our Three.js examples -->
    <script type="text/javascript">
    
        // once everything is loaded, we run our Three.js stuff.
        function init() {
    
            var stats = initStats();
    
            // create a scene, that will hold all our elements such as objects, cameras and lights.
            var scene = new THREE.Scene();
    
            // create a camera, which defines where we're looking at.
            var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 200);
    
            // create a render and set the size
            var webGLRenderer = new THREE.WebGLRenderer();
            webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0));
            webGLRenderer.setSize(window.innerWidth, window.innerHeight);
    
            // position and point the camera to the center of the scene
            camera.position.x = 20;
            camera.position.y = 40;
            camera.position.z = 110;
            camera.lookAt(new THREE.Vector3(20, 30, 0));
    
            // add the output of the renderer to the html element
            document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);
    
            var system1;
            var system2;
    
            var controls = new function () {
                this.size = 10;
                this.transparent = true;
                this.opacity = 0.6;
                this.color = 0xffffff;
    
                this.sizeAttenuation = true;
    
                this.redraw = function () {
                    var toRemove = [];
                    scene.children.forEach(function (child) {
                        if (child instanceof THREE.PointCloud) {
                            toRemove.push(child);
                        }
                    });
                    toRemove.forEach(function (child) {
                        scene.remove(child)
                    });
                    createPointClouds(controls.size, controls.transparent, controls.opacity, controls.sizeAttenuation, controls.color);
                };
            };
    
            var gui = new dat.GUI();
            gui.add(controls, 'size', 0, 20).onChange(controls.redraw);
            gui.add(controls, 'transparent').onChange(controls.redraw);
            gui.add(controls, 'opacity', 0, 1).onChange(controls.redraw);
            gui.addColor(controls, 'color').onChange(controls.redraw);
            gui.add(controls, 'sizeAttenuation').onChange(controls.redraw);
    
            controls.redraw();
    
            render();
    
            function createPointCloud(name, texture, size, transparent, opacity, sizeAttenuation, color) {
                var geom = new THREE.Geometry();
    
                var color = new THREE.Color(color);
                color.setHSL(color.getHSL().h,
                        color.getHSL().s,
                        (Math.random()) * color.getHSL().l);
    
                var material = new THREE.PointCloudMaterial({
                    size: size,
                    transparent: transparent,
                    opacity: opacity,
                    map: texture,
                    blending: THREE.AdditiveBlending,
                    depthWrite: false,/*该属性决定了这个对象是否影响WebGL的深度缓存,将其设置为false,则各个粒子系统之间互不干涉*/
                    sizeAttenuation: sizeAttenuation,
                    color: color
                });
    
                var range = 40;
                for (var i = 0; i < 50; i++) {
                    var particle = new THREE.Vector3(
                            Math.random() * range - range / 2,
                            Math.random() * range * 1.5,
                            Math.random() * range - range / 2);
                    particle.velocityY = 0.1 + Math.random() / 5;
                    particle.velocityX = (Math.random() - 0.5) / 3;
                    particle.velocityZ = (Math.random() - 0.5) / 3;
                    geom.vertices.push(particle);
                }
    
                var system = new THREE.PointCloud(geom, material);
                system.name = name;
                system.sortParticles = true;
                return system;
            }
    
            function createPointClouds(size, transparent, opacity, sizeAttenuation, color) {
    
                var texture1 = THREE.ImageUtils.loadTexture("../assets/textures/particles/snowflake1.png");
                var texture2 = THREE.ImageUtils.loadTexture("../assets/textures/particles/snowflake2.png");
                var texture3 = THREE.ImageUtils.loadTexture("../assets/textures/particles/snowflake3.png");
                var texture4 = THREE.ImageUtils.loadTexture("../assets/textures/particles/snowflake5.png");
    
                scene.add(createPointCloud("system1", texture1, size, transparent, opacity, sizeAttenuation, color));
                scene.add(createPointCloud("system2", texture2, size, transparent, opacity, sizeAttenuation, color));
                scene.add(createPointCloud("system3", texture3, size, transparent, opacity, sizeAttenuation, color));
                scene.add(createPointCloud("system4", texture4, size, transparent, opacity, sizeAttenuation, color));
            }
    
    
            function render() {
    
                stats.update();
    
                scene.children.forEach(function (child) {
                    if (child instanceof THREE.PointCloud) {
                        var vertices = child.geometry.vertices;
                        vertices.forEach(function (v) {
                            v.y = v.y - (v.velocityY);
                            v.x = v.x - (v.velocityX);
                            v.z = v.z - (v.velocityZ);
    
                            if (v.y <= 0) v.y = 60;
                            if (v.x <= -20 || v.x >= 20) v.velocityX = v.velocityX * -1;
                            if (v.z <= -20 || v.z >= 20) v.velocityZ = v.velocityZ * -1;
                        });
                    }
                });
    
                requestAnimationFrame(render);
                webGLRenderer.render(scene, camera);
            }
    
            function initStats() {
    
                var stats = new Stats();
                stats.setMode(0); // 0: fps, 1: ms
    
                // Align top-left
                stats.domElement.style.position = 'absolute';
                stats.domElement.style.left = '0px';
                stats.domElement.style.top = '0px';
    
                document.getElementById("Stats-output").appendChild(stats.domElement);
    
                return stats;
            }
    
    
        }
        window.onload = init;
    </script>
    </body>
    </html>

       7 Sprite粒子和SpriteMaterial粒子的基本材质

    SpriteMaterial属性 描述
    color 粒子的颜色
    map 粒子的纹理
    sizeAnnutation 相机的远近是否影响粒子的大小
    opacity 透明度
    transparent 是否透明
    blending 融合方式
    fog 是否受场景雾化的影响
    useScreenCoordinates true:粒子的位置是绝对位置,原点是屏幕的左上角
    scaleByViewport

    true:粒子的大小取决于视窗的尺寸,粒子的宽=图片的宽/窗口的高

    false:粒子的宽=图片的宽/1.0

    alignment

    当粒子被缩放的时候,指定从哪里开始缩放,

    THREE.SpriteAlignment.topLeft左上角保持不动,进行缩放

    uvOffset 当载入的图片是一个精灵图片,即很多小图组成一张大图,取大图上具体某个小图时,使用该属性,进行偏移得到具体的小图
    uvScale 对根据uvOffset获取到的小图进行缩放
    <!DOCTYPE html>
    
    <html>
    
    <head>
        <title>Example 07.09 - Sprites in 3D</title>
        <script type="text/javascript" src="../libs/three.js"></script>
    
        <script type="text/javascript" src="../libs/stats.js"></script>
        <script type="text/javascript" src="../libs/dat.gui.js"></script>
        <style>
            body {
                /* set margin to 0 and overflow to hidden, to go fullscreen */
                margin: 0;
                overflow: hidden;
                background-color: #000000;
            }
        </style>
    </head>
    <body>
    
    <div id="Stats-output">
    </div>
    <!-- Div which will hold the Output -->
    <div id="WebGL-output">
    </div>
    
    
    <!-- Javascript code that runs our Three.js examples -->
    <script type="text/javascript">
    
        // once everything is loaded, we run our Three.js stuff.
        function init() {
    
            var stats = initStats();
    
            // create a scene, that will hold all our elements such as objects, cameras and lights.
            var scene = new THREE.Scene();
    
            // create a camera, which defines where we're looking at.
            var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
    
            // create a render and set the size
            var webGLRenderer = new THREE.WebGLRenderer();
            webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0));
            webGLRenderer.setSize(window.innerWidth, window.innerHeight);
    
            // position and point the camera to the center of the scene
            camera.position.x = 20;
            camera.position.y = 0;
            camera.position.z = 150;
    
            // add the output of the renderer to the html element
            document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);
    
    
            createSprites();
            render();
    
            var group;
    
            function createSprites() {
    
                group = new THREE.Object3D();
                var range = 200;
                for (var i = 0; i < 400; i++) {
                    group.add(createSprite(10, false, 0.6, 0xffffff, i % 5, range));
                }
                scene.add(group);
            }
    
    
            function getTexture() {
            //只需要载入一张大图,该大图由5个小图组成
                var texture = new THREE.ImageUtils.loadTexture("../assets/textures/particles/sprite-sheet.png");
                return texture;
            }
    
    
            function createSprite(size, transparent, opacity, color, spriteNumber, range) {
    
    
                var spriteMaterial = new THREE.SpriteMaterial({
                            opacity: opacity,
                            color: color,
                            transparent: transparent,
                            map: getTexture()
                        }
                );
    
                // we have 1 row, with five sprites
                spriteMaterial.map.offset = new THREE.Vector2(0.2 * spriteNumber, 0);
                spriteMaterial.map.repeat = new THREE.Vector2(1 / 5, 1);
                spriteMaterial.depthTest = false;
    
                spriteMaterial.blending = THREE.AdditiveBlending;
    
                var sprite = new THREE.Sprite(spriteMaterial);
                sprite.scale.set(size, size, size);
                sprite.position.set(Math.random() * range - range / 2, Math.random() * range - range / 2, Math.random() * range - range / 2);
                sprite.velocityX = 5;
    
    
                return sprite;
            }
    
    
            var step = 0;
    
            function render() {
    
                stats.update();
                step += 0.01;
                group.rotation.x = step;
    
                requestAnimationFrame(render);
                webGLRenderer.render(scene, camera);
            }
    
            function initStats() {
    
                var stats = new Stats();
                stats.setMode(0); // 0: fps, 1: ms
    
                // Align top-left
                stats.domElement.style.position = 'absolute';
                stats.domElement.style.left = '0px';
                stats.domElement.style.top = '0px';
    
                document.getElementById("Stats-output").appendChild(stats.domElement);
    
                return stats;
            }
    
    
        }
        window.onload = init;
    </script>
    </body>
    </html>

       8 将canvas作为纹理,其中canvas上绘制了一条放射颜色渐变,扭结环几何体的各个顶点和canvas纹理作为参数传递粒子系统的构造函数,生成一个粒子系统

       var gradient = context.createRadialGradient()//canvas上绘制一条放射颜色渐变

      var texture = new THREE.Texture(canvas);//canvas作为参数传递给纹理构造函数,生成一个纹理
     var material = new THREE.PointCloudMaterial({map: generateSprite()});// 利用粒子基本材质的map属性应用该纹理,生成材质

         var geom = new THREE.TorusKnotGeometry()//扭结环构造函数,生成一个几何体

       var cloud = new THREE.PointCloud(geom, material);//利用上面得到的几何体和材质得到一个粒子系统

    <!DOCTYPE html>
    
    <html>
    
    <head>
        <title>Example 07.10 - 3D Torusknot</title>
        <script type="text/javascript" src="../libs/three.js"></script>
    
        <script type="text/javascript" src="../libs/stats.js"></script>
        <script type="text/javascript" src="../libs/dat.gui.js"></script>
        <style>
            body {
                /* set margin to 0 and overflow to hidden, to go fullscreen */
                margin: 0;
                overflow: hidden;
            }
        </style>
    </head>
    <body>
    
    <div id="Stats-output">
    </div>
    <!-- Div which will hold the Output -->
    <div id="WebGL-output">
    </div>
    
    <!-- Javascript code that runs our Three.js examples -->
    <script type="text/javascript">
    
        // once everything is loaded, we run our Three.js stuff.
        function init() {
    
            var stats = initStats();
    
            // create a scene, that will hold all our elements such as objects, cameras and lights.
            var scene = new THREE.Scene();
    
            // create a camera, which defines where we're looking at.
            var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
    
            // create a render and set the size
            var webGLRenderer = new THREE.WebGLRenderer();
            webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0));
            webGLRenderer.setSize(window.innerWidth, window.innerHeight);
            webGLRenderer.shadowMapEnabled = true;
    
    
            // position and point the camera to the center of the scene
            camera.position.x = -30;
            camera.position.y = 40;
            camera.position.z = 50;
            camera.lookAt(new THREE.Vector3(10, 0, 0));
    
            // add the output of the renderer to the html element
            document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);
    
            // call the render function
            var step = 0;
    
            var knot;
    
            // setup the control gui
            var controls = new function () {
                // we need the first child, since it's a multimaterial
                this.radius = 13;
                this.tube = 1.7;
                this.radialSegments = 156;
                this.tubularSegments = 12;
                this.p = 5;
                this.q = 4;
                this.heightScale = 3.5;
                this.asParticles = false;
                this.rotate = false;
    
                this.redraw = function () {
                    // remove the old plane
                    if (knot) scene.remove(knot);
                    // create a new one
                    var geom = new THREE.TorusKnotGeometry(controls.radius, controls.tube, Math.round(controls.radialSegments), Math.round(controls.tubularSegments), Math.round(controls.p), Math.round(controls.q), controls.heightScale);
    
                    if (controls.asParticles) {
                        knot = createPointCloud(geom);
                    } else {
                        knot = createMesh(geom);
                    }
    
                    // add it to the scene.
                    scene.add(knot);
                };
    
            };
    
            var gui = new dat.GUI();
            gui.add(controls, 'radius', 0, 40).onChange(controls.redraw);
            gui.add(controls, 'tube', 0, 40).onChange(controls.redraw);
            gui.add(controls, 'radialSegments', 0, 400).step(1).onChange(controls.redraw);
            gui.add(controls, 'tubularSegments', 1, 20).step(1).onChange(controls.redraw);
            gui.add(controls, 'p', 1, 10).step(1).onChange(controls.redraw);
            gui.add(controls, 'q', 1, 15).step(1).onChange(controls.redraw);
            gui.add(controls, 'heightScale', 0, 5).onChange(controls.redraw);
            gui.add(controls, 'asParticles').onChange(controls.redraw);
            gui.add(controls, 'rotate').onChange(controls.redraw);
    
            controls.redraw();
    
            render();
    
            // from THREE.js examples
            function generateSprite() {
    
                var canvas = document.createElement('canvas');
                canvas.width = 16;
                canvas.height = 16;
    
                var context = canvas.getContext('2d');
                var gradient = context.createRadialGradient(canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2);
                gradient.addColorStop(0, 'rgba(255,255,255,1)');
                gradient.addColorStop(0.2, 'rgba(0,255,255,1)');
                gradient.addColorStop(0.4, 'rgba(0,0,64,1)');
                gradient.addColorStop(1, 'rgba(0,0,0,1)');
    
                context.fillStyle = gradient;
                context.fillRect(0, 0, canvas.width, canvas.height);
    
                var texture = new THREE.Texture(canvas);
                texture.needsUpdate = true;
                return texture;
    
            }
    
            function createPointCloud(geom) {
                var material = new THREE.PointCloudMaterial({
                    color: 0xffffff,
                    size: 3,
                    transparent: true,
                    blending: THREE.AdditiveBlending,
                    map: generateSprite()
                });
    
                var cloud = new THREE.PointCloud(geom, material);
                cloud.sortParticles = true;
                return cloud;
            }
    
            function createMesh(geom) {
    
                // assign two materials
                var meshMaterial = new THREE.MeshNormalMaterial({});
                meshMaterial.side = THREE.DoubleSide;
    
                // create a multimaterial
                var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial]);
    
                return mesh;
            }
    
            function render() {
                stats.update();
    
                if (controls.rotate) {
                    knot.rotation.y = step += 0.01;
                }
    
                // render using requestAnimationFrame
                requestAnimationFrame(render);
                webGLRenderer.render(scene, camera);
            }
    
            function initStats() {
    
                var stats = new Stats();
                stats.setMode(0); // 0: fps, 1: ms
    
                // Align top-left
                stats.domElement.style.position = 'absolute';
                stats.domElement.style.left = '0px';
                stats.domElement.style.top = '0px';
    
                document.getElementById("Stats-output").appendChild(stats.domElement);
    
                return stats;
            }
        }
        window.onload = init;
    </script>
    </body>
    </html>
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  • 原文地址:https://www.cnblogs.com/amy2011/p/6358330.html
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