背景

近期工作有波及到数字大屏的需要,于是利用业余时间,联合 Three.js 和 CSS实现赛博朋克2077格调视觉效果 实现炫酷 3D 数字地球大屏页面。页面应用 React + Three.js + Echarts + stylus 技术栈,本文波及到的次要知识点包含:THREE.Spherical 球体坐标系的利用、Shader 联合 TWEEN 实现飞线和冲击波动画成果、dat.GUI 调试工具库的应用、clip-path 创立不规则图形、Echarts 的根本应用办法、radial-gradient 创立雷达图形及动画、GlitchPass 增加故障格调前期、Raycaster 网格点击事件等。

成果

如下图 所示,页面次要头部、两侧卡片、底部仪表盘以及主体 3D 地球 形成,地球外围有 飞线 动画和 冲击波 动画成果 ,通过 鼠标能够旋转和放大地球。点击第一张卡片的 START ⬜ 按钮会给页面增加故障格调前期 ⚡,双击地球会弹出随机提醒语弹窗。

实现

资源引入
引入开发必备的资源,其中除了根底的 React 和样式表之外,dat.gui 用于动态控制页面参数,其余残余的次要分为两局部:Three.js相干, OrbitControls 用于镜头轨道控制、TWEEN 用于补间动画管制、mergeBufferGeometries 用户合并模型、EffectComposer RenderPass GlitchPass 用于生成前期故障成果动画、 lineFragmentShader 是飞线的 Shader、Echarts相干按需引入须要的组件,最初应用 echarts.use 使其失效。

import './index.styl';import React from 'react';import * as dat from 'dat.gui';// three.js 相干import * as THREE from 'three';import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';import { TWEEN } from 'three/examples/jsm/libs/tween.module.min.js';import { mergeBufferGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils';import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';import { GlitchPass } from 'three/examples/jsm/postprocessing/GlitchPass.js';import lineFragmentShader from '@/containers/EarthDigital/shaders/line/fragment.glsl';// echarts 相干import * as echarts from 'echarts/core';import { BarChart /*...*/ } from 'echarts/charts';import { GridComponent /*...*/ } from 'echarts/components';import { LabelLayout /*...*/ } from 'echarts/features';import { CanvasRenderer } from 'echarts/renderers';echarts.use([BarChart, GridComponent, /* ...*/ ]);

页面构造

页面次要构造如以下代码所示,.webgl 用于渲染 3D 数字地球;.header 是页面顶部,外面包含工夫、日期、星际坐标、Cyberpunk 2077 Logo、自己 Github 仓库地址等;.aside 是左右两侧的图表展现区域;.footer 是底部的仪表盘,展现一些雷达动画和文本信息;如果仔细观察,能够看出背景有噪点成果,.bg 就是用于生成噪点背景成果。

<div className='earth_digital'>  <canvas className='webgl'></canvas>  <header className='hud header'>  <header></header>  <aside className='hud aside left'></aside>  <aside className='hud aside right'></aside>  <footer className='hud footer'></footer>  <section className="bg"></section></div>

场景初始化
定义一些全局变量和参数,初始化场景、相机、镜头轨道控制器、页面缩放监听、增加页面重绘更新动画等进行场景初始化。

const renderer = new THREE.WebGLRenderer({  canvas: document.querySelector('canvas.webgl'),  antialias: true,  alpha: true});renderer.setSize(window.innerWidth, window.innerHeight);renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));// 创立场景const scene = new THREE.Scene();// 创立相机const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, .01, 50);camera.position.set(0, 0, 15.5);// 增加镜头轨道控制器const controls = new OrbitControls(camera, renderer.domElement);controls.enableDamping = true;controls.enablePan = false;// 页面缩放监听并从新更新场景和相机window.addEventListener('resize', () => {  camera.aspect = window.innerWidth / window.innerHeight;  camera.updateProjectionMatrix();  renderer.setSize( window.innerWidth, window.innerHeight );}, false);// 页面重绘动画renderer.setAnimationLoop( _ => {  TWEEN.update();  earth.rotation.y += 0.001;  renderer.render(scene, camera);});

创立点状地球
具体思路是应用 THREE.Spherical 创立一个球体坐标系 〽,而后创立 10000 个立体网格圆点,将它们的空间坐标转换成球坐标,并应用 mergeBufferGeometries 将它们合并为一个网格。而后应用一张如下图所示的地图图片作为材质,在 shader 中依据材质图片的色彩散布调整圆点的大小和透明度,依据传入的参数调整圆点的色彩和大小比例。而后创立一个球体 SphereGeometry,应用生成的着色器材质,并将它增加到场景中。到此,一个点状地球 模型就实现了,具体实现如下。

// 创立球类坐标let sph = new THREE.Spherical();let dummyObj = new THREE.Object3D();let p = new THREE.Vector3();let geoms = [], rad = 5, r = 0;let dlong = Math.PI * (3 - Math.sqrt(5));let dz = 2 / counter;let long = 0;let z = 1 - dz / 2;let params = {  colors: { base: '#f9f002', gradInner: '#8ae66e', gradOuter: '#03c03c' },  reset: () => { controls.reset() }}let uniforms = {  impacts: { value: impacts },  // 海洋色块大小  maxSize: { value: .04 },  // 陆地色块大小  minSize: { value: .025 },  // 冲击波高度  waveHeight: { value: .1 },  // 冲击波范畴  scaling: { value: 1 },  // 冲击波径向突变内侧色彩  gradInner: { value: new THREE.Color(params.colors.gradInner) },  // 冲击波径向突变外侧色彩  gradOuter: { value: new THREE.Color(params.colors.gradOuter) }}// 创立10000个立体圆点网格并将其定位到球坐标for (let i = 0; i < 10000; i++) {  r = Math.sqrt(1 - z * z);  p.set( Math.cos(long) * r, z, -Math.sin(long) * r).multiplyScalar(rad);  z = z - dz;  long = long + dlong;  sph.setFromVector3(p);  dummyObj.lookAt(p);  dummyObj.updateMatrix();  let g =  new THREE.PlaneGeometry(1, 1);  g.applyMatrix4(dummyObj.matrix);  g.translate(p.x, p.y, p.z);  let centers = [p.x, p.y, p.z, p.x, p.y, p.z, p.x, p.y, p.z, p.x, p.y, p.z];  let uv = new THREE.Vector2((sph.theta + Math.PI) / (Math.PI * 2), 1. - sph.phi / Math.PI);  let uvs = [uv.x, uv.y, uv.x, uv.y, uv.x, uv.y, uv.x, uv.y];  g.setAttribute('center', new THREE.Float32BufferAttribute(centers, 3));  g.setAttribute('baseUv', new THREE.Float32BufferAttribute(uvs, 2));  geoms.push(g);}// 将多个网格合并为一个网格let g = mergeBufferGeometries(geoms);let m = new THREE.MeshBasicMaterial({  color: new THREE.Color(params.colors.base),  onBeforeCompile: shader => {    shader.uniforms.impacts = uniforms.impacts;    shader.uniforms.maxSize = uniforms.maxSize;    shader.uniforms.minSize = uniforms.minSize;    shader.uniforms.waveHeight = uniforms.waveHeight;    shader.uniforms.scaling = uniforms.scaling;    shader.uniforms.gradInner = uniforms.gradInner;    shader.uniforms.gradOuter = uniforms.gradOuter;    // 将地球图片作为参数传递给shader    shader.uniforms.tex = { value: new THREE.TextureLoader().load(imgData) };    shader.vertexShader = vertexShader;    shader.fragmentShader = fragmentShader;    );  }});// 创立球体const earth = new THREE.Mesh(g, m);earth.rotation.y = Math.PI;earth.add(new THREE.Mesh(new THREE.SphereGeometry(4.9995, 72, 36), new THREE.MeshBasicMaterial({ color: new THREE.Color(0x000000) })));earth.position.set(0, -.4, 0);scene.add(earth);

增加调试工具
为了实时调整球体的款式和后续飞线和冲击波的参数调整,能够应用工具库 dat.GUI。它能够创立一个表单增加到页面,通过调整表单下面的参数、滑块和数值等形式绑定页面参数,参数值更改后能够实时更新画面,这样就不必一边到编辑器调整代码一边到浏览器查看成果了。根本用法如下,本例中能够在页面通过点击键盘 ⌨ H键显示或暗藏参数表单,通过表单能够批改 地球背景色、飞线色彩、冲击波幅度大小等成果。

const gui = new dat.GUI();gui.add(uniforms.maxSize, 'value', 0.01, 0.06).step(0.001).name('海洋');gui.add(uniforms.minSize, 'value', 0.01, 0.06).step(0.001).name('陆地');gui.addColor(params.colors, 'base').name('根底色').onChange(val => { earth && earth.material.color.set(val);});

如果想要理解更多对于 dat.GUI 的属性和办法,能够拜访本文开端提供的官网文档地址

增加飞线和冲击波
这部分内容实现地球表层的飞线和冲击波成果 ,基本思路是:应用 THREE.Line 创立 10 条随机地位的飞线门路,通过 setPath 办法设置飞线的门路 而后通过 TWEEN 更新飞线和冲击波扩散动画,一条动画完结后,在起点的地位根底上从新调整飞线开始的地位,通过更新 Shader 参数 实现飞线和冲击波成果,并循环执行该过程,最初将飞线和冲击波关联到地球 上,具体实现如以下代码所示:

let maxImpactAmount = 10, impacts = [];let trails = [];for (let i = 0; i < maxImpactAmount; i++) {  impacts.push({    impactPosition: new THREE.Vector3().random().subScalar(0.5).setLength(5),    impactMaxRadius: 5 * THREE.Math.randFloat(0.5, 0.75),    impactRatio: 0,    prevPosition: new THREE.Vector3().random().subScalar(0.5).setLength(5),    trailRatio: {value: 0},    trailLength: {value: 0}  });  makeTrail(i);}// 创立虚线材质和线网格并设置门路function makeTrail(idx){  let pts = new Array(100 * 3).fill(0);  let g = new THREE.BufferGeometry();  g.setAttribute('position', new THREE.Float32BufferAttribute(pts, 3));  let m = new THREE.LineDashedMaterial({    color: params.colors.gradOuter,    transparent: true,    onBeforeCompile: shader => {      shader.uniforms.actionRatio = impacts[idx].trailRatio;      shader.uniforms.lineLength = impacts[idx].trailLength;      // 片段着色器      shader.fragmentShader = lineFragmentShader;    }  });  // 创立飞线  let l = new THREE.Line(g, m);  l.userData.idx = idx;  setPath(l, impacts[idx].prevPosition, impacts[idx].impactPosition, 1);  trails.push(l);}// 飞线网格、终点地位、起点地位、顶点高度function setPath(l, startPoint, endPoint, peakHeight) {  let pos = l.geometry.attributes.position;  let division = pos.count - 1;  let peak = peakHeight || 1;  let radius = startPoint.length();  let angle = startPoint.angleTo(endPoint);  let arcLength = radius * angle;  let diameterMinor = arcLength / Math.PI;  let radiusMinor = (diameterMinor * 0.5) / cycle;  let peakRatio = peak / diameterMinor;  let radiusMajor = startPoint.length() + radiusMinor;  let basisMajor = new THREE.Vector3().copy(startPoint).setLength(radiusMajor);  let basisMinor = new THREE.Vector3().copy(startPoint).negate().setLength(radiusMinor);  let tri = new THREE.Triangle(startPoint, endPoint, new THREE.Vector3());  let nrm = new THREE.Vector3();  tri.getNormal(nrm);  let v3Major = new THREE.Vector3();  let v3Minor = new THREE.Vector3();  let v3Inter = new THREE.Vector3();  let vFinal = new THREE.Vector3();  for (let i = 0; i <= division; i++) {    let divisionRatio = i / division;    let angleValue = angle * divisionRatio;    v3Major.copy(basisMajor).applyAxisAngle(nrm, angleValue);    v3Minor.copy(basisMinor).applyAxisAngle(nrm, angleValue + Math.PI * 2 * divisionRatio * 1);    v3Inter.addVectors(v3Major, v3Minor);    let newLength = ((v3Inter.length() - radius) * peakRatio) + radius;    vFinal.copy(v3Inter).setLength(newLength);    pos.setXYZ(i, vFinal.x, vFinal.y, vFinal.z);  }  pos.needsUpdate = true;  l.computeLineDistances();  l.geometry.attributes.lineDistance.needsUpdate = true;  impacts[l.userData.idx].trailLength.value = l.geometry.attributes.lineDistance.array[99];  l.material.dashSize = 3;}复制代码增加动画过渡成果for (let i = 0; i < maxImpactAmount; i++) {  tweens.push({    runTween: () => {      let path = trails[i];      let speed = 3;      let len = path.geometry.attributes.lineDistance.array[99];      let dur = len / speed;      let tweenTrail = new TWEEN.Tween({ value: 0 })        .to({value: 1}, dur * 1000)        .onUpdate( val => {          impacts[i].trailRatio.value = val.value;        });        var tweenImpact = new TWEEN.Tween({ value: 0 })        .to({ value: 1 }, THREE.Math.randInt(2500, 5000))        .onUpdate(val => {          uniforms.impacts.value[i].impactRatio = val.value;        })        .onComplete(val => {          impacts[i].prevPosition.copy(impacts[i].impactPosition);          impacts[i].impactPosition.random().subScalar(0.5).setLength(5);          setPath(path, impacts[i].prevPosition, impacts[i].impactPosition, 1);          uniforms.impacts.value[i].impactMaxRadius = 5 * THREE.Math.randFloat(0.5, 0.75);          tweens[i].runTween();        });      tweenTrail.chain(tweenImpact);      tweenTrail.start();    }  });}复制代码![图片](https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/566fea0003754deca3e1611ff5519aa9~tplv-k3u1fbpfcp-zoom-in-crop-mark:3024:0:0:0.awebp) 创立头部头部机甲格调的形态是通过纯 CSS 实现的,利用 clip-path 属性,应用不同的裁剪形式创立元素的可显示区域,区域内的局部显示,区域外的暗藏。.header  background #f9f002  clip-path polygon(0 0, 100% 0, 100% calc(100% - 35px), 75% calc(100% - 35px), 72.5% 100%, 27.5% 100%, 25% calc(100% - 35px), 0 calc(100% - 35px), 0 0)复制代码 如果想理解对于 clip-path 的更多常识,能够拜访文章开端提供的 MDN 地址。![图片](https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/1ba853bc4b01442cbb8ba0834a81fd99~tplv-k3u1fbpfcp-zoom-in-crop-mark:3024:0:0:0.awebp) 增加两侧卡片两侧的 卡片 ,也是机甲格调形态,同样由 clip-path 生成的。卡片有实心、实心点状背景、镂空背景三种根本款式。.box  background-color #000  clip-path polygon(0px 25px, 26px 0px, calc(60% - 25px) 0px, 60% 25px, 100% 25px, 100% calc(100% - 10px), calc(100% - 15px) calc(100% - 10px), calc(80% - 10px) calc(100% - 10px), calc(80% - 15px) 100%, 80px calc(100% - 0px), 65px calc(100% - 15px), 0% calc(100% - 15px))  transition all .25s linear  &.inverse    border none    padding 40px 15px 30px    color #000    background-color var(--yellow-color)    border-right 2px solid var(--border-color)    &::before      content "T-71"      background-color #000      color var(--yellow-color)  &.dotted, &.dotted::after    background var(--yellow-color)    background-image radial-gradient(#00000021 1px, transparent 0)    background-size 5px 5px    background-position -13px -3px作者:dragonir链接: