<template>
<div class="home">
<div class="canvas-container" ref="screenDom" />
</div>
</template>
<script setup>
import * as THREE from 'three';
import { onMounted, reactive, ref } from "vue";
import { gsap } from 'gsap';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
let screenDom = ref(null)
let progress = ref(0)
const lon2xyz = (R, longitude, latitude) => {
let lon = (longitude * Math.PI) / 180; // 转弧度值
const lat = (latitude * Math.PI) / 180; // 转弧度值
lon = -lon; // js坐标系z坐标轴对应经度-90度,而不是90度
// 经纬度坐标转球面坐标计算公式
const x = R * Math.cos(lat) * Math.cos(lon);
const y = R * Math.sin(lat);
const z = R * Math.cos(lat) * Math.sin(lon);
// 返回球面坐标
return new THREE.Vector3(x, y, z);
};
onMounted(() => {
//创建场景
let scene = new THREE.Scene();
// 创建相机
let camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
0.1,
100000
);
camera.position.set(0, 50, 300)
//创建渲染器
let renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setSize(window.innerWidth, window.innerHeight)
//将画布添加到页面中
screenDom.value.appendChild(renderer.domElement)
//创建控制器
let controls = new OrbitControls(camera, renderer.domElement)
controls.autoRotate = true; //自动旋转
//创建星空背景
scene.background = new THREE.Color(0x030311);
//使用点材质创建星空效果
const vertices = [];
for (let i = 0; i < 500; i++) {
const vertex = new THREE.Vector3();
vertex.x = Math.random() * 800 - 400;
vertex.y = Math.random() * 800 - 400;
vertex.z = Math.random() * 800 - 400;
vertices.push(vertex.x, vertex.y, vertex.z);
}
//星空效果
let starsGeometry = new THREE.BufferGeometry();
starsGeometry.setAttribute(
"position",
new THREE.BufferAttribute(new Float32Array(vertices), 3)
);
//加载点材质纹理
const starsTexture = new THREE.TextureLoader().load('./images/stars.png')
const starsMaterial = new THREE.PointsMaterial({
map:starsTexture,
size: 2,
sizeAttenuation: true, //尺寸衰减
color: 0x44d76cf,
transparent: true, //透明度
opacity: 1
})
let stars = new THREE.Points(starsGeometry, starsMaterial);
scene.add(stars);
// 创建地球
let earthTexture = new THREE.TextureLoader().load('./images/map.jpg');
let earthGeometry = new THREE.SphereGeometry(50,32,32)
let earthMaterial = new THREE.MeshBasicMaterial({
map:earthTexture
})
let earth = new THREE.Mesh(earthGeometry,earthMaterial)
scene.add(earth)
// 创建发光的地球
let lightEarthGeometry = new THREE.SphereGeometry(53,32,32)
let lightTexture = new THREE.TextureLoader().load('./images/earth.jpg');
let lightEarthMaterial = new THREE.MeshBasicMaterial({
map: lightTexture,
alphaMap: lightTexture,
blending: THREE.AdditiveBlending,
transparent: true,
})
let lightEarth = new THREE.Mesh(lightEarthGeometry, lightEarthMaterial)
scene.add(lightEarth)
// 添加地球外发光精灵
let spriteTexture = new THREE.TextureLoader().load('./images/glow.png');
let spriteMaterial = new THREE.SpriteMaterial({
map: spriteTexture,
transparent: true,
color:0x4d76cf,
depthWrite:false,
depthTest:false,
blending: THREE.AdditiveBlending
})
let sprite = new THREE.Sprite(spriteMaterial);
sprite.scale.set(155, 155, 0);
scene.add(sprite);
//内发光
let spriteTexture1 = new THREE.TextureLoader().load('./images/innerGlow.png');
let spriteMaterial1 = new THREE.SpriteMaterial({
map: spriteTexture1,
transparent: true,
color:0x4d76cf,
depthWrite:false,
depthTest:false,
blending: THREE.AdditiveBlending
})
let sprite1 = new THREE.Sprite(spriteMaterial1);
sprite1.scale.set(128, 128, 0);
scene.add(sprite1);
// let scale = new THREE.Vector3(1, 1, 1);
for (let i = 0; i < 30; i++) {
// 实现光柱
let lightPillarTexture = new THREE.TextureLoader().load(
"./images/light_column.png"
);
let lightPillarGeometry = new THREE.PlaneGeometry(3, 20);
let lightPillarMaterial = new THREE.MeshBasicMaterial({
color:0xffffff,
map:lightPillarTexture,
alphaMap:lightPillarTexture,
transparent: true,
blending: THREE.AdditiveBlending,
side:THREE.DoubleSide,
depthWrite:false
})
let lightPillar = new THREE.Mesh(lightPillarGeometry, lightPillarMaterial);
lightPillar.add(lightPillar.clone().rotateY(Math.PI / 2));
//创建波纹扩散效果
let circlePlane = new THREE.PlaneGeometry(6,6);
let circleTexture = new THREE.TextureLoader().load("./images/label.png");
let circleMaterial = new THREE.MeshBasicMaterial({
color:0xffffff,
map:circleTexture,
transparent: true,
blending: THREE.AdditiveBlending,
depthWrite:false,
side:THREE.DoubleSide,
})
let circleMesh = new THREE.Mesh(circlePlane,circleMaterial);
circleMesh.rotation.x = -Math.PI /2;
circleMesh.position.set(0,-7,0);
lightPillar.add(circleMesh);
gsap.to(circleMesh.scale, {
duration: 1 + Math.random() * 0.5,
x: 2,
y: 2,
z: 2,
repeat: -1,
delay: Math.random() * 0.5,
yoyo: true,
ease: "power2.inOut",
});
// 设置光柱的位置
let lat = Math.random() * 180 - 90;
let lon = Math.random() * 360 - 180;
let position = lon2xyz(60, lon, lat);
lightPillar.position.set(position.x, position.y, position.z);
lightPillar.quaternion.setFromUnitVectors(
new THREE.Vector3(0, 1, 0),
position.clone().normalize()
)
scene.add(lightPillar)
}
// 绕地球运行的月球
let moonTexture = new THREE.TextureLoader().load("./images/moon.jpg");
let moonGeometry = new THREE.SphereGeometry(5,32,32)
let moonMaterial = new THREE.MeshBasicMaterial({
map:moonTexture,
emissive:0xffffff,
emissiveMap :moonTexture
})
let moon = new THREE.Mesh(moonGeometry,moonMaterial)
moon.position.set(150,0,0)
scene.add(moon)
// 创建月球环
let moonRingTexture = new THREE.TextureLoader().load(
"./images/moon_ring.png"
);
let moonRingMaterial = new THREE.MeshBasicMaterial({
map: moonRingTexture,
transparent: true,
blending: THREE.AdditiveBlending,
side: THREE.DoubleSide,
depthWrite: false,
opacity: 0.5,
});
let moonRingGeometry = new THREE.RingGeometry(145, 155, 64);
let moonRing = new THREE.Mesh(moonRingGeometry, moonRingMaterial);
moonRing.rotation.x = -Math.PI / 2;
scene.add(moonRing);
let time = {
value: 0
};
gsap.to(time, {
value: 1,
duration: 10,
repeat: -1,
ease: "linear",
//月球每次旋转位置更新位置
onUpdate: () => {
moon.position.x = 150 * Math.cos(time.value * Math.PI * 2);
moon.position.z = 150 * Math.sin(time.value * Math.PI * 2);
moon.rotation.y = time.value * Math.PI * 8;
},
});
function render() {
controls.update();
requestAnimationFrame(render);
renderer.render(scene, camera);
}
render();
THREE.DefaultLoadingManager.onProgress = function (item, loaded, total) {
console.log(item, loaded, total);
progress.value = new Number((loaded / total) * 100).toFixed(2)
}
})
</script>
<style>
* {
margin: 0;
padding: 0;
}
body {
background-color: #000;
}
.canvas-container {
width: 100vw;
height: 100vh;
}
</style>
image.png
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