Three.js中实现流动的管线效果的全过程
作者:阿琰a_
最近使用threejs开发项目, 碰到需要在模型的管道上画出流动效果,下面这篇文章主要介绍了Three.js中实现流动的管线效果的相关资料,文中通过代码介绍的非常详细,需要的朋友可以参考下
最近在跟第三方对接工业流程的模型,发现建模的管线还挺好看的,给材质加上一个偏移,就会出现一直流动的效果,于是在想可不可以使用Three.js画出同等效果的管线。
Three.js文档:three.js docs
整体的实现思路是先绘制管线模型,然后在模型上添加一个动态的着色器材质,实现管线流动效果。
首先我想通过使用CatmullRomCurve3和TubeGeometry这俩个类API去创建平滑的 3D 样条曲线。
代码如下
/** * 绘制管线 * @param THREE * @param scene * @param points */ function createPipeLine(THREE, scene ,points) { const cps = points.map(item=>{ return new THREE.Vector3(...item) }) console.log(cps,'cps') const curve = new THREE.CatmullRomCurve3(cps) let geometry = new THREE.TubeGeometry(curve, 100, 10, 32) const material = new THREE.MeshLambertMaterial({ color: '#19bbd5', side: THREE.DoubleSide, }) let length = curve.getLength() let uniforms = { totalLength: { value: length }, stripeOffset: { value: 0 }, // 条纹偏移量 stripeWidth: { value: 100 }, // 条纹宽度 (归一化值) stripeSpacing: { value: 100 }, // 条纹间距 (归一化值) stripeColor: { value: new THREE.Color('#096be3') }, // 条纹颜色 speedFactor: { value: 50 }, }; material.onBeforeCompile = shader => { shader.uniforms.totalLength = uniforms.totalLength; shader.uniforms.stripeOffset = uniforms.stripeOffset; shader.uniforms.stripeWidth = uniforms.stripeWidth; shader.uniforms.stripeSpacing = uniforms.stripeSpacing; shader.uniforms.stripeColor = uniforms.stripeColor; shader.fragmentShader = ` uniform float totalLength; uniform float stripeOffset; uniform float stripeWidth; uniform float stripeSpacing; uniform vec3 stripeColor; ${shader.fragmentShader} `.replace( `#include <color_fragment>`, `#include <color_fragment> // 计算条纹模式 float pattern = mod((vUv.x - stripeOffset) * totalLength / (stripeWidth + stripeSpacing), 1.0); float isStripe = step(pattern, stripeWidth / (stripeWidth + stripeSpacing)); // 平滑边缘 float edge = fwidth(vUv.x) * 2.0; float smoothFactor = smoothstep(0.0, edge, abs(pattern - 0.5 * stripeWidth)); // 混合颜色 diffuseColor.rgb = mix(diffuseColor.rgb, stripeColor, isStripe * smoothFactor); ` ) } material.defines = { 'USE_UV': "" } let mesh = new THREE.Mesh(geometry, material); scene.add(mesh); let clock = new THREE.Clock() function animation() { const delta = clock.getDelta(); // 计算归一化的流动速度 (速度系数 / 管线长度) const normalizedSpeed = uniforms.speedFactor.value / uniforms.totalLength.value*10; // 更新条纹偏移量 uniforms.stripeOffset.value += delta * normalizedSpeed; // 重置偏移量以保持循环 uniforms.stripeOffset.value = uniforms.stripeOffset.value % 1.0; requestAnimationFrame(animation) } animation() } const points = [[-1137,70,2850],[694,70,2810],[684,70,1550]] createPipeLine(THREE,scene,points)
因为我加载了一个模型地板比较大,所以我把管线相关的参数设置的也比较大。
实现效果如下:
其实没有达到我的预期,我想的是如下箭头效果,但这个曲线它自动偏移圆滑了一些。
于是我换一个曲线API,使用LineCurve3去实现管线。
效果如下,管线画出来了,但是拐角又不是很好看。解决办法就是把拐角的点设置多一些,就看起来比较圆滑了。
拐角点设置多后的效果
代码如下
/** * 绘制管线 * @param THREE * @param scene * @param points */ function createPipeLine(THREE, scene ,points) { const cps = points.map(item=>{ return new THREE.Vector3(...item) }) console.log(cps,'cpscps') const curve = new THREE.CurvePath(); for (let i = 0; i < cps.length - 1; i++) { // 每两个点之间形成一条三维直线 const lineCurve = new THREE.LineCurve3(cps[i], cps[i + 1]); // curvePath有一个curves属性,里面存放组成该三维路径的各个子路径 curve.curves.push(lineCurve); } let geometry = new THREE.TubeGeometry(curve, 100, 10, 32) const material = new THREE.MeshLambertMaterial({ color: '#19bbd5', side: THREE.DoubleSide, }) let length = curve.getLength() let uniforms = { totalLength: { value: length }, stripeOffset: { value: 0 }, // 条纹偏移量 stripeWidth: { value: 100 }, // 条纹宽度 (归一化值) stripeSpacing: { value: 100 }, // 条纹间距 (归一化值) stripeColor: { value: new THREE.Color('#096be3') }, // 条纹颜色 speedFactor: { value: 50 }, }; material.onBeforeCompile = shader => { shader.uniforms.totalLength = uniforms.totalLength; shader.uniforms.stripeOffset = uniforms.stripeOffset; shader.uniforms.stripeWidth = uniforms.stripeWidth; shader.uniforms.stripeSpacing = uniforms.stripeSpacing; shader.uniforms.stripeColor = uniforms.stripeColor; shader.fragmentShader = ` uniform float totalLength; uniform float stripeOffset; uniform float stripeWidth; uniform float stripeSpacing; uniform vec3 stripeColor; ${shader.fragmentShader} `.replace( `#include <color_fragment>`, `#include <color_fragment> // 计算条纹模式 float pattern = mod((vUv.x - stripeOffset) * totalLength / (stripeWidth + stripeSpacing), 1.0); float isStripe = step(pattern, stripeWidth / (stripeWidth + stripeSpacing)); // 平滑边缘 float edge = fwidth(vUv.x) * 2.0; float smoothFactor = smoothstep(0.0, edge, abs(pattern - 0.5 * stripeWidth)); // 混合颜色 diffuseColor.rgb = mix(diffuseColor.rgb, stripeColor, isStripe * smoothFactor); ` ) } material.defines = { 'USE_UV': "" } let mesh = new THREE.Mesh(geometry, material); scene.add(mesh); let clock = new THREE.Clock() function animation() { const delta = clock.getDelta(); // 计算归一化的流动速度 (速度系数 / 管线长度) const normalizedSpeed = uniforms.speedFactor.value / uniforms.totalLength.value*10; // 更新条纹偏移量 uniforms.stripeOffset.value += delta * normalizedSpeed; // 重置偏移量以保持循环 uniforms.stripeOffset.value = uniforms.stripeOffset.value % 1.0; requestAnimationFrame(animation) } animation() } const points = [[-1137,70,2850],[654, 70, 2850], [664, 70, 2840], [674, 70, 2830],[684,70,2820],[694,70,2810],[684,70,1550]] createPipeLine(THREE,scene,points)
上面的方案能实现流动的管线,但是拐角的点位很难处理,还是打算再换一种方案。
最终方案:直线使用LineCurve3+拐角曲线CatmullRomCurve3组合使用。
效果如下
源代码
/** * 绘制管线 * @param THREE * @param scene * @param points */ function createPipeLine(THREE, scene ,points) { if(points.length<=1){ return false } const curvePath = new THREE.CurvePath(); let prevPoint = null; // 用于记录上一个点 // 遍历点数组 for (let i = 0; i < points.length; i++) { const current = points[i]; // 处理普通点(一维数组) if (Array.isArray(current) && current.length === 3 && typeof current[0] === 'number') { const point = new THREE.Vector3(...current); if (prevPoint === null) { // 第一个点,只记录不创建曲线 prevPoint = point; } else { // 创建直线连接到当前点 curvePath.add(new THREE.LineCurve3(prevPoint, point)); prevPoint = point; } } // 处理拐角点(二维数组) else if (Array.isArray(current) && current.length >= 3) { // 将拐角点数组转换为Vector3 const curvePoints = current.map(p => new THREE.Vector3(...p)); // 确保与上一个点连接 if (prevPoint !== null) { // 检查拐角曲线的起点是否与上一个点相同 if (!prevPoint.equals(curvePoints[0])) { // 如果不相同,添加一条连接线 curvePath.add(new THREE.LineCurve3(prevPoint, curvePoints[0])); } } // 创建CatmullRom曲线 const cornerCurve = new THREE.CatmullRomCurve3(curvePoints); curvePath.add(cornerCurve); // 更新上一个点为拐角曲线的最后一个点 prevPoint = curvePoints[curvePoints.length - 1]; } else { console.warn('无效的点格式:', current); } } // 创建管道几何体 const segments = Math.max(100, Math.floor(curvePath.getLength() / 20)); const geometry = new THREE.TubeGeometry( curvePath, segments, // 动态计算分段数 10, // 管道半径 16, // 径向分段数 false // 是否闭合 ); const material = new THREE.MeshLambertMaterial({ color: '#19bbd5', side: THREE.DoubleSide, }) let length = curvePath.getLength() let uniforms = { totalLength: { value: length }, stripeOffset: { value: 0 }, // 条纹偏移量 stripeWidth: { value: 100 }, // 条纹宽度 (归一化值) stripeSpacing: { value: 100 }, // 条纹间距 (归一化值) stripeColor: { value: new THREE.Color('#096be3') }, // 条纹颜色 speedFactor: { value: 50 }, }; material.onBeforeCompile = shader => { shader.uniforms.totalLength = uniforms.totalLength; shader.uniforms.stripeOffset = uniforms.stripeOffset; shader.uniforms.stripeWidth = uniforms.stripeWidth; shader.uniforms.stripeSpacing = uniforms.stripeSpacing; shader.uniforms.stripeColor = uniforms.stripeColor; shader.fragmentShader = ` uniform float totalLength; uniform float stripeOffset; uniform float stripeWidth; uniform float stripeSpacing; uniform vec3 stripeColor; ${shader.fragmentShader} `.replace( `#include <color_fragment>`, `#include <color_fragment> // 计算条纹模式 float pattern = mod((vUv.x - stripeOffset) * totalLength / (stripeWidth + stripeSpacing), 1.0); float isStripe = step(pattern, stripeWidth / (stripeWidth + stripeSpacing)); // 平滑边缘 float edge = fwidth(vUv.x) * 2.0; float smoothFactor = smoothstep(0.0, edge, abs(pattern - 0.5 * stripeWidth)); // 混合颜色 diffuseColor.rgb = mix(diffuseColor.rgb, stripeColor, isStripe * smoothFactor); ` ) } material.defines = { 'USE_UV': "" } let mesh = new THREE.Mesh(geometry, material); scene.add(mesh); let clock = new THREE.Clock() function animation() { const delta = clock.getDelta(); // 计算归一化的流动速度 (速度系数 / 管线长度) const normalizedSpeed = uniforms.speedFactor.value / uniforms.totalLength.value*10; // 更新条纹偏移量 uniforms.stripeOffset.value += delta * normalizedSpeed; // 重置偏移量以保持循环 uniforms.stripeOffset.value = uniforms.stripeOffset.value % 1.0; requestAnimationFrame(animation) } animation() } const points = [ [-1137,70,2850], [440,70,2850], [[470,70,2838],[480,70,2825],[490,70,2812]],//拐角点二维数组且至少三个点 [500,70,2800], [500,70,1850] ] createPipeLine(THREE,scene,points)
总结
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