Three.js 半圆教程

发布时间:2026/7/8 1:27:20

Three.js 半圆教程 半圆 ·Half Circle· ▶ 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-examples400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半圆效果基于 WebGL 实现「半圆」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 renderCesium 为viewer.render或自动渲染代码要点import * as THREE from threeimport { OrbitControls } from three/examples/jsm/controls/OrbitControls.js import Stats from three/examples/jsm/libs/stats.module.jsvar scene, camera, renderer, clock, controller, stats var shader_material, rayMarchingFireMaterial, shaderMaterial const vs varying vec2 vUv; varying vec3 vPosition;void main(){ vec4 modelPositionmodelMatrix*vec4(position,1.); vec4 viewPositionviewMatrix*modelPosition; vec4 projectedPositionprojectionMatrix*viewPosition; gl_PositionprojectedPosition; vUvuv; vPositionposition; };const fs #define PI 3.1415926535897932384626433832795 varying vec2 vUv;uniform float uTime;vec2 rotatePoint(vec2 center,float angle,vec2 p) { float s sin(angle); float c cos(angle);// translate point back to origin: p.x - center.x; p.y - center.y;// rotate point float xNew p.xc - p.ys; float yNew p.xs p.yc;// translate point back: p.x xNew center.x; p.y yNew center.y; return p; }float angleVec(vec2 a_, vec2 b_) { vec3 a vec3(a_, 0); vec3 b vec3(b_, 0); float dotProd dot(a,b); vec3 crossprod cross(a,b); float crossprod_l length(crossprod); float lenProd length(a)*length(b); float cosa dotProd/lenProd; float sina crossprod_l/lenProd; float angle atan(sina, cosa); if(dot(vec3(0,0,1), crossprod) 0.0) angle90.0; return (angle * (180.0 / PI)); }void main(){ vec2 center vec2(0.5, 0.5); float angleStela 180.0; float radius 0.5; float startAlpha 0.0; float endAlpha 0.5; vec3 color vec3(0.0, 1.0, 0.0); float alpha 0.0; float angle (-uTime * 2.0);vec2 lineEnd vec2(center.x, center.y radius); float distanceToCenter distance(center, vUv.xy); lineEnd rotatePoint(center, angle, lineEnd); float angleStelaToApply angleVec(normalize(lineEnd - center), normalize(vUv - center)); if (angleStelaToApply angleStela distanceToCenter radius) { float factorAngle 1.0 - angleStelaToApply/angleStela; float finalFactorAngle factorAngle * endAlpha; if (finalFactorAngle startAlpha) { alpha finalFactorAngle; } }gl_FragColorvec4(color, alpha); }init(); animate();// - Functions - function init() { scene new THREE.Scene(); clock new THREE.Clock(); camera new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 1000 ); camera.position.set(10, 10, 10) renderer new THREE.WebGLRenderer({ antialias: true, // 开启抗锯齿处理 alpha: true, });renderer.setSize(window.innerWidth, window.innerHeight); renderer.setPixelRatio(window.devicePixelRatio)createRayMarchingFireMaterial();var axisHelper new THREE.AxesHelper(10); scene.add(axisHelper);stats new Stats() document.body.appendChild(stats.dom);// -------- var geometry new THREE.PlaneGeometry(5, 5); var cube new THREE.Mesh(geometry, rayMarchingFireMaterial); scene.add(cube); // --------controller new OrbitControls(camera, renderer.domElement); document.body.appendChild(renderer.domElement); window.onresize onResize; }function createRayMarchingFireMaterial() { rayMarchingFireMaterial new THREE.ShaderMaterial({ transparent: true, vertexShader: vs, fragmentShader: fs, side: THREE.DoubleSide, uniforms: { uTime: { value: 0, }, uMouse: { value: new THREE.Vector2(0, 0), }, uResolution: { value: new THREE.Vector2(512, 512) }, uVelocity: { value: 3, }, uColor1: { value: new THREE.Color(#ff801a), }, uColor2: { value: new THREE.Color(#ff5718), }, }, }); shaderMaterial rayMarchingFireMaterial; }function animate() { requestAnimationFrame(animate); renderer.render(scene, camera); stats.update(); controller.update(clock.getDelta()); if (rayMarchingFireMaterial) { rayMarchingFireMaterial.uniforms.uTime.value 0.01 } }function onResize() { camera.aspect window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); }完整源码GitHub小结本文提供半圆完整 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

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