本文主要是介绍Threejs 下雨下雪粒子效果,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
思路:
1、引入 three-nebula插件
2、制作下雨、下雪。
这里雪用的是Sprite, 而雨的效果用的是THREE.Mesh, 因为Sprite的长宽不好设置
const createSnow = () => {let map = new THREE.TextureLoader().load(snow);let material = new THREE.SpriteMaterial({map: map,transparent: true,side: THREE.DoubleSide,color: 0xffffff,blending: THREE.AdditiveBlending,fog: true,depthTest: false});return new THREE.Sprite(material);
};const createEmitter = (camera, renderer) => {const emitter = new Emitter();const position = new Position();position.addZone(new BoxZone(5000, 10, 5000));return emitter.setRate(new Rate(new Span(34, 48), new Span(0.2, 0.5))).addInitializers([new Mass(1),new Radius(new Span(20, 30)),position,new Life(5, 10),new Body(createSnow()),new RadialVelocity(0, new Vector3D(0, -1, 0), 90),]).addBehaviours([new RandomDrift(10, 1, 10, 0.05),new Rotate('random', 'random'),new Gravity(10),new CrossZone(new ScreenZone(camera, renderer, 20, '234'), 'dead'),]).setPosition({y: 1500}).emit();
};
const createRain2 = () => {let map = new THREE.TextureLoader().load(raindrop);let material = new THREE.MeshLambertMaterial({color: 0x00ffff,map: map,side: THREE.DoubleSide, //两面可见transparent: true, //需要开启透明度计算,否则着色器透明度设置无效// opacity: 0.5,//整体改变透明度depthTest: false,blending: THREE.AdditiveBlending,});return new THREE.Mesh( new THREE.PlaneGeometry( 0.3, 2 ),material)
}const createEmitter2 = (camera, renderer) => {const emitter = new Emitter();const position = new Position();position.addZone(new BoxZone(10000, 10, 10000));return emitter.setRate(new Rate(new Span(300, 400), new Span(0.2, 0.3))).addInitializers([new Mass(1),new Radius(new Span(20, 30)),position,new Life(5, 10),new Body(createRain2()),new RadialVelocity(0, new Vector3D(0, -1, 0), 90),]).addBehaviours([new RandomDrift(10, 1, 10, 0.05),// new Rotate('random', 'random'),new Gravity(13),new CrossZone(new ScreenZone(camera, renderer, 20, '234'), 'dead'),]).setPosition({y: 2500}).emit();
};
let nebulaRenderer = new SpriteRenderer(scene, THREE);let nebulaSystem = new ParticleSystem();snowEmitter = createEmitter(camera, renderer);rainEmitter = createEmitter2(camera, renderer);// 默认关闭粒子效果 由按钮控制开始rainEmitter.isEmitting = falsesnowEmitter.isEmitting = falsenebula = nebulaSystem.addRenderer(nebulaRenderer)nebula.addEmitter(rainEmitter)nebula.addEmitter(snowEmitter);
function animal() {if (nebula) {nebula.update();}renderer.render(scene, camera)requestAnimationFrame(animal)
}
3、关于场景效果的切换( 比如停止下雪,换成下雨)
设置totalEmitTimes currentEmitTime 属性即可。
if (!snowEmitter.isEmitting) {snowEmitter.isEmitting = true}snowEmitter.totalEmitTimes = Infinity;snowEmitter.currentEmitTime = 0;rainEmitter.totalEmitTimes = -1;rainEmitter.currentEmitTime = 0;
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