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写在前面
本文用vue+threejs实现标注发光动画。
代码说明
首先是threejs相机camera、场景scene、灯光light、渲染器renderer、CSS 2D渲染器、轨道控制器controls的创建,然后是地面的创建、模型的导入,在完整代码中都有详细注释,以前写的文章也都详细说明,这里就不多说了。
实现标注发光动画的关键其实是写css动画,所以在这里主要说明用css写发光动画的代码。
效果gif如下:
关键代码是css动画,如下,使用animation给元素border添加动画animation: spread 1.5s linear infinite;,添加后,元素会在1.5s内线性变化元素的宽度、高度和透明度。
spread是动画的名称,根据这个名称去找对应的动画,1.5s 是动画的持续时间,linear是动画的速度曲线,infinite表示动画执行无数次
.border {
...
animation: spread linear 1.5s infinite;
}
@keyframes spread {
0% {
width: 40px;
height: 24px;
opacity: 1;
// transform: scale(1);
}
100% {
width: 80px;
height: 48px;
opacity: 0;
// transform: scale(4);
}
}
然后将标注代码添加到threejs的 CSS 2D渲染器中
this.Rabbit = document.getElementById("Rabbit");
const RabbitTag = new CSS2DObject(this.Rabbit);
RabbitTag.position.set(mesh.position.x, 0.25, mesh.position.z);
最终渲染的时候就会按设置的位置position显示该动画。
完整代码
<template>
<div class="item">
<div id="THREE54">
<div id="Rabbit">
<div class="danger">
<div class="border"></div>
</div>
<img src="../../assets/imgs/tag.png" class="img" />
<div class="name">兔子</div>
</div>
</div>
</div>
</template>
<script>
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
import {
CSS2DRenderer,
CSS2DObject,
} from "three/examples/jsm/renderers/CSS2DRenderer.js"; // CSS 2D渲染器
export default {
data() {
return {
camera: null,
scene: null,
dracoLoader: null,
renderer: null,
controls: null,
labelRenderer: null,
};
},
mounted() {
this.dracoLoader = new DRACOLoader();
this.dracoLoader.setDecoderPath("js/libs/draco/");
this.dracoLoader.setDecoderConfig({ type: "js" });
this.initScene(); // 创建场景
this.initCamera(); // 创建相机
this.initLight(); // 创建灯光
this.initRenderer(); // 创建渲染器
this.initLabelRenderer(); // 创建 CSS 2D渲染器
this.initControls(); //创建轨道控制器
this.initGround(); // 创建地面
this.initModel(); // 加载模型
},
methods: {
initScene() {
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0x000000); // 设置场景背景颜色
},
initCamera() {
this.camera = new THREE.PerspectiveCamera(
35,
(window.innerWidth - 201) / window.innerHeight,
1,
500
); // 透视相机
this.camera.position.x = 0.5;
this.camera.position.y = 0.5; // 设置相机的位置
this.camera.position.z = 1.8;
this.scene.add(this.camera); // 将相机添加到场景中
},
initLight() {
const light = new THREE.DirectionalLight(0xffffff); // 平行光
light.position.set(0.5, 1.0, 0.5).normalize(); // 设置平行光的方向,从(0.5, 1.0, 0.5)->target一般(0, 0, 0)
this.scene.add(light); // 将灯光添加到场景中
const ambLight = new THREE.AmbientLight(0xf0f0f0, 0.1); // 环境光
this.scene.add(ambLight);
},
initRenderer() {
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.outputEncoding = THREE.sRGBEncoding;
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setSize(window.innerWidth - 201, window.innerHeight);
document.getElementById("THREE54").appendChild(this.renderer.domElement);
},
initLabelRenderer() {
this.labelRenderer = new CSS2DRenderer();
this.labelRenderer.setSize(window.innerWidth - 201, window.innerHeight);
this.labelRenderer.domElement.style.position = "absolute";
this.labelRenderer.domElement.style.top = "0px";
document
.getElementById("THREE54")
.appendChild(this.labelRenderer.domElement);
},
initControls() {
this.controls = new OrbitControls(
this.camera,
this.labelRenderer.domElement
);
this.controls.addEventListener("change", this.render);
this.controls.enableDamping = true; // 开启惯性
},
initGround() {
const ground = new THREE.Mesh(
new THREE.BoxGeometry(1, 0.0015, 1),
new THREE.MeshPhongMaterial({
color: 0x999999,
depthWrite: false,
transparent: true,
opacity: 1,
})
);
ground.receiveShadow = true;
this.scene.add(ground);
},
initModel() {
this.dracoLoader.load("/models/models/draco/bunny.drc", (geometry) => {
geometry.computeVertexNormals();
const material = new THREE.MeshStandardMaterial({
color: 0xffffff,
});
let mesh = new THREE.Mesh(geometry, material);
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.position.y = -0.035;
// x左右 z前后
this.Rabbit = document.getElementById("Rabbit");
const RabbitTag = new CSS2DObject(this.Rabbit);
RabbitTag.position.set(mesh.position.x, 0.25, mesh.position.z);
mesh.add(RabbitTag);
RabbitTag.layers.set(0);
this.scene.add(mesh);
this.dracoLoader.dispose();
this.animate();
});
},
animate() {
requestAnimationFrame(this.animate);
this.controls.update();
this.render();
},
render() {
this.renderer.render(this.scene, this.camera);
this.labelRenderer.render(this.scene, this.camera);
},
},
};
</script>
<style lang="less" scoped>
#Rabbit {
position: relative;
.img,
.name {
position: absolute;
width: 60px;
left: -40px;
}
.name {
top: 6px;
left: -36px;
text-align: center;
font-size: 16px;
font-weight: bold;
color: #0b49b0;
}
.danger {
width: 100px;
height: 100px;
position: absolute;
left: -60px;
top: -34px;
}
.border {
width: 20px;
height: 12px;
background-color: #ff0000;
border-radius: 3px;
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
margin: auto;
animation: spread linear 1.5s infinite;
}
@keyframes spread {
0% {
width: 40px;
height: 24px;
opacity: 1;
// transform: scale(1);
}
100% {
width: 80px;
height: 48px;
opacity: 0;
// transform: scale(4);
}
}
}
</style>
写在最后
以上就是所有的代码和说明。