Three.js 鼠标轨迹粒子教程

Three.js 鼠标轨迹粒子教程

鼠标轨迹粒子 ·ParticlesCursorAnimation· ▶ 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-examples
  • 400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
  • THREE.Points 粒子点渲染
  • Canvas 动态纹理贴图
  • glTF/Draco 模型加载与优化
  • Raycaster 鼠标拾取与交互
  • requestAnimationFrame渲染循环与resize自适应

效果说明

本案例演示鼠标轨迹粒子效果:用 Canvas 2D 绘制内容并实时映射为 Three.js 纹理,支持鼠标拾取、绘制或拖拽交互;核心用到 ShaderMaterial、OrbitControls、THREE.Points。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()
  • THREE.Points将每个顶点渲染为可控大小的粒子;可用自定义 attribute(如u_index)驱动片元/顶点动画。
  • CanvasTexture每帧或按需把 2D Canvas 内容上传 GPU,适合动态文字、图表、视频帧贴图。

实现步骤

  • 搭建 Scene、PerspectiveCamera、WebGLRenderer,挂载 canvas 并处理resize
  • 异步加载模型 / 3D Tiles / GeoJSON 等资源并加入 scene 或 entities
  • 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)
  • requestAnimationFrame循环中更新状态并 render(Cesium 为viewer.render或自动渲染)
  • 代码要点

    import * as THREE from "three";

    import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js"; import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js"; const vertexShader=precision mediump float;

    varying vec3 vNormal; varying vec3 vPosition; varying vec2 vUv; varying vec3 vColor;

    uniform vec2 uResolution; uniform sampler2D uTexture; uniform sampler2D uDispanecmentTexture;

    attribute float aParticlesIntensity; attribute float aAngle ;

    void main(){ vec3 newPosition=position; /* Dispanecment */ // 读取canvas纹理中的红色通道作为R,影响粒子偏移 float dispanecmentIntensity=texture2D(uDispanecmentTexture,uv).r; // 关键点:smoothstep // 这里0.1是为了过滤掉一些极小值,让图像再鼠标悬浮后能够复原。 //同时设置一个0.7,让鼠标离开后能够保留粒子偏移后的轨迹一段时间 dispanecmentIntensity =smoothstep( 0.1,0.7,dispanecmentIntensity); // 粒子的偏移向量,这里在xy平面进行随机旋转,在z轴上进行随机偏移 vec3 displacement=vec3( cos(aAngle)*0.2, sin(aAngle)*0.2, 1.0 ); displacement=normalize(displacement); displacement*=dispanecmentIntensity; displacement*=3.0; displacement*=aParticlesIntensity;

    newPosition+=displacement;

    float picIntensity=texture2D(uTexture,uv).r; vec4 modelPosition=modelMatrix*vec4(newPosition,1.); vec4 viewPosition=viewMatrix*modelPosition; vec4 projectedPosition=projectionMatrix*viewPosition; gl_Position=projectedPosition; // 计算法线变换矩阵:逆矩阵并转置 mat3 normalMatrix=transpose(inverse(mat3(modelMatrix))); // 使用法线变换矩阵变换法线 vec3 transformedNormal=normalize(normalMatrix*normal); vNormal=transformedNormal; vPosition=modelPosition.xyz; // 粒子动画的初始模版 gl_PointSize=0.08picIntensityuResolution.y; gl_PointSize*=(1./-viewPosition.z);

    vColor=vec3(pow(picIntensity,2.0 )); }const fragmentShader=precision mediump float;

    uniform vec2 uResolution;

    uniform vec3 uSunDirection; uniform vec3 uAtmosphereDayColor; uniform vec3 uAtmosphereNightColor; uniform sampler2D uTexture;

    varying vec3 vNormal; varying vec3 vPosition; varying vec3 vColor;

    void main(){ vec3 viewDirection=normalize(vPosition-cameraPosition); vec3 color=vec3(0.6392, 0.0392, 0.0392); vec2 uv=gl_PointCoord; float distanceToCenter=distance(uv,vec2(0.5,0.5) ); if(distanceToCenter>0.5) discard;

    // color=vec3(alpha);

    gl_FragColor=vec4(vColor,1.0); #include #include }/**

    • Base
    */ // Debug

    // Canvas const box = document.getElementById('box')

    // Scene const scene = new THREE.Scene();

    /**

    • Sizes
    */ const sizes = { width: window.innerWidth, height: window.innerHeight, resolution: null, pixelRatio: Math.min(window.devicePixelRatio, 2), }; sizes.resolution = new THREE.Vector2( window.innerWidth * sizes.pixelRatio, window.innerHeight * sizes.pixelRatio ); /**
    • Loaders
    */ const textureLoader = new THREE.TextureLoader(); const gltfLoader = new GLTFLoader(); /**
    • Diplacement
    */ const dispanecment = {}; dispanecment.canvas = document.createElement("canvas"); //2D Canvas dispanecment.canvas = document.createElement("canvas"); // 这里应该和绘制图像中的粒子数目保持一致 dispanecment.canvas.width = 128; dispanecment.canvas.height = 128; document.body.appendChild(dispanecment.canvas); dispanecment.canvas.style.position = "fixed"; dispanecment.canvas.style.top = 0; dispanecment.canvas.style.left = 0; dispanecment.canvas.style.width = "128px"; dispanecment.canvas.style.height = "128px"; dispanecment.ctx = dispanecment.canvas.getContext("2d"); dispanecment.ctx.fillRect( 0, 0, dispanecment.canvas.width, dispanecment.canvas.height ); dispanecment.glowImage = new Image(); dispanecment.glowImage.crossOrigin = "Anonymous"; dispanecment.glowImage.src = "https://coderfmc.github.io/three.js-demo/glow.png"; // dispanecment.glowImage.onload = function () { // dispanecment.ctx.drawImage(dispanecment.glowImage, 20, 20, 32, 32); // };

    /**

    • Interacitive plane
    */ const interacitivePlane = new THREE.Mesh( new THREE.PlaneGeometry(10, 10), new THREE.MeshBasicMaterial({ // 设置双面后,让平面背面也能够进行射线监测,从而具有动画效果 side: THREE.DoubleSide, }) ); interacitivePlane.position.z = -0.01; scene.add(interacitivePlane); // 设置不可见 interacitivePlane.visible = false; /**
    • Raycaster
    */ dispanecment.raycaster = new THREE.Raycaster(); // 设置初始鼠标位置超出屏幕。避免初始位置在屏幕内,有异常发生 dispanecment.screenCursor = new THREE.Vector2(9999, 9999); dispanecment.canvasCursor = new THREE.Vector2(9999, 9999); dispanecment.canvasCursorPre = new THREE.Vector2(9999, 9999); window.addEventListener("pointermove", (e) => { // 鼠标位置转换到裁剪坐标,参考gemes101,可以知道为什么要转化到裁剪坐标系 dispanecment.screenCursor.x = (e.clientX / window.innerWidth) * 2 - 1; dispanecment.screenCursor.y = ((e.clientY / window.innerHeight)2 - 1)-1; // console.log(screenCursor); });

    /**

    • Texture
    */ dispanecment.texture = new THREE.CanvasTexture(dispanecment.canvas);

    const texture = textureLoader.load( "https://coderfmc.github.io/three.js-demo/picture-1.png" );

    //model

    const material = new THREE.ShaderMaterial({ vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: { uResolution: { value: sizes.resolution, }, uTime: { value: 0, }, uTexture: new THREE.Uniform(texture), uDispanecmentTexture: new THREE.Uniform(dispanecment.texture), }, }); const particlesGeometry = new THREE.PlaneGeometry(10, 10, 128, 128);

    const count = particlesGeometry.attributes.position.count; const particlesIntensitys = new Float32Array(count); const angleIntensitys = new Float32Array(count); for (let i = 0; i < count; i++) { particlesIntensitys[i] = Math.random(); angleIntensitys[i] = Math.random()Math.PI2; } particlesGeometry.setAttribute( "aParticlesIntensity", new THREE.BufferAttribute(particlesIntensitys, 1) ); particlesGeometry.setAttribute( "aAngle", new THREE.BufferAttribute(angleIntensitys, 1) ); //设置用于粒子动画的几何体的索引为空,提高性能 particlesGeometry.setIndex(null); particlesGeometry.deleteAttribute("normal"); const particles = new THREE.Points(particlesGeometry, material); scene.add(particles);

    window.addEventListener("resize", () => { // Update sizes sizes.width = window.innerWidth; sizes.height = window.innerHeight; sizes.pixelRatio = Math.min(window.devicePixelRatio, 2); sizes.resolution.set( window.innerWidth * sizes.pixelRatio, window.innerHeight * sizes.pixelRatio );

    // Update camera camera.aspect = sizes.width / sizes.height; camera.updateProjectionMatrix();

    // Update renderer renderer.setSize(sizes.width, sizes.height); renderer.setPixelRatio(sizes.pixelRatio); });

    /**

    • Camera
    */ // Base camera const camera = new THREE.PerspectiveCamera( 75, sizes.width / sizes.height, 0.1, 100 ); camera.position.set(0, 0, 7); scene.add(camera); scene.add(new THREE.AxesHelper(0, 0, 5));

    /**

    • Renderer
    */ const renderer = new THREE.WebGLRenderer({ antialias: true, }); renderer.setSize(sizes.width, sizes.height); renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); renderer.setClearColor("#000011"); box.appendChild(renderer.domElement); // Controls const controls = new OrbitControls(camera, renderer.domElement); controls.enableDamping = true; /**
    • Animate
    */ const clock = new THREE.Clock();

    const tick = () => { const elapsedTime = clock.getElapsedTime(); //Raycaster dispanecment.raycaster.setFromCamera(dispanecment.screenCursor, camera); const intersections = dispanecment.raycaster.intersectObject(interacitivePlane); if (intersections.length > 0) { const uv = intersections[0].uv;

    dispanecment.canvasCursor.x = dispanecment.canvas.width * uv.x; // 1-uv.y 反转,让鼠标y轴移动方向与绘制方向一致 dispanecment.canvasCursor.y = dispanecment.canvas.height * (1 - uv.y); }

    /**

    • Diplacement
    */ const glowSize = dispanecment.canvas.width * 0.2; // 设置为默认值,新图形绘制在旧图形上 dispanecment.ctx.globalCompositeOperation = "source-over"; // 设置全局透明度为0.1; dispanecment.ctx.globalAlpha = 0.02; dispanecment.ctx.fillRect( 0, 0, dispanecment.canvas.width, dispanecment.canvas.height );

    // cursorDistance 用作鼠标的移动速度,当悬停在图像上时,速度为0,透明度为0,笔迹就不显示,也就没有位移 const cursorDistance = dispanecment.canvasCursorPre.distanceTo( dispanecment.canvasCursor ); dispanecment.canvasCursorPre.copy(dispanecment.canvasCursor); const alpha = Math.min(1.0,cursorDistance); // globalCompositeOperation='lighten' 保留新绘制图形中的比较亮的颜色 dispanecment.ctx.globalCompositeOperation = "lighten"; dispanecment.ctx.globalAlpha = alpha; dispanecment.ctx.drawImage( dispanecment.glowImage, dispanecment.canvasCursor.x - glowSize / 2, dispanecment.canvasCursor.y - glowSize / 2, glowSize, glowSize );

    /**

    • Texture
    */ dispanecment.texture.needsUpdate = true;

    // Update controls controls.update(); // material.uniforms.uTime.value = elapsedTime; // Render renderer.render(scene, camera);

    // Call tick again on the next frame window.requestAnimationFrame(tick); };

    tick();

    完整源码:GitHub

    小结

    • 本文提供鼠标轨迹粒子完整 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