threejs-3D酷炫地球

<template>
  <div class="home">
    <div class="canvas-container" ref="screenDom" />
  </div>
</template>

<script setup>
import * as THREE from 'three';
import { onMounted, reactive, ref } from "vue";
import { gsap } from 'gsap';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
let screenDom = ref(null)
let progress = ref(0)

const lon2xyz = (R, longitude, latitude) => {
  let lon = (longitude * Math.PI) / 180; // 转弧度值
  const lat = (latitude * Math.PI) / 180; // 转弧度值
  lon = -lon; // js坐标系z坐标轴对应经度-90度,而不是90度

  // 经纬度坐标转球面坐标计算公式
  const x = R * Math.cos(lat) * Math.cos(lon);
  const y = R * Math.sin(lat);
  const z = R * Math.cos(lat) * Math.sin(lon);
  // 返回球面坐标
  return new THREE.Vector3(x, y, z);
};

onMounted(() => {
  //创建场景
  let scene = new THREE.Scene();
  // 创建相机
  let camera = new THREE.PerspectiveCamera(
    45,
    window.innerWidth / window.innerHeight,
    0.1,
    100000
  );
  camera.position.set(0, 50, 300)
  //创建渲染器
  let renderer = new THREE.WebGLRenderer({ antialias: true })
  renderer.setSize(window.innerWidth, window.innerHeight)
  //将画布添加到页面中
  screenDom.value.appendChild(renderer.domElement)

  //创建控制器
  let controls = new OrbitControls(camera, renderer.domElement)
  controls.autoRotate = true; //自动旋转

  //创建星空背景
  scene.background = new THREE.Color(0x030311);
  //使用点材质创建星空效果
  const vertices = [];
  for (let i = 0; i < 500; i++) {
    const vertex = new THREE.Vector3();
    vertex.x = Math.random() * 800 - 400;
    vertex.y = Math.random() * 800 - 400;
    vertex.z = Math.random() * 800 - 400;
    vertices.push(vertex.x, vertex.y, vertex.z);
  }

  //星空效果
  let starsGeometry = new THREE.BufferGeometry();
  starsGeometry.setAttribute(
    "position",
    new THREE.BufferAttribute(new Float32Array(vertices), 3)
  );

  //加载点材质纹理
  const starsTexture = new THREE.TextureLoader().load('./images/stars.png')
  const starsMaterial = new THREE.PointsMaterial({
    map:starsTexture,
    size: 2,
    sizeAttenuation: true, //尺寸衰减
    color: 0x44d76cf,
    transparent: true, //透明度
    opacity: 1
  })
  let stars = new THREE.Points(starsGeometry, starsMaterial);
  scene.add(stars);
  
  // 创建地球
  let earthTexture = new THREE.TextureLoader().load('./images/map.jpg');
  let earthGeometry = new THREE.SphereGeometry(50,32,32)
  
  let earthMaterial = new THREE.MeshBasicMaterial({
    map:earthTexture
  })
  let earth = new THREE.Mesh(earthGeometry,earthMaterial)
  scene.add(earth)
  // 创建发光的地球
  let lightEarthGeometry = new THREE.SphereGeometry(53,32,32)
  let lightTexture = new THREE.TextureLoader().load('./images/earth.jpg');
  
  let lightEarthMaterial = new THREE.MeshBasicMaterial({
    map: lightTexture,
    alphaMap: lightTexture,
    blending: THREE.AdditiveBlending,
    transparent: true,
  })
  let lightEarth = new THREE.Mesh(lightEarthGeometry, lightEarthMaterial)
  scene.add(lightEarth)

  // 添加地球外发光精灵
  let spriteTexture = new THREE.TextureLoader().load('./images/glow.png');
  let spriteMaterial = new THREE.SpriteMaterial({
    map: spriteTexture,
    transparent: true,
    color:0x4d76cf,
    depthWrite:false,
    depthTest:false,
    blending: THREE.AdditiveBlending
  })
  let sprite = new THREE.Sprite(spriteMaterial);
  sprite.scale.set(155, 155, 0);
  scene.add(sprite);
  //内发光
  let spriteTexture1 = new THREE.TextureLoader().load('./images/innerGlow.png');
  let spriteMaterial1 = new THREE.SpriteMaterial({
    map: spriteTexture1,
    transparent: true,
    color:0x4d76cf,
    depthWrite:false,
    depthTest:false,
    blending: THREE.AdditiveBlending
  })
  let sprite1 = new THREE.Sprite(spriteMaterial1);
  sprite1.scale.set(128, 128, 0);
  scene.add(sprite1);
  // let scale = new THREE.Vector3(1, 1, 1);

  for (let i = 0; i < 30; i++) {
     // 实现光柱
     let lightPillarTexture = new THREE.TextureLoader().load(
      "./images/light_column.png"
     );
     let lightPillarGeometry = new THREE.PlaneGeometry(3, 20);
     let lightPillarMaterial = new THREE.MeshBasicMaterial({
      color:0xffffff,
      map:lightPillarTexture,
      alphaMap:lightPillarTexture,
      transparent: true,
      blending: THREE.AdditiveBlending,
      side:THREE.DoubleSide,
      depthWrite:false
     })
     let lightPillar = new THREE.Mesh(lightPillarGeometry, lightPillarMaterial);
     lightPillar.add(lightPillar.clone().rotateY(Math.PI / 2));

     //创建波纹扩散效果
     let circlePlane = new THREE.PlaneGeometry(6,6); 
     let circleTexture = new THREE.TextureLoader().load("./images/label.png");
     let circleMaterial = new THREE.MeshBasicMaterial({
      color:0xffffff,
      map:circleTexture,
      transparent: true,
      blending: THREE.AdditiveBlending,
      depthWrite:false,
      side:THREE.DoubleSide,
     })
     let circleMesh = new THREE.Mesh(circlePlane,circleMaterial);
     circleMesh.rotation.x = -Math.PI /2;
     circleMesh.position.set(0,-7,0);
     lightPillar.add(circleMesh);

     gsap.to(circleMesh.scale, {
      duration: 1 + Math.random() * 0.5,
      x: 2,
      y: 2,
      z: 2,
      repeat: -1,
      delay: Math.random() * 0.5,
      yoyo: true,
      ease: "power2.inOut",
    });
    // 设置光柱的位置
    let lat = Math.random() * 180 - 90;
    let lon = Math.random() * 360 - 180;
    let position = lon2xyz(60, lon, lat);
    lightPillar.position.set(position.x, position.y, position.z);

    lightPillar.quaternion.setFromUnitVectors(
      new THREE.Vector3(0, 1, 0),
      position.clone().normalize()
    )
    scene.add(lightPillar)
  }
  
  // 绕地球运行的月球
  let moonTexture = new THREE.TextureLoader().load("./images/moon.jpg");
  let moonGeometry = new THREE.SphereGeometry(5,32,32)
  let moonMaterial = new THREE.MeshBasicMaterial({
    map:moonTexture,
    emissive:0xffffff,
    emissiveMap :moonTexture
  })
  let moon = new THREE.Mesh(moonGeometry,moonMaterial)
  moon.position.set(150,0,0)
  scene.add(moon)
  // 创建月球环
    let moonRingTexture = new THREE.TextureLoader().load(
    "./images/moon_ring.png"
  );
  let moonRingMaterial = new THREE.MeshBasicMaterial({
    map: moonRingTexture,
    transparent: true,
    blending: THREE.AdditiveBlending,
    side: THREE.DoubleSide,
    depthWrite: false,
    opacity: 0.5,
  });
  let moonRingGeometry = new THREE.RingGeometry(145, 155, 64);
  let moonRing = new THREE.Mesh(moonRingGeometry, moonRingMaterial);
  moonRing.rotation.x = -Math.PI / 2;
  scene.add(moonRing);

  let time = {
    value: 0
  };
  gsap.to(time, {
    value: 1,
    duration: 10,
    repeat: -1,
    ease: "linear",
    //月球每次旋转位置更新位置
    onUpdate: () => {
      moon.position.x = 150 * Math.cos(time.value * Math.PI * 2);
      moon.position.z = 150 * Math.sin(time.value * Math.PI * 2);
      moon.rotation.y = time.value * Math.PI * 8;
    },
  });

  function render() {
    controls.update();
    requestAnimationFrame(render);
    renderer.render(scene, camera);
  }
  render();

  THREE.DefaultLoadingManager.onProgress = function (item, loaded, total) {
    console.log(item, loaded, total);
    progress.value = new Number((loaded / total) * 100).toFixed(2)
  }
})
</script>
<style>
* {
  margin: 0;
  padding: 0;
}
body {
  background-color: #000;
}
.canvas-container {
  width: 100vw;
  height: 100vh;
}
</style>
image.png
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