圆锥网格 ·Cone Mesh· ▶ 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EffectComposer 多 Pass 后期处理管线UnrealBloomPass 辉光 Bloom 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圆锥网格效果原场景渲染后经 EffectComposer 叠加 Bloom/模糊等全屏后期核心用到 EffectComposer、UnrealBloomPass、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。EffectComposer以多 Pass 链式渲染RenderPass → 特效 Pass → 输出屏幕替代直接renderer.render。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组装 EffectComposer Pass 链在 animate 中调用composer.render()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 { UnrealBloomPass } from three/examples/jsm/postprocessing/UnrealBloomPass.js; import { EffectComposer } from three/examples/jsm/postprocessing/EffectComposer.js; import { RenderPass } from three/examples/jsm/postprocessing/RenderPass.js;const box document.getElementById(box)const scene new THREE.Scene()const camera new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 100000)camera.position.set(0, 0, 20)const renderer new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })renderer.setSize(box.clientWidth, box.clientHeight)box.appendChild(renderer.domElement)new OrbitControls(camera, renderer.domElement)const effectComposer new EffectComposer(renderer); const renderPass new RenderPass(scene, camera); effectComposer.addPass(renderPass); const bloomPass new UnrealBloomPass(new THREE.Vector2(box.clientWidth, box.clientHeight), 0.8, 0.4, 0.0); effectComposer.addPass(bloomPass);const geometry new THREE.ConeGeometry(3.5, 5.5, 4); const textureLoader new THREE.TextureLoader(); const texture textureLoader.load(https://g2657.github.io/examples-server/smartCity/demo/image/gradual_change_y_02.png); const material new THREE.MeshBasicMaterial({ map: texture })const cone new THREE.Mesh(geometry, material); cone.rotation.x -Math.PI; scene.add(cone);let d 0.03 animate()function animate() {if (cone.position.y 3 || cone.position.y 0) d -d cone.position.y d; cone.rotation.y Math.PI / 100;requestAnimationFrame(animate) effectComposer.render()}window.onresize () {renderer.setSize(box.clientWidth, box.clientHeight)camera.aspect box.clientWidth / box.clientHeightcamera.updateProjectionMatrix()}完整源码GitHub小结本文提供圆锥网格完整 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
Three.js 圆锥网格教程
圆锥网格 ·Cone Mesh· ▶ 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EffectComposer 多 Pass 后期处理管线UnrealBloomPass 辉光 Bloom 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圆锥网格效果原场景渲染后经 EffectComposer 叠加 Bloom/模糊等全屏后期核心用到 EffectComposer、UnrealBloomPass、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。EffectComposer以多 Pass 链式渲染RenderPass → 特效 Pass → 输出屏幕替代直接renderer.render。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组装 EffectComposer Pass 链在 animate 中调用composer.render()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 { UnrealBloomPass } from three/examples/jsm/postprocessing/UnrealBloomPass.js; import { EffectComposer } from three/examples/jsm/postprocessing/EffectComposer.js; import { RenderPass } from three/examples/jsm/postprocessing/RenderPass.js;const box document.getElementById(box)const scene new THREE.Scene()const camera new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 100000)camera.position.set(0, 0, 20)const renderer new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })renderer.setSize(box.clientWidth, box.clientHeight)box.appendChild(renderer.domElement)new OrbitControls(camera, renderer.domElement)const effectComposer new EffectComposer(renderer); const renderPass new RenderPass(scene, camera); effectComposer.addPass(renderPass); const bloomPass new UnrealBloomPass(new THREE.Vector2(box.clientWidth, box.clientHeight), 0.8, 0.4, 0.0); effectComposer.addPass(bloomPass);const geometry new THREE.ConeGeometry(3.5, 5.5, 4); const textureLoader new THREE.TextureLoader(); const texture textureLoader.load(https://g2657.github.io/examples-server/smartCity/demo/image/gradual_change_y_02.png); const material new THREE.MeshBasicMaterial({ map: texture })const cone new THREE.Mesh(geometry, material); cone.rotation.x -Math.PI; scene.add(cone);let d 0.03 animate()function animate() {if (cone.position.y 3 || cone.position.y 0) d -d cone.position.y d; cone.rotation.y Math.PI / 100;requestAnimationFrame(animate) effectComposer.render()}window.onresize () {renderer.setSize(box.clientWidth, box.clientHeight)camera.aspect box.clientWidth / box.clientHeightcamera.updateProjectionMatrix()}完整源码GitHub小结本文提供圆锥网格完整 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