Three.js 能量球教程 能量球 ·Energy Ball· ▶ 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ShaderMaterial 自定义着色器实现核心视觉效果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能量球效果基于 WebGL 实现「能量球」可视化效果附完整可运行源码核心用到 ShaderMaterial、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。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()。实现步骤搭建 Scene、PerspectiveCamera、WebGLRenderer挂载 canvas 并处理resize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.jsconst box document.getElementById(box) const scene new THREE.Scene() const camera new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 1000)const renderer new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true }) renderer.setSize(box.clientWidth, box.clientHeight) box.appendChild(renderer.domElement)const controls new OrbitControls(camera, renderer.domElement) controls.enableDamping true// 创建城市建筑物 const createBuildings () { const buildings new THREE.Group() const buildingCount 50 for(let i 0; i buildingCount; i) { const height Math.random() * 5 1 const geometry new THREE.BoxGeometry(1, height, 1) const material new THREE.MeshPhongMaterial({ color: Math.random() * 0xffffff }) const building new THREE.Mesh(geometry, material) building.position.set((Math.random() - 0.5)20, height / 2, (Math.random() - 0.5)20) buildings.add(building) } scene.add(buildings) }// 创建能量球着色器 const energyBallShader new THREE.ShaderMaterial({ uniforms: { time: { value: 0.0 }, color: { value: new THREE.Color(1.0, 0.5, 0.0) } }, vertexShader:varying vec2 vUv; void main() { vUv uv; gl_Position projectionMatrixmodelViewMatrixvec4(position, 1.0); }, fragmentShader:uniform float time; uniform vec3 color; varying vec2 vUv; void main() { vec2 center vec2(0.5, 0.5); float dist length(vUv - center); float pulse sin(time2.0)0.5 0.5; float alpha smoothstep(0.5, 0.0, dist) * pulse; vec3 finalColor mix(color, vec3(1.0), 1.0 - dist); gl_FragColor vec4(finalColor, alpha); }, transparent: true, side: THREE.DoubleSide })// 创建能量球 const energyBall new THREE.Mesh(new THREE.PlaneGeometry(5, 5), energyBallShader) energyBall.rotation.x -Math.PI / 2 energyBall.position.y 0.1 scene.add(energyBall)// 添加环境光和点光源 scene.add(new THREE.AmbientLight(0x333333)) const pointLight new THREE.PointLight(0xff9900, 2, 20) pointLight.position.set(0, 5, 0) scene.add(pointLight)// 创建建筑物 createBuildings()// 调整相机位置 camera.position.set(0, 5, 5) camera.lookAt(0, 2, 0)animate()function animate() { requestAnimationFrame(animate) controls.update() energyBallShader.uniforms.time.value 0.016 renderer.render(scene, camera) }完整源码GitHub小结本文提供能量球完整 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