问题描述
最近使用vue想引用threejs 实现背景离子背景链接描述这个效果
npm install three
在vue的组件 import * as THREE from “three”
在用的时候 发现好要引其他的js
然后组件中像官方例子中<script src="js/renderers/Projector.js"></script>
<script src="js/renderers/CanvasRenderer.js"></script>
如 https://github.com/mrdoob/three.js/blob/master/examples/canvas_particles_waves.html
这两个js 怎么在vue的组件中引用呢?
问题出现的环境背景及自己尝试过哪些方法
尝试过些方法都不行!
相关代码
// 请把代码文本粘贴到下方(请勿用图片代替代码)
这是我的代码
<!-- -->
<template>
<div id="bannerBgc">
</div>
</template>
<script>
import * as THREE from "three";
import CanvasRenderer from "three/examples/js/renderers/CanvasRenderer"
// var THREE =require("three")
// import * as THREE from "three/examples/js/renderers/Projector.js";
// import THREELib from "three-js";
// var THREE = THREELib(["CanvasRenderer", "Projector"])
// import "./index.js"
export default {
// name:' ',
data () {
return {
}
},
components: { //模板
},
computed: { //计算属性
},
methods: { //方法
},
mounted:function(){
console.log('4-mounted 被创建');
var SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50;
var container, stats;
var camera, scene, renderer;
var particles, particle, count = 0;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
console.log(document.getElementById('bannerBgc'))
document.getElementById('bannerBgc').appendChild( container );
// document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
particles = new Array();
var PI2 = Math.PI * 2;
var material = new THREE.SpriteCanvasMaterial( {
color: 0xffffff,
// color:0xFF081D47,
program: function ( context ) {
context.beginPath();
context.arc( 0, 0, 0.5, 0, PI2, true );
context.fill();
}
} );
var i = 0;
for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
particle = particles[ i ++ ] = new THREE.Sprite( material );
particle.position.x = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 );
particle.position.z = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 );
scene.add( particle );
}
}
renderer = new THREE.CanvasRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
// stats = new Stats();
// container.appendChild( stats.dom );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function onDocumentTouchStart( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
// stats.update();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
// camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.position.y = 364;
camera.lookAt( scene.position );
var i = 0;
for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
particle = particles[ i++ ];
particle.position.y = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
( Math.sin( ( iy + count ) * 0.5 ) * 50 );
particle.scale.x = particle.scale.y = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 4 +
( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 4;
}
}
renderer.render( scene, camera );
count += 0.1;
}
},
}
</script>
<style lang='' scoped>
</style>
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