
视频碎片 ·Video Effect· ▶ 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视频碎片效果基于 WebGL 实现「视频碎片」可视化效果附完整可运行源码核心用到 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。OrbitControls提供轨道旋转/缩放开启enableDamping后需在 animate 中controls.update()。阅读下方完整源码时建议从init/load/animate三条主线入手再深入 shader 与工具函数。实现步骤搭建 Scene、PerspectiveCamera、WebGLRenderer挂载 canvas 并处理resize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)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)const controls new OrbitControls(camera, renderer.domElement)controls.enableDamping trueconst video document.createElement(video)video.crossOrigin anonymous // 跨域video.src https://z2586300277.github.io/3d-file-server/video/test.mp4video.loop true // 循环播放video.muted true // 静音video.play()const texture await new Promise(r video.onloadeddata () r(new THREE.VideoTexture(video))) // 创建视频纹理const group new THREE.Group() const config { width: 16, height: 9, xGrid: 4, yGrid: 3, offset: 0.1 } const ux 1 / config.xGrid const uy 1 / config.yGrid const planeWidth config.width / config.xGrid - config.offset const planeHeight config.height / config.yGrid - config.offset for (let i 0; i config.xGrid; i) { for (let j 0; j config.yGrid; j) { // 创建 4 * 3 子平面实现整体效果 const geometry new THREE.PlaneGeometry(planeWidth, planeHeight) const material new THREE.MeshBasicMaterial({ map: texture, side: THREE.DoubleSide })// 切割uv来实现纹理映射到全部平面 const uvs geometry.attributes.uv.array for (let index 0; index uvs.length; index 2) { uvs[index] (uvs[index] i) * ux uvs[index 1] (uvs[index 1] j) * uy }const mesh new THREE.Mesh(geometry, material)mesh.dx 0.004 * (0.5 - Math.random()) mesh.dy 0.004 * (0.5 - Math.random())const x (i - config.xGrid / 2)planeWidth planeWidth0.5 (i * config.offset) / 2 const y (j - config.yGrid / 2)planeHeight planeHeight0.5 (j * config.offset) / 2 mesh.position.set(x, y, 0) group.add(mesh)}} scene.add(group)const clock new THREE.Clock() animate()function animate() {const elapsedTime clock.getElapsedTime()for (const mesh of group.children) { mesh.rotation.x Math.sin(elapsedTime0.1)mesh.dx; mesh.rotation.y Math.sin(elapsedTime0.2)mesh.dy;mesh.position.x - Math.sin(elapsedTime0.1)mesh.dx; mesh.position.y Math.sin(elapsedTime0.3)mesh.dy; mesh.position.z Math.cos(elapsedTime0.2)mesh.dx; }requestAnimationFrame(animate)controls.update()renderer.render(scene, camera)}window.onresize () {renderer.setSize(box.clientWidth, box.clientHeight)camera.aspect box.clientWidth / box.clientHeightcamera.updateProjectionMatrix()}完整源码GitHub小结本文提供视频碎片完整 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