Three.js 智慧城市扫光教程 智慧城市扫光 ·City Move· ▶ 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FBXLoader 加载 FBX 城市/角色模型requestAnimationFrame渲染循环与resize自适应效果说明本案例演示智慧城市扫光效果基于 WebGL 实现「智慧城市扫光」可视化效果附完整可运行源码核心用到 ShaderMaterial、OrbitControls、FBXLoader。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异步加载模型 / 3D Tiles / GeoJSON 等资源并加入 scene 或 entities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.js import { FBXLoader } from three/examples/jsm/loaders/FBXLoader.jsconst box document.getElementById(box)const scene new THREE.Scene()const camera new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)camera.position.set(10, 10, 10)const renderer new THREE.WebGLRenderer()renderer.setPixelRatio(window.devicePixelRatio * 1.5)renderer.setSize(box.clientWidth, box.clientHeight)new OrbitControls(camera, renderer.domElement)window.onresize () {renderer.setSize(box.clientWidth, box.clientHeight)camera.aspect box.clientWidth / box.clientHeightcamera.updateProjectionMatrix() }box.appendChild(renderer.domElement)// 坐标轴 scene.add(new THREE.AxesHelper(100000))// 着色器 const uniforms {innerCircleWidth: { value: 0 },circleWidth: { value: 300 },diff: { value: new THREE.Color(1., 1., 1.) },color: { value: new THREE.Color(#8f95ff) },opacity: { value: 0.6 },center: { value: new THREE.Vector3(0, 0, 0) }}const material new THREE.ShaderMaterial({uniforms,transparent: true,vertexShader:varying vec2 vUv; varying vec3 v_position; void main() { vUv uv; v_position position; gl_Position projectionMatrixmodelViewMatrixvec4(position, 1.0); },fragmentShader:varying vec2 vUv; varying vec3 v_position;uniform float innerCircleWidth; uniform float circleWidth; uniform float opacity; uniform vec3 center; uniform vec3 color; uniform vec3 diff;void main() { float dis length(v_position - center); if(dis (innerCircleWidth circleWidth) dis innerCircleWidth) { float r (dis - innerCircleWidth) / circleWidth; gl_FragColor mix(vec4(diff, opacity), vec4(color, opacity), r); }else { gl_FragColor vec4(diff, opacity); } }})// 加载模型 new FBXLoader().load(HOST /files/model/city.FBX, (object3d) {scene.add(object3d)object3d.scale.set(0.001, 0.001, 0.001)object3d.traverse((child) {if (child.isMesh) child.material material})})// 渲染 animate()function animate() {if (uniforms.innerCircleWidth.value 1000) uniforms.innerCircleWidth.value 3 else uniforms.innerCircleWidth.value 0renderer.render(scene, camera)requestAnimationFrame(animate)}完整源码GitHub小结本文提供智慧城市扫光完整 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