mirror of
https://github.com/nuxt/nuxt.git
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ca83015b57
* chore(docs): fix gem on SSR and improve it * chore: update loading bar color
134 lines
3.3 KiB
Vue
134 lines
3.3 KiB
Vue
<template>
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<canvas class="webgl" :style="{ opacity: ready ? 1 : 0 }" />
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</template>
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<script>
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export default {
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data () {
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return {
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ready: false
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}
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},
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async mounted () {
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const THREE = await import('three').then(m => m.default || m)
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const { OrbitControls } = await import('three/examples/jsm/controls/OrbitControls.js' /* webpackChunkName: "gem" */).then(m => m.default || m)
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const { GLTFLoader } = await import('three/examples/jsm/loaders/GLTFLoader.js' /* webpackChunkName: "gem" */).then(m => m.default || m)
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// Canvas
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const canvas = document.querySelector('canvas.webgl')
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// Scene
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const scene = new THREE.Scene()
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// Models
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let gem
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let light
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const gltfLoader = new GLTFLoader()
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gltfLoader.load(
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'/3D/gem.gltf',
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(gltf) => {
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// Gem
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gem = gltf.scene.children[6]
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// Material setup
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const textureLoader = new THREE.TextureLoader()
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const roughnessTexture = textureLoader.load('/3D/roughness.jpeg')
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gem.material.roughnessMap = roughnessTexture
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gem.material.displacementScale = 0.15
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gem.material.emissiveIntensity = 0.4
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gem.material.refractionRatio = 1
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gem.rotation.z = 0
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scene.add(gem)
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light = gltf.scene.children[0]
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scene.add(light)
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this.ready = true
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}
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)
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// Lights
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const ambientLight = new THREE.AmbientLight(0xFFFFFF, 2)
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scene.add(ambientLight)
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const directionalLight = new THREE.DirectionalLight(0xFFFFFF, 3)
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directionalLight.position.set(1, 1, 1)
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scene.add(directionalLight)
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const directionalLight2 = new THREE.DirectionalLight(0xFFFFFF, 3)
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directionalLight2.position.set(-1, -1, -1)
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scene.add(directionalLight2)
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// Settings
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const sizes = {
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width: 200,
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height: 200
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}
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// Base camera
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const camera = new THREE.PerspectiveCamera(
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75,
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sizes.width / sizes.height,
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0.1,
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100
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)
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camera.position.set(2, 2, 6)
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scene.add(camera)
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// Controls
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const controls = new OrbitControls(camera, canvas)
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controls.enableZoom = false
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controls.target.set(0, 0.75, 0)
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controls.enableDamping = true
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// Lock Y Axis
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controls.minPolarAngle = Math.PI / 2
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controls.maxPolarAngle = Math.PI / 2
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// Render
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const renderer = new THREE.WebGLRenderer({
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antialiasing: true,
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canvas,
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alpha: true
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})
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renderer.setClearColor(0x000000, 0)
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renderer.shadowMap.enabled = true
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renderer.shadowMap.type = THREE.PCFSoftShadowMap
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renderer.setSize(sizes.width, sizes.height)
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
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// Animations
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const clock = new THREE.Clock()
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let previousTime = 0
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const tick = () => {
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const elapsedTime = clock.getElapsedTime()
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const deltaTime = elapsedTime - previousTime
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previousTime = elapsedTime
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if (gem) {
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gem.rotation.y = 1.1 * elapsedTime
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}
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// Update controls
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controls.update()
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// Render
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renderer.render(scene, camera)
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// Call tick again on the next frame
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window.requestAnimationFrame(tick)
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}
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tick()
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}
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}
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</script>
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<style scoped>
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.webgl {
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outline: none;
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width: 200px;
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height: 200px;
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opacity: 0;
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transition: opacity 1s ease;
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}
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</style>
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