2025-03-11 08:25:45 +00:00
										 
									 
								 
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								<!--********************************************************************
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								* by jiawanlong
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								*********************************************************************-->
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								<!DOCTYPE html>
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								<html>
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								<head>
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								    <meta charset="UTF-8" />
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								    <style>
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								        * {
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								            margin: 0;
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								            padding: 0;
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								        }
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								        body,
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								        .box {
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								            width: 100%;
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								            background-color: #1f1f1f;
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								            height: 100%;
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								        }
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								    </style>
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								</head>
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								<body>
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								    <div class="box" id="box"></div>
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								    <script type="importmap">
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								        {
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								            "imports": {
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											2025-03-19 03:00:22 +00:00
										 
									 
								 
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								                "three": "./../../libs/three/build/three.module.js",
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								                "three/addons/": "./../../libs/three/examples/jsm/"
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											2025-03-11 08:25:45 +00:00
										 
									 
								 
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								            }
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								        }
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								    </script>
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								    <script type="module">
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								        import * as THREE from 'three';
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								        import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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								        import { CSS3DRenderer, CSS3DObject, CSS3DSprite } from 'three/addons/renderers/CSS3DRenderer.js';
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								        // 创建场景
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								        const scene = new THREE.Scene();
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								        let box = document.getElementById("box")
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								        //创建相机对象
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								        var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 50, 1000);
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								        camera.position.set(292, 109, 568); //设置相机位置
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								        camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
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								        // 光源
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								        var point = new THREE.PointLight(0xffffff);
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								        point.position.set(400, 200, 300); //点光源位置
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								        scene.add(point); //点光源添加到场景中
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								        var point1 = new THREE.PointLight(0xffffff);
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								        point1.position.set(-400, -200, -300);
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								        scene.add(point1);
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								        var ambient = new THREE.AmbientLight(0x888888);
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								        scene.add(ambient);
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								        // 创建渲染器
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								        const renderer = new THREE.WebGLRenderer();
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								        renderer.setSize(window.innerWidth, window.innerHeight);
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								        box.appendChild(renderer.domElement)
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								        // 加载纹理
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								        const textureLoader = new THREE.TextureLoader();
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								        const spriteTexture = textureLoader.load('./yd.jpg');
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								        // 创建精灵材质
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								        const spriteMaterial = new THREE.SpriteMaterial({
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								            map: spriteTexture,
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								            useScreenCoordinates: false,
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								            color: 0xffffff // 可以设置颜色
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								        });
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								        const group = new THREE.Group();
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								        for (let i = 0; i < 10000; i++) {
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								            // 精灵模型共享材质
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								            const sprite = new THREE.Sprite(spriteMaterial);
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								            group.add(sprite);
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								            sprite.scale.set(5, 5, 1);
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								            // 设置精灵模型位置,在长方体空间上上随机分布
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								            const x = 1000 * (Math.random() - 0.5);
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								            const y = 600 * Math.random();
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								            const z = 1000 * (Math.random() - 0.5);
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								            sprite.position.set(x, y, z)
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								        }
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								        scene.add(group);
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								        // 草地
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								        var geometry1 = new THREE.PlaneGeometry(2000, 2000);
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								        const texLoader = new THREE.TextureLoader();
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								        const texture = texLoader.load('./cao.png');
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								        texture.wrapS = THREE.RepeatWrapping;
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								        texture.wrapT = THREE.RepeatWrapping;
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								        texture.repeat.set(20, 20);
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								        const material = new THREE.MeshLambertMaterial({
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								            map: texture,
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								        });
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								        const mesh1 = new THREE.Mesh(geometry1, material);
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								        mesh1.position.set(50, 50, 0);
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								        scene.add(mesh1);
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								        mesh1.rotateX(-Math.PI / 2);
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								        function render() {
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								            group.children.forEach(sprite => {
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								                sprite.position.y -= 5;
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								                if (sprite.position.y < 0) {
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								                    sprite.position.y = 600;
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								                }
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								            });
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								            renderer.render(scene, camera)
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								            requestAnimationFrame(render);
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								        }
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								        render();
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								        const controls = new OrbitControls(camera, renderer.domElement);
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								        controls.addEventListener('change', function () {
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								            renderer.render(scene, camera);
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								        });
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								    </script>
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								</body>
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								</html>
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