This commit is contained in:
327
js/globe.js
327
js/globe.js
@@ -1,5 +1,6 @@
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// 3D 地球效果(首页 banner 右侧)基于 three-globe
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// 依赖:全局 THREE 和 ThreeGlobe(在 index.html 中通过 CDN 引入)
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// 首页 3D 粒子地球(banner 右侧)
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// 改造为:大量粒子从远处飞入,最终聚合成一个球体,并缓慢自转
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// 依赖:全局 THREE(在 index.html 中通过 CDN 引入)
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(function () {
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function initGlobe() {
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@@ -14,12 +15,6 @@
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);
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return;
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}
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if (typeof ThreeGlobe === "undefined") {
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console.warn(
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"[Globe] ThreeGlobe is undefined, please ensure three-globe.min.js is loaded"
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);
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return;
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}
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var width = container.clientWidth || 400;
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var height = container.clientHeight || 400;
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@@ -28,8 +23,8 @@
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var scene = new THREE.Scene();
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var camera = new THREE.PerspectiveCamera(40, width / height, 0.1, 1000);
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// 初始视角,具体距离在 globe 准备好后根据半径自动调整
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camera.position.set(0, 0.2, 8.0);
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// 初始视角,稍微偏上俯视球体
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camera.position.set(0, 0.8, 7.5);
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camera.lookAt(0, 0, 0);
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var renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
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@@ -45,217 +40,112 @@
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dirLight.position.set(5, 3, 5);
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scene.add(dirLight);
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// 节点数据示例(可替换为真实机房经纬度,至少 15 个)
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var nodes = [
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{ name: "Beijing", lat: 39.9, lng: 116.4 },
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{ name: "Shanghai", lat: 31.2, lng: 121.5 },
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{ name: "Guangzhou", lat: 23.1, lng: 113.3 },
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{ name: "Shenzhen", lat: 22.5, lng: 114.1 },
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{ name: "Hong Kong", lat: 22.3, lng: 114.2 },
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{ name: "Singapore", lat: 1.3, lng: 103.8 },
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{ name: "Tokyo", lat: 35.7, lng: 139.7 },
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{ name: "Osaka", lat: 34.7, lng: 135.5 },
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{ name: "Seoul", lat: 37.5, lng: 126.9 },
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{ name: "Sydney", lat: -33.9, lng: 151.2 },
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{ name: "Mumbai", lat: 19.0, lng: 72.8 },
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{ name: "Frankfurt", lat: 50.1, lng: 8.7 },
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{ name: "London", lat: 51.5, lng: -0.1 },
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{ name: "Paris", lat: 48.9, lng: 2.4 },
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{ name: "New York", lat: 40.7, lng: -74.0 },
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{ name: "San Francisco", lat: 37.8, lng: -122.4 }
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];
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// -------------------------------
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// 粒子球体:从远处飞入,最终聚合成球
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// -------------------------------
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// 基于节点构造“飞行轨迹”连接数据(startLat/startLng -> endLat/endLng)
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function buildArcsFromNodes(list) {
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var arcs = [];
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if (!Array.isArray(list) || list.length < 2) {
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return arcs;
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}
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// 简单策略:每个节点连接到后面第 step 个节点,形成环状主干网络
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var step = Math.max(1, Math.floor(list.length / 3));
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list.forEach(function (src, idx) {
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var dst = list[(idx + step) % list.length];
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if (!dst || (dst.lat === src.lat && dst.lng === src.lng)) {
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return;
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}
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arcs.push({
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startLat: src.lat,
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startLng: src.lng,
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endLat: dst.lat,
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endLng: dst.lng,
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// 统一使用偏青色的轨迹,贴合云服务器 / CDN 的科技感
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color: "#38BDF8",
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});
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});
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return arcs;
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// 可调参数:你可以根据效果需求自行修改
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var PARTICLE_COUNT = 2200; // 粒子数量,越多越实,但性能负担也越大
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var SPHERE_RADIUS = 2.4; // 球体半径(世界单位)
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var START_RADIUS_MIN = 5.0; // 粒子起始距离下限
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var START_RADIUS_MAX = 9.0; // 粒子起始距离上限
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var FORMATION_DURATION = 4000; // 粒子从散开到聚合成球的时间(毫秒)
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var ROTATION_SPEED = 0.25; // 成形后的自转速度(弧度/秒,约等于旧地球的速度)
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// 准备缓动函数(飞入时用 easeOutCubic,让粒子接近球面时减速)
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function easeOutCubic(t) {
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return 1 - Math.pow(1 - t, 3);
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}
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// three-globe 实例:使用空心陆地多边形(hollow globe 风格)
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var globe = new ThreeGlobe({
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waitForGlobeReady: true,
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animateIn: true,
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})
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// 不使用 three-globe 内置球体贴图,只保留大气层,陆地轮廓由 polygons 层绘制
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.showGlobe(false)
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.showAtmosphere(false)
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.atmosphereColor("#2b9fff")
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.atmosphereAltitude(0.18)
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.showGraticules(false);
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// 准备粒子数据:startPositions / targetPositions / current positions
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var geometry = new THREE.BufferGeometry();
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var positions = new Float32Array(PARTICLE_COUNT * 3);
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var startPositions = new Float32Array(PARTICLE_COUNT * 3);
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var targetPositions = new Float32Array(PARTICLE_COUNT * 3);
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scene.add(globe);
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// 构造并应用“节点连接 + 飞行轨迹”效果
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var arcs = buildArcsFromNodes(nodes);
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if (typeof globe.arcsData === "function" && arcs.length) {
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globe.arcsData(arcs);
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if (typeof globe.arcColor === "function") {
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globe.arcColor(function (d) {
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return d.color || "#38BDF8";
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});
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}
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if (typeof globe.arcAltitude === "function") {
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globe.arcAltitude(0.2);
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}
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if (typeof globe.arcStroke === "function") {
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globe.arcStroke(0.7);
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}
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// 使用虚线 + 动画时间制造“飞行”感
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if (typeof globe.arcDashLength === "function") {
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globe.arcDashLength(0.35);
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}
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if (typeof globe.arcDashGap === "function") {
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globe.arcDashGap(0.8);
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}
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if (typeof globe.arcDashInitialGap === "function") {
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globe.arcDashInitialGap(function () {
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return Math.random();
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});
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}
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if (typeof globe.arcDashAnimateTime === "function") {
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globe.arcDashAnimateTime(function () {
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// 4~7 秒一圈,避免所有轨迹节奏完全一致
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return 4000 + Math.random() * 3000;
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});
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}
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// 随机在球壳表面生成点(均匀分布),作为目标位置
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function randomPointOnSphere(radius) {
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// 使用均匀球面采样:theta = 2πu, phi = arccos(2v - 1)
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var u = Math.random();
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var v = Math.random();
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var theta = 2 * Math.PI * u;
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var phi = Math.acos(2 * v - 1);
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var sinPhi = Math.sin(phi);
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var x = radius * sinPhi * Math.cos(theta);
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var y = radius * Math.cos(phi);
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var z = radius * sinPhi * Math.sin(theta);
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return { x: x, y: y, z: z };
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}
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// 告诉 three-globe 当前渲染器的实际尺寸,避免默认按全窗口大小计算导致比例失真
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if (typeof globe.rendererSize === "function") {
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globe.rendererSize(new THREE.Vector2(width, height));
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function randomPointFarFromCenter(minR, maxR) {
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var radius = minR + Math.random() * (maxR - minR);
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var u = Math.random();
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var v = Math.random();
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var theta = 2 * Math.PI * u;
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var phi = Math.acos(2 * v - 1);
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var sinPhi = Math.sin(phi);
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var x = radius * sinPhi * Math.cos(theta);
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var y = radius * Math.cos(phi);
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var z = radius * sinPhi * Math.sin(theta);
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return { x: x, y: y, z: z };
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}
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// 在 globe 初始化完成后,根据实际半径自动调整相机距离,保证整球落在视野内
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if (typeof globe.onGlobeReady === "function" && typeof globe.getGlobeRadius === "function") {
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globe.onGlobeReady(function () {
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var r = globe.getGlobeRadius(); // three-globe 内部使用的球半径
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// 经验:以半径的约 3 倍距离拍摄,配合 40° 视角,可以完整显示球体并留一定留白
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var dist = r * 3.2;
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camera.position.set(0, 0.2, dist);
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camera.lookAt(0, 0, 0);
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for (var i = 0; i < PARTICLE_COUNT; i++) {
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var i3 = i * 3;
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// 在陆地多边形下方放置一个略小的球体作为“海洋”,用白色突出球体轮廓
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// 颜色和透明度可以在这里调整
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var oceanGeom = new THREE.SphereGeometry(r * 0.99, 64, 64);
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var oceanMat = new THREE.MeshPhongMaterial({
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color: "#FFFFFF", // 海洋/球体底色:白色(可改成其他颜色)
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transparent: true,
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opacity: 1, // 透明度:越接近 1 越实
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shininess: 40,
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side: THREE.FrontSide,
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});
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var oceanMesh = new THREE.Mesh(oceanGeom, oceanMat);
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globe.add(oceanMesh);
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var target = randomPointOnSphere(SPHERE_RADIUS);
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targetPositions[i3] = target.x;
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targetPositions[i3 + 1] = target.y;
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targetPositions[i3 + 2] = target.z;
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// 在节点位置放置小型静态“节点点”
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var nodeGeom = new THREE.SphereGeometry(r * 0.02, 16, 16);
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var nodeMat = new THREE.MeshBasicMaterial({
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color: "#38BDF8",
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transparent: true,
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opacity: 0.9,
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});
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var start = randomPointFarFromCenter(START_RADIUS_MIN, START_RADIUS_MAX);
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startPositions[i3] = start.x;
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startPositions[i3 + 1] = start.y;
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startPositions[i3 + 2] = start.z;
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// 通知 three-globe 当前视角,用于部分图层的内部计算
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if (typeof globe.setPointOfView === "function") {
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globe.setPointOfView(camera);
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// 初始位置就是起始位置(粒子还未飞入)
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positions[i3] = start.x;
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positions[i3 + 1] = start.y;
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positions[i3 + 2] = start.z;
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}
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// 使用 globe 的工具方法,将经纬度转换为球面上的 3D 坐标
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var hasGetCoords = typeof globe.getCoords === "function";
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nodes.forEach(function (n) {
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var pos;
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if (hasGetCoords) {
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// altitude 略高于球面,避免被多边形遮挡
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pos = globe.getCoords(n.lat, n.lng, 0.02);
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} else {
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// 兼容降级:简单根据半径和经纬度计算
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var phi = (90 - n.lat) * (Math.PI / 180);
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var theta = (n.lng + 180) * (Math.PI / 180);
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var rr = r * 1.02;
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pos = {
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x: -rr * Math.sin(phi) * Math.cos(theta),
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z: rr * Math.sin(phi) * Math.sin(theta),
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y: rr * Math.cos(phi)
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};
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}
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var nodeMesh = new THREE.Mesh(nodeGeom, nodeMat);
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nodeMesh.position.set(pos.x, pos.y, pos.z);
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globe.add(nodeMesh);
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});
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});
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}
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// 按 hollow-globe 风格加载陆地多边形,绘制空心地球轮廓
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(function loadLandPolygons() {
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if (typeof topojson === "undefined") {
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console.warn(
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"[Globe] topojson-client is undefined, unable to render hollow globe polygons"
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geometry.setAttribute(
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"position",
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new THREE.BufferAttribute(positions, 3)
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);
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return;
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}
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// 请确保 /web/BlackFruit-web/assets/data/land-110m.json 存在,
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// 内容为你刚才提供的 Topology JSON。
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fetch("/web/BlackFruit-web/assets/data/land-110m.json")
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.then(function (res) {
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return res.json();
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})
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.then(function (landTopo) {
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try {
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var landGeo = topojson.feature(
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landTopo,
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landTopo.objects.land
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).features;
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globe
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.polygonsData(landGeo)
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.polygonCapMaterial(
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new THREE.MeshLambertMaterial({
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// 更亮、更偏青的科技蓝陆地,与轨迹/节点颜色统一
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color: "#38BDF8",
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var material = new THREE.PointsMaterial({
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color: 0x38bdf8, // 粒子主色(可自行调整)
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size: 0.06, // 每个粒子在世界中的尺寸
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sizeAttenuation: true,
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transparent: true,
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opacity: 0.75,
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side: THREE.DoubleSide,
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})
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)
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.polygonSideColor(function () {
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return "rgba(0,0,0,0)";
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opacity: 0.95,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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});
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} catch (e) {
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console.warn("[Globe] failed to parse land-110m topology:", e);
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}
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})
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.catch(function (err) {
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console.warn(
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"[Globe] failed to load /web/BlackFruit-web/assets/data/land-110m.json:",
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err
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);
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var particleSphere = new THREE.Points(geometry, material);
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scene.add(particleSphere);
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// 也可以增加一个非常淡的内层球体,进一步强调轮廓(如不需要可注释掉)
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var innerSphereGeom = new THREE.SphereGeometry(SPHERE_RADIUS * 0.98, 48, 48);
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var innerSphereMat = new THREE.MeshBasicMaterial({
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color: 0x0f172a,
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transparent: true,
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opacity: 0.25,
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side: THREE.BackSide,
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});
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})();
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var innerSphereMesh = new THREE.Mesh(innerSphereGeom, innerSphereMat);
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scene.add(innerSphereMesh);
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// 暴露给调试用
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if (typeof window !== "undefined") {
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window.__globe = globe;
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window.__particleGlobe = {
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scene: scene,
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camera: camera,
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renderer: renderer,
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particleSphere: particleSphere,
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};
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}
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// 自适应窗口大小
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@@ -266,24 +156,45 @@
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camera.aspect = w / h;
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camera.updateProjectionMatrix();
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renderer.setSize(w, h);
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// 同步 three-globe 对 renderer 尺寸的感知,保证缩放比例一致
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if (typeof globe.rendererSize === "function") {
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globe.rendererSize(new THREE.Vector2(w, h));
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}
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}
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window.addEventListener("resize", onResize);
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// 动画循环
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var lastTime = performance.now();
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// 动画循环:粒子从远处飞入,逐渐聚合成球体,并缓慢自转
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var startTime = performance.now();
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var lastTime = startTime;
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function animate() {
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requestAnimationFrame(animate);
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var now = performance.now();
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var delta = (now - lastTime) / 1000;
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var elapsed = now - startTime;
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lastTime = now;
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// 地球自转
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globe.rotation.y += delta * 0.25;
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// 粒子从起始位置插值到球面目标位置
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var t = Math.min(1, elapsed / FORMATION_DURATION);
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var eased = easeOutCubic(t);
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var i, i3;
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for (i = 0; i < PARTICLE_COUNT; i++) {
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i3 = i * 3;
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var sx = startPositions[i3];
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var sy = startPositions[i3 + 1];
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var sz = startPositions[i3 + 2];
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var tx = targetPositions[i3];
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var ty = targetPositions[i3 + 1];
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var tz = targetPositions[i3 + 2];
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positions[i3] = sx + (tx - sx) * eased;
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positions[i3 + 1] = sy + (ty - sy) * eased;
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positions[i3 + 2] = sz + (tz - sz) * eased;
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}
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geometry.attributes.position.needsUpdate = true;
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// 整体自转
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particleSphere.rotation.y += ROTATION_SPEED * delta;
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innerSphereMesh.rotation.y += ROTATION_SPEED * delta * 0.9;
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renderer.render(scene, camera);
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}
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Reference in New Issue
Block a user