• 如何使用Three.js实现波浪粒子动画效果
  • 发布于 1周前
  • 47 热度
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“使用 Three.js 实现的波浪粒子动画。大量粒子组成的动态波浪图案会和鼠标移动进行互动,效果十分炫酷。”

实现代码
HTML:
<html>
    <body></body>
</html>
CSS
body {
    background-color: #193c6d;
    filter: progid: DXImageTransform.Microsoft.gradient(gradientType=1, startColorstr='#003073', endColorstr='#029797');
    background-image: url(//img.alicdn.com/tps/TB1d.u8MXXXXXXuXFXXXXXXXXXX-1900-790.jpg);
    background-size: 100%;
    background-image: -webkit-gradient(linear, 0 0, 100% 100%, color-stop(0, #003073), color-stop(100%, #029797));
    background-image: -webkit-linear-gradient(135deg, #003073, #029797);
    background-image: -moz-linear-gradient(45deg, #003073, #029797);
    background-image: -ms-linear-gradient(45deg, #003073 0, #029797 100%);
    background-image: -o-linear-gradient(45deg, #003073, #029797);
    background-image: linear-gradient(135deg, #003073, #029797);
    text-align: center;
    margin: 0px;
    overflow: hidden;
}
JAVASCRIPT:
// three.js - https://github.com/mrdoob/three.js
var SEPARATION = 100,
        AMOUNTX = 100,
        AMOUNTY = 70;
    var container;
    var camera, scene, renderer;
    var particles, particle, count = 0;
    var mouseX = 85,
        mouseY = -342;
    var windowHalfX = window.innerWidth / 2;
    var windowHalfY = window.innerHeight / 2;
    init();
    animate();
 
    function init() {
 
        container = document.createElement('div');
        document.body.appendChild(container);
 
        camera = new THREE.PerspectiveCamera(120, window.innerWidth / window.innerHeight, 1, 10000);
        camera.position.z = 1000;
        // 堆代码 duidaima.com
        scene = new THREE.Scene();
        particles = new Array();
 
        var PI2 = Math.PI * 2;
        var material = new THREE.ParticleCanvasMaterial({
 
            color: 0xe1e1e1,
            program: function(context) {
 
                context.beginPath();
                context.arc(0, 0, .6, 0, PI2, true);
                context.fill();
 
            }
 
        });
 
        var i = 0;
 
        for (var ix = 0; ix < AMOUNTX; ix++) {
 
            for (var iy = 0; iy < AMOUNTY; iy++) {
 
                particle = particles[i++] = new THREE.Particle(material);
                particle.position.x = ix * SEPARATION - ((AMOUNTX * SEPARATION) / 2);
                particle.position.z = iy * SEPARATION - ((AMOUNTY * SEPARATION) / 2);
                scene.add(particle);
 
            }
 
        }
 
        renderer = new THREE.CanvasRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);
        container.appendChild(renderer.domElement);
 
        document.addEventListener('mousemove', onDocumentMouseMove, false);
        document.addEventListener('touchstart', onDocumentTouchStart, false);
        document.addEventListener('touchmove', onDocumentTouchMove, false);
 
        //
 
        window.addEventListener('resize', onWindowResize, false);
 
    }
 
    function onWindowResize() {
 
        windowHalfX = window.innerWidth / 2;
        windowHalfY = window.innerHeight / 2;
 
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
 
        renderer.setSize(window.innerWidth, window.innerHeight);
 
    }
    //
    function onDocumentMouseMove(event) {
        mouseX = event.clientX - windowHalfX;
        mouseY = event.clientY - windowHalfY;
    }
    function onDocumentTouchStart(event) {
        if (event.touches.length === 1) {
            event.preventDefault();
            mouseX = event.touches[0].pageX - windowHalfX;
            mouseY = event.touches[0].pageY - windowHalfY;
 
        }
 
    }
 
    function onDocumentTouchMove(event) {
        if (event.touches.length === 1) {
            event.preventDefault();
            mouseX = event.touches[0].pageX - windowHalfX;
            mouseY = event.touches[0].pageY - windowHalfY;
        }
    }
 
    //
    function animate() {
        requestAnimationFrame(animate);
        render();
    }
 
    function render() {
        camera.position.x += (mouseX - camera.position.x) * .05;
        camera.position.y += (-mouseY - camera.position.y) * .05;
        camera.lookAt(scene.position);
        var i = 0;
        for (var ix = 0; ix < AMOUNTX; ix++) {
            for (var iy = 0; iy < AMOUNTY; iy++) {
                particle = particles[i++];
                particle.position.y = (Math.sin((ix + count) * 0.3) * 50) + (Math.sin((iy + count) * 0.5) * 50);
                particle.scale.x = particle.scale.y = (Math.sin((ix + count) * 0.3) + 1) * 2 + (Math.sin((iy + count) * 0.5) + 1) * 2;
 
            }
 
        }
        renderer.render(scene, camera);
        count += 0.1;
    }
源码:https://codepen.io/deathfang/pen/WxNVoq
在线预览:https://codepen.io/deathfang/full/WxNVoq

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