最新版粒子波浪

tech2023-01-25  66

js代码部分

<script src="./../js/three.js"></script> <script src="./../js/OrbitControls.js"></script> <script> var SEPARATION = 200, AMOUNTX = 60, AMOUNTY = 60; var container, stats; var camera, scene, renderer, controls; var particles, particle, count = 0; var windowHalfX = window.innerWidth / 2; var windowHalfY = window.innerHeight / 2; // var raycaster = new THREE.Raycaster(); var mouse = new THREE.Vector2(); function init() { container = document.createElement('div'); document.body.appendChild(container); camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000); scene = new THREE.Scene(); /** * 设置光源 * */ //点光源 var point = new THREE.PointLight(0xffffff); //白光 point.position.set(1200, 1200, 1200); //点光源位置 scene.add(point); //点光源添加进场景 //环境光 var ambient = new THREE.AmbientLight(0x999999); //白光 scene.add(ambient); //环境光添加进场景 //粒子 particles = new Array(); var PI2 = Math.PI * 2; var material = new THREE.SpriteMaterial({ color: 0xffffff, program: function (context) { context.beginPath(); context.arc(0, 0, 0.5, 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.Sprite(material); particle.position.x = ix * SEPARATION - ((AMOUNTX * SEPARATION) / 2); particle.position.z = iy * SEPARATION - ((AMOUNTY * SEPARATION) / 2); scene.add(particle); } } /** * 创建渲染器对象 * */ renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(window.innerWidth, window.innerHeight); container.appendChild(renderer.domElement); window.addEventListener('resize', onWindowResize, false); //交互控制器 /** * 鼠标键盘事件监听器 * */ controls = new THREE.OrbitControls(camera, renderer.domElement); controls.enableDamping = true; controls.dampingFactor = 0.1; controls.screenSpacePanning = true; controls.minDistance = 0; controls.maxDistance = 5000; controls.maxPolarAngle = 2 * Math.PI; /** * 模型拾取 * */ mouse.x = -10000; mouse.y = -10000; function onMouseMove(event) { // calculate mouse position in normalized device coordinates // (-1 to +1) for both components mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; } window.addEventListener('mousemove', onMouseMove, 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); } var rad = 0; function render() { camera.position.set(2600, 500, 2600); camera.up = new THREE.Vector3(0, 1, 0); camera.lookAt(new THREE.Vector3(0, 500, 0)); 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) * 0.2) * 500) + (Math.sin((iy + count) * 0.2) * 500); particle.scale.y = (Math.sin((ix + count) * 0.3) + 1) * 3 + (Math.sin((iy + count) * 0.3) + 1) * 3; particle.scale.x = (Math.sin((ix + count) * 0.3) + 1) * 3 + (Math.sin((iy + count) * 0.3) + 1) * 3; } scene.children[2].translateY(Math.cos(ix + count / 2) * 5); } //模型旋转 scene.children[2].rotateY(Math.PI / 180); camera.position.x = 2600 * Math.cos(Math.PI / 180 * rad); camera.position.z = -2600 * Math.sin(Math.PI / 180 * rad); //点光源位置 scene.children[0].position.x = 1200 * Math.cos(Math.PI / 180 * rad + Math.PI * 0.1); scene.children[0].position.z = -1200 * Math.sin(Math.PI / 180 * rad + Math.PI * 0.1); controls.update(); renderer.render(scene, camera); count += 0.1; rad += 0.2; } function animate() { requestAnimationFrame(animate); render(); } init(); animate(); </script>
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