canvas实现粒子上升动画效果代码

代码语言:html

所属分类:粒子

代码描述:canvas实现粒子上升动画效果代码

代码标签: 上升 动画 效果

下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开

<!DOCTYPE html>
<html lang="en">

<head>

    <meta charset="UTF-8">






    <style>
        body {
            margin: 0;
            padding: 0;
            background-color: #1e222a;
        }

        #threeDScene {
            width: 100vw;
            height: 100vh;
            margin: 0;
            display: block;
            left: 50%;
            top: 50%;
            transform: translateX(-50%) translateY(-50%);
            position: absolute;
        }

        .App {
            position: absolute;
            width: 85vmin;
            height: 85vmin;
            border-radius: 42.5vmin;
            left: 50%;
            top: 50%;
            transform: translateX(-50%) translateY(-50%);
            overflow: hidden;
            background-color: black;
            border: solid 10px #2c313c;
            box-sizing: border-box;
            box-shadow: 0px 0px 30px rgba(10, 14, 20, 0.5);
        }

        .baseImg {
            opacity: 0;
            visibility: hidden;
            width: 0;
            height: 0;
            display: none;
        }
    </style>



</head>

<body>
    <div class="App">
        <canvas id="threeDScene"></canvas>
    </div>

<img src='//repo.bfw.wiki/bfwrepo/image/5e2b80eb53d22.png' class="baseImg" id="Img"/>


    <script type="module">
        import {
            Scene,
            PerspectiveCamera,
            WebGLRenderer,
            Clock,
            PlaneGeometry,
            BufferAttribute,
            Points,
            ShaderMaterial,
            PointsMaterial,
            MeshBasicMaterial,
            Mesh,
            Vector3,
            TextureLoader,
            Uniform
        } from
        "https://cdn.skypack.dev/three@0.125.2";
        import {
            BloomEffect,
            EffectComposer,
            EffectPass,
            RenderPass,
            Pass,
            ShaderPass,
            DepthOfFieldEffect
        } from
        "https://cdn.skypack.dev/postprocessing@6.20.3";

        /*
 * A fast javascript implementation of simplex noise by Jonas Wagner
 *
 * Based on a speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
 * Which is based on example code by Stefan Gustavson (stegu@itn.liu.se).
 * With Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
 * Better rank ordering method by Stefan Gustavson in 2012.
 *
 *
 * Copyright (C) 2016 Jonas Wagner
 *
 * Permission is hereby granted, free of charge, to any person obtaining
 * a copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, sublicense, and/or sell copies of the Software, and to
 * permit persons to whom the Software is furnished to do so, subject to
 * the following conditions:
 *
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 *
 */
        (function () {
            'use strict';

            var F2 = 0.5 * (Math.sqrt(3.0) - 1.0);
            var G2 = (3.0 - Math.sqrt(3.0)) / 6.0;
            var F3 = 1.0 / 3.0;
            var G3 = 1.0 / 6.0;
            var F4 = (Math.sqrt(5.0) - 1.0) / 4.0;
            var G4 = (5.0 - Math.sqrt(5.0)) / 20.0;

            function SimplexNoise(random) {
                if (!random) random = Math.random;
                this.p = buildPermutationTable(random);
                this.perm = new Uint8Array(512);
                this.permMod12 = new Uint8Array(512);
                for (var i = 0; i < 512; i++) {
                    this.perm[i] = this.p[i & 255];
                    this.permMod12[i] = this.perm[i] % 12;
                }

            }
            SimplexNoise.prototype = {
                grad3: new Float32Array([1, 1, 0,
                    -1, 1, 0,
                    1, -1, 0,

                    -1, -1, 0,
                    1, 0, 1,
                    -1, 0, 1,

                    1, 0, -1,
                    -1, 0, -1,
                    0, 1, 1,

                    0, -1, 1,
                    0, 1, -1,
                    0, -1, -1]),
                grad4: new Float32Array([0, 1, 1, 1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, -1,
                    0, -1, 1, 1, 0, -1, 1, -1, 0, -1, -1, 1, 0, -1, -1, -1,
                    1, 0, 1, 1, 1, 0, 1, -1, 1, 0, -1, 1, 1, 0, -1, -1,
                    -1, 0, 1, 1, -1, 0, 1, -1, -1, 0, -1, 1, -1, 0, -1, -1,
                    1, 1, 0, 1, 1, 1, 0, -1, 1, -1, 0, 1, 1, -1, 0, -1,
                    -1, 1, 0, 1, -1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, -1,
                    1, 1, 1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, -1, 0,
                    -1, 1, 1, 0, -1, 1, -1, 0, -1, -1, 1, 0, -1, -1, -1, 0]),
                noise2D: function (xin, yin) {
                    var permMod12 = this.permMod12;
                    var perm = this.perm;
                    var grad3 = this.grad3;
                    var n0 = 0; // Noise contributions from the three corners
                    var n1 = 0;
                    var n2 = 0;
                    // Skew the input space to determine which simplex cell we're in
                    var s = (xin + yin) * F2; // Hairy factor for 2D
                    var i = Math.floor(xin + s);
                    var j = Math.floor(yin + s);
                    var t = (i + j) * G2;
                    var X0 = i - t; // Unskew the cell origin back to (x,y) space
                    var Y0 = j - t;
                    var x0 = xin - X0; // The x,y distances from the cell origin
                    var y0 = yin - Y0;
                    // For the 2D case, the simplex shape is an equilateral triangle.
                    // Determine which simpl.........完整代码请登录后点击上方下载按钮下载查看

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