three实现三维粒子流旋转动画效果代码
代码语言:html
所属分类:三维
代码描述:three实现三维粒子流旋转动画效果代码
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">
</head>
<body translate="no">
<div id="scene-container"></div>
<style>
#scene-container {
width: 100%;
height: 100vh;
}
body {
margin: 0;
overflow: hidden;
background-color: #000;
}
</style>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.169.0/build/three.module.js",
"three/addons/controls/OrbitControls": "https://cdn.jsdelivr.net/npm/three@0.169.0/examples/jsm/controls/OrbitControls.js",
"three/addons/postprocessing/EffectComposer": "https://cdn.jsdelivr.net/npm/three@0.169.0/examples/jsm/postprocessing/EffectComposer.js",
"three/addons/postprocessing/RenderPass": "https://cdn.jsdelivr.net/npm/three@0.169.0/examples/jsm/postprocessing/RenderPass.js",
"three/addons/postprocessing/ShaderPass": "https://cdn.jsdelivr.net/npm/three@0.169.0/examples/jsm/postprocessing/ShaderPass.js",
"three/addons/postprocessing/UnrealBloomPass": "https://cdn.jsdelivr.net/npm/three@0.169.0/examples/jsm/postprocessing/UnrealBloomPass.js",
"three/addons/postprocessing/OutputPass": "https://cdn.jsdelivr.net/npm/three@0.169.0/examples/jsm/postprocessing/OutputPass.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer';
import { RenderPass } from 'three/addons/postprocessing/RenderPass';
import { ShaderPass } from 'three/addons/postprocessing/ShaderPass';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass';
import { OutputPass } from 'three/addons/postprocessing/OutputPass';
let scene, camera, renderer, controls, clock, composer;
let prismCore, energyVeins, crystalShards, particleField, pointLight, rayParticles;
let mouse = new THREE.Vector2(0, 0);
let targetRotation = new THREE.Vector2(0, 0);
let rayParticleCount = 1000;
let colorScheme = {
primary: new THREE.Color(0x12A4D9),
secondary: new THREE.Color(0xD9138A),
accent: new THREE.Color(0xE2D810),
dark: new THREE.Color(0x322E2F)
};
init();
animate();
function init() {
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x000000, 0.035);
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 1.8, 4.0);
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.5;
document.getElementById('scene-container').appendChild(renderer.domElement);
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.autoRotate = true;
controls.autoRotateSpeed = 0.5;
controls.minDistance = 1.8;
controls.maxDistance = 6.5;
controls.enablePan = false;
clock = new THREE.Clock();
scene.add(new THREE.AmbientLight(0x302050, 0.8));
const hemisphereLight = new THREE.HemisphereLight(0x606090, 0x080820, 0.5);
scene.add(hemisphereLight);
pointLight = new THREE.PointLight(0xffa0e0, 2.5, 10);
pointLight.position.set(1.5, 1.5, 1.5);
scene.add(pointLight);
const pointLight2 = new THREE.PointLight(0x80c0ff, 1.8, 8);
pointLight2.position.set(-2, -1, 1);
scene.add(pointLight2);
const prismGeometry = new THREE.BoxGeometry(1, 3, 1, 8, 16, 8);
const prismVertexShader = `
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vPosition;
uniform float time;
uniform vec2 mouseInfluence;
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
.........完整代码请登录后点击上方下载按钮下载查看
















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