three实现三维粒子跟随音乐跳动音频可视化效果代码
代码语言:html
所属分类:三维
代码描述:three实现三维粒子跟随音乐跳动音频可视化效果代码
代码标签: three 三维 粒子 跟随 音乐 跳动 音频 可视化
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>
html, body {
	margin: 0;
	overflow: hidden;
	font-family: sans-serif;
	background: #13091B;
	height: 100%;
}
#three-container {
	position: absolute;
	left: 0;
	top: 0;
}
.container {
	display: flex;
	align-items: center;
	justify-content: center;
	height: 100%;
}
.play-btn {
	color: #13091B;
	background: #007A99;
	display: inline-block;
	padding: 16px 48px;
	font-size: 18px;
	cursor: pointer;
	border-radius: 4px;
	letter-spacing: 0.1em;
	z-index: 1;
}
</style>
  
</head>
<body >
  <audio id="song" src="" style="display:none;"></audio>
<div class="container">
	<div class="play-btn">PLAY</div>
</div>
<div id="three-container"></div>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.72.js"></script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/OrbitControls.72.js"></script>
      <script >
var mContainer;
var mCamera, mRenderer;
var mControls;
var mShadowColor = 0x13091B; //0x1B0914
var mScene;
var mLight;
var mLight2;
var mLight3;
var mUseAA = true;
var mParticleCount = 250000;
var mParticleSystem;
var mDuration;
var mPathLength = 32;
var mAudioElement = document.getElementById('song');
var mAnalyser;
var mPlayBtn = document.querySelector('.play-btn');
var mPlayBtnContainer = document.querySelector('.container');
mPlayBtn.addEventListener('click', function () {
  mAnalyser.context.resume().then(() => {
    console.log('Playback resumed successfully');
  });
  mPlayBtnContainer.style.display = 'none';
  mAudioElement.currentTime = 0;
  mAudioElement.play();
  mCamera.position.set(0, 0, 1200);
});
mAudioElement.addEventListener('ended', function () {
  mPlayBtnContainer.style.display = 'flex';
});
window.onload = function () {
  init();
};
function init() {
  initAudio();
  initTHREE();
  initControls();
  initParticleSystem();
  requestAnimationFrame(tick);
  window.addEventListener('resize', resize, false);
}
function initAudio() {
  mAudioElement.crossOrigin = "anonymous";
  mAudioElement.src = '//repo.bfw.wiki/bfwrepo/sound/63e1f2ab02799.mp3';
  mAnalyser = new SpectrumAnalyzer(mPathLength * 0.5, 0.80);
  mAnalyser.setSource(mAudioElement);
}
function initTHREE() {
  mRenderer = new THREE.WebGLRenderer({ antialias: mUseAA });
  mRenderer.setSize(window.innerWidth, window.innerHeight);
  //mRenderer.setClearColor(0xffffff);
  mRenderer.setClearColor(mShadowColor);
  mContainer = document.getElementById('three-container');
  mContainer.appendChild(mRenderer.domElement);
  mCamera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 5000);
  mCamera.position.set(0, 0, 1200);
  mScene = new THREE.Scene();
  mLight = new THREE.PointLight(0xffffff, 1, 1200, 2);
  mLight.position.set(0, 0, 0);
  mScene.add(mLight);
  mLight2 = new THREE.DirectionalLight(0xFF311F, 0.25);
  mLight2.position.set(0, 1, 1);
  mScene.add(mLight2);
  mLight3 = new THREE.DirectionalLight(0x007A99, 0.25);
  mLight3.position.set(0, 1, -1);
  mScene.add(mLight3);
}
function initControls() {
  mControls = new THREE.OrbitControls(mCamera, mRenderer.domElement);
  mControls.autoRotate = true;
  mControls.enableZoom = true;
  mControls.enablePan = false;
  mControls.constraint.minDistance = 10;
  mControls.constraint.maxDistance = 1200;
  mControls.constraint.minPolarAngle = Math.PI * 0.4;
  mControls.constraint.maxPolarAngle = Math.PI * 0.6;
}
function initParticleSystem() {
  var prefabGeometry = new THREE.PlaneGeometry(4, 4);
  var bufferGeometry = new THREE.BAS.PrefabBufferGeometry(prefabGeometry, mParticleCount);
  //bufferGeometry.computeVertexNormals();
  // generate additional geometry data
  var aDelayDuration = bufferGeometry.createAttribute('aDelayDuration', 2);
  var aPivot = bufferGeometry.createAttribute('aPivot', 3);
  var aAxisAngle = bufferGeometry.createAttribute('aAxisAngle', 4);
  var aColor = bufferGeometry.createAttribute('color', 3);
  var i, j, offset;
  // buffer time offset
  var delay;
  var duration;
  var prefabDelay = 0.00015;
  var vertexDelay = 0.0175;
  var minDuration = 32.0;
  var maxDuration = 56.........完整代码请登录后点击上方下载按钮下载查看
















			
			
				
			
	
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