three+webgl实现三维彩色变色粒子喷射动画效果代码
代码语言:html
所属分类:粒子
代码描述:three+webgl实现三维彩色变色粒子喷射动画效果代码
代码标签: three webgl 三维 彩色 变色 粒子 喷射 动画
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;
	overflow: hidden;
	cursor: move;
}
</style>
  
  
  
</head>
<body >
  <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 mScene;
var mParticleCount = 100000; // <-- change this number!
var mParticleSystem;
var mTime = 0.0;
var mTimeStep = 1 / 60;
var mDuration = 20;
window.onload = function () {
  init();
};
function init() {
  initTHREE();
  initControls();
  initParticleSystem();
  requestAnimationFrame(tick);
  window.addEventListener('resize', resize, false);
}
function initTHREE() {
  mRenderer = new THREE.WebGLRenderer({ antialias: true });
  mRenderer.setSize(window.innerWidth, window.innerHeight);
  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, 600, 600);
  mScene = new THREE.Scene();
  var light;
  light = new THREE.PointLight(0xffffff, 4, 1000, 2);
  light.position.set(0, 400, 0);
  mScene.add(light);
}
function initControls() {
  mControls = new THREE.OrbitControls(mCamera, mRenderer.domElement);
}
function initParticleSystem() {
  var prefabGeometry = new THREE.PlaneGeometry(4, 4);
  var bufferGeometry = new THREE.BAS.PrefabBufferGeometry(prefabGeometry, mParticleCount);
  bufferGeometry.computeVertexNormals();
  // generate additional geometry data
  var aOffset = bufferGeometry.createAttribute('aOffset', 1);
  var aStartPosition = bufferGeometry.createAttribute('aStartPosition', 3);
  var aControlPoint1 = bufferGeometry.createAttribute('aControlPoint1', 3);
  var aControlPoint2 = bufferGeometry.createAttribute('aControlPoint2', 3);
  var aEndPosition = bufferGeometry.createAttribute('aEndPosition', 3);
  var aAxisAngle = bufferGeometry.createAttribute('aAxisAngle', 4);
  var aColor = bufferGeometry.createAttribute('color', 3);
  var i, j, offset;
  // buffer time offset
  var delay;
  for (i = 0, offset = 0; i < mParticleCount; i++) {
    delay = i / mParticleCount * mDuration;
    for (j = 0; j < prefabGeometry.vertices.length; j++) {
      aOffset.array[offset++] = delay;
    }
  }
  // buffer start positions
  var x, y, z;
  for (i = 0, offset = 0; i < mParticleCount; i++) {
    x = -1000;
    y = 0;
    z = 0;
    for (j = 0; j < prefabGeometry.vertices.length; j++) {
      aStartPosition.array[offset++] = x;
      aStartPosition.array[offset++] = y;
      aStartPosition.array[offset++] = z;
    }
  }
  // buffer control points
  for (i = 0, offset = 0; i < mParticleCount; i++) {
    x = THREE.Math.randFloat(-400, 400);
    y = THREE.Math.randFloat(400, 600);
    z = THREE.Math.randFloat(-1200, -800);
    for (j = 0; j < prefabGeometry.vertices.length; j++) {
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