粒子生长曲线效果

代码语言:html

所属分类:粒子

代码描述:粒子生长曲线效果,原生js编写,宛如植物一样生根发芽

代码标签: 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">


</head>
<body translate="no">

<script>
"use strict";

window.addEventListener("load", function () {

  const scaleX = 200;
  const lineW = 0.3; // line width

  const speed = 2; // intensity of field at the triangle vertices
  const nbParticles = 1000;
  const lifeTime = 400;

  let canv, ctx; // canvas and context
  let maxx, maxy; // canvas dimensions
  let nbx, nby; // number of triangles
  let xc, yc; // center of canvas

  let particles; // array of particles

  let xRect, yRect, hRect, rectSide;

  let bgColor;
  let lineColor;

  let requestID; // ID provided by window.requestAnimationFrame();

  let hue; // for particles
  let xp, yp;
  let pTarget;
  let fx;
  let moveMode = 'auto';
  // shortcuts for Math.
  const mrandom = Math.random;
  const mfloor = Math.floor;
  const mround = Math.round;
  const mceil = Math.ceil;
  const mabs = Math.abs;
  const mmin = Math.min;
  const mmax = Math.max;

  const mPI = Math.PI;
  const mPIS2 = Math.PI / 2;
  const m2PI = Math.PI * 2;
  const msin = Math.sin;
  const mcos = Math.cos;
  const matan2 = Math.atan2;

  const mhypot = Math.hypot;
  const msqrt = Math.sqrt;

  const rac3 = msqrt(3);
  const rac3s2 = rac3 / 2;
  const mPIS3 = Math.PI / 3;

  const sinPIS6 = 0.5;
  const cosPIS6 = rac3s2;
  const sinPIS3 = cosPIS6;
  const cosPIS3 = sinPIS6;

  //------------------------------------------------------------------------
  /*
   * 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) 2012 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),
    G2 = (3.0 - Math.sqrt(3.0)) / 6.0,
    F3 = 1.0 / 3.0,
    G3 = 1.0 / 6.0,
    F4 = (Math.sqrt(5.0) - 1.0) / 4.0,
    G4 = (5.0 - Math.sqrt(5.0)) / 20.0;


    function SimplexNoise(random) {
      if (!random) random = Math.random;
      this.p = new Uint8Array(256);
      this.perm = new Uint8Array(512);
      this.permMod12 = new Uint8Array(512);
      for (var i = 0; i < 256; i++) {
        this.p[i] = random() * 256;
      }
      for (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]),
      noise2D: function (xin, yin) {
        var permMod12 = this.permMod12,
        perm = this.perm,
        grad3 = this.grad3;
        var n0 = 0,n1 = 0,n2 = 0; // Noise contributions from the three corners
        // 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 simplex we are in.
        var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
        if (x0 > y0) {
          i1 = 1;
          j1 = 0;
        } // lower triangle, XY order: (0,0)->(1,0)->(1,1)
        else {
            i1 = 0;
            j1 = 1;
          } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
        // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
        // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
        // c = (3-sqrt(3))/6
        var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
        var y1 = y0 - j1 + G2;
        var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
        var y2 = y0 - 1.0 + 2.0 * G2;
        // Work out the hashed gradient indices of the three simplex corners
        var ii = i & 255;
        var jj = j & 255;
        // Calculate the contribution from the three corners
        var t0 = 0.5 - x0 * x0 - y0 * y0;
        if (t0 >= 0) {
          var gi0 = permMod12[ii + perm[jj]] * 3;
          t0 *= t0;
          n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0); // (x,y) of grad3 used for 2D gradient
        }
        var t1 = 0.5 - x1 * x1 - y1 * y1;
        if (t1 >= 0) {
          var gi1 = permMod12[ii + i1 + perm[jj + j1]] * 3;
          t1 *= t1;
          n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1);
        }
        var t2 = 0.5 - x2 * x2 - y2 * y2;
        if (t2 >= 0) {
          var gi2 = permMod12[ii + 1 + perm[jj + 1]] * 3;
          t2 *= t2;
          n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 1] * y2);
        }
        // Add contributions from each corner to get the final noise value.
        // The result is scaled to return values in the interval [-1,1].
        return 70.0 * (n0 + n1 + n2);
      } };



    window.SimplexNoise = SimplexNoise;

  })();
  /* end of simple noise */
  //------------------------------------------------------------------------

  function computeField(x, y) {

    /* compute field at a given point */

    let angle = fx(x / scaleX, y / scaleX) * mPI; // non-uniform distribution -> tendency to go to the right

    let dx = x - xc;
    let dy = y - yc;
    let rad = mhypot(dx, dy);

    /*  since noise2D does not return a uniform distribution, the particles have
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