浮雕中的六角弧背景动画效果

代码语言:html

所属分类:背景

代码描述:浮雕中的六角弧背景动画效果

代码标签: 背景 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 {
  font-family: Arial, Helvetica, "Liberation Sans", FreeSans, sans-serif;
  background-color: #000;
  color: #fff;
  margin: 0;
  padding: 0;
  border-width:0;
  cursor: pointer;
}
</style>

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

<script>
"use strict";
window.onload = function () {

  const rayHexMin = 80;
  const rayHexMax = 160;
  const amplNoise = 30;
  const minPerX = 1;
  const maxPerX = 5;
  const minPerY = 1;
  const maxPerY = 5;

  let canv, ctx; // canvas and context
  let maxx, maxy;

  let grid;
  let nbx, nby;
  let rayHex;

  let tbSides;

  /* for animation */
  let events = [];

  // 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;

  //-----------------------------------------------------------------
  function alea(min, max) {
    // random number [min..max[ . If no max is provided, [0..min[

    if (typeof max == 'undefined') return min * mrandom();
    return min + (max - min) * mrandom();
  }

  // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

  function intAlea(min, max) {
    // random integer number [min..max[ . If no max is provided, [0..min[

    if (typeof max == 'undefined') {
      max = min;min = 0;
    }
    return mfloor(min + (max - min) * mrandom());
  } // intAlea

  // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

  function Noise1DOneShot(period, min = 0, max = 1, random) {
    /* returns a 1D single-shot noise generator.
                                                                the (optional) random function must return a value between 0 and 1
                                                               the returned function has no parameter, and will return a new number every tiime it is called.
                                                               If the random function provides reproductible values (and is not used elsewhere), this
                                                               one will return reproductible values too.
                                                               period should be > 1. The bigger period is, the smoother output noise is
                                                             */
    random = random || Math.random;
    let currx = random(); // start with random offset
    let y0 = min + (max - min) * random(); // 'previous' value
    let y1 = min + (max - min) * random(); // 'next' value
    let dx = 1 / period;

    return function () {
      currx += dx;
      if (currx > 1) {
        currx -= 1;
        y0 = y1;
        y1 = min + (max - min) * random();
      }
      let z = (3 - 2 * currx) * currx * currx;
      return z * y1 + (1 - z) * y0;
    };
  } // Noise1DOneShot


  //------------------------------------------------------------------------
  // class Hexagon
  let Hexagon;
  {// scope for Hexagon

    let orgx, orgy;

    Hexagon = function (kx, ky) {

      this.kx = kx;
      this.ky = ky;
      this.neighbours = [];

      this.orient = intAlea(6);

    }; // function Hexagon

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    /* static method */

    Hexagon.dimensions = function () {
      // coordinates of center of hexagon [0][0]
      orgx = (maxx - rayHex * (1.5 * nbx + 0.5)) / 2 + rayHex; // obvious, no ?
      orgy = (maxy - rayHex * rac3 * (nby + 0.5)) / 2 + rayHex * rac3; // yet more obvious

    }; // Hexagon.dimensions

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Hexagon.prototype.size = function () {
      /* computes screen sizes / positions
                                          */
      // centre
      this.xc = orgx + this.kx * 1.5 * rayHex;
      this.yc = orgy + this.ky * rayHex * rac3;
      if (this.kx & 1) this.yc -= rayHex * rac3s2; // odd columns

      this.vertices = [[], [], [], [], [], []];

      // x coordinates, from left to right
      this.vertices[3][0] = this.xc - rayHex;
      this.vertices[2][0] = this.vertices[4][0] = this.xc - rayHex / 2;
      this.vertices[1][0] = this.vertices[5][0] = this.xc + rayHex / 2;
      this.vertices[0][0] = this.xc + rayHex;
      // y coordinates, from top to bottom
      this.vertices[4][1] = this.vertices[5][1] = this.yc - rayHex * rac3s2;
      this.vertices[0][1] = this.vertices[3][1] = this.yc;
      this.vertices[1][1] = this.vertices[2][1] = this.yc + rayHex * rac3s2;
      // get a 2nd copy of table to avoid many % 6 calculations later
      this.vertices = this.vertices.concat(this.vertices);

      this.extCenters = [[], [], [], [], [], []];
      let dxc = rayHex;
      let dyc = rayHex / rac3;
      this.rad1 = dyc; // radius fir circles with center in extCenters

      for (let k = 0; k < 6; ++k) {
        this.extCenters[k][0] = this.xc + dxc * mcos(k * mPIS3) - dyc * msin(k * mPIS3);
        this.extCenters[k][1] = this.yc + dxc * msin(k * mPIS3) + dyc * mcos(k * mPIS3);
      }
      // get a 2nd copy of table to avoid many % 6 calculations later
      this.extCenters = this.extCenters.concat(this.extCenters);

      this.extCentersB = [[], [], [], [], [], []];
      // x coordinates, from left to right
      this.extCentersB[3][0] = this.xc - 2 * rayHex;
      this.extCentersB[2][0] = this.extCentersB[4][0] = this.xc - rayHex;
      this.extCentersB[1][0] = this.extCentersB[5][0] = this.xc + rayHex;
      this.extCentersB[0][0] = this.xc + 2 * rayHex;

      // y coordinates, from top to bottom
      this.extCentersB[4][1] = this.extCentersB[5][1] = this.yc - rayHex * rac3;
      this.extCentersB[3][1] = this.extCentersB[0][1] = this.yc;
      this.extCentersB[2][1] = this.extCentersB[1][1] = this.yc + rayHex * rac3;
      // get a 2nd copy of table to avoid many % 6 calculations later
      this.extCentersB = this.extCentersB.concat(this.extCentersB);

    }; // Hexagon.prototype.size

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Hexagon.prototype.drawHexagon = function (hue) {

      if (!this.vertices) this.size();
      let ctxGrid = ctx;
      ctxGrid.beginPath();
      ctxGrid.moveTo(this.vertices[0][0], this.vertices[0][1]);
      ctxGrid.lineTo(this.vertices[1][0], this.vertices[1][1]);
      ctxGrid.lineTo(this.vertices[2][0], this.vertices[2][1]);
      ctxGrid.lineTo(this.vertices[3][0], this.vertices[3][1]);
      ctxGrid.lineTo(this.vertices[4][0], this.vertices[4][1]);
      ctxGrid.lineTo(this.vertices[5][0], this.vertices[5][1]);
      ctxGrid.lineTo(this.vertices[0][0], this.vertices[0][1]);
      ctxGrid.strokeStyle = '#8FF';
      ctxGrid.lineWidth = 0.5;
      ctxGrid.strokeStyle = `hsl(${hue},100%,60%)`;
      ctxGrid.stroke();
    }; // Hexagon.prototype.drawHexagon

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Hexagon.prototype.drawArc1 = function (vert, alpha, first = false) {

      let x0, y0, xc, yc, R;

      xc = x0 = rayHex * (1 - alpha / 2);
      y0 = alpha * rayHex * rac3s2;
      yc = xc / rac3;
      R = rayHex * (1 - 2 * alpha) / rac3;

      [x0, y0] = rotate([x0, y0], 2 * vert);
      [xc, yc] = rotate([xc, yc], 2 * vert);
      if (first) ctx.moveTo(this.xc + x0, this.yc + y0);
      ctx.arc(this.xc + xc, this.yc + yc, R, (2 * vert - 3) * mPI / 6, (2 * vert + 5) * mPI / 6, true);

    };

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Hexagon.prototype.drawArc6 = function (vert, alpha, first = false) {

      let x0, y0, xc, yc, R;

      xc = x0 = rayHex * (1 - alpha / 2);
      y0 = -alpha * rayHex * rac3s2;
      yc = -xc / rac3;
      R = rayHex * (1 - 2 * alpha) / rac3;

      [x0, y0] = rotate([x0, y0], 2 * vert);
      [xc, yc] = rotate([xc, yc], 2 * vert);
      if (first) ctx.moveTo(this.xc + x0, this.yc + y0);
      ctx.arc(this.xc + xc, this.yc + yc, R, (2 * vert + 3) * mPI / 6, (2 * vert - 5) * mPI / 6);

    };

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Hexagon.prototype.drawArc2 = function (vert, alpha, first = false) {

      let x0, y0, xc, yc, R, angle;

      xc = x0 = rayHex;
      y0 = 0;
      yc = ((0.5 + alpha) * (0.5 + alpha) + 0.75) / rac3 * rayHex;
      R = yc;
      angle = matan2(rayHex * (1 / 2 + alpha), yc - rayHex * rac3s2);

      [x0, y0] = rotate([x0, y0], 2 * vert);
      [xc, yc] = rotate([xc, yc], 2 * vert);
      if (first) ctx.moveTo(this.xc + x0, this.yc + y0);
      ctx.arc(this.xc + xc, this.yc + yc, R, (2 * vert - 3) * mPI / 6, (2 * vert - 3) * mPI / 6 - angle, true);

    };

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Hexagon.prototype.drawArc7 = function (vert, alpha, first = false) {

      let x0, y0, xc, yc, R, angle;

      x0 = rayHex * (0.5 - alpha);
      y0 = rayHex * rac3s2;
      xc = rayHex;
      yc = ((0.5 + alpha) * (0.5 + alpha) + 0.75) / rac3 * rayHex;
      R = yc;
      angle = matan2(rayHex * (1 / 2 + alpha), yc - rayHex * rac3s2);

      [x0, y0] = rotate([x0, y0], 2 * vert);
      [xc, yc] = rotate([xc, yc], 2 * vert);
      if (first) ctx.moveTo(this.xc + x0, this.yc + y0);
      ctx.arc(this.xc + xc, this.yc + yc, R, (2 * vert - 3) * mPI / 6 - angle, (2 * vert - 3) * mPI / 6);

    };

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Hexagon.prototype.drawArc3 = function (vert, alpha, first = false) {

      let x0, y0, xc, yc, R, xb, yb, angle;

      xc = x0 = rayHex;
      y0 = 0;
      xb = rayHex * (-1 / 2 - alpha / 2);
      yb = (1 - alpha) * rac3s2 * rayHex;

      yc = (yb * yb + xb * xb - x0 * x0 + 2 * x0 * xc - 2 * xb * xc) / 2 / yb;
      R = yc;

      angle = matan2(rayHex - xb, yc - yb);

      [x0, y0] = rotate([x0, y0], 2 * vert);
      [xc, yc] = rotate([xc, yc], 2 * vert);

      if (first) ctx.moveTo(this.xc + x0, this.yc + y0);
      ctx.arc(this.xc + xc, this.yc + yc, R, (2 * vert - 3) * mPI / 6, (2 * vert - 3) * mPI / 6 - angle, true);

    };

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Hexagon.prototype.drawArc8 = function (vert, alpha, first = false) {

      let x0, y0, xc, yc, R, xb, yb, angle;

      x0 = -(1 + alpha) / 2 * rayHex;
      y0 = (1 - alpha) * rac3s2 * rayHex;
      xc = rayHex;
      xb = rayHex * (-1 / 2 - alpha / 2);
      yb = (1 - alpha) * rac3s2 * rayHex;

      yc = (yb * yb + xb * xb - rayHex * rayHex + 2 * rayHex * xc - 2 * xb * xc) / 2 / yb;
      R = yc;

      angle = matan2(rayHex - xb, yc - yb);

      [x0, y0] = rotate([x0, y0], 2 * vert);
      [xc, yc] = rotate([xc, yc], 2 * vert);

      if (first) ctx.moveTo(this.xc + x0, this.yc + y0);
      ctx.arc(this.xc + xc, this.yc + yc, R, (2 * vert - 3) * mPI / 6 - angle, (2 * vert - 3) * mPI / 6);
    };

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Hexagon.prototype.drawArc4 = function (vert, alpha, first = false) {

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