canvas宇宙网连接动画效果

代码语言:html

所属分类:动画

代码描述:canvas宇宙网连接动画效果

代码标签: 连接 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>
html,
body {
  margin: 0;
}
body {
  overflow: hidden;
}
canvas {
  position: absolute;
}
</style>

</head>
<body translate="no">
<canvas id="canvas-bottom"></canvas>
<canvas id="canvas-top"></canvas>

<script >
    
    
// Provides a simple 3D vector class. Vector operations can be done using member functions, which return new vectors, or static functions, which reuse existing vectors to avoid generating garbage.
// original code by https://evanw.github.io/lightgl.js/docs/vector.html
(function() {
  
function Vector(x, y, z) {
  this.x = x || 0;
  this.y = y || 0;
  this.z = z || 0;
}

Vector.prototype = {
  negative: function() {
    return new Vector(-this.x, -this.y, -this.z);
  },
  add: function(v) {
    if (v instanceof Vector) return new Vector(this.x + v.x, this.y + v.y, this.z + v.z);
    else return new Vector(this.x + v, this.y + v, this.z + v);
  },
  subtract: function(v) {
    if (v instanceof Vector) return new Vector(this.x - v.x, this.y - v.y, this.z - v.z);
    else return new Vector(this.x - v, this.y - v, this.z - v);
  },
  multiply: function(v) {
    if (v instanceof Vector) return new Vector(this.x * v.x, this.y * v.y, this.z * v.z);
    else return new Vector(this.x * v, this.y * v, this.z * v);
  },
  divide: function(v) {
    if (v instanceof Vector) return new Vector(this.x / v.x, this.y / v.y, this.z / v.z);
    else return new Vector(this.x / v, this.y / v, this.z / v);
  },
  equals: function(v) {
    return this.x == v.x && this.y == v.y && this.z == v.z;
  },
  dot: function(v) {
    return this.x * v.x + this.y * v.y + this.z * v.z;
  },
  cross: function(v) {
    return new Vector(
      this.y * v.z - this.z * v.y,
      this.z * v.x - this.x * v.z,
      this.x * v.y - this.y * v.x
    );
  },
  length: function() {
    return Math.sqrt(this.dot(this));
  },
  unit: function() {
    return this.divide(this.length());
  },
  min: function() {
    return Math.min(Math.min(this.x, this.y), this.z);
  },
  max: function() {
    return Math.max(Math.max(this.x, this.y), this.z);
  },
  toAngles: function() {
    return {
      theta: Math.atan2(this.z, this.x),
      phi: Math.asin(this.y / this.length())
    };
  },
  angleTo: function(a) {
    return Math.acos(this.dot(a) / (this.length() * a.length()));
  },
  toArray: function(n) {
    return [this.x, this.y, this.z].slice(0, n || 3);
  },
  clone: function() {
    return new Vector(this.x, this.y, this.z);
  },
  init: function(x, y, z) {
    this.x = x; this.y = y; this.z = z;
    return this;
  },
  noZ: function() {
    this.z = 0;
    return this;
  }
};

Vector.negative = function(a, b) {
  b.x = -a.x; b.y = -a.y; b.z = -a.z;
  return b;
};
Vector.add = function(a, b, c) {
  if (b instanceof Vector) { c.x = a.x + b.x; c.y = a.y + b.y; c.z = a.z + b.z; }
  else { c.x = a.x + b; c.y = a.y + b; c.z = a.z + b; }
  return c;
};
Vector.subtract = function(a, b, c) {
  if (b instanceof Vector) { c.x = a.x - b.x; c.y = a.y - b.y; c.z = a.z - b.z; }
  else { c.x = a.x - b; c.y = a.y - b; c.z = a.z - b; }
  return c;
};
Vector.multiply = function(a, b, c) {
  if (b instanceof Vector) { c.x = a.x * b.x; c.y = a.y * b.y; c.z = a.z * b.z; }
  else { c.x = a.x * b; c.y = a.y * b; c.z = a.z * b; }
  return c;
};
Vector.divide = function(a, b, c) {
  if (b instanceof Vector) { c.x = a.x / b.x; c.y = a.y / b.y; c.z = a.z / b.z; }
  else { c.x = a.x / b; c.y = a.y / b; c.z = a.z / b; }
  return c;
};
Vector.cross = function(a, b, c) {
  c.x = a.y * b.z - a.z * b.y;
  c.y = a.z * b.x - a.x * b.z;
  c.z = a.x * b.y - a.y * b.x;
  return c;
};
Vector.unit = function(a, b) {
  var length = a.length();
  b.x = a.x / length;
  b.y = a.y / length;
  b.z = a.z / length;
  return b;
};
Vector.fromAngles = function(theta, phi) {
  return new Vector(Math.cos(theta) * Math.cos(phi), Math.sin(phi), Math.sin(theta) * Math.cos(phi));
};
Vector.randomDirection = function() {
  return Vector.fromAngles(Math.random() * Math.PI * 2, Math.asin(Math.random() * 2 - 1));
.........完整代码请登录后点击上方下载按钮下载查看

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