js实现蒲公英飞舞动画效果代码

代码语言:html

所属分类:粒子

代码描述:js实现蒲公英飞舞动画效果代码

代码标签: 飞舞 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 PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">

<head>
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />

    <style type="text/css">
        .custom-background{
            height: 100vh;
            width: 100vw;
        	background-image:url('//repo.bfw.wiki/bfwrepo/image/5e44fafbdc615.png');
        	background-size:cover;
        	background-repeat:no-repeat;
        
        }
    </style>

    <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/jquery-3.2.1.min.js"></script>
</head>

<body class="custom-background">

    <div class="snow-container" style="position:fixed;top:0;left:0;width:100%;height:100%;pointer-events:none;z-index:100001;"></div>

    <script type="text/javascript">
        // snow
    var THREE = THREE || {};
    if (!self.Int32Array) self.Int32Array = Array, self.Float32Array = Array;
    THREE.Color = function(a) {
        a !== void 0 && this.setHex(a);
        return this
    };
    THREE.Color.prototype = {
        constructor: THREE.Color,
        r: 1,
        g: 1,
        b: 1,
        copy: function(a) {
            this.r = a.r;
            this.g = a.g;
            this.b = a.b;
            return this
        },
        copyGammaToLinear: function(a) {
            this.r = a.r * a.r;
            this.g = a.g * a.g;
            this.b = a.b * a.b;
            return this
        },
        copyLinearToGamma: function(a) {
            this.r = Math.sqrt(a.r);
            this.g = Math.sqrt(a.g);
            this.b = Math.sqrt(a.b);
            return this
        },
        setRGB: function(a, b, c) {
            this.r = a;
            this.g = b;
            this.b = c;
            return this
        },
        setHSV: function(a, b, c) {
            var d, f, e;
            if (c === 0) this.r = this.g = this.b = 0;
            else switch (d = Math.floor(a * 6), f = a * 6 - d, a = c * (1 - b), e = c * (1 - b * f), b = c * (1 - b * (1 - f)), d) {
                case 1:
                    this.r = e;
                    this.g = c;
                    this.b = a;
                    break;
                case 2:
                    this.r = a;
                    this.g = c;
                    this.b = b;
                    break;
                case 3:
                    this.r = a;
                    this.g = e;
                    this.b = c;
                    break;
                case 4:
                    this.r = b;
                    this.g = a;
                    this.b = c;
                    break;
                case 5:
                    this.r = c;
                    this.g = a;
                    this.b = e;
                    break;
                case 6:
                case 0:
                    this.r = c, this.g = b, this.b = a
            }
            return this
        },
        setHex: function(a) {
            a = Math.floor(a);
            this.r = (a >> 16 & 255) / 255;
            this.g = (a >> 8 & 255) / 255;
            this.b = (a & 255) / 255;
            return this
        },
        getHex: function() {
            return ~~(this.r * 255) << 16 ^ ~~(this.g * 255) << 8 ^ ~~(this.b * 255)
        },
        getContextStyle: function() {
            return "rgb(" + Math.floor(this.r * 255) + "," + Math.floor(this.g * 255) + "," + Math.floor(this.b * 255) + ")"
        },
        clone: function() {
            return (new THREE.Color).setRGB(this.r, this.g, this.b)
        }
    };
    THREE.Vector2 = function(a, b) {
        this.x = a || 0;
        this.y = b || 0
    };
    THREE.Vector2.prototype = {
        constructor: THREE.Vector2,
        set: function(a, b) {
            this.x = a;
            this.y = b;
            return this
        },
        copy: function(a) {
            this.x = a.x;
            this.y = a.y;
            return this
        },
        clone: function() {
            return new THREE.Vector2(this.x, this.y)
        },
        add: function(a, b) {
            this.x = a.x + b.x;
            this.y = a.y + b.y;
            return this
        },
        addSelf: function(a) {
            this.x += a.x;
            this.y += a.y;
            return this
        },
        sub: function(a, b) {
            this.x = a.x - b.x;
            this.y = a.y - b.y;
            return this
        },
        subSelf: function(a) {
            this.x -= a.x;
            this.y -= a.y;
            return this
        },
        multiplyScalar: function(a) {
            this.x *= a;
            this.y *= a;
            return this
        },
        divideScalar: function(a) {
            a ? (this.x /= a, this.y /= a) : this.set(0, 0);
            return this
        },
        negate: function() {
            return this.multiplyScalar(-1)
        },
        dot: function(a) {
            return this.x * a.x + this.y * a.y
        },
        lengthSq: function() {
            return this.x * this.x + this.y * this.y
        },
        length: function() {
            return Math.sqrt(this.lengthSq())
        },
        normalize: function() {
            return this.divideScalar(this.length())
        },
        distanceTo: function(a) {
            return Math.sqrt(this.distanceToSquared(a))
        },
        distanceToSquared: function(a) {
            var b = this.x - a.x,
                a = this.y - a.y;
            return b * b + a * a
        },
        setLength: function(a) {
            return this.normalize().multiplyScalar(a)
        },
        equals: function(a) {
            return a.x === this.x && a.y === this.y
        }
    };
    THREE.Vector3 = function(a, b, c) {
        this.x = a || 0;
        this.y = b || 0;
        this.z = c || 0
    };
    THREE.Vector3.prototype = {
        constructor: THREE.Vector3,
        set: function(a, b, c) {
            this.x = a;
            this.y = b;
            this.z = c;
            return this
        },
        setX: function(a) {
            this.x = a;
            return this
        },
        setY: function(a) {
            this.y = a;
            return this
        },
        setZ: function(a) {
            this.z = a;
            return this
        },
        copy: function(a) {
            this.x = a.x;
            this.y = a.y;
            this.z = a.z;
            return this
        },
        clone: function() {
            return new THREE.Vector3(this.x, this.y, this.z)
        },
        add: function(a, b) {
            this.x = a.x + b.x;
            this.y = a.y + b.y;
            this.z = a.z + b.z;
            return this
        },
        addSelf: function(a) {
            this.x += a.x;
            this.y += a.y;
            this.z += a.z;
            return this
        },
        addScalar: function(a) {
            this.x += a;
            this.y += a;
            this.z += a;
            return this
        },
        sub: function(a, b) {
            this.x = a.x - b.x;
            this.y = a.y - b.y;
            this.z = a.z - b.z;
            return this
        },
        subSelf: function(a) {
            this.x -= a.x;
            this.y -= a.y;
            this.z -= a.z;
            return this
        },
        multiply: function(a, b) {
            this.x = a.x * b.x;
            this.y = a.y * b.y;
            this.z = a.z * b.z;
            return this
        },
        multiplySelf: function(a) {
            this.x *= a.x;
            this.y *= a.y;
            this.z *= a.z;
            return this
        },
        multiplyScalar: function(a) {
            this.x *= a;
            this.y *= a;
            this.z *= a;
            return this
        },
        divideSelf: function(a) {
            this.x /= a.x;
            this.y /= a.y;
            this.z /= a.z;
            return this
        },
        divideScalar: function(a) {
            a ? (this.x /= a, this.y /= a, this.z /= a) : this.z = this.y = this.x = 0;
            return this
        },
        negate: function() {
            return this.multiplyScalar(-1)
        },
        dot: function(a) {
            return this.x * a.x + this.y * a.y + this.z * a.z
        },
        lengthSq: function() {
            return this.x * this.x + this.y * this.y + this.z * this.z
        },
        length: function() {
            return Math.sqrt(this.lengthSq())
        },
        lengthManhattan: function() {
            return this.x + this.y + this.z
        },
        normalize: function() {
            return this.divideScalar(this.length())
        },
        setLength: function(a) {
            return this.normalize().multiplyScalar(a)
        },
        cross: function(a, b) {
            this.x = a.y * b.z - a.z * b.y;
            this.y = a.z * b.x - a.x * b.z;
            this.z = a.x * b.y - a.y * b.x;
            return this
        },
        crossSelf: function(a) {
            var b = this.x,
                c = this.y,
                d = this.z;
            this.x = c * a.z - d * a.y;
            this.y = d * a.x - b * a.z;
            this.z = b * a.y - c * a.x;
            return this
        },
        distanceTo: function(a) {
            return Math.sqrt(this.distanceToSquared(a))
        },
        distanceToSquared: function(a) {
            return (new THREE.Vector3).sub(this, a).lengthSq()
        },
        setPositionFromMatrix: function(a) {
            this.x = a.n14;
            this.y = a.n24;
            this.z = a.n34
        },
        setRotationFromMatrix: function(a) {
            var b = Math.cos(this.y);
            this.y = Math.asin(a.n13);
            Math.abs(b) > 1.0E-5 ? (this.x = Math.atan2(-a.n23 / b, a.n33 / b), this.z = Math.atan2(-a.n12 / b, a.n11 / b)) : (this.x = 0, this.z = Math.atan2(a.n21, a.n22))
        },
        isZero: function() {
            return this.lengthSq() < 1.0E-4
        }
    };
    THREE.Vector4 = function(a, b, c, d) {
        this.x = a || 0;
        this.y = b || 0;
        this.z = c || 0;
        this.w = d !== void 0 ? d : 1
    };
    THREE.Vector4.prototype = {
        constructor: THREE.Vector4,
        set: function(a, b, c, d) {
            this.x = a;
            this.y = b;
            this.z = c;
            this.w = d;
            return this
        },
        copy: function(a) {
            this.x = a.x;
            this.y = a.y;
            this.z = a.z;
            this.w = a.w !== void 0 ? a.w : 1
        },
        clone: function() {
            return new THREE.Vector4(this.x, this.y, this.z, this.w)
        },
        add: function(a, b) {
            this.x = a.x + b.x;
            this.y = a.y + b.y;
            this.z = a.z + b.z;
            this.w = a.w + b.w;
            return this
        },
        addSelf: function(a) {
            this.x += a.x;
            this.y += a.y;
            this.z += a.z;
            this.w += a.w;
            return this
        },
        sub: function(a, b) {
            this.x = a.x - b.x;
            this.y = a.y - b.y;
            this.z = a.z - b.z;
            this.w = a.w - b.w;
            return this
        },
        subSelf: function(a) {
            this.x -= a.x;
            this.y -= a.y;
            this.z -= a.z;
            this.w -= a.w;
            return this
        },
        multiplyScalar: function(a) {
            this.x *= a;
            this.y *= a;
            this.z *= a;
            this.w *= a;
            return this
        },
        divideScalar: function(a) {
            a ? (this.x /= a, this.y /= a, this.z /= a, this.w /= a) : (this.z = this.y = this.x = 0, this.w = 1);
            return this
        },
        negate: function() {
            return this.multiplyScalar(-1)
        },
        dot: function(a) {
            return this.x * a.x + this.y * a.y + this.z * a.z + this.w * a.w
        },
        lengthSq: function() {
            return this.dot(this)
        },
        length: function() {
            return Math.sqrt(this.lengthSq())
        },
        normalize: function() {
            return this.divideScalar(this.length())
        },
        setLength: function(a) {
            return this.normalize().multiplyScalar(a)
        },
        lerpSelf: function(a, b) {
            this.x += (a.x - this.x) * b;
            this.y += (a.y - this.y) * b;
            this.z += (a.z - this.z) * b;
            this.w += (a.w - this.w) * b;
            return this
        }
    };
    THREE.Ray = function(a, b) {
        function c(a, b, c) {
            i.sub(c, a);
            p = i.dot(b);
            if (p <= 0) return null;
            k = n.add(a, o.copy(b).multiplyScalar(p));
            return s = c.distanceTo(k)
        }

        function d(a, b, c, d) {
            i.sub(d, b);
            n.sub(c, b);
            o.sub(a, b);
            K = i.dot(i);
            C = i.dot(n);
            Q = i.dot(o);
            O = n.dot(n);
            w = n.dot(o);
            F = 1 / (K * O - C * C);
            z = (O * Q - C * w) * F;
            D = (K * w - C * Q) * F;
            return z >= 0 && D >= 0 && z + D < 1
        }
        this.origin = a || new THREE.Vector3;
        this.direction = b || new THREE.Vector3;
        this.intersectScene = function(a) {
            return this.intersectObjects(a.children)
        };
        this.intersectObjects = function(a) {
            var b, c, d = [];
            b = 0;
            for (c = a.length; b < c; b++) Array.prototype.push.apply(d, this.intersectObject(a[b]));
            d.sort(function(a, b) {
                return a.distance - b.distance
            });
            return d
        };
        var f = new THREE.Vector3,
            e = new THREE.Vector3,
            g = new THREE.Vector3,
            h = new THREE.Vector3,
            a = new THREE.Vector3,
            b = new THREE.Vector3,
            m = new THREE.Vector3,
            l = new THREE.Vector3,
            j = new THREE.Vector3;
        this.intersectObject = function(k) {
            for (var i, o = [], n = 0, W = k.children.length; n < W; n++) Array.prototype.push.apply(o, this.intersectObject(k.children[n]));
            if (k instanceof THREE.Particle) {
                n = c(this.origin, this.direction, k.matrixWorld.getPosition());
                if (n === null || n > k.scale.x) return [];
                i = {
                    distance: n,
                    point: k.position,
                    face: null,
                    object: k
                };
                o.push(i)
            } else if (k instanceof THREE.Mesh) {
                n = c(this.origin, this.direction, k.matrixWorld.getPosition());
                if (n === null || n > k.geometry.boundingSphere.radius * Math.max(k.scale.x, Math.max(k.scale.y, k.scale.z))) return o;
                var p, G = k.geometry,
                    H = G.vertices,
                    I;
                k.matrixRotationWorld.extractRotation(k.matrixWorld);
                n = 0;
                for (W = G.faces.length; n < W; n++)
                    if (i = G.faces[n], a.copy(this.origin), b.copy(this.direction), I = k.matrixWorld, m = I.multiplyVector3(m.copy(i.centroid)).subSelf(a), p = m.dot(b), !(p <= 0) && (f = I.multiplyVector3(f.copy(H[i.a].position)), e = I.multiplyVector3(e.copy(H[i.b].position)), g = I.multiplyVector3(g.copy(H[i.c].position)), i instanceof THREE.Face4 && (h = I.multiplyVector3(h.copy(H[i.d].position))), l = k.matrixRotationWorld.multiplyVector3(l.copy(i.normal)), p = b.dot(l), k.doubleSided || (k.flipSided ? p > 0 : p < 0)))
                        if (p = l.dot(m.sub(f, a)) / p, j.add(a, b.multiplyScalar(p)), i instanceof THREE.Face3) d(j, f, e, g) && (i = {
                            distance: a.distanceTo(j),
                            point: j.clone(),
                            face: i,
                            object: k
                        }, o.push(i));
                        else if (i instanceof THREE.Face4 && (d(j, f, e, h) || d(j, e, g, h))) i = {
                    distance: a.distanceTo(j),
                    point: j.clone(),
                    face: i,
                    object: k
                }, o.push(i)
            }
            return o
        };
        var i = new THREE.Vector3,
            n = new THREE.Vector3,
            o = new THREE.Vector3,
            p, k, s, K, C, Q, O, w, F, z, D
    };
    THREE.Rectangle = function() {
        function a() {
            e = d - b;
            g = f - c
        }
        var b, c, d, f, e, g, h = !0;
        this.getX = function() {
            return b
        };
        this.getY = function() {
            return c
        };
        this.getWidth = function() {
            return e
        };
        this.getHeight = function() {
            return g
        };
        this.getLeft = function() {
            return b
        };
        this.getTop = function() {
            return c
        };
        this.getRight = function() {
            return d
        };
        this.getBottom = function() {
            return f
        };
        this.set = function(e, g, j, i) {
            h = !1;
            b = e;
            c = g;
            d = j;
            f = i;
            a()
        };
        this.addPoint = function(e, g) {
            h ? (h = !1, b = e, c = g, d = e, f = g) : (b = b < e ? b : e, c = c < g ? c : g, d = d > e ? d : e, f = f > g ? f : g);
            a()
        };
        this.add3Points = function(e, g, j, i, n, o) {
            h ? (h = !1, b = e < j ? e < n ? e : n : j < n ? j : n, c = g < i ? g < o ? g : o : i < o ? i : o, d = e > j ? e > n ? e : n : j > n ? j : n, f = g > i ? g > o ? g : o : i > o ? i : o) : (b = e < j ? e < n ? e < b ? e : b : n < b ? n : b : j < n ? j < b ? j : b : n < b ? n : b, c = g < i ? g < o ? g < c ? g : c : o < c ? o : c : i < o ? i < c ? i : c : o < c ? o : c, d = e > j ? e > n ? e > d ? e : d : n > d ? n : d : j > n ? j > d ? j : d : n > d ? n : d, f = g > i ? g > o ? g > f ? g : f : o > f ? o : f : i > o ? i > f ? i : f : o > f ? o : f);
            a()
        };
        this.addRectangle = function(e) {
            h ? (h = !1, b = e.getLeft(), c = e.getTop(), d = e.getRight(), f = e.getBottom()) : (b = b < e.getLeft() ? b : e.getLeft(), c = c < e.getTop() ? c : e.getTop(), d = d > e.getRight() ? d : e.getRight(), f = f > e.getBottom() ? f : e.getBottom());
            a()
        };
        this.inflate = function(e) {
            b -= e;
            c -= e;
            d += e;
            f += e;
            a()
        };
        this.minSelf = function(e) {
            b = b > e.getLeft() ? b : e.getLeft();
            c = c > e.getTop() ? c : e.getTop();
            d = d < e.getRight() ? d : e.getRight();
            f = f < e.getBottom() ? f : e.getBottom();
            a()
        };
        this.intersects = function(a) {
            return Math.min(d, a.getRight()) - Math.max(b, a.getLeft()) >= 0 && Math.min(f, a.getBottom()) - Math.max(c, a.getTop()) >= 0
        };
        this.empty = function() {
            h = !0;
            f = d = c = b = 0;
            a()
        };
        this.isEmpty = function() {
            return h
        }
    };
    THREE.Math = {
        clamp: function(a, b, c) {
            return a < b ? b : a > c ? c : a
        },
        clampBottom: function(a, b) {
            return a < b ? b : a
        },
        mapLinear: function(a, b, c, d, f) {
            return d + (a - b) * (f - d) / (c - b)
        },
        random16: function() {
            return (65280 * Math.random() + 255 * Math.random()) / 65535
        }
    };
    THREE.Matrix3 = function() {
        this.m = []
    };
    THREE.Matrix3.prototype = {
        constructor: THREE.Matrix3,
        transpose: function() {
            var a, b = this.m;
            a = b[1];
            b[1] = b[3];
            b[3] = a;
            a = b[2];
            b[2] = b[6];
            b[6] = a;
            a = b[5];
            b[5] = b[7];
            b[7] = a;
            return this
        },
        transposeIntoArray: function(a) {
            var b = this.m.........完整代码请登录后点击上方下载按钮下载查看

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