js实现创意液体融合波纹动画效果代码
代码语言:html
所属分类:动画
代码描述:js实现创意液体融合波纹动画效果代码
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 {
background-color: #000;
margin: 0;
overflow: hidden;
background-repeat: no-repeat;
}
canvas {
position : absolute;
}
</style>
</head>
<body >
<script >
"use strict";
let canv, gl;
let animState;
let maxx, maxy;
let midx, midy;
let widthHandle, heightHandle;
let pHandle, f;
let p = [];
const ORDER = 10;
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;
//-----------------------------------------------------------------------------
// miscellaneous functions
//-----------------------------------------------------------------------------
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 distance(p0, p1) {
/* distance between points */
return mhypot(p0[0] - p1[0], p0[1] - p1[1]);
} // function distance
/* ============================================================================
This is based upon Johannes Baagoe's carefully designed and efficient hash
function for use with JavaScript. It has a proven "avalanche" effect such
that every bit of the input affects every bit of the output 50% of the time,
which is good. See: http://baagoe.com/en/RandomMusings/hash/avalanche.xhtml
============================================================================
*/
/* This function returns a hash function depending on a seed.
if no seed is provided (or a falsy value), Math.random() is used.
The returned function always returns the same number in the range [0..1[ for the
same value of the argument. This argument may be a String or a Number or anything else
which can be 'toStringed'
Two returned functions obtained with two equal seeds are equivalent.
*/
function hashFunction(seed) {
let n0 = 0xefc8249d;
let n = n0;
mash(seed || Math.random()); // pre-compute n for seed
n0 = n; //
function mash(data) {
data = data.toString() + 'U';
n = n0;
for (let i = 0; i < data.length; i++) {
n += data.charCodeAt(i);
var h = 0.02519603282416938 * n;
n = h >>> 0;
h -= n;
h *= n;
n = h >>> 0;
h -= n;
n += h * 0x100000000; // 2^32
} // for
return (n >>> 0) * 2.3283064365386963e-10; // 2^-32
} // mash
return mash;
} // hashFunction(seed)
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
function Noise1D(period, min = 0, max = 1, hash) {
/* returns a 1D noise function.
the (mandatory) hash function must return a value between 0 and 1. The hash function
will be called with an integer number for a parameter.
the returned function takes one parameter, and will always return the same value if called with the same parameter
period should be > 1. The bigger period is, the smoother the output noise is
suggestion : the hash parameter could be a function returned from a call to hashFunction above
*/
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