three实现三维宇宙星云星河星系旋转动画效果代码
代码语言:html
所属分类:三维
代码描述:three实现三维宇宙星云星河星系旋转动画效果代码
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{ margin:0; background-color:#000; } canvas{ cursor:grab; cursor:-webkit-grab; cursor:-moz-grab; } canvas:active{ cursor:grabbing; cursor:-webkit-grabbing; cursor:-moz-grabbing; } a.twitter, a.more{ position:absolute; bottom:40px; right:10px; font-family:Arial; color:#33c; margin-right:-500px; transition:margin-right 500ms ease; } p{ margin:3px; position:relative; font:normal 15px Arial; } p.shadow{ text-shadow:1px 1px 2px #000 ; } div.layout{ top:-250px; width:100%; position:absolute; transition:top 500ms ease; } #instruction{ z-index:1; color:#f90; font-family:Arial; padding:9px 0 5px 0; background-color:darkslategrey; top:100%; width:50%; position:absolute; left:25%; opacity:.8; border-radius:0px 0px 100px 100px; text-align:center; transition:all 500ms ease; } #good-person{ cursor:pointer; color:#f90; font-family:Arial; padding:9px 0 5px 0; background-color:darkslategrey; bottom:-50px; box-shadow:0px -2px 4px black inset; width:50%; position:absolute; left:25%; opacity:.8; border-radius:100px 100px 0px 0px ; text-align:center; transition:all 500ms ease; } #info{ border:solid 4px #444; border-top:none; border-radius:0px 0px 10px 10px; z-index:2; box-shadow:0px 5px 5px black ; color:#aaa; font-family:Arial; position:relative; text-align:center; padding:1px; top:0px; width:50%; min-width:500px; margin:auto; background:linear-gradient(-78deg ,#222 23%, #446 39%, #222 45%,#222 52%, #334 55%, #222 57%); } span.black{ width:3%; height:7%; background:black; position:absolute; left:-1%; box-shadow:-2px 0px 5px #222 inset; } span.right{ position:absolute; left:98%; box-shadow:2px 0px 5px #222 inset; } span.one{top:10%} span.two{top:19%} span.three{top:28%} span.four{top:37%} p.positionning{ width:50%; background:#000; height:2px; text-align:left; margin:10px auto; } #timeline{ height:2px; width:0%; position:absolute; top:0%; } .scanning{ background:#f90; /*animation:scan 8s linear;*/ /* way faster on mobile without that*/ } @keyframes scan{ 0%{ width:0%; box-shadow:0px 0px 20px 5px #f90; } 100%{ width:100%; box-shadow:0px 0px 20px 5px #f90; } } .waiting{ background:#3c4; /*animation:wait 4s infinite;*/ /*same*/ } @keyframes wait{ 0%{ width:100%; box-shadow:0px 0px 20px 3px #3c4; } 50%{ width:100%; box-shadow:0px 0px 0px 0px #3c4; } 100%{ width:100%; box-shadow:0px 0px 20px 3px #3c4; } } .warning{ background:#f50; animation:warn 1s infinite; } @keyframes warn{ 0%{ width:100%; box-shadow:0px 0px 0px 0px #f50; } 50%{ width:100%; box-shadow:0px 0px 20px 3px #f50; } 100%{ width:100%; box-shadow:0px 0px 0px 0px #f50; } } span.eye{ width:40px; height:40px; background:-webkit-radial-gradient(orange 0% , red 20%, black 60%, #555 61%); background:-moz-radial-gradient(orange 0% , red 20%, black 60%, #555 61%); background:-ms-radial-gradient(orange 0% , red 20%, black 60%, #555 61%); background:-o-radial-gradient(orange 0% , red 20%, black 60%, #555 61%); border-radius:50%; position:absolute; left:47px; top:7px; } span.metal{ font:bold 10px Arial; width:40px; height:40px; background:-webkit-radial-gradient(#777 15%,#888 35%, #666 50%,#888 55%,#555 65%); background:-moz-radial-gradient(#666 0% , #777 15%,#888 35%, #666 50%,#888 55%,#555 65%); background:-ms-radial-gradient(#666 0% , #777 15%,#888 35%, #666 50%,#888 55%,#555 65%); background:-o-radial-gradient(#666 0% , #777 15%,#888 35%, #666 50%,#888 55%,#555 65%); border-radius:50%; box-shadow:0px 0px 15px 3px black; position:absolute; right:47px; top:7px; color:#222; } .clic{ animation:clic .2s linear 2 alternate; } @keyframes clic{ 0%{box-shadow:0px 0px 15px 3px black} 100%{box-shadow:0px 0px 15px 3px green} } span.metal:after{ position:relative; content:'ABORT'; text-align:center; width:100%; top:14px } .abort{ animation:aborting .4s linear infinite alternate; } @keyframes aborting{ 0%{color:#222;} 100%{color:red;} } #log{ font:normal 15px Courier; border-radius:10px; height:36px; padding:3px 15px; background:black; } #howmuch { top:20%; height:71%; width:58px; position:absolute; text-align:center; border:solid 4px #444; border-left:none; border-radius:0px 10px 10px 0px; background:#222; padding:2px; left:-100px; transition:left 500ms ease; } #good{ top:15%; color:#590; font:bold 15px Arial; left:1px; } #bad{ font:bold 15px Arial; color:#a11; position:absolute; bottom:22%; left:4px; } #gauge { position:absolute; top:50%; left:11px; border-top: 4px solid transparent; border-bottom: 4px solid transparent; border-left: 19px solid #444; border-right: 19px solid #444; width:2px; transition:top 2s ease; } #bg{ width:40px; height:40%; background:black; position:absolute; top:30%; left:11px; } p.counter-title{ color:#aaa; font:normal 10px Arial; } #destroyed{ position:absolute; bottom:0; left:-2px; } p.counter{ width:40px; height:40px; left:7px; border-radius:50%; border:solid 1px #555; position:absolute; font:bold 37px Arial; color:#aaa; background:#222; } #destroyedresult{ bottom:30px; } p.change{ animation:changing 2s linear; } @keyframes changing{ 0%{ background:#ccc; } 100%{ background:#222; } } </style> </head> <body> <script id='vShader' type='x-vertex/x-shader'> uniform float size; uniform float t; uniform float z; uniform float pixelRatio; varying vec3 vPosition; varying vec3 mPosition;//modified position varying float gas; float a,b=0.; void main(){ vPosition=position; a=length(position); if(t>0.)b=max(0.,(cos(a/20.-t*.02)-.99)*3./a); if(z>0.)b=max(0.,cos(a/40.-z*.01+2.)); mPosition=position*(1.+b*4.); vec4 mvPosition=modelViewMatrix*vec4(mPosition,1.); gl_Position=mvPosition*projectionMatrix; gas=max(.0,sin(-a/20.)); gl_PointSize=pixelRatio*size*(1.+gas*2.)/length(mvPosition.xyz); } </script> <script id='fShader' type='x-fragment/x-shader'> uniform float z; varying vec3 vPosition; varying vec3 mPosition; varying float gas; void main(){ float a=distance(mPosition,vPosition); if(a>0.)a=1.; float b=max(.32,.0065*length(vPosition)); float c=distance(gl_PointCoord,vec2(.5)); float starlook=-(c-.5)*1.2*gas; float gaslook=(1.-gas)/(c*10.); float texture=starlook+gaslook; gl_FragColor=vec4(.32,.28,b,1.)*texture*(1.-a*.35); if(z>0.)gl_FragColor*=cos(1.57*z/322.)*(1.-.001*length(mPosition)); } </script> <button style='position:absolute;width:100%;text-align:center;border-radius:5px;right:10px;font-family:Arial;color:#33c;outline:none;background:none;border:none;text-decoration:underline;font-size:16px;cursor:pointer;'></button> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.75.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/TweenMax.min.js"></script> <script > THREE.TrackballControls = function ( object, domElement ) { var _this = this; var STATE = { NONE: - 1, ROTATE: 0, ZOOM: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_ZOOM_PAN: 4 }; this.object = object; this.domElement = ( domElement !== undefined ) ? domElement : document; // API this.enabled = true; this.screen = { left: 0, top: 0, width: 0, height: 0 }; this.rotateSpeed = 1.0; this.zoomSpeed = 1.2; this.panSpeed = 0.3; this.noRotate = false; this.noZoom = false; this.noPan = false; this.staticMoving = false; this.dynamicDampingFactor = 0.2; this.minDistance = 0; this.maxDistance = Infinity; this.keys = [ 65 /*A*/, 83 /*S*/, 68 /*D*/ ]; // internals this.target = new THREE.Vector3(); var EPS = 0.000001; var lastPosition = new THREE.Vector3(); var _state = STATE.NONE, _prevState = STATE.NONE, _eye = new THREE.Vector3(), _movePrev = new THREE.Vector2(), _moveCurr = new THREE.Vector2(), _lastAxis = new THREE.Vector3(), _lastAngle = 0, _zoomStart = new THREE.Vector2(), _zoomEnd = new THREE.Vector2(), _touchZoomDistanceStart = 0, _touchZoomDistanceEnd = 0, _panStart = new THREE.Vector2(), _panEnd = new THREE.Vector2(); // for reset this.target0 = this.target.clone(); this.position0 = this.object.position.clone(); this.up0 = this.object.up.clone(); // events var changeEvent = { type: 'change' }; var startEvent = { type: 'start' }; var endEvent = { type: 'end' }; // methods this.handleResize = function () { if ( this.domElement === document ) { this.screen.left = 0; this.screen.top = 0; this.screen.width = window.innerWidth; this.screen.height = window.innerHeight; } else { var box = this.domElement.getBoundingClientRect(); // adjustments come from similar code in the jquery offset() function var d = this.domElement.ownerDocument.documentElement; this.screen.left = box.left + window.pageXOffset - d.clientLeft; this.screen.top = box.top + window.pageYOffset - d.clientTop; this.screen.width = box.width; this.screen.height = box.height; } }; this.handleEvent = function ( event ) { if ( typeof this[ event.type ] == 'function' ) { this[ event.type ]( event ); } }; var getMouseOnScreen = ( function () { var vector = new THREE.Vector2(); return function getMouseOnScreen( pageX, pageY ) { vector.set( ( pageX - _this.screen.left ) / _this.screen.width, ( pageY - _this.screen.top ) / _this.screen.height ); return vector; }; }() ); var getMouseOnCircle = ( function () { var vector = new THREE.Vector2(); return function getMouseOnCircle( pageX, pageY ) { vector.set( ( ( pageX - _this.screen.width * 0.5 - _this.screen.left ) / ( _this.screen.width * 0.5 ) ), ( ( _this.screen.height + 2 * ( _this.screen.top - pageY ) ) / _this.screen.width ) // screen.width intentional ); return vector; }; }() ); this.rotateCamera = ( function() { var axis = new THREE.Vector3(), quaternion = new THREE.Quaternion(), eyeDirection = new THREE.Vector3(), objectUpDirection = new THREE.Vector3(), objectSidewaysDirection = new THREE.Vector3(), moveDirection = new THREE.Vector3(), angle; return function rotateCamera() { moveDirection.set( _moveCurr.x - _movePrev.x, _moveCurr.y - _movePrev.y, 0 ); angle = moveDirection.length(); if ( angle ) { _eye.copy( _this.object.position ).sub( _this.target ); eyeDirection.copy( _eye ).normalize(); objectUpDirection.copy( _this.object.up ).normalize(); objectSidewaysDirection.crossVectors( objectUpDirection, eyeDirection ).normalize(); objectUpDirection.setLength( _moveCurr.y - _movePrev.y ); objectSidewaysDirection.setLength( _moveCurr.x - _movePrev.x ); moveDirection.copy( objectUpDirection.add( objectSidewaysDirection ) ); axis.crossVectors( moveDirection, _eye ).normalize(); angle *= _this.rotateSpeed; quaternion.setFromAxisAngle( axis, angle ); _eye.applyQuaternion( quaternion ); _this.object.up.applyQuaternion( quaternion ); _lastAxis.copy( axis ); _lastAngle = angle; } else if ( ! _this.staticMoving && _lastAngle ) { _lastAngle *= Math.sqrt( 1.0 - _this.dynamicDampingFactor ); _eye.copy( _this.object.position ).sub( _this.target ); quaternion.setFromAxisAngle( _lastAxis, _lastAngle ); _eye.applyQuaternion( q.........完整代码请登录后点击上方下载按钮下载查看
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