canvas实现三维点面碰撞动画效果代码
代码语言:html
所属分类:动画
代码描述:canvas实现三维点面碰撞动画效果代码
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,html{ background: #000; margin: 0; height: 100vh; overflow: hidden; } #c{ background:#000; position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); } </style> </head> <body> <canvas id=c> <script > c = document.querySelector('#c'); c.width = 1920; c.height = 1080; x = c.getContext('2d'); C = Math.cos; S = Math.sin; t = 0; T = Math.tan; rsz = window.onresize = () => { setTimeout(() => { if (document.body.clientWidth > document.body.clientHeight * 1.77777778) { c.style.height = '100vh'; setTimeout(() => c.style.width = c.clientHeight * 1.77777778 + 'px', 0); } else { c.style.width = '100vw'; setTimeout(() => c.style.height = c.clientWidth / 1.77777778 + 'px', 0); } }, 0); }; rsz(); async function Draw() { if (!t) { R = (Rl, Pt, Yw, m) => { M = Math; A = M.atan2; H = M.hypot; X = S(p = A(X, Z) + Yw) * (d = H(X, Z)); Z = C(p) * d; Y = S(p = A(Y, Z) + Pt) * (d = H(Y, Z)); Z = C(p) * d; X = S(p = A(X, Y) + Rl) * (d = H(X, Y)); Y = C(p) * d; if (m) { X += oX; Y += oY; Z += oZ; } }; Q = () => [c.width / 2 + X / Z * 900, c.height / 2 + Y / Z * 900]; I = (A, B, M, D, E, F, G, H) => (K = ((G - E) * (B - F) - (H - F) * (A - E)) / (J = (H - F) * (M - A) - (G - E) * (D - B))) >= 0 && K <= 1 && (L = ((M - A) * (B - F) - (D - B) * (A - E)) / J) >= 0 && L <= 1 ? [A + K * (M - A), B + K * (D - B)] : 0; Rn = Math.random; async function loadOBJ(url, scale, tx, ty, tz, rl, pt, yw) { let res; await fetch(url, res => res).then(data => data.text()).then(data => { a = []; data.split("\nv ").map(v => { a = [...a, v.split("\n")[0]]; }); a = a.filter((v, i) => i).map(v => [...v.split(' ').map(n => +n.replace("\n", ''))]); ax = ay = az = 0; a.map(v => { v[1] *= -1; ax += v[0]; ay += v[1]; az += v[2]; }); ax /= a.length; ay /= a.length; az /= a.length; a.map(v => { X = (v[0] - ax) * scale; Y = (v[1] - ay) * scale; Z = (v[2] - az) * scale; R2(rl, pt, yw, 0); v[0] = X; v[1] = Y; v[2] = Z; }); maxY = -6e6; a.map(v => { if (v[1] > maxY) maxY = v[1]; }); a.map(v => { v[1] -= maxY - oY; v[0] += tx; v[1] += ty; v[2] += tz; }); b = []; data.split("\nf ").map(v => { b = [...b, v.split("\n")[0]]; }); b.shift(); b = b.map(v => v.split(' ')); b = b.map(v => { v = v.map(q => { return +q.split('/')[0]; }); v = v.filter(q => q); return v; }); res = []; b.map(v => { e = []; v.map(q => { e = [...e, a[q - 1]]; }); e = e.filter(q => q); res = [...res, e]; }); }); return res; } geoSphere = (mx, my, mz, iBc, size) => { let collapse = 0; let B = Array(iBc).fill().map(v => { X = Rn() - .5; Y = Rn() - .5; Z = Rn() - .5; return [X, Y, Z]; }); for (let m = 150; m--;) { B.map((v, i) => { X = v[0]; Y = v[1]; Z = v[2]; B.map((q, j) => { if (j != i) { X2 = q[0]; Y2 = q[1]; Z2 = q[2]; d = 1 + (Math.hypot(X - X2, Y - Y2, Z - Z2) * (3 + iBc / 40) * 3) ** 4; X += (X - X2) * 1e3 / d; Y += (Y - Y2) * 1e3 / d; Z += (Z - Z2) * 1e3 / d; } }); d = Math.hypot(X, Y, Z); v[0] = X / d; v[1] = Y / d; v[2] = Z / d; if (collapse) { d = 25 + Math.hypot(X, Y, Z); v[0] = (X - X / d) / 1.1; v[1] = (Y - Y / d) / 1.1; v[2] = (Z - Z / d) / 1.1; } }); } mind = 6e6; B.map((v, i) => { X1 = v[0]; Y1 = v[1]; Z1 = v[2]; B.map((q, j) => { X2 = q[0]; Y2 = q[1]; Z2 = q[2]; if (i != j) { d = Math.hypot(a = X1 - X2, b = Y1 - Y2, e = Z1 - Z2); if (d < mind) mind = d; } }); }); a = []; B.map((v, i) => { X1 = v[0]; Y1 = v[1]; Z1 = v[2]; B.map((q, j) => { X2 = q[0]; Y2 = q[1]; Z2 = q[2]; if (i != j) { d = Math.hypot(X1 - X2, Y1 - Y2, Z1 - Z2); if (d < mind * 2) { if (!a.filter(q => q[0] == X2 && q[1] == Y2 && q[2] == Z2 && q[3] == X1 && q[4] == Y1 && q[5] == Z1).length) a = [...a, [X1 * size, Y1 * size, Z1 * size, X2 * size, Y2 * size, Z2 * size]]; } } }); }); B.map(v => { v[0] *= size; v[1] *= size; v[2] *= size; v[0] += mx; v[1] += my; v[2] += mz; }); return [mx, my, mz, size, B, a]; }; lineFaceI = (X1, Y1, Z1, X2, Y2, Z2, facet, autoFlipNormals = false, showNormals = false) => { let I_ = (A, B, M, D, E, F, G, H) => (K = ((G - E) * (B - F) - (H - F) * (A - E)) / (J = (H - F) * (M - A) - (G - E) * (D - B))) >= 0 && K <= 1 && (L = ((M - A) * (B - F) - (D - B) * (A - E)) / J) >= 0 && L <= 1 ? [A + K * (M - A), B + K * (D - B)] : 0; let R_ = (Rl, Pt, Yw) => { let M = Math,A = M.atan2,H = M.hypot; X = S(p = A(X, Y) + Rl) * (d = H(X, Y)), Y = C(p) * d, X = S(p = A(X, Z) + Yw) * (d = H(X, Z)), Z = C(p) * d, Y = S(p = A(Y, Z) + Pt) * (d = H(Y, Z)), Z = C(p) * d; }; let rotSwitch = m => { switch (m) { case 0:R_(0, 0, Math.PI / 2);break; case 1:R_(0, Math.PI / 2, 0);break; case 2:R_(Math.PI / 2, 0, Math.PI / 2);break;} }; let ax = 0,ay = 0,az = 0; facet.map(q_ => {ax += q_[0], ay += q_[1], az += q_[2];}); ax /= facet.length, ay /= facet.length, az /= facet.length; let b1 = facet[2][0] - facet[1][0],b2 = facet[2][1] - facet[1][1],b3 = facet[2][2] - facet[1][2]; let c1 = facet[1][0] - facet[0][0],c2 = facet[1][1] - facet[0][1],c3 = facet[1][2] - facet[0][2]; let crs = [b2 * c3 - b3 * c2, b3 * c1 - b1 * c3, b1 * c2 - b2 * c1]; let d = Math.hypot(...crs) + .001; let nls = 1; //normal line length crs = crs.map(q => q / d * nls); let X1_ = ax,Y1_ = ay,Z1_ = az; let flip = 1; if (autoFlipNormals) { let d1_ = Math.hypot(X1_ - X1, Y1_ - Y1, Z1_ - Z1); let d2_ = Math.hypot(X1 - (ax + crs[0] / 99), Y1 - (ay + crs[1] / 99), Z1 - (az + crs[2] / 99)); flip = d2_ > d1_ ? -1 : 1; } let X2_ = ax + (crs[0] *= flip),Y2_ = ay + (crs[1] *= flip),Z2_ = az + (crs[2] *= flip); if (showNormals) { x.beginPath(); X = X1_, Y = Y1_, Z = Z1_; R(Rl, Pt, Yw, 1); if (Z > 0) x.lineTo(...Q()); X = X2_, Y = Y2_, Z = Z2_; R(Rl, Pt, Yw, 1); if (Z > 0) x.lineTo(...Q()); stroke('#f00', '', .5, true); } let p1_ = Math.atan2(X2_ - X1_, Z2_ - Z1_); let p2_ = -(Math.acos((Y2_ - Y1_) / (Math.hypot(X2_ - X1_, Y2_ - Y1_, Z2_ - Z1_) + .001)) + Math.PI / 2); let isc = false,iscs = [false, false, false]; X = X1, Y = Y1, Z = Z1; R_(0, -p2_, -p1_); let rx_ = X,ry_ = Y,rz_ = Z; for (let m = 3; m--;) { if (isc === false) { X = rx_, Y = ry_, Z = rz_; rotSwitch(m); X1_ = X, Y1_ = Y, Z1_ = Z = 5, X = X2, Y = Y2, Z = Z2; R_(0, -p2_, -p1_); rotSwitch(m); X2_ = X, Y2_ = Y, Z2_ = Z; facet.map((q_, j_) => { if (isc === false) { let l = j_; X = facet[l][0], Y = facet[l][1], Z = facet[l][2]; R_(0, -p2_, -p1_); rotSwitch(m); let X3_ = X,Y3_ = Y,Z3_ = Z; l = (j_ + 1) % facet.length; X = facet[l][0], Y = facet[l][1], Z = facet[l][2]; R_(0, -p2_, -p1_); rotSwitch(m); let X4_ = X,Y4_ = Y,Z4_ = Z; if (l_ = I_(X1_, Y1_, X2_, Y2_, X3_, Y3_, X4_, Y4_)) iscs[m] = l_; } }); } } if (iscs.filter(v => v !== false).length == 3) { let iscx = iscs[1][0],iscy = iscs[0][1],iscz = iscs[0][0]; let pointInPoly = true; ax = 0, ay = 0, az = 0; facet.map((q_, j_) => {ax += q_[0], ay += q_[1], az += q_[2];}); ax /= facet.length, ay /= facet.length, az /= facet.length; X = ax, Y = ay, Z = az; R_(0, -p2_, -p1_); X1_ = X, Y1_ = Y, Z1_ = Z; X2_ = iscx, Y2_ = iscy, Z2_ = iscz; facet.map((q_, j_) => { if (pointInPoly) { let l = j_; X = facet[l][0], Y = facet[l][1], Z = facet[l][2]; R_(0, -p2_, -p1_); let X3_ = X,Y3_ = Y,Z3_ = Z; l = (j_ + 1) % facet.length; X = facet[l][0], Y = facet[l][1], Z = facet[l][2]; R_(0, -p2_, -p1_); let X4_ = X,Y4_ = Y,Z4_ = Z; if (I_(X1_, Y1_, X2_, Y2_, X3_, Y3_, X4_, Y4_)) pointInPoly = false; } }); if (pointInPoly) { X = iscx, Y = iscy, Z = iscz; R_(0, p2_, 0); R_(0, 0, p1_); isc = [[X, Y, Z], [crs[0], crs[1], crs[2]]]; } } return isc; }; Cylinder = (rw, cl, ls1, ls2) => { let a = []; for (let i = rw; i--;) { let b = []; for (let j = cl; j--;) { X = S(p = Math.PI * 2 / cl * j) * ls1; Y = (1 / rw * i - .5) * ls2; Z = C(p) * ls1; b = [...b, [X, Y, Z]]; } //a = [...a, b] for (let j = cl; j--;) { b = []; X = S(p = Math.PI * 2 / cl * j) * ls1; Y = (1 / rw * i - .5) * ls2; Z = C(p) * ls1; b = [...b, [X, Y, Z]]; X = S(p = Math.PI * 2 / cl * (j + 1)) * ls1; Y = (1 / rw * i - .5) * ls2; Z = C(p) * ls1; b = [...b, [X, Y, Z]]; X = S(p = Math.PI * 2 / cl * (j + 1)) * ls1; Y = (1 / rw * (i + 1) - .5) * ls2; Z = C(p) * ls1; b = [...b, [X, Y, Z]]; X = S(p = Math.PI * 2 / cl * j) * ls1; Y = (1 / rw * (i + 1) - .5) * ls2; Z = C(p) * ls1; b = [...b, [X, Y, Z]]; a = [...a, b]; } } b = []; for (let j = cl; j--;) { X = S(p = Math.PI * 2 / cl * j) * ls1; Y = ls2 / 2; Z = C(p) * ls1; b = [...b, [X, Y, Z]]; } //a = [...a, b] return a; }; Tetrahedron = size => { ret = []; a = []; let h = size / 1.4142 / 1.25; for (i = 3; i--;) { X = S(p = Math.PI * 2 / 3 * i) * size / 1.25; Y = C(p) * size / 1.25; Z = h; a = [...a, [X, Y, Z]]; } ret = [...ret, a]; for (j = 3; j--;) { a = []; X = 0; Y = 0; Z = -h; a = [...a, [X, Y, Z]]; X = S(p = Math.PI * 2 / 3 * j) * size / 1.25; Y = C(p) * size / 1.25; Z = h; a = [...a, [X, Y, Z]]; X = S(p = Math.PI * 2 / 3 * (j + 1)) * size / 1.25; Y = C(p) * size / 1.25; Z = h; a = [...a, [X, Y, Z]]; ret = [...ret, a]; } ax = ay = az = ct = 0; ret.map(v => { v.map(q => { ax += q[0]; ay += q[1]; az += q[2]; ct++; }); }); ax /= ct; ay /= ct; az /= ct; ret.map(v => { v.map(q => { q[0] -= ax; q[1] -= ay; q[2] -= az; }); }); return ret; }; Cube = size => { for (CB = [], j = 6; j--; CB = [...CB, b]) for (b = [], i = 4; i--;) b = [...b, [(a = [S(p = Math.PI * 2 / 4 * i + Math.PI / 4), C(p), 2 ** .5 / 2])[j % 3] * (l = j < 3 ? size / 1.5 : -size / 1.5), a[(j + 1) % 3] * l, a[(j + 2) % 3] * l]]; return CB; }; Octahedron = size => { ret = []; let h = size / 1.25; for (j = 8; j--;) { a = []; X = 0; Y = 0; Z = h * (j < 4 ? -1 : 1); a = [...a, [X, Y, Z]]; X = S(p = Math.PI * 2 / 4 * j) * size / 1.25; Y = C(p) * size / 1.25; Z = 0; a = [...a, [X, Y, Z]]; X = S(p = Math.PI * 2 / 4 * (j + 1)) * size / 1.25; Y = C(p) * size / 1.25; Z = 0; a = [...a, [X, Y, Z]]; ret = [...ret, a]; } return ret; }; Dodecahedron = size => { ret = []; a = []; mind = -6e6; for (i = 5; i--;) { X = S(p = Math.PI * 2 / 5 * i + Math.PI / 5); Y = C(p); Z = 0; if (Y > mind) mind = Y; a = [...a, [X, Y, Z]]; } a.map(v => { X = v[0]; Y = v[1] -= mind; Z = v[2]; R(0, .553573, 0); v[0] = X; v[1] = Y; v[2] = Z; }); b = JSON.parse(JSON.stringify(a)); .........完整代码请登录后点击上方下载按钮下载查看
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