three实现三维纸张撕裂上下起伏波动动画效果代码
代码语言:html
所属分类:三维
代码描述:three实现三维纸张撕裂上下起伏波动动画效果代码
代码标签: three 三维 纸张 撕裂 上下 起伏 波动 动画
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"> <script type="importmap"> { "imports": { "three": "//repo.bfw.wiki/bfwrepo/js/module/three/build/157/three.module.js", "three/addons/": "//repo.bfw.wiki/bfwrepo/js/module/three/examples/157/jsm/" } } </script> <style> body{ overflow: hidden; margin: 0; } </style> </head> <body > <script> let noise = `// Simplex 3D Noise // by Ian McEwan, Ashima Arts // vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} float snoise(vec3 v){ const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0. + 0.0 * C vec3 x1 = x0 - i1 + 1.0 * C.xxx; vec3 x2 = x0 - i2 + 2.0 * C.xxx; vec3 x3 = x0 - 1. + 3.0 * C.xxx; // Permutations i = mod(i, 289.0 ); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients // ( N*N points uniformly over a square, mapped onto an octahedron.) float n_ = 1.0/7.0; // N=7 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); //Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); }`; </script> <script type="module"> import * as THREE from "three"; import { OrbitControls } from "three/addons/controls/OrbitControls.js"; console.clear(); // load fonts await (async function () { async function loadFont(fontface) { await fontface.load(); document.fonts.add(fontface); } let fonts = [ new FontFace( "Neonderthaw", "url(https://fonts.gstatic.com/s/neonderthaw/v6/Iure6Yx5-oWVZI0r-17AeaZOrLQ.woff2)" ), new FontFace( "TiltNeon", "url(https://fonts.gstatic.com/s/tiltneon/v10/E21L_d7gguXdwD9LEFY2WCeElCNtd-eBqpHp1TzrkJSmwpj5ndxquUK6UOc.woff2)" ), new FontFace( "Michroma", "url(https://fonts.gstatic.com/s/michroma/v19/PN_zRfy9qWD8fEagAPg9pTk.woff2)" ) ]; for (let font in fonts) { //console.log(fonts[font]); await loadFont(fonts[font]); } })(); class FloorBase extends THREE.Mesh { constructor() { let hfs = 50; // half floor size let hhs = 5; // half hole size; let floorShape = new THREE.Shape( [ [hfs, hfs], [hfs, -hfs], [-hfs, -hfs], [-hfs, hfs] ].map((p) => { return new THREE.Vector2(p[0], p[1]); }) ); let floorHole = new THREE.Path() .moveTo(hhs, hhs) .lineTo(hhs, -hhs) .lineTo(-hhs, -hhs) .lineTo(-hhs, hhs) .lineTo(hhs, hhs); floorShape.holes.push(floorHole); super(); this.camPosition = {value: new THREE.Vector3()}; this.geometry = new THREE.ShapeGeometry(floorShape).rotateX(Math.PI * -0.5); this.material = new THREE.MeshStandardMaterial({ onBeforeCompile: shader => { shader.uniforms.camPosition = this.camPosition; shader.uniforms.textTexture = {value: getTexture()}; shader.vertexShader = ` uniform vec3 camPosition; varying vec3 vPos; mat2 rot2d(float a){return mat2(cos(a), sin(a), -sin(a), cos(a));} ${shader.vertexShader} `.replace( `#include <begin_vertex>`, `#include <begin_vertex> float a = atan(camPosition.z, camPosition.x) - PI * 0.375; float hPI = PI * 0.5; a = floor(a / hPI) * hPI; vPos = position; vPos.xz *= rot2d(a); ` ); //console.log(shader.vertexShader); shader.fragmentShader = ` uniform sampler2D textTexture; varying vec3 vPos; ${shader.fragmentShader} `.replace( `#include <map_fragment>`, ` float patchW = 7.; float patchH = patchW / 8.; vec2 patchC = vec2(-1.5, 5. + patchH * 0.5); vec2 uv = (vPos.xz - (patchC + vec2(-patchW, -patchH) * 0.5)) / vec2(patchW, patchH); uv.y = 1. - uv.y; vec4 sampledDiffuseColor = texture2D( textTexture, uv ); diffuseColor *= sampledDiffuseColor; ` ); //console.log(shader.fragmentShader); } .........完整代码请登录后点击上方下载按钮下载查看
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