three实现三维鼠标交互式鸟群飞翔迁徙动画效果代码

代码语言:html

所属分类:三维

代码描述:three实现三维鼠标交互式鸟群飞翔迁徙动画效果代码,鼠标放上去,鸟群会自动避开。

代码标签: three 三维 鼠标 交互式 鸟群 飞翔 迁徙 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">
<style>
    body {
				background-color: #ffffff;
				margin: 0px;
				overflow: hidden;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
				text-align:center;
				cursor: pointer;
			}

	
</style>

</head>
<body>

		<script id="fragmentShaderPosition" type="x-shader/x-fragment">

			uniform float time;
			uniform float delta;

			void main()	{

				vec2 uv = gl_FragCoord.xy / resolution.xy;
				vec4 tmpPos = texture2D( texturePosition, uv );
				vec3 position = tmpPos.xyz;
				vec3 velocity = texture2D( textureVelocity, uv ).xyz;

				float phase = tmpPos.w;

				phase = mod( ( phase + delta +
					length( velocity.xz ) * delta * 3. +
					max( velocity.y, 0.0 ) * delta * 6. ), 62.83 );

				gl_FragColor = vec4( position + velocity * delta * 15. , phase );

			}

		</script>

		<!-- shader for bird's velocity -->
		<script id="fragmentShaderVelocity" type="x-shader/x-fragment">

			uniform float time;
			uniform float testing;
			uniform float delta; // about 0.016
			uniform float seperationDistance; // 20
			uniform float alignmentDistance; // 40
			uniform float cohesionDistance; //
			uniform float freedomFactor;
			uniform vec3 predator;

			const float width = resolution.x;
			const float height = resolution.y;

			const float PI = 3.141592653589793;
			const float PI_2 = PI * 2.0;
			// const float VISION = PI * 0.55;

			float zoneRadius = 40.0;
			float zoneRadiusSquared = 1600.0;

			float separationThresh = 0.45;
			float alignmentThresh = 0.65;

			const float UPPER_BOUNDS = BOUNDS;
			const float LOWER_BOUNDS = -UPPER_BOUNDS;

			const float SPEED_LIMIT = 9.0;

			float rand(vec2 co){
				return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
			}

			void main() {

				zoneRadius = seperationDistance + alignmentDistance + cohesionDistance;
				separationThresh = seperationDistance / zoneRadius;
				alignmentThresh = ( seperationDistance + alignmentDistance ) / zoneRadius;
				zoneRadiusSquared = zoneRadius * zoneRadius;


				vec2 uv = gl_FragCoord.xy / resolution.xy;
				vec3 birdPosition, birdVelocity;

				vec3 selfPosition = texture2D( texturePosition, uv ).xyz;
				vec3 selfVelocity = texture2D( textureVelocity, uv ).xyz;

				float dist;
				vec3 dir; // direction
				float distSquared;

				float seperationSquared = seperationDistance * seperationDistance;
				float cohesionSquared = cohesionDistance * cohesionDistance;

				float f;
				float percent;

				vec3 velocity = selfVelocity;

				float limit = SPEED_LIM.........完整代码请登录后点击上方下载按钮下载查看

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