three+webgl实现跟随音乐振动的三维模型动画效果代码
代码语言:html
所属分类:三维
代码描述:three+webgl实现跟随音乐振动的三维模型动画效果代码
代码标签: three webgl 跟随 音乐 振动 三维 模型 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">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>three.js + GSAP</title>
<style>
body { margin: 0; overflow: hidden; user-select: none;}
canvas { display: block; }
</style>
</head>
<body>
<script type="module">
import * as THREE from 'https://cdn.skypack.dev/three@0.136.0/build/three.module.js';
import { OrbitControls } from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls.js';
import { OBJLoader } from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/loaders/OBJLoader.js';
import { EffectComposer } from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/EffectComposer.js';
import { RenderPass } from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/UnrealBloomPass.js';
import { GlitchPass } from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/GlitchPass.js';
import { ShaderPass } from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/ShaderPass.js';
import { gsap } from 'https://cdn.skypack.dev/gsap@3.9.1';
const scene = new THREE.Scene();
scene.fog = new THREE.Fog(0x000000, 10, 100);
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera.position.set(0, 70, 0);
gsap.to(camera.position, {
x: Math.random() * 7 + 1,
y: 0,
z: 100,
duration: 3,
ease: 'circ.inOut(.8)'
});
let isAnimating = false;
function animateCamera() {
const time = Math.random() * 1200 - 600;
if (isAnimating) {
gsap.to(camera.position, {
x: () => Math.random() * 120 - 10,
y: () => Math.random() * 130 - 10,
z: () => Math.random() * 120 - 30,
duration: () => (Math.random() * 300 - time) / 1000, // Convertir en secondes
delay: () => (Math.random() * 300 - time) / 1000, // Convertir en secondes
ease: "power2.inOut",
onComplete: animateCamera // Boucle
});
}
}
animateCamera();
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
const gridGeometry = new THREE.PlaneGeometry(100, 100, 100, 100);
const gridMaterial = new THREE.MeshStandardMaterial({ color: 0x00ff00, wireframe: true, transparent:true, opacity:0.2 });
const grid = new THREE.Mesh(gridGeometry, gridMaterial);
grid.rotation.x = -Math.PI / 2;
// scene.add(grid);
const boxGeometry = new THREE.BoxGeometry(100, 100, 100);
const boxMaterial = new THREE.MeshStandardMaterial({ color: 0x00FF00, wireframe: true, side: THREE.DoubleSide });
const box = new THREE.Mesh(boxGeometry, boxMaterial);
box.position.set(0, 0, 0);
// scene.add(box);
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const pointLight = new THREE.PointLight('orangered', 1);
pointLight.position.set(100, 100, 100);
scene.add(pointLight);
const loaderObj = new OBJLoader();
loaderObj.load('//repo.bfw.wiki/bfwrepo/threemodel/logo/logo_vainsan.obj', function (object) {
const OBJvertexShader = `
varying vec3 vPosition;
void main() {
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
const OBJfragmentShader = `
uniform vec3 color;
uniform float opacity;
uniform float thickness;
uniform float dashSize;
uniform float gapSize;
varying vec3 vPosition;
void main() {
float len = length(vPosition.xy); // Simple distance calculation for dashes
float dashFactor = mod(len, dashSize + gapSize);
if (dashFactor > dashSize) {
discard; // Skip the fragment to create gaps
}
float edgeThickness = thickness / 100.0;
if (mod(vPosition.x + vPosition.y + vPosition.z, 1.0) < edgeThickness) {
gl_FragColor = vec4(color, opacity);
} else {
discard;
}
}
`;
const OBJuniforms = {
color: { value: new THREE.Color(0x00FF00) },
opacity: { value: 1.0 },
thickness: { value: 16.0 },
dashSize: { value: 0.0 },
gapSize: { value: 0.0 },
};
const OBJshaderMaterial = new THREE.ShaderMaterial({
uniforms: OBJuniforms,
vertexShader: OBJvertexShader,
fragmentShader: OBJfragmentShader,
transparent: true,
});
object.traverse(function (child) {
if (child.isMesh) {
child.material = OBJshaderMaterial;
// child.material.wireframe = true;
}
});
object.scale.set( .6, .6, 1);
scene.add(object);
const particlesGeometry = new THREE.BufferGeometry();
const particlesCount = 5000;
const positions = new Float32Array(particlesCount * 3);
for (let i = 0; i < particlesCount; i++) {
positions[i * 3] = Math.random() * 100 - 50;
positions[i * 3 + 1] = Math.random() * 100 - 50;
positions[i * 3 + 2] = Math.random() * 100 - 50;
}
particlesGeometry.setAttribute('position', new THREE..........完整代码请登录后点击上方下载按钮下载查看
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