canvas实现星空中线条加权目标优先级动画效果代码
代码语言:html
所属分类:动画
代码描述:canvas实现星空中线条加权目标优先级动画效果代码
代码标签: canvas 星空 线条 加权 目标 优先级 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,html{
background: #000;
margin: 0;
height: 100vh;
overflow: hidden;
}
#c{
background:#fff;
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 * 700, c.height / 2 + Y / Z * 700];
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 X_, Y_, Z_, d, m, l_, K, J, L, p;
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 Q_ = () => [c.width / 2 + X_ / Z_ * 600, c.height / 2 + Y_ / Z_ * 600];
let R_ = (Rl, Pt, Yw, m) => {
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;
if (m) {X_ += oX, Y_ += oY, Z_ += oZ;}
};
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];
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_());
x.lineWidth = 5;
x.strokeStyle = '#f004';
x.stroke();
}
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 * (.........完整代码请登录后点击上方下载按钮下载查看
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