鉴于篇幅以及图片大小,效果仅展示一部分,具体特效欢迎大家体验~
这是HTML代码,主要是引用的JS部分代码。
index.html
JS部分代码示例:
index.js
const COLORS = {
red: 0xf54843,
green: 0x43f565,
yellow: 0xeff543,
};
const SCENE_CONFIG = {
pathRadius: 4,
pathAnimationDuration: 20,
cameraSpeed: 14.079549454417457,
};
const NEXT_PATH_MATRIX = new THREE.Matrix4().multiplyMatrices(
new THREE.Matrix4().makeTranslation(0, 0, -8),
new THREE.Matrix4().makeScale(-1, -1, 1)
);
let root;
let tubes = [];
let cameraTween;
window.onload = function() {
root = new THREERoot({
createCameraControls: false,
antialias: true, //(window.devicePixelRatio === 1),
fov: 80,
zNear: 0.001,
zFar: 2000,
});
root.renderer.setClearColor(new THREE.Color().setHSL(0, 0, 0.05));
root.camera.position.set(0, 0.05, 1);
createTubes();
beginTubesSequence();
};
// METHODS
function createTubes() {
const matrix = new THREE.Matrix4();
matrix.makeRotationZ(Math.PI * 0.00);
tubes[0] = createPathMesh(matrix);
matrix.makeRotationZ(Math.PI * 0.66);
tubes[1] = createPathMesh(matrix);
matrix.makeRotationZ(Math.PI * 1.32);
tubes[2] = createPathMesh(matrix);
}
function beginTubesSequence() {
// BLOOM
const strength = 1.25; // 0 - x
const radius = 1.0; // 0 - 1
const threshold = 0.5; // 0 - 1
const bloomPass = new THREE.UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
strength,
radius,
threshold
);
const copyPass = new THREE.ShaderPass(THREE.CopyShader);
root.initPostProcessing([
bloomPass,
copyPass
]);
// LIGHT
let light;
light = new THREE.DirectionalLight(COLORS.red, 1);
light.position.set(1, 0, 0);
root.add(light);
light = new THREE.DirectionalLight(COLORS.green, 1);
light.position.set(-1, 0, 0);
root.add(light);
light = new THREE.DirectionalLight(COLORS.red, 1);
light.position.set(0, 0, 1);
root.add(light);
let cameraPanRange = 1.0, cameraYawRange = cameraPanRange * 1.125;
window.addEventListener(‘mousemove’, (e) => {
const nx = e.clientX / window.innerWidth * 2 - 1;
const ny = -e.clientY / window.innerHeight * 2 + 1;
const ry = -THREE.Math.mapLinear(nx, -1, 1, cameraPanRange * -0.5, cameraPanRange * 0.5);
const rx = THREE.Math.mapLinear(ny, -1, 1, cameraYawRange * -0.5, cameraYawRange * 0.5);
TweenMax.to(root.camera.rotation, 1, {
x: rx,
y: ry,
ease: Power2.easeOut,
});
});
const tweenCamera = () => {
cameraTween = TweenMax.to(root.camera.position, SCENE_CONFIG.cameraSpeed, {
z: -=${SCENE_CONFIG.pathRadius * 2}
,
ease: Power0.easeIn,
onComplete: tweenCamera
});
};
tweenCamera();
cameraTween.timeScale(0);
const proxy = {
rx: 0,
ry: 0,
rz: 0,
cz: 0,
};
const camTL = new TimelineMax();
camTL.to(proxy, 4, {rz: 1, cz: 1, ease: Power2.easeIn, onUpdate: () => {
cameraTween.timeScale(proxy.cz);
}}, 0);
root.addUpdateCallback(() => {
root.scene.rotation.z -= proxy.rz * 0.003;
});
tubes.forEach((tube) => {
root.add(tube);
advanceTube(tube);
});
}
function advanceTube(tube) {
const tl = new TimelineMax();
const firstCompleteTime = tube.geometry.firstCompleteTime * tube.__config.duration;
tl.add(tube.animate(tube.__config.duration, {ease: Power0.easeInOut}));
tl.add(() => {
const transformMatrix = new THREE.Matrix4().multiplyMatrices(
tube.__pathMatrix,
NEXT_PATH_MATRIX
);
const nextTube = createPathMesh(transformMatrix, {
tubeCount: tube.__config.tubeCount,
tubeArcLength: tube.__config.tubeArcLength,
tubeStagger: tube.__config.tubeStagger
});
root.add(nextTube);
advanceTube(nextTube);
}, firstCompleteTime);
tl.add(() => {
root.remove(tube);
tube.geometry.dispose();
tube.material.dispose();
});
}
function createPath() {
let length = 16;
let path = [];
let point = new THREE.Vector3();
for (let i = 0; i < length; i++) {
let angle = i / (length - 1) * Math.PI - Math.PI * 1.5;
let radius = SCENE_CONFIG.pathRadius;
let scaleX = THREE.Math.mapLinear(i, 0, length - 1, 0.75, 0.25) * THREE.Math.randFloat(0.6, 1.0);
point.x = Math.cos(angle) * radius * scaleX;
point.z = Math.sin(angle) * radius - radius;
point.y = (i === 0 || i === length - 1) ? 0 : THREE.Math.randFloatSpread(2) * (i / length);
// point.y = 0;
let twistOffset = (i === 0 || i === length - 1) ? 0 : THREE.Math.randFloatSpread(2);
// let twistOffset = 0;
path.push(new THREE.Vector4(point.x, point.y, point.z, twistOffset));
}
return path;
}
function createPathMesh(matrix, cfg) {
const config = Object.assign(
{},
cfg,
{
tubeSegments: 128,
// tubeCount: THREE.Math.randInt(32, 48),
// tubeArcLength: THREE.Math.randFloat(0.15, 0.3),
// tubeStagger: THREE.Math.randFloat(0.0002, 0.002),
tubeCount: 32,
tubeArcLength: 0.25,
tubeStagger: 0.001,
tubeRadius: THREE.Math.randFloat(0.005, 0.01),
twistDistance: THREE.Math.randFloat(0.1, 1.5),
twistAngle: Math.PI * THREE.Math.randFloat(2, 16),
duration: SCENE_CONFIG.pathAnimationDuration,
path: createPath()
}
);
const mesh = new Tubes(config);
mesh.applyMatrix(matrix);
mesh.__pathMatrix = matrix.clone();
mesh.__config = config;
return mesh;
}
// CLASSES
function Tubes(config) {
const geometry = new TubesGeometry(config);
const material = new THREE.BAS.StandardAnimationMaterial({
shading: THREE.FlatShading,
defines: {
ROBUST: false,
TUBE_LENGTH_SEGMENTS: config.tubeSegments.toFixed(1),
PATH_LENGTH: config.path.length,
PATH_MAX: (config.path.length - 1).toFixed(1)
},
uniforms: {
thickness: {value: config.tubeRadius},
uTwist: {
value: new THREE.Vector2(
config.twistDistance,
config.twistAngle
)
},
time: {value: 0.0},
uPath: {value: config.path}
},
uniformValues: {
diffuse: new THREE.Color(COLORS.yellow),
roughness: .75,
metalness: .0
},
vertexParameters: [
THREE.BAS.ShaderChunk[‘catmull_rom_spline’],
`
attribute vec2 aAngle;
attribute float aTwistOffset;
uniform float thickness;
uniform float time;
uniform vec2 uTwist;
uniform vec4 uPath[PATH_LENGTH];
varying float vProgress;
#ifdef ROBUST
const float MAX_NUMBER = 1.79769313e+32;
#endif
vec3 sample(float t) {
float pathProgress = t * PATH_MAX;
ivec4 indices = getCatmullRomSplineIndices(PATH_MAX, pathProgress);
vec4 p0 = uPath[indices[0]];
vec4 p1 = uPath[indices[1]];
vec4 p2 = uPath[indices[2]];
vec4 p3 = uPath[indices[3]];
float angle = t * uTwist.y;
float ca = cos(angle);
float sa = sin(angle);
vec3 offset = vec3(ca, sa * ca, sa) * aTwistOffset * uTwist.x;
最后:
总结来说,面试成功=基础知识+项目经验+表达技巧+运气。我们无法控制运气,但是我们可以在别的地方花更多时间,每个环节都提前做好准备。
面试一方面是为了找到工作,升职加薪,另一方面也是对于自我能力的考察。能够面试成功不仅仅是来自面试前的临时抱佛脚,更重要的是在平时学习和工作中不断积累和坚持,把每个知识点、每一次项目开发、每次遇到的难点知识,做好积累,实践和总结。
e+32;
#endif
vec3 sample(float t) {
float pathProgress = t * PATH_MAX;
ivec4 indices = getCatmullRomSplineIndices(PATH_MAX, pathProgress);
vec4 p0 = uPath[indices[0]];
vec4 p1 = uPath[indices[1]];
vec4 p2 = uPath[indices[2]];
vec4 p3 = uPath[indices[3]];
float angle = t * uTwist.y;
float ca = cos(angle);
float sa = sin(angle);
vec3 offset = vec3(ca, sa * ca, sa) * aTwistOffset * uTwist.x;
最后:
总结来说,面试成功=基础知识+项目经验+表达技巧+运气。我们无法控制运气,但是我们可以在别的地方花更多时间,每个环节都提前做好准备。
面试一方面是为了找到工作,升职加薪,另一方面也是对于自我能力的考察。能够面试成功不仅仅是来自面试前的临时抱佛脚,更重要的是在平时学习和工作中不断积累和坚持,把每个知识点、每一次项目开发、每次遇到的难点知识,做好积累,实践和总结。