看到其他人发的,自己稍加自己的理解(做了部分注释)及少数修改,只为留作记忆,代码如下:
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>龙卷风</title>
<style type="text/css">
html,body {
margin:0px;
width:100%;
height:100%;
background:#000;
overflow:hidden;
}
canvas{
position:absolute;
width:100%;
height:100%;
}
</style>
<script type="text/javascript">
function rgbToString(rgb) {
rgb += 0.000001;
var r = parseInt((0.5 + Math.sin(rgb) * 0.5) * 16);
var g = parseInt((0.5 + Math.cos(rgb) * 0.5) * 16);
var b = parseInt((0.5 - Math.sin(rgb) * 0.5) * 16);
return "#" + r.toString(16) + g.toString(16) + b.toString(16);
}
//获取rbg数组
function rgbArray(col) {
col += 0.000001;
var r = parseInt((0.5 + Math.sin(col) * 0.5) * 256);
var g = parseInt((0.5 + Math.cos(col) * 0.5) * 256);
var b = parseInt((0.5 - Math.sin(col) * 0.5) * 256);
return [r, g, b];
}
function interpolateColors(RGB1, RGB2, degree) {
var w2 = degree;
var w1 = 1 - w2;
return [w1 * RGB1[0] + w2 * RGB2[0], w1 * RGB1[1] + w2 * RGB2[1], w1 * RGB1[2] + w2 * RGB2[2]];
}
function colorString(arr) {
var r = parseInt(arr[0]);
var g = parseInt(arr[1]);
var b = parseInt(arr[2]);
return "#" + ("0" + r.toString(16)).slice(-2) + ("0" + g.toString(16)).slice(-2) + ("0" + b.toString(16)).slice(-2);
}
</script>
</head>
<body>
<canvas id="wind"></canvas>
<script type="text/javascript">
//获取点(x,y,z)与原点的线段与y轴形成的角度大小,特殊情况返回默认值0.00000001;
function elevation(x, z, y) {
var dist = Math.sqrt(x * x + y * y + z * z);//获取三维点(x,y,z)与原点距离长
var num = y / dist;//三维空间的坐标(x,y,z)与原点的的线段和y轴形成的角度的余弦值
if (dist && num >= -1 && num <= 1) return Math.acos(num);//获取num的反余弦值,即是上述的角度大小
return 0.00000001;
}
//生成颗粒
function createParticle(vars) {
var pt = {};
var p = Math.PI * 2 * Math.random();
var ls = Math.sqrt(Math.random() * vars.distributionRadius);
pt.x = Math.sin(p) * ls;
pt.y = -vars.vortexHeight / 2;
pt.vy = vars.initV / 20 + Math.random() * vars.initV;
pt.z = Math.cos(p) * ls;
pt.radius = 200 + 800 * Math.random();
pt.color = pt.radius / 1000 + vars.frameNumber / 250;
vars.points.push(pt);
}
function project3D(x, y, z, vars) {
x -= vars.camX;
y -= vars.camY - 8;
z -= vars.camZ;
var p = Math.atan2(x, z);
var d = Math.sqrt(x * x + z * z);
x = Math.sin(p - vars.yaw) * d;
z = Math.cos(p - vars.yaw) * d;
p = Math.atan2(y, z);
d = Math.sqrt(y * y + z * z);
y = Math.sin(p - vars.pitch) * d;
z = Math.cos(p - vars.pitch) * d;
var rx1 = -1000;
var ry1 = 1;
var rx2 = 1000;
var ry2 = 1;
var rx3 = 0;
var ry3 = 0;
var rx4 = x;
var ry4 = z;
var uc = (ry4 - ry3) * (rx2 - rx1) - (rx4 - rx3) * (ry2 - ry1);
var ua = ((rx4 - rx3) * (ry1 - ry3) - (ry4 - ry3) * (rx1 - rx3)) / uc;
var ub = ((rx2 - rx1) * (ry1 - ry3) - (ry2 - ry1) * (rx1 - rx3)) / uc;
if (!z) z = 0.000000001;
if (ua > 0 && ua < 1 && ub > 0 && ub < 1) {
return {
x: vars.cx + (rx1 + ua * (rx2 - rx1)) * vars.scale,
y: vars.cy + y / z * vars.scale,
d: (x * x + y * y + z * z)
};
}
else {
return { d: -1 };
}
}
function drawSomeFloor(vars, isFalse) {
for (var i = -25; i <= 25; i++) {
for (var j = -25; j <= 25; j++) {
var x = i * 2;
var z = j * 2;
var y = -vars.floor;
var d = Math.sqrt(x * x + z * z);
y = y + d * d / 50;//让上下背景产生弯曲感
if (isFalse) {
y = -y;
}
var point = project3D(x, y, z, vars);
if (point.d != -1) {
var rgb1, rgb2; var degree;
var size = 1 + 15000 / (1 + point.d);
var a = 0.15 - Math.pow(d / 50, 4) * 0.15;
if (a > 0) {
if (isFalse) {
rgb1 = rgbArray(d / 26 - vars.frameNumber / 40);
rgb2 = [0, 128, 32];
degree = .5 + Math.sin(d / 6 - vars.frameNumber / 8) / 2;
}
else {
rgb1 = rgbArray(-d / 26 - vars.frameNumber / 40);
rgb2 = [32, 0, 128];
degree = .5 + Math.sin(-d / 6 - vars.frameNumber / 8) / 2;
}
vars.context.fillStyle = colorString(interpolateColors(rgb1, rgb2, degree));//选色
vars.context.globalAlpha = a;//透明度
vars.context.fillRect(point.x - size / 2, point.y - size / 2, size, size);//用颜色涂满方框
}
}
}
}
}
//绘制背景效果
function drawFloor(vars) {
drawSomeFloor(vars, true);//下面背景
vars.context.fillStyle = "#82f";
drawSomeFloor(vars, false);//上面背景
}
function sortFunction(a, b) {
return b.dist - a.dist;
}
//绘制颗粒
function drawParticles(vars) {
vars.context.globalAlpha = .15;
vars.context.fillStyle = "#000";
vars.context.fillRect(0, 0, vars.canvas.width, vars.canvas.height);
var point, x, y, z, a;
for (var i = 0; i < vars.points.length; ++i) {
x = vars.points[i].x;
y = vars.points[i].y;
z = vars.points[i].z;
point = project3D(x, y, z, vars);
if (point.d != -1) {
vars.points[i].dist = point.d;
size = 1 + vars.points[i].radius / (1 + point.d);
d = Math.abs(vars.points[i].y);
a = .8 - Math.pow(d / (vars.vortexHeight / 2), 1000) * .8;
vars.context.globalAlpha = a >= 0 && a <= 1 ? a : 0;
vars.context.fillStyle = rgbToString(vars.points[i].color);
if (point.x > -1 && point.x < vars.canvas.width && point.y > -1 && point.y < vars.canvas.height)
vars.context.fillRect(point.x - size / 2, point.y - size / 2, size, size);
}
}
vars.points.sort(sortFunction);
}
function process(vars) {
if (vars.points.length < vars.MaxParticles)
for (var i = 0; i < 5; i++) {
createParticle(vars);
}
var angle_xz = Math.atan2(vars.camX, vars.camZ)//camX/camZ的反正切值,即对应角度大小
//也可: var angle_xz = Math.atan(vars.camX/vars.camZ)
//xz页面上的斜边长
var hypotenuse_xz = Math.sqrt(vars.camX * vars.camX + vars.camZ * vars.camZ);
hypotenuse_xz -= Math.sin(vars.frameNumber / 80) / 25;
var t = Math.cos(vars.frameNumber / 300) / 165;
vars.camX = Math.sin(angle_xz + t) * hypotenuse_xz;
vars.camZ = Math.cos(angle_xz + t) * hypotenuse_xz;
vars.camY = -Math.sin(vars.frameNumber / 220) * 15;
vars.yaw = Math.PI + angle_xz + t;
vars.pitch = elevation(vars.camX, vars.camZ, vars.camY) - Math.PI / 2;
for (var i = 0; i < vars.points.length; ++i) {
var x = vars.points[i].x;
var y = vars.points[i].y;
var z = vars.points[i].z;
var d = Math.sqrt(x * x + z * z) / 1.0075;
var t = .1 / (1 + d * d / 5);
var p = Math.atan2(x, z) + t;
vars.points[i].x = Math.sin(p) * d;
vars.points[i].z = Math.cos(p) * d;
vars.points[i].y += vars.points[i].vy * t * ((Math.sqrt(vars.distributionRadius) - d) * 2);
if (vars.points[i].y > vars.vortexHeight / 2 || d < .25) {
vars.points.splice(i, 1);
createParticle(vars);
}
}
}
//创建设置页面
function createFrame() {
var newVars = {};
newVars.canvas = document.querySelector("canvas");//回文档中匹配指定 CSS 选择器的一个元素
newVars.context = newVars.canvas.getContext("2d");
//设置画布的高和宽
newVars.canvas.width = document.body.clientWidth;
newVars.canvas.height = document.body.clientHeight;
newVars.cx = newVars.canvas.width / 2;
newVars.cy = newVars.canvas.height / 2;
//窗体高宽发生改变时,触发事件
window.onresize = function () {
//重新再次设置画布的高和宽
newVars.canvas.width = document.body.clientWidth;
newVars.canvas.height = document.body.clientHeight;
newVars.cx = newVars.canvas.width / 2;
newVars.cy = newVars.canvas.height / 2;
}
newVars.frameNumber = 0;
newVars.camX = 0;
newVars.camY = 0;
newVars.camZ = -14;
newVars.pitch = elevation(newVars.camX, newVars.camZ, newVars.camY) - Math.PI / 2;
newVars.yaw = 0;
newVars.bounding = 10;
newVars.scale = 500;
newVars.floor = 26.5;
newVars.points = [];//点集合
newVars.MaxParticles = 500;//最大数量
newVars.initV = .01;
newVars.distributionRadius = 800;
newVars.vortexHeight = 25;
return newVars;
}
//打开页面
function OpenFrame(vars) {
if (vars == undefined) {
vars = createFrame();
}
vars.frameNumber++;
//页面重绘之前,通知浏览器调用一个指定的函数,以满足开发者操作动画的需求,
requestAnimationFrame(function () { OpenFrame(vars) });
process(vars);
drawFloor(vars);
drawParticles(vars);
}
OpenFrame();
</script>
</body>
</html>