<?xml version="1.0" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<svg t="1654151722752" class="icon" viewBox="0 0 1024 1024" version="1.1"
xmlns="http://www.w3.org/2000/svg" p-id="3009" xmlns:xlink="http://www.w3.org/1999/xlink" width="100" height="100">
<defs>
<style>...</style>
</defs>
<path fill="#000" stroke="red" stroke-width="3" d="
M576 373c17.673 0 32 14.327 32 32 0 17.673-14.327 32-32 32
H144c-17.673 0-32-14.327-32-32 0-17.673 14.327-32 32-32h736z" p-id="3471">
</path>
</svg>
<svg width="1000" height="100">
这个指的是画布宽度,不是某一个图形的宽度
fill 是填充
也可以设置 fill="none"
,即没有填充
stroke是描边 / 边框
Three动画粒子波浪
npm i three
,之后将这个组件引用到想应用的页面上吧。
<template>
<div id="indexLizi" />
</template>
<script>
import * as THREE from 'three'
export default {
name: 'PointsWave',
props: {
amountX: {
type: Number,
default: 50
},
amountY: {
type: Number,
default: 50
},
color: {
type: Number,
default: 0xffffff
},
top: {
type: Number,
default: 350
}
},
data() {
return {
count: 0,
// 用来跟踪鼠标水平位置
mouseX: 0,
windowHalfX: null,
// 相机
camera: null,
// 场景
scene: null,
// 批量管理粒子
particles: null,
// 渲染器
renderer: null
}
},
mounted() {
this.init()
this.animate()
},
methods: {
init: function() {
const SEPARATION = 100
const SCREEN_WIDTH = window.innerWidth
const SCREEN_HEIGHT = window.innerHeight
const container = document.createElement('div')
this.windowHalfX = window.innerWidth / 2
container.style.position = 'relative'
container.style.top = `${this.top}px`
container.style.height = `${(SCREEN_HEIGHT - this.top)}px`
document.getElementById('indexLizi').appendChild(container)
this.camera = new THREE.PerspectiveCamera(75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000)
this.camera.position.z = 1000
this.scene = new THREE.Scene()
const numParticles = this.amountX * this.amountY
const positions = new Float32Array(numParticles * 3)
const scales = new Float32Array(numParticles)
// 初始化粒子位置和大小
let i = 0
let j = 0
for (let ix = 0; ix < this.amountX; ix++) {
for (let iy = 0; iy < this.amountY; iy++) {
positions[i] = ix * SEPARATION - ((this.amountX * SEPARATION) / 2)
positions[i + 1] = 0
positions[i + 2] = iy * SEPARATION - ((this.amountY * SEPARATION) / 2)
scales[j] = 1
i += 3
j++
}
}
const geometry = new THREE.BufferGeometry()
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3))
geometry.setAttribute('scale', new THREE.BufferAttribute(scales, 1))
// 初始化粒子材质
const material = new THREE.ShaderMaterial({
uniforms: {
color: { value: new THREE.Color(this.color) }
},
vertexShader: `
attribute float scale;
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 2.0 );
gl_PointSize = scale * ( 300.0 / - mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform vec3 color;
void main() {
if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;
gl_FragColor = vec4( color, 1.0 );
}
`
})
this.particles = new THREE.Points(geometry, material)
this.scene.add(this.particles)
this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true })
this.renderer.setSize(container.clientWidth, container.clientHeight)
this.renderer.setPixelRatio(window.devicePixelRatio)
this.renderer.setClearAlpha(0)
container.appendChild(this.renderer.domElement)
window.addEventListener('resize', this.onWindowResize, { passive: false })
document.addEventListener('mousemove', this.onDocumentMouseMove, { passive: false })
document.addEventListener('touchstart', this.onDocumentTouchStart, { passive: false })
document.addEventListener('touchmove', this.onDocumentTouchMove, { passive: false })
},
render: function() {
this.camera.position.x += (this.mouseX - this.camera.position.x) * 0.05
this.camera.position.y = 400
this.camera.lookAt(this.scene.position)
const positions = this.particles.geometry.attributes.position.array
const scales = this.particles.geometry.attributes.scale.array
// 计算粒子位置及大小
let i = 0
let j = 0
for (let ix = 0; ix < this.amountX; ix++) {
for (let iy = 0; iy < this.amountY; iy++) {
positions[i + 1] = (Math.sin((ix + this.count) * 0.3) * 100) + (Math.sin((iy + this.count) * 0.5) * 100)
scales[j] = (Math.sin((ix + this.count) * 0.3) + 1) * 8 + (Math.sin((iy + this.count) * 0.5) + 1) * 8
i += 3
j++
}
}
// 重新渲染粒子
this.particles.geometry.attributes.position.needsUpdate = true
this.particles.geometry.attributes.scale.needsUpdate = true
this.renderer.render(this.scene, this.camera)
this.count += 0.1
},
animate: function() {
requestAnimationFrame(this.animate)
this.render()
},
onDocumentMouseMove: function(event) {
this.mouseX = event.clientX - this.windowHalfX
},
onDocumentTouchStart: function(event) {
if (event.touches.length === 1) {
this.mouseX = event.touches[0].pageX - this.windowHalfX
}
},
onDocumentTouchMove: function(event) {
if (event.touches.length === 1) {
event.preventDefault()
this.mouseX = event.touches[0].pageX - this.windowHalfX
}
},
onWindowResize: function() {
this.windowHalfX = window.innerWidth / 2
this.camera.aspect = window.innerWidth / window.innerHeight
this.camera.updateProjectionMatrix()
this.renderer.setSize(window.innerWidth, window.innerHeight)
}
}
}
</script>
<style lang="scss" scoped>
#indexLizi {
position: absolute;
width: 100%;
top: 0;
bottom: 0;
overflow: hidden;
}
</style>