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导入代码模板:
var Boid = function() {
var vector = new THREE.Vector3(),
_acceleration, _width = 500,
_height = 500,
_depth = 200,
_goal, _neighborhoodRadius = 100,
_maxSpeed = 4,
_maxSteerForce = 0.1,
_avoidWalls = false;
this.position = new THREE.Vector3();
this.velocity = new THREE.Vector3();
_acceleration = new THREE.Vector3();
this.setGoal = function(target) {
_goal = target;
}
this.setAvoidWalls = function(value) {
_avoidWalls = value;
}
this.setWorldSize = function(width, height, depth) {
_width = width;
_height = height;
_depth = depth;
}
this.run = function(boids) {
if (_avoidWalls) {
vector.set(-_width, this.position.y, this.position.z);
vector = this.avoid(vector);
vector.multiplyScalar(5);
_acceleration.add(vector);
vector.set(_width, this.position.y, this.position.z);
vector = this.avoid(vector);
vector.multiplyScalar(5);
_acceleration.add(vector);
vector.set(this.position.x, -_height, this.position.z);
vector = this.avoid(vector);
vector.multiplyScalar(5);
_acceleration.add(vector);
vector.set(this.position.x, _height, this.position.z);
vector = this.avoid(vector);
vector.multiplyScalar(5);
_acceleration.add(vector);
vector.set(this.position.x, this.position.y, -_depth);
vector = this.avoid(vector);
vector.multiplyScalar(5);
_acceleration.add(vector);
vector.set(this.position.x, this.position.y, _depth);
vector = this.avoid(vector);
vector.multiplyScalar(5);
_acceleration.add(vector);
}
/* else {
this.checkBounds();
}
*/
if (Math.random() > 0.5) {
this.flock(boids);
}
this.move();
}
this.flock = function(boids) {
if (_goal) {
_acceleration.add(this.reach(_goal, 0.005));
}
_acceleration.add(this.alignment(boids));
_acceleration.add(this.cohesion(boids));
_acceleration.add(this.separation(boids));
}
this.move = function() {
this.velocity.add(_acceleration);
var l = this.velocity.length();
if (l > _maxSpeed) {
this.velocity.divideScalar(l / _maxSpeed);
}
this.position.add(this.velocity);
_acceleration.set(0, 0, 0);
}
this.checkBounds = function() {
if (this.position.x > _width) this.position.x = -_width;
if (this.position.x < -_width) this.position.x = _width;
if (this.position.y > _height) this.position.y = -_height;
if (this.position.y < -_height) this.position.y = _height;
if (this.position.z > _depth) this.position.z = -_depth;
if (this.position.z < -_depth) this.position.z = _depth;
}
//
this.avoid = function(target) {
var steer = new THREE.Vector3();
steer.copy(this.position);
steer.sub(target);
steer.multiplyScalar(1 / this.position.distanceToSquared(target));
return steer;
}
this.repulse = function(target) {
var distance = this.position.distanceTo(target);
if (distance < 150) {
var steer = new THREE.Vector3();
steer.subVectors(this.position, target);
steer.multiplyScalar(0.5 / distance);
_acceleration.add(steer);
}
}
this.reach = function(target, amount) {
var steer = new THREE.Vector3();
steer.subVectors(target, this.position);
steer.multiplyScalar(amount);
return steer;
}
this.alignment = function(boids) {
var boid, velSum = new THREE.Vector3(),
count = 0;
for (var i = 0, il = boids.length; i < il; i++) {
if (Math.random() > 0.6) continue;
boid = boids[i];
distance = boid.position.distanceTo(this.position);
if (distance > 0 && distance <= _neighborhoodRadius) {
velSum.add(boid.velocity);
count++;
}
}
if (count > 0) {
velSum.divideScalar(count);
var l = velSum.length();
if (l > _maxSteerForce) {
velSum.divideScalar(l / _maxSteerForce);
}
}
return velSum;
}
this.cohesion = function(boids) {
var boid, distance,
posSum = new THREE.Vector3(),
steer = new THREE.Vector3(),
count = 0;
for (var i = 0, il = boids.length; i < il; i++) {
if (Math.random() > 0.6) continue;
boid = boids[i];
distance = boid.position.distanceTo(this.position);
if (distance > 0 && distance <= _neighborhoodRadius) {
posSum.add(boid.position);
count++;
}
}
if (count > 0) {
posSum.divideScalar(count);
}
steer.subVectors(posSum, this.position);
var l = steer.length();
if (l > _maxSteerForce) {
steer.divideScalar(l / _maxSteerForce);
}
return steer;
}
this.separation = function(boids) {
var boid, distance,
posSum = new THREE.Vector3(),
repulse = new THREE.Vector3();
for (var i = 0, il = boids.length; i < il; i++) {
if (Math.random() > 0.6) continue;
boid = boids[i];
distance = boid.position.distanceTo(this.position);
if (distance > 0 && distance <= _neighborhoodRadius) {
repulse.subVectors(this.position, boid.position);
repulse.normalize();
repulse.divideScalar(distance);
posSum.add(repulse);
}
}
return posSum;
}
}
var SCREEN_WIDTH = window.innerWidth,
SCREEN_HEIGHT = window.innerHeight,
SCREEN_WIDTH_HALF = SCREEN_WIDTH / 2,
SCREEN_HEIGHT_HALF = SCREEN_HEIGHT / 2;
var camera, scene, renderer,
birds, bird;
var boid, boids;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000);
camera.position.z = 450;
scene = new THREE.Scene();
birds = [];
boids = [];
for (var i = 0; i < 200; i++) {
boid = boids[i] = new Boid();
boid.position.x = Math.random() * 400 - 200;
boid.position.y = Math.random() * 400 - 200;
boid.position.z = Math.random() * 400 - 200;
boid.velocity.x = Math.random() * 2 - 1;
boid.velocity.y = Math.random() * 2 - 1;
boid.velocity.z = Math.random() * 2 - 1;
boid.setAvoidWalls(true);
boid.setWorldSize(500, 500, 400);
bird = birds[i] = new THREE.Mesh(new Bird(), new THREE.MeshBasicMaterial({
color: Math.random() * 0xffffff,
side: THREE.DoubleSide
}));
bird.phase = Math.floor(Math.random() * 62.83);
scene.add(bird);
}
renderer = new THREE.CanvasRenderer();
renderer.setClearColor(0x20fcd0);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.body.appendChild(renderer.domElement);
//
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
var vector = new THREE.Vector3(event.clientX - SCREEN_WIDTH_HALF, -event.clientY + SCREEN_HEIGHT_HALF, 0);
for (var i = 0, il = boids.length; i < il; i++) {
boid = boids[i];
vector.z = boid.position.z;
boid.repulse(vector);
}
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
for (var i = 0, il = birds.length; i < il; i++) {
boid = boids[i];
boid.run(boids);
bird = birds[i];
bird.position.copy(boids[i].position);
color = bird.material.color;
color.r = color.g = color.b = (500 - bird.position.z) / 1000;
bird.rotation.y = Math.atan2(-boid.velocity.z, boid.velocity.x);
bird.rotation.z = Math.asin(boid.velocity.y / boid.velocity.length());
bird.phase = (bird.phase + (Math.max(0, bird.rotation.z) + 0.1)) % 62.83;
bird.geometry.vertices[5].y = bird.geometry.vertices[4].y = Math.sin(bird.phase) * 5;
}
renderer.render(scene, camera);
}