HTML做3D立体特效,html5 3D立体粒子波浪动画特效代码

特效描述:html5 3D立体 粒子波浪动画。3D 粒子动画特效

代码结构

1. 引入JS

2. HTML代码

/// Scene

const sceneSettings = {

width: () => $(window).width(),

height: () => $(window).height(),

angle: 45,

aspect: () => sceneSettings.width() / sceneSettings.height(),

close: 0.1,

far: 10000

};

const sceneContainer = $("#scene");

const setSceneDimenstions = () =>

sceneContainer.css({

width: sceneSettings.width(),

height: sceneSettings.height()

});

const renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });

const camera = new THREE.PerspectiveCamera(

sceneSettings.angle,

sceneSettings.aspect(),

sceneSettings.close,

sceneSettings.far

);

const scene = new THREE.Scene();

scene.add(camera);

renderer.setSize(sceneSettings.width(), sceneSettings.height());

renderer.setClearColor(0xffffff, 0);

sceneContainer.append(renderer.domElement);

// Sphere settings

const sphereSettings = {

radius: 10,

segments: 60,

rings: 60

};

// Sphere shape

let sph = new THREE.SphereGeometry(

sphereSettings.radius,

sphereSettings.segments,

sphereSettings.rings

);

// Create spherical particles

let particles = [];

let xPiecesAmount = Math.round(sceneSettings.width() / 60);

for (let i = 1; i < 75; i++) {

let row = new THREE.Object3D();

const sphereMaterial = new THREE.MeshLambertMaterial({

color: "#ffffff",

transparent: true,

opacity: 1 - i / 40

});

for (let j = -xPiecesAmount; j < xPiecesAmount; ++j) {

let sphere = new THREE.Mesh(sph, sphereMaterial);

sphere.position.x = 300 * j;

sphere.position.z = -300 * i;

row.add(sphere);

}

scene.add(row);

particles[i] = row;

}

// Create light

const pointLight = new THREE.HemisphereLight(0xffffff, 0x000000, 1);

// set its position

pointLight.position.x = 2;

pointLight.position.y = 100;

pointLight.position.z = 2000;

// add to the scene

scene.add(pointLight);

camera.position.set(0, 400, -200);

camera.lookAt(new THREE.Vector3(0, 300, -1000));

renderer.render(scene, camera);

for (let i in particles) {

let row = particles[i];

TweenMax.to(row.position, 2, {

y: Math.sin(i / 25) * 300 + 100,

yoyo: true,

repeat: -1,

ease: Sine.easeInOut,

delay: i / 10

});

}

TweenMax.ticker.addEventListener("tick", () => {

renderer.render(scene, camera);

});

/// Window events

$(window)

.on("load resize", () => {

setSceneDimenstions();

if (typeof window.orientation == "undefined") {

camera.aspect = sceneSettings.width() / sceneSettings.height();

camera.updateProjectionMatrix();

renderer.setSize(sceneSettings.width(), sceneSettings.height());

}

})

.on("orientationchange", () => {

setSceneDimenstions();

camera.aspect = sceneSettings.width() / sceneSettings.height();

camera.updateProjectionMatrix();

renderer.setSize(sceneSettings.width(), sceneSettings.height());

});

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