JS特效第92弹:全屏的3D悬浮粒子翻转动效

         基于canvas制作全屏的3D方块粒子悬停,跟随鼠标移动3D翻转动画特效。支持360度无死角翻转效果,先来看看效果:

        一部分关键的代码如下:

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>粒子</title>
</head>
<body>

<script src="js/three.min.js"></script>

<div></div>

<script>
var Stats=function(){var e=Date.now(),t=e,i=0,n=1/0,r=0,s=0,o=1/0,a=0,l=0,h=0,c=document.createElement("div");c.id="stats",c.addEventListener("mousedown",function(e){e.preventDefault(),v(++h%2)},!1),c.style.cssText="width:80px;opacity:0.9;cursor:pointer";var u=document.createElement("div");u.id="fps",u.style.cssText="padding:0 0 3px 3px;text-align:left;background-color:#002",c.appendChild(u);var d=document.createElement("div");d.id="fpsText",d.style.cssText="color:#0ff;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px",d.innerHTML="FPS",u.appendChild(d);var p=document.createElement("div");for(p.id="fpsGraph",p.style.cssText="position:relative;width:74px;height:30px;background-color:#0ff",u.appendChild(p);74>p.children.length;){var f=document.createElement("span");f.style.cssText="width:1px;height:30px;float:left;background-color:#113",p.appendChild(f)}var m=document.createElement("div");m.id="ms",m.style.cssText="padding:0 0 3px 3px;text-align:left;background-color:#020;display:none",c.appendChild(m);var g=document.createElement("div");g.id="msText",g.style.cssText="color:#0f0;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px",g.innerHTML="MS",m.appendChild(g);var y=document.createElement("div");for(y.id="msGraph",y.style.cssText="position:relative;width:74px;height:30px;background-color:#0f0",m.appendChild(y);74>y.children.length;){var f=document.createElement("span");f.style.cssText="width:1px;height:30px;float:left;background-color:#131",y.appendChild(f)}var v=function(e){switch(h=e){case 0:u.style.display="block",m.style.display="none";break;case 1:u.style.display="none",m.style.display="block"}},b=function(e,t){var i=e.appendChild(e.firstChild);i.style.height=t+"px"};return{REVISION:11,domElement:c,setMode:v,begin:function(){e=Date.now()},end:function(){var h=Date.now();return i=h-e,n=Math.min(n,i),r=Math.max(r,i),g.textContent=i+" MS ("+n+"-"+r+")",b(y,Math.min(30,30-30*(i/200))),l++,h>t+1e3&&(s=Math.round(1e3*l/(h-t)),o=Math.min(o,s),a=Math.max(a,s),d.textContent=s+" FPS ("+o+"-"+a+")",b(p,Math.min(30,30-30*(s/100))),t=h,l=0),h},update:function(){e=this.end()}}};

(function() {
    'use strict';
    // 'To actually be able to display anything with Three.js, we need three things:
    // A scene, a camera, and a renderer so we can render the scene with the camera.'
    // - https://threejs.org/docs/#Manual/Introduction/Creating_a_scene

    var scene, camera, renderer;

    // I guess we need this stuff too
    var container, HEIGHT,
        WIDTH, fieldOfView, aspectRatio,
        nearPlane, farPlane, stats,
        geometry, particleCount,
        i, h, color, size,
        materials = [],
        mouseX = 0,
        mouseY = 0,
        windowHalfX, windowHalfY, cameraZ,
        fogHex, fogDensity, parameters = {},
        parameterCount, particles;

    init();
    animate();

    function init() {

        HEIGHT = window.innerHeight;
        WIDTH = window.innerWidth;
        windowHalfX = WIDTH / 2;
        windowHalfY = HEIGHT / 2;

        fieldOfView = 75;
        aspectRatio = WIDTH / HEIGHT;
        nearPlane = 1;
        farPlane = 300;

        /* 	fieldOfView ? Camera frustum vertical field of view.
	aspectRatio ? Camera frustum aspect ratio.
	nearPlane ? Camera frustum near plane.
	farPlane ? Camera frustum far plane.

	- https://threejs.org/docs/#Reference/Cameras/PerspectiveCamera

	In geometry, a frustum (plural: frusta or frustums)
	is the portion of a solid (normally a cone or pyramid)
	that lies between two parallel planes cutting it. - wikipedia.		*/

        cameraZ = farPlane / 3; /*	So, 1000? Yes! move on!	*/
        fogHex = 0x000000; /* As black as your heart.	*/
        fogDensity = 0.0007; /* So not terribly dense?	*/

        camera = new THREE.PerspectiveCamera(fieldOfView, aspectRatio, nearPlane, farPlane);
        camera.position.z = cameraZ;

        scene = new THREE.Scene();
        scene.fog = new THREE.FogExp2(fogHex, fogDensity);

        container = document.createElement('div');
        document.body.appendChild(container);
        document.body.style.margin = 0;
        document.body.style.overflow = 'hidden';

        geometry = new THREE.Geometry(); /*	NO ONE SAID ANYTHING ABOUT MATH! UGH!	*/

        particleCount = 20000; /* Leagues under the sea */

        /*	Hope you took your motion sickness pills;
	We're about to get loopy.	*/

        for (i = 0; i < particleCount; i++) {

            var vertex = new THREE.Vector3();
            vertex.x = Math.random() * 2000 - 1000;
            vertex.y = Math.random() * 2000 - 1000;
            vertex.z = Math.random() * 2000 - 1000;

            geometry.vertices.push(vertex);
        }

        /*	We can't stop here, this is bat country!	*/

        parameters = [
            [
                [1, 1, 0.5], 5
            ],
            [
                [0.95, 1, 0.5], 4
            ],
            [
                [0.90, 1, 0.5], 3
            ],
            [
                [0.85, 1, 0.5], 2
            ],
            [
                [0.80, 1, 0.5], 1
            ]
        ];
        parameterCount = parameters.length;

        /*	I told you to take those motion sickness pills.
	Clean that vommit up, we're going again!	*/

        for (i = 0; i < parameterCount; i++) {

            color = parameters[i][0];
            size = parameters[i][1];

            materials[i] = new THREE.PointCloudMaterial({
                size: size
            });

            particles = new THREE.PointCloud(geometry, materials[i]);

            particles.rotation.x = Math.random() * 6;
            particles.rotation.y = Math.random() * 6;
            particles.rotation.z = Math.random() * 6;

            scene.add(particles);
        }

        /*	If my calculations are correct, when this baby hits 88 miles per hour...
	you're gonna see some serious shit.	*/

        renderer = new THREE.WebGLRenderer(); /*	Rendererererers particles.	*/
        renderer.setPixelRatio(window.devicePixelRatio); /*	Probably 1; unless you're fancy.	*/
        renderer.setSize(WIDTH, HEIGHT); /*	Full screen baby Wooooo!	*/

        container.appendChild(renderer.domElement); /* Let's add all this crazy junk to the page.	*/

        /*	I don't know about you, but I like to know how bad my
		code is wrecking the performance of a user's machine.
		Let's see some damn stats!	*/

        stats = new Stats();
        stats.domElement.style.position = 'absolute';
        stats.domElement.style.top = '0px';
        stats.domElement.style.right = '0px';
        container.appendChild(stats.domElement);

        /* Event Listeners */

        window.addEventListener('resize', onWindowResize, false);
        document.addEventListener('mousemove', onDocumentMouseMove, false);
        document.addEventListener('touchstart', onDocumentTouchStart, false);
        document.addEventListener('touchmove', onDocumentTouchMove, false);

    }

    function animate() {
        requestAnimationFrame(animate);
        render();
        stats.update();
    }

    function render() {
        var time = Date.now() * 0.00005;

        camera.position.x += (mouseX - camera.position.x) * 0.05;
        camera.position.y += (-mouseY - camera.position.y) * 0.05;

        camera.lookAt(scene.position);

        for (i = 0; i < scene.children.length; i++) {

            var object = scene.children[i];

            if (object instanceof THREE.PointCloud) {

                object.rotation.y = time * (i < 4 ? i + 1 : -(i + 1));
            }
        }

        for (i = 0; i < materials.length; i++) {

            color = parameters[i][0];

            h = (360 * (color[0] + time) % 360) / 360;
            materials[i].color.setHSL(h, color[1], color[2]);
        }

        renderer.render(scene, camera);
    }

    function onDocumentMouseMove(e) {
        mouseX = e.clientX - windowHalfX;
        mouseY = e.clientY - windowHalfY;
    }

    /*	Mobile users?  I got your back homey	*/

    function onDocumentTouchStart(e) {

        if (e.touches.length === 1) {

            e.preventDefault();
            mouseX = e.touches[0].pageX - windowHalfX;
            mouseY = e.touches[0].pageY - windowHalfY;
        }
    }

    function onDocumentTouchMove(e) {

        if (e.touches.length === 1) {

            e.preventDefault();
            mouseX = e.touches[0].pageX - windowHalfX;
            mouseY = e.touches[0].pageY - windowHalfY;
        }
    }

    function onWindowResize() {

        windowHalfX = window.innerWidth / 2;
        windowHalfY = window.innerHeight / 2;

        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        renderer.setSize(window.innerWidth, window.innerHeight);
    }
})();
</script>

</body>
</html>

        全部代码:全屏的3D悬浮粒子翻转动效

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