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酷炫3D液体网状波浪动画特效

时间:08-26来源:作者:点击数:22
在这里插入图片描述

css代码

  • html, body {
  • margin: 0;
  • }
  • canvas {
  • display: block;
  • }

js

  • <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r118/three.min.js"></script>
  • <script src="https://cdnjs.cloudflare.com/ajax/libs/chroma-js/2.1.0/chroma.min.js"></script>

另外创建俩个js文件

  • /**
  • * @author qiao / https://github.com/qiao
  • * @author mrdoob / http://mrdoob.com
  • * @author alteredq / http://alteredqualia.com/
  • * @author WestLangley / http://github.com/WestLangley
  • * @author erich666 / http://erichaines.com
  • * @author ScieCode / http://github.com/sciecode
  • */
  • // This set of controls performs orbiting, dollying (zooming), and panning.
  • // Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
  • //
  • // Orbit - left mouse / touch: one-finger move
  • // Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
  • // Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move
  • THREE.OrbitControls = function ( object, domElement ) {
  • if ( domElement === undefined ) console.warn( 'THREE.OrbitControls: The second parameter "domElement" is now mandatory.' );
  • if ( domElement === document ) console.error( 'THREE.OrbitControls: "document" should not be used as the target "domElement". Please use "renderer.domElement" instead.' );
  • this.object = object;
  • this.domElement = domElement;
  • // Set to false to disable this control
  • this.enabled = true;
  • // "target" sets the location of focus, where the object orbits around
  • this.target = new THREE.Vector3();
  • // How far you can dolly in and out ( PerspectiveCamera only )
  • this.minDistance = 0;
  • this.maxDistance = Infinity;
  • // How far you can zoom in and out ( OrthographicCamera only )
  • this.minZoom = 0;
  • this.maxZoom = Infinity;
  • // How far you can orbit vertically, upper and lower limits.
  • // Range is 0 to Math.PI radians.
  • this.minPolarAngle = 0; // radians
  • this.maxPolarAngle = Math.PI; // radians
  • // How far you can orbit horizontally, upper and lower limits.
  • // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
  • this.minAzimuthAngle = - Infinity; // radians
  • this.maxAzimuthAngle = Infinity; // radians
  • // Set to true to enable damping (inertia)
  • // If damping is enabled, you must call controls.update() in your animation loop
  • this.enableDamping = false;
  • this.dampingFactor = 0.05;
  • // This option actually enables dollying in and out; left as "zoom" for backwards compatibility.
  • // Set to false to disable zooming
  • this.enableZoom = true;
  • this.zoomSpeed = 1.0;
  • // Set to false to disable rotating
  • this.enableRotate = true;
  • this.rotateSpeed = 1.0;
  • // Set to false to disable panning
  • this.enablePan = true;
  • this.panSpeed = 1.0;
  • this.screenSpacePanning = false; // if true, pan in screen-space
  • this.keyPanSpeed = 7.0; // pixels moved per arrow key push
  • // Set to true to automatically rotate around the target
  • // If auto-rotate is enabled, you must call controls.update() in your animation loop
  • this.autoRotate = false;
  • this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
  • // Set to false to disable use of the keys
  • this.enableKeys = true;
  • // The four arrow keys
  • this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
  • // Mouse buttons
  • this.mouseButtons = { LEFT: THREE.MOUSE.ROTATE, MIDDLE: THREE.MOUSE.DOLLY, RIGHT: THREE.MOUSE.PAN };
  • // Touch fingers
  • this.touches = { ONE: THREE.TOUCH.ROTATE, TWO: THREE.TOUCH.DOLLY_PAN };
  • // for reset
  • this.target0 = this.target.clone();
  • this.position0 = this.object.position.clone();
  • this.zoom0 = this.object.zoom;
  • //
  • // public methods
  • //
  • this.getPolarAngle = function () {
  • return spherical.phi;
  • };
  • this.getAzimuthalAngle = function () {
  • return spherical.theta;
  • };
  • this.saveState = function () {
  • scope.target0.copy( scope.target );
  • scope.position0.copy( scope.object.position );
  • scope.zoom0 = scope.object.zoom;
  • };
  • this.reset = function () {
  • scope.target.copy( scope.target0 );
  • scope.object.position.copy( scope.position0 );
  • scope.object.zoom = scope.zoom0;
  • scope.object.updateProjectionMatrix();
  • scope.dispatchEvent( changeEvent );
  • scope.update();
  • state = STATE.NONE;
  • };
  • // this method is exposed, but perhaps it would be better if we can make it private...
  • this.update = function () {
  • var offset = new THREE.Vector3();
  • // so camera.up is the orbit axis
  • var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
  • var quatInverse = quat.clone().inverse();
  • var lastPosition = new THREE.Vector3();
  • var lastQuaternion = new THREE.Quaternion();
  • return function update() {
  • var position = scope.object.position;
  • offset.copy( position ).sub( scope.target );
  • // rotate offset to "y-axis-is-up" space
  • offset.applyQuaternion( quat );
  • // angle from z-axis around y-axis
  • spherical.setFromVector3( offset );
  • if ( scope.autoRotate && state === STATE.NONE ) {
  • rotateLeft( getAutoRotationAngle() );
  • }
  • if ( scope.enableDamping ) {
  • spherical.theta += sphericalDelta.theta * scope.dampingFactor;
  • spherical.phi += sphericalDelta.phi * scope.dampingFactor;
  • } else {
  • spherical.theta += sphericalDelta.theta;
  • spherical.phi += sphericalDelta.phi;
  • }
  • // restrict theta to be between desired limits
  • spherical.theta = Math.max( scope.minAzimuthAngle, Math.min( scope.maxAzimuthAngle, spherical.theta ) );
  • // restrict phi to be between desired limits
  • spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );
  • spherical.makeSafe();
  • spherical.radius *= scale;
  • // restrict radius to be between desired limits
  • spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );
  • // move target to panned location
  • if ( scope.enableDamping === true ) {
  • scope.target.addScaledVector( panOffset, scope.dampingFactor );
  • } else {
  • scope.target.add( panOffset );
  • }
  • offset.setFromSpherical( spherical );
  • // rotate offset back to "camera-up-vector-is-up" space
  • offset.applyQuaternion( quatInverse );
  • position.copy( scope.target ).add( offset );
  • scope.object.lookAt( scope.target );
  • if ( scope.enableDamping === true ) {
  • sphericalDelta.theta *= ( 1 - scope.dampingFactor );
  • sphericalDelta.phi *= ( 1 - scope.dampingFactor );
  • panOffset.multiplyScalar( 1 - scope.dampingFactor );
  • } else {
  • sphericalDelta.set( 0, 0, 0 );
  • panOffset.set( 0, 0, 0 );
  • }
  • scale = 1;
  • // update condition is:
  • // min(camera displacement, camera rotation in radians)^2 > EPS
  • // using small-angle approximation cos(x/2) = 1 - x^2 / 8
  • if ( zoomChanged ||
  • lastPosition.distanceToSquared( scope.object.position ) > EPS ||
  • 8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {
  • scope.dispatchEvent( changeEvent );
  • lastPosition.copy( scope.object.position );
  • lastQuaternion.copy( scope.object.quaternion );
  • zoomChanged = false;
  • return true;
  • }
  • return false;
  • };
  • }();
  • this.dispose = function () {
  • scope.domElement.removeEventListener( 'contextmenu', onContextMenu, false );
  • scope.domElement.removeEventListener( 'mousedown', onMouseDown, false );
  • scope.domElement.removeEventListener( 'wheel', onMouseWheel, false );
  • scope.domElement.removeEventListener( 'touchstart', onTouchStart, false );
  • scope.domElement.removeEventListener( 'touchend', onTouchEnd, false );
  • scope.domElement.removeEventListener( 'touchmove', onTouchMove, false );
  • document.removeEventListener( 'mousemove', onMouseMove, false );
  • document.removeEventListener( 'mouseup', onMouseUp, false );
  • scope.domElement.removeEventListener( 'keydown', onKeyDown, false );
  • //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?
  • };
  • //
  • // internals
  • //
  • var scope = this;
  • var changeEvent = { type: 'change' };
  • var startEvent = { type: 'start' };
  • var endEvent = { type: 'end' };
  • var STATE = {
  • NONE: - 1,
  • ROTATE: 0,
  • DOLLY: 1,
  • PAN: 2,
  • TOUCH_ROTATE: 3,
  • TOUCH_PAN: 4,
  • TOUCH_DOLLY_PAN: 5,
  • TOUCH_DOLLY_ROTATE: 6
  • };
  • var state = STATE.NONE;
  • var EPS = 0.000001;
  • // current position in spherical coordinates
  • var spherical = new THREE.Spherical();
  • var sphericalDelta = new THREE.Spherical();
  • var scale = 1;
  • var panOffset = new THREE.Vector3();
  • var zoomChanged = false;
  • var rotateStart = new THREE.Vector2();
  • var rotateEnd = new THREE.Vector2();
  • var rotateDelta = new THREE.Vector2();
  • var panStart = new THREE.Vector2();
  • var panEnd = new THREE.Vector2();
  • var panDelta = new THREE.Vector2();
  • var dollyStart = new THREE.Vector2();
  • var dollyEnd = new THREE.Vector2();
  • var dollyDelta = new THREE.Vector2();
  • function getAutoRotationAngle() {
  • return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
  • }
  • function getZoomScale() {
  • return Math.pow( 0.95, scope.zoomSpeed );
  • }
  • function rotateLeft( angle ) {
  • sphericalDelta.theta -= angle;
  • }
  • function rotateUp( angle ) {
  • sphericalDelta.phi -= angle;
  • }
  • var panLeft = function () {
  • var v = new THREE.Vector3();
  • return function panLeft( distance, objectMatrix ) {
  • v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
  • v.multiplyScalar( - distance );
  • panOffset.add( v );
  • };
  • }();
  • var panUp = function () {
  • var v = new THREE.Vector3();
  • return function panUp( distance, objectMatrix ) {
  • if ( scope.screenSpacePanning === true ) {
  • v.setFromMatrixColumn( objectMatrix, 1 );
  • } else {
  • v.setFromMatrixColumn( objectMatrix, 0 );
  • v.crossVectors( scope.object.up, v );
  • }
  • v.multiplyScalar( distance );
  • panOffset.add( v );
  • };
  • }();
  • // deltaX and deltaY are in pixels; right and down are positive
  • var pan = function () {
  • var offset = new THREE.Vector3();
  • return function pan( deltaX, deltaY ) {
  • var element = scope.domElement;
  • if ( scope.object.isPerspectiveCamera ) {
  • // perspective
  • var position = scope.object.position;
  • offset.copy( position ).sub( scope.target );
  • var targetDistance = offset.length();
  • // half of the fov is center to top of screen
  • targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
  • // we use only clientHeight here so aspect ratio does not distort speed
  • panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );
  • panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );
  • } else if ( scope.object.isOrthographicCamera ) {
  • // orthographic
  • panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );
  • panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );
  • } else {
  • // camera neither orthographic nor perspective
  • console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
  • scope.enablePan = false;
  • }
  • };
  • }();
  • function dollyIn( dollyScale ) {
  • if ( scope.object.isPerspectiveCamera ) {
  • scale /= dollyScale;
  • } else if ( scope.object.isOrthographicCamera ) {
  • scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );
  • scope.object.updateProjectionMatrix();
  • zoomChanged = true;
  • } else {
  • console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
  • scope.enableZoom = false;
  • }
  • }
  • function dollyOut( dollyScale ) {
  • if ( scope.object.isPerspectiveCamera ) {
  • scale *= dollyScale;
  • } else if ( scope.object.isOrthographicCamera ) {
  • scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );
  • scope.object.updateProjectionMatrix();
  • zoomChanged = true;
  • } else {
  • console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
  • scope.enableZoom = false;
  • }
  • }
  • //
  • // event callbacks - update the object state
  • //
  • function handleMouseDownRotate( event ) {
  • rotateStart.set( event.clientX, event.clientY );
  • }
  • function handleMouseDownDolly( event ) {
  • dollyStart.set( event.clientX, event.clientY );
  • }
  • function handleMouseDownPan( event ) {
  • panStart.set( event.clientX, event.clientY );
  • }
  • function handleMouseMoveRotate( event ) {
  • rotateEnd.set( event.clientX, event.clientY );
  • rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );
  • var element = scope.domElement;
  • rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height
  • rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );
  • rotateStart.copy( rotateEnd );
  • scope.update();
  • }
  • function handleMouseMoveDolly( event ) {
  • dollyEnd.set( event.clientX, event.clientY );
  • dollyDelta.subVectors( dollyEnd, dollyStart );
  • if ( dollyDelta.y > 0 ) {
  • dollyIn( getZoomScale() );
  • } else if ( dollyDelta.y < 0 ) {
  • dollyOut( getZoomScale() );
  • }
  • dollyStart.copy( dollyEnd );
  • scope.update();
  • }
  • function handleMouseMovePan( event ) {
  • panEnd.set( event.clientX, event.clientY );
  • panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );
  • pan( panDelta.x, panDelta.y );
  • panStart.copy( panEnd );
  • scope.update();
  • }
  • function handleMouseUp( /*event*/ ) {
  • // no-op
  • }
  • function handleMouseWheel( event ) {
  • if ( event.deltaY < 0 ) {
  • dollyOut( getZoomScale() );
  • } else if ( event.deltaY > 0 ) {
  • dollyIn( getZoomScale() );
  • }
  • scope.update();
  • }
  • function handleKeyDown( event ) {
  • var needsUpdate = false;
  • switch ( event.keyCode ) {
  • case scope.keys.UP:
  • pan( 0, scope.keyPanSpeed );
  • needsUpdate = true;
  • break;
  • case scope.keys.BOTTOM:
  • pan( 0, - scope.keyPanSpeed );
  • needsUpdate = true;
  • break;
  • case scope.keys.LEFT:
  • pan( scope.keyPanSpeed, 0 );
  • needsUpdate = true;
  • break;
  • case scope.keys.RIGHT:
  • pan( - scope.keyPanSpeed, 0 );
  • needsUpdate = true;
  • break;
  • }
  • if ( needsUpdate ) {
  • // prevent the browser from scrolling on cursor keys
  • event.preventDefault();
  • scope.update();
  • }
  • }
  • function handleTouchStartRotate( event ) {
  • if ( event.touches.length == 1 ) {
  • rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
  • } else {
  • var x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX );
  • var y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY );
  • rotateStart.set( x, y );
  • }
  • }
  • function handleTouchStartPan( event ) {
  • if ( event.touches.length == 1 ) {
  • panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
  • } else {
  • var x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX );
  • var y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY );
  • panStart.set( x, y );
  • }
  • }
  • function handleTouchStartDolly( event ) {
  • var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
  • var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
  • var distance = Math.sqrt( dx * dx + dy * dy );
  • dollyStart.set( 0, distance );
  • }
  • function handleTouchStartDollyPan( event ) {
  • if ( scope.enableZoom ) handleTouchStartDolly( event );
  • if ( scope.enablePan ) handleTouchStartPan( event );
  • }
  • function handleTouchStartDollyRotate( event ) {
  • if ( scope.enableZoom ) handleTouchStartDolly( event );
  • if ( scope.enableRotate ) handleTouchStartRotate( event );
  • }
  • function handleTouchMoveRotate( event ) {
  • if ( event.touches.length == 1 ) {
  • rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
  • } else {
  • var x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX );
  • var y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY );
  • rotateEnd.set( x, y );
  • }
  • rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );
  • var element = scope.domElement;
  • rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height
  • rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );
  • rotateStart.copy( rotateEnd );
  • }
  • function handleTouchMovePan( event ) {
  • if ( event.touches.length == 1 ) {
  • panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
  • } else {
  • var x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX );
  • var y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY );
  • panEnd.set( x, y );
  • }
  • panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );
  • pan( panDelta.x, panDelta.y );
  • panStart.copy( panEnd );
  • }
  • function handleTouchMoveDolly( event ) {
  • var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
  • var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
  • var distance = Math.sqrt( dx * dx + dy * dy );
  • dollyEnd.set( 0, distance );
  • dollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) );
  • dollyIn( dollyDelta.y );
  • dollyStart.copy( dollyEnd );
  • }
  • function handleTouchMoveDollyPan( event ) {
  • if ( scope.enableZoom ) handleTouchMoveDolly( event );
  • if ( scope.enablePan ) handleTouchMovePan( event );
  • }
  • function handleTouchMoveDollyRotate( event ) {
  • if ( scope.enableZoom ) handleTouchMoveDolly( event );
  • if ( scope.enableRotate ) handleTouchMoveRotate( event );
  • }
  • function handleTouchEnd( /*event*/ ) {
  • // no-op
  • }
  • //
  • // event handlers - FSM: listen for events and reset state
  • //
  • function onMouseDown( event ) {
  • if ( scope.enabled === false ) return;
  • // Prevent the browser from scrolling.
  • event.preventDefault();
  • // Manually set the focus since calling preventDefault above
  • // prevents the browser from setting it automatically.
  • scope.domElement.focus ? scope.domElement.focus() : window.focus();
  • switch ( event.button ) {
  • case 0:
  • switch ( scope.mouseButtons.LEFT ) {
  • case THREE.MOUSE.ROTATE:
  • if ( event.ctrlKey || event.metaKey || event.shiftKey ) {
  • if ( scope.enablePan === false ) return;
  • handleMouseDownPan( event );
  • state = STATE.PAN;
  • } else {
  • if ( scope.enableRotate === false ) return;
  • handleMouseDownRotate( event );
  • state = STATE.ROTATE;
  • }
  • break;
  • case THREE.MOUSE.PAN:
  • if ( event.ctrlKey || event.metaKey || event.shiftKey ) {
  • if ( scope.enableRotate === false ) return;
  • handleMouseDownRotate( event );
  • state = STATE.ROTATE;
  • } else {
  • if ( scope.enablePan === false ) return;
  • handleMouseDownPan( event );
  • state = STATE.PAN;
  • }
  • break;
  • default:
  • state = STATE.NONE;
  • }
  • break;
  • case 1:
  • switch ( scope.mouseButtons.MIDDLE ) {
  • case THREE.MOUSE.DOLLY:
  • if ( scope.enableZoom === false ) return;
  • handleMouseDownDolly( event );
  • state = STATE.DOLLY;
  • break;
  • default:
  • state = STATE.NONE;
  • }
  • break;
  • case 2:
  • switch ( scope.mouseButtons.RIGHT ) {
  • case THREE.MOUSE.ROTATE:
  • if ( scope.enableRotate === false ) return;
  • handleMouseDownRotate( event );
  • state = STATE.ROTATE;
  • break;
  • case THREE.MOUSE.PAN:
  • if ( scope.enablePan === false ) return;
  • handleMouseDownPan( event );
  • state = STATE.PAN;
  • break;
  • default:
  • state = STATE.NONE;
  • }
  • break;
  • }
  • if ( state !== STATE.NONE ) {
  • document.addEventListener( 'mousemove', onMouseMove, false );
  • document.addEventListener( 'mouseup', onMouseUp, false );
  • scope.dispatchEvent( startEvent );
  • }
  • }
  • function onMouseMove( event ) {
  • if ( scope.enabled === false ) return;
  • event.preventDefault();
  • switch ( state ) {
  • case STATE.ROTATE:
  • if ( scope.enableRotate === false ) return;
  • handleMouseMoveRotate( event );
  • break;
  • case STATE.DOLLY:
  • if ( scope.enableZoom === false ) return;
  • handleMouseMoveDolly( event );
  • break;
  • case STATE.PAN:
  • if ( scope.enablePan === false ) return;
  • handleMouseMovePan( event );
  • break;
  • }
  • }
  • function onMouseUp( event ) {
  • if ( scope.enabled === false ) return;
  • handleMouseUp( event );
  • document.removeEventListener( 'mousemove', onMouseMove, false );
  • document.removeEventListener( 'mouseup', onMouseUp, false );
  • scope.dispatchEvent( endEvent );
  • state = STATE.NONE;
  • }
  • function onMouseWheel( event ) {
  • if ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return;
  • event.preventDefault();
  • event.stopPropagation();
  • scope.dispatchEvent( startEvent );
  • handleMouseWheel( event );
  • scope.dispatchEvent( endEvent );
  • }
  • function onKeyDown( event ) {
  • if ( scope.enabled === false || scope.enableKeys === false || scope.enablePan === false ) return;
  • handleKeyDown( event );
  • }
  • function onTouchStart( event ) {
  • if ( scope.enabled === false ) return;
  • event.preventDefault();
  • switch ( event.touches.length ) {
  • case 1:
  • switch ( scope.touches.ONE ) {
  • case THREE.TOUCH.ROTATE:
  • if ( scope.enableRotate === false ) return;
  • handleTouchStartRotate( event );
  • state = STATE.TOUCH_ROTATE;
  • break;
  • case THREE.TOUCH.PAN:
  • if ( scope.enablePan === false ) return;
  • handleTouchStartPan( event );
  • state = STATE.TOUCH_PAN;
  • break;
  • default:
  • state = STATE.NONE;
  • }
  • break;
  • case 2:
  • switch ( scope.touches.TWO ) {
  • case THREE.TOUCH.DOLLY_PAN:
  • if ( scope.enableZoom === false && scope.enablePan === false ) return;
  • handleTouchStartDollyPan( event );
  • state = STATE.TOUCH_DOLLY_PAN;
  • break;
  • case THREE.TOUCH.DOLLY_ROTATE:
  • if ( scope.enableZoom === false && scope.enableRotate === false ) return;
  • handleTouchStartDollyRotate( event );
  • state = STATE.TOUCH_DOLLY_ROTATE;
  • break;
  • default:
  • state = STATE.NONE;
  • }
  • break;
  • default:
  • state = STATE.NONE;
  • }
  • if ( state !== STATE.NONE ) {
  • scope.dispatchEvent( startEvent );
  • }
  • }
  • function onTouchMove( event ) {
  • if ( scope.enabled === false ) return;
  • event.preventDefault();
  • event.stopPropagation();
  • switch ( state ) {
  • case STATE.TOUCH_ROTATE:
  • if ( scope.enableRotate === false ) return;
  • handleTouchMoveRotate( event );
  • scope.update();
  • break;
  • case STATE.TOUCH_PAN:
  • if ( scope.enablePan === false ) return;
  • handleTouchMovePan( event );
  • scope.update();
  • break;
  • case STATE.TOUCH_DOLLY_PAN:
  • if ( scope.enableZoom === false && scope.enablePan === false ) return;
  • handleTouchMoveDollyPan( event );
  • scope.update();
  • break;
  • case STATE.TOUCH_DOLLY_ROTATE:
  • if ( scope.enableZoom === false && scope.enableRotate === false ) return;
  • handleTouchMoveDollyRotate( event );
  • scope.update();
  • break;
  • default:
  • state = STATE.NONE;
  • }
  • }
  • function onTouchEnd( event ) {
  • if ( scope.enabled === false ) return;
  • handleTouchEnd( event );
  • scope.dispatchEvent( endEvent );
  • state = STATE.NONE;
  • }
  • function onContextMenu( event ) {
  • if ( scope.enabled === false ) return;
  • event.preventDefault();
  • }
  • //
  • scope.domElement.addEventListener( 'contextmenu', onContextMenu, false );
  • scope.domElement.addEventListener( 'mousedown', onMouseDown, false );
  • scope.domElement.addEventListener( 'wheel', onMouseWheel, false );
  • scope.domElement.addEventListener( 'touchstart', onTouchStart, false );
  • scope.domElement.addEventListener( 'touchend', onTouchEnd, false );
  • scope.domElement.addEventListener( 'touchmove', onTouchMove, false );
  • scope.domElement.addEventListener( 'keydown', onKeyDown, false );
  • // make sure element can receive keys.
  • if ( scope.domElement.tabIndex === - 1 ) {
  • scope.domElement.tabIndex = 0;
  • }
  • // force an update at start
  • this.update();
  • };
  • THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
  • THREE.OrbitControls.prototype.constructor = THREE.OrbitControls;
  • // This set of controls performs orbiting, dollying (zooming), and panning.
  • // Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
  • // This is very similar to OrbitControls, another set of touch behavior
  • //
  • // Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate
  • // Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
  • // Pan - left mouse, or arrow keys / touch: one-finger move
  • THREE.MapControls = function ( object, domElement ) {
  • THREE.OrbitControls.call( this, object, domElement );
  • this.mouseButtons.LEFT = THREE.MOUSE.PAN;
  • this.mouseButtons.RIGHT = THREE.MOUSE.ROTATE;
  • this.touches.ONE = THREE.TOUCH.PAN;
  • this.touches.TWO = THREE.TOUCH.DOLLY_ROTATE;
  • };
  • THREE.MapControls.prototype = Object.create( THREE.EventDispatcher.prototype );
  • THREE.MapControls.prototype.constructor = THREE.MapControls;
  • function App() {
  • const conf = {
  • el: 'canvas',
  • fov: 75,
  • cameraZ: 100,
  • };
  • let renderer, scene, camera, cameraCtrl;
  • let width, height, cx, cy, wWidth, wHeight;
  • let ripple;
  • let gridWWidth, gridWHeight;
  • let gridWidth, gridHeight;
  • const mouse = new THREE.Vector2();
  • const mousePlane = new THREE.Plane(new THREE.Vector3(0, 0, 1), 0);
  • const mousePosition = new THREE.Vector3();
  • const raycaster = new THREE.Raycaster();
  • let mouseOver = false;
  • init();
  • function init() {
  • // const gl = renderer.getContext();
  • // const floatTextures = gl.getExtension('OES_texture_float');
  • // if (!floatTextures) {
  • // alert('no floating point texture support');
  • // return;
  • // }
  • renderer = new THREE.WebGLRenderer({ canvas: document.getElementById(conf.el), antialias: true });
  • camera = new THREE.PerspectiveCamera(conf.fov);
  • camera.position.z = conf.cameraZ;
  • updateSize();
  • window.addEventListener('resize', updateSize, false);
  • // gridWHeight = wHeight - 20;
  • // gridWWidth = gridWHeight;
  • gridWHeight = wHeight;
  • gridWWidth = wWidth;
  • gridWidth = gridWWidth * width / wWidth;
  • gridHeight = gridWHeight * height / wHeight;
  • ripple = new RippleEffect(renderer, width, height);
  • const getGridMP = function (e) {
  • const v = new THREE.Vector3();
  • camera.getWorldDirection(v);
  • v.normalize();
  • mouse.x = ((e.clientX / width) * 2 - 1);
  • mouse.y = (-(e.clientY / height) * 2 + 1);
  • raycaster.setFromCamera(mouse, camera);
  • raycaster.ray.intersectPlane(mousePlane, mousePosition);
  • return { x: 2 * mousePosition.x / gridWWidth, y: 2 * mousePosition.y / gridWHeight };
  • };
  • renderer.domElement.addEventListener('mousemove', e => {
  • mouseOver = true;
  • const gp = getGridMP(e);
  • ripple.addDrop(gp.x, gp.y, 0.05, 0.1);
  • });
  • renderer.domElement.addEventListener('mouseleave', e => { mouseOver = false; });
  • // renderer.domElement.addEventListener('mouseup', e => {
  • // const gp = getGridMP(e);
  • // ripple.addDrop(gp.x, gp.y, 0.2, -3.0);
  • // });
  • initScene();
  • animate();
  • }
  • function initScene() {
  • scene = new THREE.Scene();
  • let pointLight1 = new THREE.PointLight(0xFFFF80);
  • pointLight1.position.set(-wWidth / 2, wHeight / 2, 50);
  • scene.add(pointLight1);
  • let pointLight2 = new THREE.PointLight(0xde3578);
  • pointLight2.position.set(wWidth / 2, wHeight / 2, 50);
  • scene.add(pointLight2);
  • let pointLight3 = new THREE.PointLight(0xFF4040);
  • pointLight3.position.set(-wWidth / 2, -wHeight / 2, 50);
  • scene.add(pointLight3);
  • let pointLight4 = new THREE.PointLight(0x0247e5);
  • pointLight4.position.set(wWidth / 2, -wHeight / 2, 50);
  • scene.add(pointLight4);
  • renderer.domElement.addEventListener('mouseup', e => {
  • pointLight1.color = new THREE.Color(chroma.random().hex());
  • pointLight2.color = new THREE.Color(chroma.random().hex());
  • pointLight3.color = new THREE.Color(chroma.random().hex());
  • pointLight4.color = new THREE.Color(chroma.random().hex());
  • });
  • const material = new THREE.MeshStandardMaterial({ color: 0xffffff, side: THREE.DoubleSide, metalness: 0.5, roughness: 0.5, onBeforeCompile: shader => {
  • shader.uniforms.hmap = { value: ripple.hMap.texture };
  • shader.vertexShader = "uniform sampler2D hmap;\n" + shader.vertexShader;
  • const token = '#include <begin_vertex>';
  • const customTransform = `
  • vec3 transformed = vec3(position);
  • vec4 info = texture2D(hmap, uv);
  • vNormal = vec3(info.b, sqrt(1.0 - dot(info.ba, info.ba)), info.a).xzy;
  • transformed.z = 20. * info.r;
  • `;
  • shader.vertexShader = shader.vertexShader.replace(token, customTransform);
  • } });
  • let nx = Math.round(gridWidth / 5), ny = Math.round(gridHeight / 40);
  • let dx = gridWWidth / nx, dy = gridWHeight / ny;
  • for (let j = 0; j <= ny; j++) {
  • const geometry = new THREE.BufferGeometry();
  • const positions = [], uvs = [];
  • const y = - gridWHeight / 2 + j * dy;
  • for (let i = 0; i <= nx; i++) {
  • positions.push(- gridWWidth / 2 + i * dx, y, 0);
  • uvs.push(i / nx, j / ny);
  • }
  • geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
  • geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
  • geometry.computeBoundingSphere();
  • scene.add(new THREE.Line(geometry, material));
  • }
  • nx = Math.round(gridWidth / 40); ny = Math.round(gridHeight / 5);
  • dx = gridWWidth / nx; dy = gridWHeight / ny;
  • for (let i = 0; i <= nx; i++) {
  • const geometry = new THREE.BufferGeometry();
  • const positions = [], uvs = [];
  • const x = - gridWWidth / 2 + i * dx;
  • for (let j = 0; j <= ny; j++) {
  • positions.push(x, - gridWHeight / 2 + j * dy, 0);
  • uvs.push(i / nx, j / ny);
  • }
  • geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
  • geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
  • geometry.computeBoundingSphere();
  • scene.add(new THREE.Line(geometry, material));
  • }
  • camera.position.set(0, -gridWHeight/2, 40);
  • camera.lookAt(new THREE.Vector3(0, -gridWHeight/6, 0));
  • cameraCtrl = new THREE.OrbitControls(camera, renderer.domElement);
  • cameraCtrl.enableDamping = true;
  • cameraCtrl.dampingFactor = 0.1;
  • cameraCtrl.rotateSpeed = 0.5;
  • }
  • function animate() {
  • if (!mouseOver) {
  • const time = Date.now() * 0.001;
  • const x = Math.cos(time) * 0.2;
  • const y = Math.sin(time) * 0.2;
  • ripple.addDrop(x, y, 0.05, -0.04);
  • }
  • ripple.update();
  • renderer.render(scene, camera);
  • requestAnimationFrame(animate);
  • }
  • function updateSize() {
  • width = window.innerWidth; cx = width / 2;
  • height = window.innerHeight; cy = height / 2;
  • renderer.setSize(width, height);
  • camera.aspect = width / height;
  • camera.updateProjectionMatrix();
  • const wsize = getRendererSize();
  • wWidth = wsize[0]; wHeight = wsize[1];
  • }
  • function getRendererSize() {
  • const cam = new THREE.PerspectiveCamera(camera.fov, camera.aspect);
  • const vFOV = (cam.fov * Math.PI) / 180;
  • const height = 2 * Math.tan(vFOV / 2) * Math.abs(conf.cameraZ);
  • const width = height * cam.aspect;
  • return [width, height];
  • }
  • }
  • const RippleEffect = (function () {
  • function RippleEffect(renderer, width, height) {
  • this.renderer = renderer;
  • this.width = 512;
  • this.height = 512;
  • // this.delta = new THREE.Vector2(this.width / Math.pow(width, 2), this.height / Math.pow(height, 2));
  • this.delta = new THREE.Vector2(1 / this.width, 1 / this.height);
  • this.hMap = new THREE.WebGLRenderTarget(this.width, this.height, { type: THREE.FloatType, depthBuffer: false, stencilBuffer: false });
  • this.hMap1 = new THREE.WebGLRenderTarget(this.width, this.height, { type: THREE.FloatType, depthBuffer: false, stencilBuffer: false });
  • this.fsQuad = new FullScreenQuad();
  • this.initShaders();
  • }
  • RippleEffect.prototype.initShaders = function () {
  • // default vertex shader
  • const defaultVertexShader = `
  • varying vec2 vUv;
  • void main() {
  • vUv = uv;
  • gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  • }
  • `;
  • this.copyMat = new THREE.ShaderMaterial({
  • uniforms: { 'tDiffuse': { value: null } },
  • vertexShader: defaultVertexShader,
  • fragmentShader: `
  • uniform sampler2D tDiffuse;
  • varying vec2 vUv;
  • void main() {
  • gl_FragColor = texture2D(tDiffuse, vUv);
  • }
  • `,
  • });
  • this.updateMat = new THREE.ShaderMaterial({
  • uniforms: {
  • 'tDiffuse': { value: null },
  • 'delta': new THREE.Uniform(this.delta),
  • },
  • vertexShader: defaultVertexShader,
  • fragmentShader: `
  • uniform sampler2D tDiffuse;
  • uniform vec2 delta;
  • varying vec2 vUv;
  • void main() {
  • vec4 texel = texture2D(tDiffuse, vUv);
  • vec2 dx = vec2(delta.x, 0.0);
  • vec2 dy = vec2(0.0, delta.y);
  • float average = (
  • texture2D(tDiffuse, vUv - dx).r +
  • texture2D(tDiffuse, vUv - dy).r +
  • texture2D(tDiffuse, vUv + dx).r +
  • texture2D(tDiffuse, vUv + dy).r
  • ) * 0.25;
  • texel.g += (average - texel.r) * 2.0;
  • texel.g *= 0.995;
  • texel.r += texel.g;
  • gl_FragColor = texel;
  • }
  • `,
  • });
  • this.normalsMat = new THREE.ShaderMaterial({
  • uniforms: {
  • 'tDiffuse': { value: null },
  • 'delta': new THREE.Uniform(this.delta),
  • },
  • vertexShader: defaultVertexShader,
  • fragmentShader: `
  • uniform sampler2D tDiffuse;
  • uniform vec2 delta;
  • varying vec2 vUv;
  • void main() {
  • vec4 texel = texture2D(tDiffuse, vUv);
  • vec3 dx = vec3(delta.x, texture2D(tDiffuse, vec2(vUv.x + delta.x, vUv.y)).r - texel.r, 0.0);
  • vec3 dy = vec3(0.0, texture2D(tDiffuse, vec2(vUv.x, vUv.y + delta.y)).r - texel.r, delta.y);
  • texel.ba = normalize(cross(dy, dx)).xz;
  • gl_FragColor = texel;
  • }
  • `,
  • });
  • this.dropMat = new THREE.ShaderMaterial({
  • uniforms: {
  • 'tDiffuse': { value: null },
  • 'center': new THREE.Uniform(new THREE.Vector2()),
  • 'radius': { value: 0.05 },
  • 'strength': { value: 0.5 },
  • },
  • vertexShader: defaultVertexShader,
  • fragmentShader: `
  • const float PI = 3.1415926535897932384626433832795;
  • uniform sampler2D tDiffuse;
  • uniform vec2 center;
  • uniform float radius;
  • uniform float strength;
  • varying vec2 vUv;
  • void main() {
  • vec4 texel = texture2D(tDiffuse, vUv);
  • float drop = max(0.0, 1.0 - length(center * 0.5 + 0.5 - vUv) / radius);
  • drop = 0.5 - cos(drop * PI) * 0.5;
  • texel.r += drop * strength;
  • // texel.r = clamp(texel.r, -2.0, 2.0);
  • gl_FragColor = texel;
  • }
  • `,
  • });
  • };
  • RippleEffect.prototype.update = function () {
  • this.updateHMap();
  • this.updateHMapNormals();
  • };
  • RippleEffect.prototype.updateHMap = function () {
  • this.updateMat.uniforms.tDiffuse.value = this.hMap.texture;
  • this.renderShaderMat(this.updateMat, this.hMap1);
  • this.swapBuffers();
  • };
  • RippleEffect.prototype.updateHMapNormals = function () {
  • this.normalsMat.uniforms.tDiffuse.value = this.hMap.texture;
  • this.renderShaderMat(this.normalsMat, this.hMap1);
  • this.swapBuffers();
  • };
  • RippleEffect.prototype.addDrop = function (x, y, radius, strength) {
  • this.dropMat.uniforms.tDiffuse.value = this.hMap.texture;
  • this.dropMat.uniforms.center.value.set(x, y);
  • this.dropMat.uniforms.radius.value = radius;
  • this.dropMat.uniforms.strength.value = strength;
  • this.renderShaderMat(this.dropMat, this.hMap1);
  • this.swapBuffers();
  • };
  • RippleEffect.prototype.renderBuffer = function (buffer, target) {
  • target = target ? target : null;
  • this.copyMat.uniforms.tDiffuse.value = buffer.texture;
  • this.renderShaderMat(this.copyMat, target);
  • };
  • RippleEffect.prototype.renderShaderMat = function (mat, target) {
  • this.fsQuad.material = mat;
  • const oldTarget = this.renderer.getRenderTarget();
  • this.renderer.setRenderTarget(target);
  • this.fsQuad.render(this.renderer);
  • this.renderer.setRenderTarget(oldTarget);
  • };
  • RippleEffect.prototype.swapBuffers = function () {
  • const temp = this.hMap;
  • this.hMap = this.hMap1;
  • this.hMap1 = temp;
  • };
  • // from https://threejs.org/examples/js/postprocessing/EffectComposer.js
  • const FullScreenQuad = (function () {
  • const camera = new THREE.OrthographicCamera(- 1, 1, 1, - 1, 0, 1);
  • const geometry = new THREE.PlaneBufferGeometry(2, 2);
  • const FullScreenQuad = function (material) {
  • this._mesh = new THREE.Mesh(geometry, material);
  • };
  • Object.defineProperty(FullScreenQuad.prototype, 'material', {
  • get: function () { return this._mesh.material; },
  • set: function (value) { this._mesh.material = value; }
  • });
  • Object.assign(FullScreenQuad.prototype, {
  • render: function (renderer) {
  • renderer.render(this._mesh, camera);
  • }
  • });
  • return FullScreenQuad;
  • })();
  • return RippleEffect;
  • })();
  • App();

html

  • <canvas id="canvas"></canvas>
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