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    js實(shí)現(xiàn)3D粒子酷炫動態(tài)旋轉(zhuǎn)特效

     2020-11-10 14:26  來源: 腳本之家   我來投稿 撤稿糾錯(cuò)

      阿里云優(yōu)惠券 先領(lǐng)券再下單

    這篇文章主要為大家詳細(xì)介紹了js實(shí)現(xiàn)3D粒子酷炫動態(tài)旋轉(zhuǎn)特效,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

    js實(shí)現(xiàn)3D粒子酷炫動態(tài)旋轉(zhuǎn)特效(效果比較酷炫,中途不僅有形態(tài)的變換,還有顏色的變化,希望大家能夠喜歡)

    代碼實(shí)現(xiàn)過程中的靜態(tài)截圖

    <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">

    <HTML>
     <HEAD>
     <TITLE> New Document </TITLE>
     <META NAME="Generator" CONTENT="EditPlus">
     <META NAME="Author" CONTENT="">
     <META NAME="Keywords" CONTENT="">
     <META NAME="Description" CONTENT="">
     <style>
     html,body{
     margin:0px;
     width:100%;
     height:100%;
     overflow:hidden;
     background:#000;
    }

    #canvas{
     position:absolute;
     width:100%;
     height:100%;
    }

     </style>
     </HEAD>

     <BODY>
     <canvas id="canvas"></canvas>
     <script>
     function project3D(x,y,z,vars){

     var p,d;
     x-=vars.camX;
     y-=vars.camY-8;
     z-=vars.camZ;
     p=Math.atan2(x,z);
     d=Math.sqrt(x*x+z*z);
     x=Math.sin(p-vars.yaw)*d;
     z=Math.cos(p-vars.yaw)*d;
     p=Math.atan2(y,z);
     d=Math.sqrt(y*y+z*z);
     y=Math.sin(p-vars.pitch)*d;
     z=Math.cos(p-vars.pitch)*d;
     var rx1=-1000;
     var ry1=1;
     var rx2=1000;
     var ry2=1;
     var rx3=0;
     var ry3=0;
     var rx4=x;
     var ry4=z;
     var uc=(ry4-ry3)*(rx2-rx1)-(rx4-rx3)*(ry2-ry1);
     var ua=((rx4-rx3)*(ry1-ry3)-(ry4-ry3)*(rx1-rx3))/uc;
     var ub=((rx2-rx1)*(ry1-ry3)-(ry2-ry1)*(rx1-rx3))/uc;
     if(!z)z=0.000000001;
     if(ua>0&&ua<1&&ub>0&&ub<1){
     return {
     x:vars.cx+(rx1+ua*(rx2-rx1))*vars.scale,
     y:vars.cy+y/z*vars.scale,
     d:(x*x+y*y+z*z)
     };
     }else{
     return { d:-1 };
     }
    }


    function elevation(x,y,z){

     var dist = Math.sqrt(x*x+y*y+z*z);
     if(dist && z/dist>=-1 && z/dist <=1) return Math.acos(z / dist);
     return 0.00000001;
    }


    function rgb(col){

     col += 0.000001;
     var r = parseInt((0.5+Math.sin(col)*0.5)*16);
     var g = parseInt((0.5+Math.cos(col)*0.5)*16);
     var b = parseInt((0.5-Math.sin(col)*0.5)*16);
     return "#"+r.toString(16)+g.toString(16)+b.toString(16);
    }


    function interpolateColors(RGB1,RGB2,degree){
     
     var w2=degree;
     var w1=1-w2;
     return [w1*RGB1[0]+w2*RGB2[0],w1*RGB1[1]+w2*RGB2[1],w1*RGB1[2]+w2*RGB2[2]];
    }


    function rgbArray(col){

     col += 0.000001;
     var r = parseInt((0.5+Math.sin(col)*0.5)*256);
     var g = parseInt((0.5+Math.cos(col)*0.5)*256);
     var b = parseInt((0.5-Math.sin(col)*0.5)*256);
     return [r, g, b];
    }


    function colorString(arr){

     var r = parseInt(arr[0]);
     var g = parseInt(arr[1]);
     var b = parseInt(arr[2]);
     return "#"+("0" + r.toString(16) ).slice (-2)+("0" + g.toString(16) ).slice (-2)+("0" + b.toString(16) ).slice (-2);
    }


    function process(vars){


     if(vars.points.length<vars.initParticles) for(var i=0;i<5;++i) spawnParticle(vars);
     var p,d,t;
     
     p = Math.atan2(vars.camX, vars.camZ);
     d = Math.sqrt(vars.camX * vars.camX + vars.camZ * vars.camZ);
     d -= Math.sin(vars.frameNo / 80) / 25;
     t = Math.cos(vars.frameNo / 300) / 165;
     vars.camX = Math.sin(p + t) * d;
     vars.camZ = Math.cos(p + t) * d;
     vars.camY = -Math.sin(vars.frameNo / 220) * 15;
     vars.yaw = Math.PI + p + t;
     vars.pitch = elevation(vars.camX, vars.camZ, vars.camY) - Math.PI / 2;
     
     var t;
     for(var i=0;i<vars.points.length;++i){
     
     x=vars.points[i].x;
     y=vars.points[i].y;
     z=vars.points[i].z;
     d=Math.sqrt(x*x+z*z)/1.0075;
     t=.1/(1+d*d/5);
     p=Math.atan2(x,z)+t;
     vars.points[i].x=Math.sin(p)*d;
     vars.points[i].z=Math.cos(p)*d;
     vars.points[i].y+=vars.points[i].vy*t*((Math.sqrt(vars.distributionRadius)-d)*2);
     if(vars.points[i].y>vars.vortexHeight/2 || d<.25){
     vars.points.splice(i,1);
     spawnParticle(vars);
     }
     }
    }

    function drawFloor(vars){
     
     var x,y,z,d,point,a;
     for (var i = -25; i <= 25; i += 1) {
     for (var j = -25; j <= 25; j += 1) {
     x = i*2;
     z = j*2;
     y = vars.floor;
     d = Math.sqrt(x * x + z * z);
     point = project3D(x, y-d*d/85, z, vars);
     if (point.d != -1) {
     size = 1 + 15000 / (1 + point.d);
     a = 0.15 - Math.pow(d / 50, 4) * 0.15;
     if (a > 0) {
      vars.ctx.fillStyle = colorString(interpolateColors(rgbArray(d/26-vars.frameNo/40),[0,128,32],.5+Math.sin(d/6-vars.frameNo/8)/2));
      vars.ctx.globalAlpha = a;
      vars.ctx.fillRect(point.x-size/2,point.y-size/2,size,size);
     }
     }
     }
     }
     vars.ctx.fillStyle = "#82f";
     for (var i = -25; i <= 25; i += 1) {
     for (var j = -25; j <= 25; j += 1) {
     x = i*2;
     z = j*2;
     y = -vars.floor;
     d = Math.sqrt(x * x + z * z);
     point = project3D(x, y+d*d/85, z, vars);
     if (point.d != -1) {
     size = 1 + 15000 / (1 + point.d);
     a = 0.15 - Math.pow(d / 50, 4) * 0.15;
     if (a > 0) {
      vars.ctx.fillStyle = colorString(interpolateColors(rgbArray(-d/26-vars.frameNo/40),[32,0,128],.5+Math.sin(-d/6-vars.frameNo/8)/2));
      vars.ctx.globalAlpha = a;
      vars.ctx.fillRect(point.x-size/2,point.y-size/2,size,size);
     }
     }
     }
     }
    }

    function sortFunction(a,b){
     return b.dist-a.dist;
    }

    function draw(vars){

     vars.ctx.globalAlpha=.15;
     vars.ctx.fillStyle="#000";
     vars.ctx.fillRect(0, 0, canvas.width, canvas.height);
     
     drawFloor(vars);
     
     var point,x,y,z,a;
     for(var i=0;i<vars.points.length;++i){
     x=vars.points[i].x;
     y=vars.points[i].y;
     z=vars.points[i].z;
     point=project3D(x,y,z,vars);
     if(point.d != -1){
     vars.points[i].dist=point.d;
     size=1+vars.points[i].radius/(1+point.d);
     d=Math.abs(vars.points[i].y);
     a = .8 - Math.pow(d / (vars.vortexHeight/2), 1000) * .8;
     vars.ctx.globalAlpha=a>=0&&a<=1?a:0;
     vars.ctx.fillStyle=rgb(vars.points[i].color);
     if(point.x>-1&&point.x<vars.canvas.width&&point.y>-1&&point.y<vars.canvas.height)vars.ctx.fillRect(point.x-size/2,point.y-size/2,size,size);
     }
     }
     vars.points.sort(sortFunction);
    }


    function spawnParticle(vars){

     var p,ls;
     pt={};
     p=Math.PI*2*Math.random();
     ls=Math.sqrt(Math.random()*vars.distributionRadius);
     pt.x=Math.sin(p)*ls;
     pt.y=-vars.vortexHeight/2;
     pt.vy=vars.initV/20+Math.random()*vars.initV;
     pt.z=Math.cos(p)*ls;
     pt.radius=200+800*Math.random();
     pt.color=pt.radius/1000+vars.frameNo/250;
     vars.points.push(pt);
    }

    function frame(vars) {

     if(vars === undefined){
     var vars={};
     vars.canvas = document.querySelector("canvas");
     vars.ctx = vars.canvas.getContext("2d");
     vars.canvas.width = document.body.clientWidth;
     vars.canvas.height = document.body.clientHeight;
     window.addEventListener("resize", function(){
     vars.canvas.width = document.body.clientWidth;
     vars.canvas.height = document.body.clientHeight;
     vars.cx=vars.canvas.width/2;
     vars.cy=vars.canvas.height/2;
     }, true);
     vars.frameNo=0;

     vars.camX = 0;
     vars.camY = 0;
     vars.camZ = -14;
     vars.pitch = elevation(vars.camX, vars.camZ, vars.camY) - Math.PI / 2;
     vars.yaw = 0;
     vars.cx=vars.canvas.width/2;
     vars.cy=vars.canvas.height/2;
     vars.bounding=10;
     vars.scale=500;
     vars.floor=26.5;

     vars.points=[];
     vars.initParticles=2000;
     vars.initV=.01;
     vars.distributionRadius=800;
     vars.vortexHeight=25;
     }

     vars.frameNo++;
     requestAnimationFrame(function() {
     frame(vars);
     });

     process(vars);
     draw(vars);
    }
    frame();

     </script>
     </BODY>
    </HTML>

    以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

    來源:腳本之家

    鏈接:https://www.jb51.net/article/195525.htm

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