目录演示技术栈dat.gui.min.js源码js部分演示 技术栈 本次使用了dat.gui.min.js这个新库(就是在我文章里没有出现过的那么他们的功能有哪些呢?—
本次使用了dat.gui.min.js
这个新库(就是在我文章里没有出现过的那么他们的功能有哪些呢?——可以百度搜搜)不想搜的话就听我简单絮叨两句吧。
就是能调节数据的功能框
使用起来也很简单例如建立一个对象
gui = {
lightY:30, //灯光y轴的位置
sphereX:0, //球的x轴的位置
sphereZ:0, //球的z轴的位置
cubeX:25, //立方体的x轴位置
cubeZ:-5 //立方体的z轴的位置
};
var datGui = new dat.GUI();
//将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
datGui.add(gui,"lightY",0,100);
datGui.add(gui,"sphereX",-30,30);
datGui.add(gui,"sphereZ",-30,30);
datGui.add(gui,"cubeX",0,60);
datGui.add(gui,"cubeZ",-30,30);
window.addEventListener('load', function() {
var canvas = document.getElementById("animation"),
context = canvas.getContext("2d"),
width, height, resize,
gui = new dat.GUI(),
stats = new Stats(),
generatePoints,
settings = {
viewDistance: 100,
offsetFromCenter: 100,
margin: 20
},
points = [], limit = settings.offsetFromCenter, step = settings.margin, cp = {x:0,y:0,z:0};
function generateParticles() {
points = [];
limit = settings.offsetFromCenter;
step = settings.margin;
cp = {x:0,y:0,z:0};
for(var y = -limit; y < limit; y += step) {
for(var x = -limit; x < limit; x += step) {
for(var z = -limit; z < limit; z += step) {
var v = {x:x,y:y,z:z},
dx = (v.x - cp.x),
dy = (v.y - cp.y),
dz = (v.z - cp.z),
d = Math.sqrt(dx * dx + dy * dy + dz * dz),
zf = ~~(255 * (1 - (d / 150)));
if(zf < 0) zf = 0;
// generate a color based on the particle's position
v.c = {r: 255-zf, g: zf, b: zf, a: 240};
v.c.l = (v.c.r | (v.c.g << 8) | (v.c.b << 16) | (v.c.a << 24));
points.push(v);
}
}
}
}
var f1 = gui.addFolder('View'),
f2 = gui.addFolder('Particle placement');
f1.add(settings, 'viewDistance', -200, 600).step(10).name("Distance").listen().onChange(function() {
if(settings.viewDistance === 0) settings.viewDistance = -1;
});
f2.add(settings, 'offsetFromCenter', 100, 400).step(10).name("Offset from origin").onChange(generateParticles);
f2.add(settings, 'margin', 5, 40).step(5).name("Margin between").onChange(generateParticles);
f1.open();
f2.open();
gui.close();
stats.setMode(0); // FPS mode
// Place the statistics at the bottom right.
stats.domElement.style.position = 'absolute';
stats.domElement.style.right = '5px';
stats.domElement.style.bottom = '5px';
document.body.appendChild(stats.domElement);
resize = function() {
// resize the canvas
canvas.width = width = window.innerWidth;
canvas.height = height = window.innerHeight;
}; resize();
window.addEventListener('resize', resize);
window.addEventListener('mousewheel', function(event) {
if(event.wheelDeltaY < 0 || event.deltaY > 0) {
settings.viewDistance += 10;
} else {
settings.viewDistance -= 10;
}
if(settings.viewDistance == 0) settings.viewDistance = -1;
if(settings.viewDistance < -200) settings.viewDistance = -200;
if(settings.viewDistance > 600) settings.viewDistance = 600;
return event.preventDefault();
});
// generate cube
for(var y = -limit; y < limit; y += step) {
for(var x = -limit; x < limit; x += step) {
for(var z = -limit; z < limit; z += step) {
var v = {x:x,y:y,z:z},
dx = (v.x - cp.x), dy = (v.y - cp.y), dz = (v.z - cp.z),
d = Math.sqrt(dx * dx + dy * dy + dz * dz),
zf = ~~(255 * (1 - (d / 150)));
if(zf < 0) zf = 0;
// generate a color based on the particle's position
v.c = {r: 255-zf, g: zf, b: zf, a: 240};
v.c.l = (v.c.r | (v.c.g << 8) | (v.c.b << 16) | (v.c.a << 24));
points.push(v);
}
}
}
var fsin = Math.sin, fcos = Math.cos,
rotateY = 0.005, rotateX = 0.003, rotateZ = -0.001, // rotate
cosy = fcos(rotateY), siny = fsin(rotateY),
cosx = fcos(rotateX), sinx = fsin(rotateX),
cosz = fcos(rotateZ), sinz = fsin(rotateZ);
var i, c, d, dd, d32, cx, cy, cos, sin, x, y, scale, cpx, cpy, cps,
px, py, sy, sx, lx, ly, sl;
+(function render() {
stats.begin();
context.fillStyle = 'rgba(0, 0, 0, 0.6)';
context.fillRect(0, 0, width, height);
d = context.getImageData(0, 0, width, height);
dd = d.data;
d32 = new Uint32Array(dd.buffer); // create a 32-bit view for faster access
cx = width / 2;
cy = height / 2;
// further behind should be rendered first.
points.sort(function(a, b) {
return ((300 / ((a.z + settings.viewDistance) || 1)) - (300 / ((b.z + settings.viewDistance) || 1)));
})
for(i = 0; i < points.length; i += 1) {
c = points[i];
// calculate the cos and sin beforehand!
x = c.x, z = c.z, c.x = (x * cosy + z * siny), c.z = (x * -siny + z * cosy); // rotate y
z = c.z, y = c.y, c.y = (y * cosx + z * sinx), c.z = (y * -sinx + z * cosx); // rotate x
x = c.x, y = c.y, c.y = (y * cosz + x * sinz), c.x = (y * -sinz + x * cosz); // rotate z
scale = (300 / ((c.z + settings.viewDistance) || 1)), cpx = ~~(cx + c.x * scale), cpy = ~~(cy + c.y * scale), cps = scale;
sl = (2 * cps);
sy = cpy, sx = cpx, ly = ~~(sy + sl), lx = ~~(sx + sl);
if(sl > 0 && sl < 1000 && cpx >= -sl && cpy >= -sl && cpx < width && cpy < height) {
if(ly !== 0 && lx !== 0) {
for(py = sy; py < ly; py += 1) {
for(px = sx; px < lx; px += 1) {
if(px >= 0 && py >= 0 && px < width && py < height) {
d32[(py * width + px)] = c.c.l;
}
}
}
}
}
}
context.putImageData(d, 0, 0);
stats.end();
// for some reason, if I don't do this, GC doesn't come along and clean my stuff up...
// thus: memory leak, at 2.5g Chrome tells my tab to commit suicide.
// Google search: Google Chrome putImageData memory leak
// many results.
d = dd = d32 = null;
return setTimeout(function(){requestAnimFrame(render);},1);
}());
});
到此这篇关于利用javascript实现3D可旋转粒子矩阵效果的文章就介绍到这了,更多相关JavaScript 3D旋转粒子矩阵内容请搜索编程网以前的文章或继续浏览下面的相关文章希望大家以后多多支持编程网!
--结束END--
本文标题: 利用JavaScript实现3D可旋转粒子矩阵效果
本文链接: https://lsjlt.com/news/152833.html(转载时请注明来源链接)
有问题或投稿请发送至: 邮箱/279061341@qq.com QQ/279061341
2024-01-12
2023-05-20
2023-05-20
2023-05-20
2023-05-20
2023-05-20
2023-05-20
2023-05-20
2023-05-20
2023-05-20
回答
回答
回答
回答
回答
回答
回答
回答
回答
回答
0