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  • three.js 根据不同的图片做不同的动画特效 科技感十足

     img.js里保存的是一个图片base64格式的代码

    下面的代码可以根据提供的图片不同,做不同的动画效果

    <!DOCTYPE html>
    <html lang="en">
    
    <head>
      <meta charset="UTF-8">
      <meta name="viewport" content="width=device-width,height=device-height">
      <title>动画</title>
      <style>
      body{margin: 0;}
      </style>
    </head>
    
    <body>
      <canvas id="map"></canvas>
      <script type="text/javascript" src="https://cdn.staticfile.org/three.js/r83/three.js"></script>
      <script type="text/javascript" src="js/img.js"></script>
      <script>
        var renderer, scene, camera, ww, wh, particles;
    
        ww = window.innerWidth,
          wh = window.innerHeight;
    
        var centerVector = new THREE.Vector3(0, 0, 0);
        var previousTime = 0;
    
        var getImageData = function(image) {
    
          var canvas = document.createElement("canvas");
          canvas.width = image.width;
          canvas.height = image.height;
    
          var ctx = canvas.getContext("2d");
          ctx.drawImage(image, 0, 0);
    
          return ctx.getImageData(0, 0, image.width, image.height);
        }
    
        var drawTheMap = function() {
    
          var geometry = new THREE.Geometry();
          var material = new THREE.PointsMaterial({
            size: 3,
            color: 0x333333,
            sizeAttenuation: false
          });
          for (var y = 0, y2 = imagedata.height; y < y2; y += 2) {
            for (var x = 0, x2 = imagedata.width; x < x2; x += 2) {
              if (imagedata.data[(x * 4 + y * 4 * imagedata.width) + 3] > 128) {
    
                var vertex = new THREE.Vector3();
                vertex.x = Math.random() * 1000 - 500;
                vertex.y = Math.random() * 1000 - 500;
                vertex.z = -Math.random() * 500;
    
                vertex.destination = {
                  x: x - imagedata.width / 2,
                  y: -y + imagedata.height / 2,
                  z: 0
                };
    
                vertex.speed = Math.random() / 200 + 0.015;
    
                geometry.vertices.push(vertex);
              }
            }
          }
          particles = new THREE.Points(geometry, material);
    
          scene.add(particles);
    
          requestAnimationFrame(render);
        };
    
        var init = function() {
          THREE.ImageUtils.crossOrigin = '';
          renderer = new THREE.WebGLRenderer({
            canvas: document.getElementById("map"),
            antialias: true,
            alpha:true
          });
          renderer.setSize(ww, wh);
          // renderer.setClearColor(0x181818);
    
          scene = new THREE.Scene();
    
          camera = new THREE.PerspectiveCamera(50, ww / wh, 0.1, 10000);
          camera.position.set(-100, 0, 220);
          camera.lookAt(centerVector);
          scene.add(camera);
          texture = THREE.ImageUtils.loadTexture(imgBase64, undefined, function() {
            imagedata = getImageData(texture.image);
            drawTheMap();
          });
          window.addEventListener('resize', onResize, false);
    
        };
        var onResize = function() {
          ww = window.innerWidth;
          wh = window.innerHeight;
          renderer.setSize(ww, wh);
          camera.aspect = ww / wh;
          camera.updateProjectionMatrix();
        };
    
        var render = function(a) {
    
          requestAnimationFrame(render);
    
          for (var i = 0, j = particles.geometry.vertices.length; i < j; i++) {
            var particle = particles.geometry.vertices[i];
            particle.x += (particle.destination.x - particle.x) * particle.speed;
            particle.y += (particle.destination.y - particle.y) * particle.speed;
            particle.z += (particle.destination.z - particle.z) * particle.speed;
          }
    
          // if (a - previousTime > 100) {
          //  var index = Math.floor(Math.random() * particles.geometry.vertices.length);
          //  var particle1 = particles.geometry.vertices[index];
          //  var particle2 = particles.geometry.vertices[particles.geometry.vertices.length - index];
          //  TweenMax.to(particle, Math.random() * 2 + 1, {
          //    x: particle2.x,
          //    y: particle2.y,
          //    ease: Power2.easeInOut
          //  });
          //  TweenMax.to(particle2, Math.random() * 2 + 1, {
          //    x: particle1.x,
          //    y: particle1.y,
          //    ease: Power2.easeInOut
          //  });
          //  previousTime = a;
          // }
    
          particles.geometry.verticesNeedUpdate = true;
          camera.position.x = Math.sin(a / 5000) * 100;
          // camera.position.x = false;
          camera.lookAt(centerVector);
    
          renderer.render(scene, camera);
        };
    
        init();
      </script>
    </body>
    
    </html>

    在服务器上运行时,直接使用图片就可以,不需要转换成base64

    示例图片:

     

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  • 原文地址:https://www.cnblogs.com/xutongbao/p/11915716.html
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