Three.js类似于波浪的效果
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title></title>
<meta name="keywords" content="">
<meta name="description" content="">
<style type="text/css">
.dt_banner {
width: 100%;
height: 710px;
background-color: #0a2240;
background-size: cover;
position: relative;
overflow: hidden;
}
.abc {
position: absolute;
top: 0px;
left: 0;
z-index: 1;
}
</style>
</head>
<!--banner-->
<div class="dt_banner"></div>
<script src="js/jquery-1.11.0.js" type="text/javascript" charset="utf-8"></script>
<script src="js/three.min.js" type="text/javascript" charset="utf-8"></script>
<script type="text/javascript">
//SEPARATION控制密度,AMOUNTX控制x轴,AMOUNTY控制Y轴
var SEPARATION = 60,
AMOUNTX = 70,
AMOUNTY = 20;
var container;
// 1.scene(场景): 场景中包含了所有的3D对象数据
// 2.camera(相机): 相机有位置(position),旋转(rotation)和视野属性(field of view)
// 3.renderer(渲染器): 决定场景中的一个物体在照相机的视角看来是什么样子
var camera, scene, renderer;
var banner = $(".dt_banner")
var particles, particle, count = 0;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
console.log(banner)
container = document.createElement('div');
// container = container.setAttribute('class','abc');
// 将渲染器的canvas domElement加入到body中
banner.append(container);
// 照相机参数
camera = new THREE.PerspectiveCamera(80, window.innerWidth / window.innerHeight, 1, 10000);
// 将相机向后(即屏幕外)移
camera.position.z = 1000;
scene = new THREE.Scene();
//将粒子加入到particles数组中
particles = new Array();
var PI2 = Math.PI * 2;
var material = new THREE.ParticleCanvasMaterial({
//修改小点颜色
color: 0xffffff,
// transparent: true,//是否透明
// opacity:0.5,
program: function(context) {
context.beginPath();
context.arc(0, 0, 1, 0, PI2, false);
context.fill();
}
});
var i = 0;
for(var ix = 0; ix < AMOUNTX; ix++) {
for(var iy = 0; iy < AMOUNTY; iy++) {
particle = particles[i++] = new THREE.Particle(material);
particle.position.x = ix * SEPARATION - ((AMOUNTX * SEPARATION) / 2);
particle.position.z = iy * SEPARATION - ((AMOUNTY * SEPARATION) / 1.3);
scene.add(particle);
}
}
renderer = new THREE.CanvasRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
container = container.setAttribute('class', 'abc');
// document.addEventListener( 'mousemove', onDocumentMouseMove, false );
// document.addEventListener( 'touchstart', onDocumentTouchStart, false );
// document.addEventListener( 'touchmove', onDocumentTouchMove, false );
//
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
//
function onDocumentMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function onDocumentTouchStart(event) {
if(event.touches.length === 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
mouseY = event.touches[0].pageY - windowHalfY;
}
}
function onDocumentTouchMove(event) {
if(event.touches.length === 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
mouseY = event.touches[0].pageY - windowHalfY;
}
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * .05;
camera.position.y += (-mouseY - camera.position.y) * .05;
camera.lookAt(scene.position);
var i = 0;
for(var ix = 0; ix < AMOUNTX; ix++) {
for(var iy = 0; iy < AMOUNTY; iy++) {
particle = particles[i++];
// particle.position.x = (Math.asin((iy + count) * 0.3) * 500);
particle.position.y = (Math.sin((ix + count) * 0.3) * 200) + (Math.cos((iy + count) * 0.3) * 150);
particle.scale.x = particle.scale.y = (Math.sin((ix + count) * 0.3) + 1) * 2 + (Math.sin((iy + count) * 0.5) + 1) * 2;
// particle.scale.z = particle.scale.y = (Math.sin((ix + count) * 0.3) + 1) * 2 + (Math.sin((iy + count) * 0.5) + 1) * 2;
}
}
renderer.render(scene, camera);
count += 0.03;
}
</script>
</html>
three.js - http://github.com/mrdoob/three.js
效果图:


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