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?可以百度搜搜)不想搜的话就听我简单
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?——可以百度搜搜)不想搜的话就听我简单絮叨两句吧。
dat.gui.min.js
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);
源码
js部分
/** Scroll to zoom, or use options Read description for notes on possible issues. */ 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); }()); });
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