- A+
所属分类:Web前端
HTML+JS实现的一个跳动的爱心。集合了web动画库GSAP JS
、OBJ 文件加载器OBJLoader
、WebGL第三方库Three.js
等。效果非常棒!
实际效果:
由于是纯前端项目,JS代码没有任何加密,所以赶快给心爱的人,做一个跳动的爱心吧!
目录结构:
HTML代码
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>爱心</title> <link rel="stylesheet" href="./css/style.css"> </head> <body> <script src='./js/three.min.js'></script> <script src='./js/TrackballControls.js'></script> <script src='./js/simplex-noise.js'></script> <script src='./js/OBJLoader.js'></script> <script src='./js/gsap.min.js'></script> <script src="./js/script.js"></script> <div id="main"></div> <script type="text/javascript"> //获取父容器 var mainObj = document.getElementById('main') //获取浏览器的高度 var innerWidth = document.body.clientWidth var innerHeight = document.body.clientHeight //计数器 var number = 0 /** * 位置随机生成 */ var interval = setInterval(function() { var heart = document.createElement('heart') heart.style.left = Math.floor(Math.random() * innerWidth) + 'px' heart.style.top = Math.floor(Math.random() * innerHeight) + 'px' mainObj.appendChild(heart) number++ //数量达到520时结束 if (number >= 520) { clearInterval(interval) } }, 50) </script> <script> (function () { const _face = new THREE.Triangle(); const _color = new THREE.Vector3(); class MeshSurfaceSampler { constructor(mesh) { let geometry = mesh.geometry; if (!geometry.isBufferGeometry || geometry.attributes.position.itemSize !== 3) { throw new Error('THREE.MeshSurfaceSampler: Requires BufferGeometry triangle mesh.'); } if (geometry.index) { console.warn('THREE.MeshSurfaceSampler: Converting geometry to non-indexed BufferGeometry.'); geometry = geometry.toNonIndexed(); } this.geometry = geometry; this.randomFunction = Math.random; this.positionAttribute = this.geometry.getAttribute('position'); this.colorAttribute = this.geometry.getAttribute('color'); this.weightAttribute = null; this.distribution = null; } setWeightAttribute(name) { this.weightAttribute = name ? this.geometry.getAttribute(name) : null; return this; } build() { const positionAttribute = this.positionAttribute; const weightAttribute = this.weightAttribute; const faceWeights = new Float32Array(positionAttribute.count / 3); // Accumulate weights for each mesh face. for (let i = 0; i < positionAttribute.count; i += 3) { let faceWeight = 1; if (weightAttribute) { faceWeight = weightAttribute.getX(i) + weightAttribute.getX(i + 1) + weightAttribute.getX(i + 2); } _face.a.fromBufferAttribute(positionAttribute, i); _face.b.fromBufferAttribute(positionAttribute, i + 1); _face.c.fromBufferAttribute(positionAttribute, i + 2); faceWeight *= _face.getArea(); faceWeights[i / 3] = faceWeight; } // Store cumulative total face weights in an array, where weight index // corresponds to face index. this.distribution = new Float32Array(positionAttribute.count / 3); let cumulativeTotal = 0; for (let i = 0; i < faceWeights.length; i++) { cumulativeTotal += faceWeights[i]; this.distribution[i] = cumulativeTotal; } return this; } setRandomGenerator(randomFunction) { this.randomFunction = randomFunction; return this; } sample(targetPosition, targetNormal, targetColor) { const cumulativeTotal = this.distribution[this.distribution.length - 1]; const faceIndex = this.binarySearch(this.randomFunction() * cumulativeTotal); return this.sampleFace(faceIndex, targetPosition, targetNormal, targetColor); } binarySearch(x) { const dist = this.distribution; let start = 0; let end = dist.length - 1; let index = - 1; while (start <= end) { const mid = Math.ceil((start + end) / 2); if (mid === 0 || dist[mid - 1] <= x && dist[mid] > x) { index = mid; break; } else if (x < dist[mid]) { end = mid - 1; } else { start = mid + 1; } } return index; } sampleFace(faceIndex, targetPosition, targetNormal, targetColor) { let u = this.randomFunction(); let v = this.randomFunction(); if (u + v > 1) { u = 1 - u; v = 1 - v; } _face.a.fromBufferAttribute(this.positionAttribute, faceIndex * 3); _face.b.fromBufferAttribute(this.positionAttribute, faceIndex * 3 + 1); _face.c.fromBufferAttribute(this.positionAttribute, faceIndex * 3 + 2); targetPosition.set(0, 0, 0).addScaledVector(_face.a, u).addScaledVector(_face.b, v).addScaledVector(_face.c, 1 - (u + v)); if (targetNormal !== undefined) { _face.getNormal(targetNormal); } if (targetColor !== undefined && this.colorAttribute !== undefined) { _face.a.fromBufferAttribute(this.colorAttribute, faceIndex * 3); _face.b.fromBufferAttribute(this.colorAttribute, faceIndex * 3 + 1); _face.c.fromBufferAttribute(this.colorAttribute, faceIndex * 3 + 2); _color.set(0, 0, 0).addScaledVector(_face.a, u).addScaledVector(_face.b, v).addScaledVector(_face.c, 1 - (u + v)); targetColor.r = _color.x; targetColor.g = _color.y; targetColor.b = _color.z; } return this; } } THREE.MeshSurfaceSampler = MeshSurfaceSampler; })(); </script> <script> (function () { const _object_pattern = /^[og]s*(.+)?/; // mtllib file_reference const _material_library_pattern = /^mtllib /; // usemtl material_name const _material_use_pattern = /^usemtl /; // usemap map_name const _map_use_pattern = /^usemap /; const _vA = new THREE.Vector3(); const _vB = new THREE.Vector3(); const _vC = new THREE.Vector3(); const _ab = new THREE.Vector3(); const _cb = new THREE.Vector3(); function ParserState() { const state = { objects: [], object: {}, vertices: [], normals: [], colors: [], uvs: [], materials: {}, materialLibraries: [], startObject: function (name, fromDeclaration) { // If the current object (initial from reset) is not from a g/o declaration in the parsed // file. We need to use it for the first parsed g/o to keep things in sync. if (this.object && this.object.fromDeclaration === false) { this.object.name = name; this.object.fromDeclaration = fromDeclaration !== false; return; } const previousMaterial = this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined; if (this.object && typeof this.object._finalize === 'function') { this.object._finalize(true); } this.object = { name: name || '', fromDeclaration: fromDeclaration !== false, geometry: { vertices: [], normals: [], colors: [], uvs: [], hasUVIndices: false }, materials: [], smooth: true, startMaterial: function (name, libraries) { const previous = this._finalize(false); // New usemtl declaration overwrites an inherited material, except if faces were declared // after the material, then it must be preserved for proper MultiMaterial continuation. if (previous && (previous.inherited || previous.groupCount <= 0)) { this.materials.splice(previous.index, 1); } const material = { index: this.materials.length, name: name || '', mtllib: Array.isArray(libraries) && libraries.length > 0 ? libraries[libraries.length - 1] : '', smooth: previous !== undefined ? previous.smooth : this.smooth, groupStart: previous !== undefined ? previous.groupEnd : 0, groupEnd: - 1, groupCount: - 1, inherited: false, clone: function (index) { const cloned = { index: typeof index === 'number' ? index : this.index, name: this.name, mtllib: this.mtllib, smooth: this.smooth, groupStart: 0, groupEnd: - 1, groupCount: - 1, inherited: false }; cloned.clone = this.clone.bind(cloned); return cloned; } }; this.materials.push(material); return material; }, currentMaterial: function () { if (this.materials.length > 0) { return this.materials[this.materials.length - 1]; } return undefined; }, _finalize: function (end) { const lastMultiMaterial = this.currentMaterial(); if (lastMultiMaterial && lastMultiMaterial.groupEnd === - 1) { lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3; lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart; lastMultiMaterial.inherited = false; } // Ignore objects tail materials if no face declarations followed them before a new o/g started. if (end && this.materials.length > 1) { for (let mi = this.materials.length - 1; mi >= 0; mi--) { if (this.materials[mi].groupCount <= 0) { this.materials.splice(mi, 1); } } } // Guarantee at least one empty material, this makes the creation later more straight forward. if (end && this.materials.length === 0) { this.materials.push({ name: '', smooth: this.smooth }); } return lastMultiMaterial; } }; // Inherit previous objects material. // Spec tells us that a declared material must be set to all objects until a new material is declared. // If a usemtl declaration is encountered while this new object is being parsed, it will // overwrite the inherited material. Exception being that there was already face declarations // to the inherited material, then it will be preserved for proper MultiMaterial continuation. if (previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function') { const declared = previousMaterial.clone(0); declared.inherited = true; this.object.materials.push(declared); } this.objects.push(this.object); }, finalize: function () { if (this.object && typeof this.object._finalize === 'function') { this.object._finalize(true); } }, parseVertexIndex: function (value, len) { const index = parseInt(value, 10); return (index >= 0 ? index - 1 : index + len / 3) * 3; }, parseNormalIndex: function (value, len) { const index = parseInt(value, 10); return (index >= 0 ? index - 1 : index + len / 3) * 3; }, parseUVIndex: function (value, len) { const index = parseInt(value, 10); return (index >= 0 ? index - 1 : index + len / 2) * 2; }, addVertex: function (a, b, c) { const src = this.vertices; const dst = this.object.geometry.vertices; dst.push(src[a + 0], src[a + 1], src[a + 2]); dst.push(src[b + 0], src[b + 1], src[b + 2]); dst.push(src[c + 0], src[c + 1], src[c + 2]); }, addVertexPoint: function (a) { const src = this.vertices; const dst = this.object.geometry.vertices; dst.push(src[a + 0], src[a + 1], src[a + 2]); }, addVertexLine: function (a) { const src = this.vertices; const dst = this.object.geometry.vertices; dst.push(src[a + 0], src[a + 1], src[a + 2]); }, addNormal: function (a, b, c) { const src = this.normals; const dst = this.object.geometry.normals; dst.push(src[a + 0], src[a + 1], src[a + 2]); dst.push(src[b + 0], src[b + 1], src[b + 2]); dst.push(src[c + 0], src[c + 1], src[c + 2]); }, addFaceNormal: function (a, b, c) { const src = this.vertices; const dst = this.object.geometry.normals; _vA.fromArray(src, a); _vB.fromArray(src, b); _vC.fromArray(src, c); _cb.subVectors(_vC, _vB); _ab.subVectors(_vA, _vB); _cb.cross(_ab); _cb.normalize(); dst.push(_cb.x, _cb.y, _cb.z); dst.push(_cb.x, _cb.y, _cb.z); dst.push(_cb.x, _cb.y, _cb.z); }, addColor: function (a, b, c) { const src = this.colors; const dst = this.object.geometry.colors; if (src[a] !== undefined) dst.push(src[a + 0], src[a + 1], src[a + 2]); if (src[b] !== undefined) dst.push(src[b + 0], src[b + 1], src[b + 2]); if (src[c] !== undefined) dst.push(src[c + 0], src[c + 1], src[c + 2]); }, addUV: function (a, b, c) { const src = this.uvs; const dst = this.object.geometry.uvs; dst.push(src[a + 0], src[a + 1]); dst.push(src[b + 0], src[b + 1]); dst.push(src[c + 0], src[c + 1]); }, addDefaultUV: function () { const dst = this.object.geometry.uvs; dst.push(0, 0); dst.push(0, 0); dst.push(0, 0); }, addUVLine: function (a) { const src = this.uvs; const dst = this.object.geometry.uvs; dst.push(src[a + 0], src[a + 1]); }, addFace: function (a, b, c, ua, ub, uc, na, nb, nc) { const vLen = this.vertices.length; let ia = this.parseVertexIndex(a, vLen); let ib = this.parseVertexIndex(b, vLen); let ic = this.parseVertexIndex(c, vLen); this.addVertex(ia, ib, ic); this.addColor(ia, ib, ic); // normals if (na !== undefined && na !== '') { const nLen = this.normals.length; ia = this.parseNormalIndex(na, nLen); ib = this.parseNormalIndex(nb, nLen); ic = this.parseNormalIndex(nc, nLen); this.addNormal(ia, ib, ic); } else { this.addFaceNormal(ia, ib, ic); } // uvs if (ua !== undefined && ua !== '') { const uvLen = this.uvs.length; ia = this.parseUVIndex(ua, uvLen); ib = this.parseUVIndex(ub, uvLen); ic = this.parseUVIndex(uc, uvLen); this.addUV(ia, ib, ic); this.object.geometry.hasUVIndices = true; } else { // add placeholder values (for inconsistent face definitions) this.addDefaultUV(); } }, addPointGeometry: function (vertices) { this.object.geometry.type = 'Points'; const vLen = this.vertices.length; for (let vi = 0, l = vertices.length; vi < l; vi++) { const index = this.parseVertexIndex(vertices[vi], vLen); this.addVertexPoint(index); this.addColor(index); } }, addLineGeometry: function (vertices, uvs) { this.object.geometry.type = 'Line'; const vLen = this.vertices.length; const uvLen = this.uvs.length; for (let vi = 0, l = vertices.length; vi < l; vi++) { this.addVertexLine(this.parseVertexIndex(vertices[vi], vLen)); } for (let uvi = 0, l = uvs.length; uvi < l; uvi++) { this.addUVLine(this.parseUVIndex(uvs[uvi], uvLen)); } } }; state.startObject('', false); return state; } // class OBJLoader extends THREE.Loader { constructor(manager) { super(manager); this.materials = null; } load(url, onLoad, onProgress, onError) { const scope = this; const loader = new THREE.FileLoader(this.manager); loader.setPath(this.path); loader.setRequestHeader(this.requestHeader); loader.setWithCredentials(this.withCredentials); loader.load(url, function (text) { try { onLoad(scope.parse(text)); } catch (e) { if (onError) { onError(e); } else { console.error(e); } scope.manager.itemError(url); } }, onProgress, onError); } setMaterials(materials) { this.materials = materials; return this; } parse(text) { const state = new ParserState(); if (text.indexOf('rn') !== - 1) { // This is faster than String.split with regex that splits on both text = text.replace(/rn/g, 'n'); } if (text.indexOf('\n') !== - 1) { // join lines separated by a line continuation character () text = text.replace(/\n/g, ''); } const lines = text.split('n'); let line = '', lineFirstChar = ''; let lineLength = 0; let result = []; // Faster to just trim left side of the line. Use if available. const trimLeft = typeof ''.trimLeft === 'function'; for (let i = 0, l = lines.length; i < l; i++) { line = lines[i]; line = trimLeft ? line.trimLeft() : line.trim(); lineLength = line.length; if (lineLength === 0) continue; lineFirstChar = line.charAt(0); // @todo invoke passed in handler if any if (lineFirstChar === '#') continue; if (lineFirstChar === 'v') { const data = line.split(/s+/); switch (data[0]) { case 'v': state.vertices.push(parseFloat(data[1]), parseFloat(data[2]), parseFloat(data[3])); if (data.length >= 7) { state.colors.push(parseFloat(data[4]), parseFloat(data[5]), parseFloat(data[6])); } else { // if no colors are defined, add placeholders so color and vertex indices match state.colors.push(undefined, undefined, undefined); } break; case 'vn': state.normals.push(parseFloat(data[1]), parseFloat(data[2]), parseFloat(data[3])); break; case 'vt': state.uvs.push(parseFloat(data[1]), parseFloat(data[2])); break; } } else if (lineFirstChar === 'f') { const lineData = line.substr(1).trim(); const vertexData = lineData.split(/s+/); const faceVertices = []; // Parse the face vertex data into an easy to work with format for (let j = 0, jl = vertexData.length; j < jl; j++) { const vertex = vertexData[j]; if (vertex.length > 0) { const vertexParts = vertex.split('/'); faceVertices.push(vertexParts); } } // Draw an edge between the first vertex and all subsequent vertices to form an n-gon const v1 = faceVertices[0]; for (let j = 1, jl = faceVertices.length - 1; j < jl; j++) { const v2 = faceVertices[j]; const v3 = faceVertices[j + 1]; state.addFace(v1[0], v2[0], v3[0], v1[1], v2[1], v3[1], v1[2], v2[2], v3[2]); } } else if (lineFirstChar === 'l') { const lineParts = line.substring(1).trim().split(' '); let lineVertices = []; const lineUVs = []; if (line.indexOf('/') === - 1) { lineVertices = lineParts; } else { for (let li = 0, llen = lineParts.length; li < llen; li++) { const parts = lineParts[li].split('/'); if (parts[0] !== '') lineVertices.push(parts[0]); if (parts[1] !== '') lineUVs.push(parts[1]); } } state.addLineGeometry(lineVertices, lineUVs); } else if (lineFirstChar === 'p') { const lineData = line.substr(1).trim(); const pointData = lineData.split(' '); state.addPointGeometry(pointData); } else if ((result = _object_pattern.exec(line)) !== null) { // o object_name // or // g group_name // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869 // let name = result[ 0 ].substr( 1 ).trim(); const name = (' ' + result[0].substr(1).trim()).substr(1); state.startObject(name); } else if (_material_use_pattern.test(line)) { // material state.object.startMaterial(line.substring(7).trim(), state.materialLibraries); } else if (_material_library_pattern.test(line)) { // mtl file state.materialLibraries.push(line.substring(7).trim()); } else if (_map_use_pattern.test(line)) { // the line is parsed but ignored since the loader assumes textures are defined MTL files // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method) console.warn('THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.'); } else if (lineFirstChar === 's') { result = line.split(' '); // smooth shading // @todo Handle files that have varying smooth values for a set of faces inside one geometry, // but does not define a usemtl for each face set. // This should be detected and a dummy material created (later MultiMaterial and geometry groups). // This requires some care to not create extra material on each smooth value for "normal" obj files. // where explicit usemtl defines geometry groups. // Example asset: examples/models/obj/cerberus/Cerberus.obj /* * http://paulbourke.net/dataformats/obj/ * or * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf * * From chapter "Grouping" Syntax explanation "s group_number": * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form * surfaces, smoothing groups are either turned on or off; there is no difference between values greater * than 0." */ if (result.length > 1) { const value = result[1].trim().toLowerCase(); state.object.smooth = value !== '0' && value !== 'off'; } else { // ZBrush can produce "s" lines #11707 state.object.smooth = true; } const material = state.object.currentMaterial(); if (material) material.smooth = state.object.smooth; } else { // Handle null terminated files without exception if (line === ' ') continue; console.warn('THREE.OBJLoader: Unexpected line: "' + line + '"'); } } state.finalize(); const container = new THREE.Group(); container.materialLibraries = [].concat(state.materialLibraries); const hasPrimitives = !(state.objects.length === 1 && state.objects[0].geometry.vertices.length === 0); if (hasPrimitives === true) { for (let i = 0, l = state.objects.length; i < l; i++) { const object = state.objects[i]; const geometry = object.geometry; const materials = object.materials; const isLine = geometry.type === 'Line'; const isPoints = geometry.type === 'Points'; let hasVertexColors = false; // Skip o/g line declarations that did not follow with any faces if (geometry.vertices.length === 0) continue; const buffergeometry = new THREE.BufferGeometry(); buffergeometry.setAttribute('position', new THREE.Float32BufferAttribute(geometry.vertices, 3)); if (geometry.normals.length > 0) { buffergeometry.setAttribute('normal', new THREE.Float32BufferAttribute(geometry.normals, 3)); } if (geometry.colors.length > 0) { hasVertexColors = true; buffergeometry.setAttribute('color', new THREE.Float32BufferAttribute(geometry.colors, 3)); } if (geometry.hasUVIndices === true) { buffergeometry.setAttribute('uv', new THREE.Float32BufferAttribute(geometry.uvs, 2)); } // Create materials const createdMaterials = []; for (let mi = 0, miLen = materials.length; mi < miLen; mi++) { const sourceMaterial = materials[mi]; const materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors; let material = state.materials[materialHash]; if (this.materials !== null) { material = this.materials.create(sourceMaterial.name); // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material. if (isLine && material && !(material instanceof THREE.LineBasicMaterial)) { const materialLine = new THREE.LineBasicMaterial(); THREE.Material.prototype.copy.call(materialLine, material); materialLine.color.copy(material.color); material = materialLine; } else if (isPoints && material && !(material instanceof THREE.PointsMaterial)) { const materialPoints = new THREE.PointsMaterial({ size: 10, sizeAttenuation: false }); THREE.Material.prototype.copy.call(materialPoints, material); materialPoints.color.copy(material.color); materialPoints.map = material.map; material = materialPoints; } } if (material === undefined) { if (isLine) { material = new THREE.LineBasicMaterial(); } else if (isPoints) { material = new THREE.PointsMaterial({ size: 1, sizeAttenuation: false }); } else { material = new THREE.MeshPhongMaterial(); } material.name = sourceMaterial.name; material.flatShading = sourceMaterial.smooth ? false : true; material.vertexColors = hasVertexColors; state.materials[materialHash] = material; } createdMaterials.push(material); } // Create mesh let mesh; if (createdMaterials.length > 1) { for (let mi = 0, miLen = materials.length; mi < miLen; mi++) { const sourceMaterial = materials[mi]; buffergeometry.addGroup(sourceMaterial.groupStart, sourceMaterial.groupCount, mi); } if (isLine) { mesh = new THREE.LineSegments(buffergeometry, createdMaterials); } else if (isPoints) { mesh = new THREE.Points(buffergeometry, createdMaterials); } else { mesh = new THREE.Mesh(buffergeometry, createdMaterials); } } else { if (isLine) { mesh = new THREE.LineSegments(buffergeometry, createdMaterials[0]); } else if (isPoints) { mesh = new THREE.Points(buffergeometry, createdMaterials[0]); } else { mesh = new THREE.Mesh(buffergeometry, createdMaterials[0]); } } mesh.name = object.name; container.add(mesh); } } else { // if there is only the default parser state object with no geometry data, interpret data as point cloud if (state.vertices.length > 0) { const material = new THREE.PointsMaterial({ size: 1, sizeAttenuation: false }); const buffergeometry = new THREE.BufferGeometry(); buffergeometry.setAttribute('position', new THREE.Float32BufferAttribute(state.vertices, 3)); if (state.colors.length > 0 && state.colors[0] !== undefined) { buffergeometry.setAttribute('color', new THREE.Float32BufferAttribute(state.colors, 3)); material.vertexColors = true; } const points = new THREE.Points(buffergeometry, material); container.add(points); } } return container; } } THREE.OBJLoader = OBJLoader; })(); </script> </body> </html>
CSS代码
* { padding: 0; margin: 0; } body { background: #ff5555; overflow: hidden; margin: 0; /* background-color: #000 !important; */ } /** * 主容器 */ div#main { width: 100vw; height: 100vh; } /** * 设置无限的动效 * 单次动效时间3s */ heart { position: absolute; width: 20px; height: 20px; color: #FFF; text-align: center; /* background: #e74c3c; */ font-size: 30px; transform: rotate(360deg) scale(.6); opacity: .5; animation-name: opacity; animation-duration: 3s; animation-iteration-count: infinite; } /** * 用伪类在heart content即是展示的文字效果 */ heart::before { position: absolute; content: 'love-code'; width: 200px; height: 20px; /* background: #e74c3c; */ border-radius: 50%; transform: translateX(-10px); } /** *用伪类在heart */ heart::after { position: absolute; content: ''; width: 20px; height: 20px; /* background: #e74c3c; */ border-radius: 50%; transform: translateY(-10px); } /** * 改变透明度 */ @keyframes opacity { 25%, 75% { opacity: 1; } 50%, 100% { opacity: .5; } }
js代码:
gsap.min.js
、OBJLoader.js
、simplex-noise.js
、three.min.js
、TrackballControls.js
这几个JS都是现成的。
script.js代码:
console.clear(); const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); const renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setClearColor(0xff5555); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); camera.position.z = 1; const controls = new THREE.TrackballControls(camera, renderer.domElement); controls.noPan = true; controls.maxDistance = 3; controls.minDistance = 0.7; const group = new THREE.Group(); scene.add(group); let heart = null; let sampler = null; let originHeart = null; //new THREE.OBJLoader().load('./obj/heart_2.obj',obj => { new THREE.OBJLoader().load('https://assets.codepen.io/127738/heart_2.obj',obj => { heart = obj.children[0]; heart.geometry.rotateX(-Math.PI * 0.5); heart.geometry.scale(0.04, 0.04, 0.04); heart.geometry.translate(0, -0.4, 0); group.add(heart); heart.material = new THREE.MeshBasicMaterial({ color: 0xff5555 }); originHeart = Array.from(heart.geometry.attributes.position.array); sampler = new THREE.MeshSurfaceSampler(heart).build(); init(); renderer.setAnimationLoop(render); }); let positions = []; const geometry = new THREE.BufferGeometry(); const material = new THREE.LineBasicMaterial({ color: 0xffffff }); const lines = new THREE.LineSegments(geometry, material); group.add(lines); const simplex = new SimplexNoise(); const pos = new THREE.Vector3(); class Grass { constructor () { sampler.sample(pos); this.pos = pos.clone(); this.scale = Math.random() * 0.01 + 0.001; this.one = null; this.two = null; } update (a) { const noise = simplex.noise4D(this.pos.x*1.5, this.pos.y*1.5, this.pos.z*1.5, a * 0.0005) + 1; this.one = this.pos.clone().multiplyScalar(1.01 + (noise * 0.15 * beat.a)); this.two = this.one.clone().add(this.one.clone().setLength(this.scale)); } } let spikes = []; function init (a) { positions = []; for (let i = 0; i < 20000; i++) { const g = new Grass(); spikes.push(g); } } const beat = { a: 0 }; gsap.timeline({ repeat: -1, repeatDelay: 0.3 }).to(beat, { a: 1.2, duration: 0.6, ease: 'power2.in' }).to(beat, { a: 0.0, duration: 0.6, ease: 'power3.out' }); gsap.to(group.rotation, { y: Math.PI * 2, duration: 12, ease: 'none', repeat: -1 }); function render(a) { positions = []; spikes.forEach(g => { g.update(a); positions.push(g.one.x, g.one.y, g.one.z); positions.push(g.two.x, g.two.y, g.two.z); }); geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(positions), 3)); const vs = heart.geometry.attributes.position.array; for (let i = 0; i < vs.length; i+=3) { const v = new THREE.Vector3(originHeart[i], originHeart[i+1], originHeart[i+2]); const noise = simplex.noise4D(originHeart[i]*1.5, originHeart[i+1]*1.5, originHeart[i+2]*1.5, a * 0.0005) + 1; v.multiplyScalar(1 + (noise * 0.15 * beat.a)); vs[i] = v.x; vs[i+1] = v.y; vs[i+2] = v.z; } heart.geometry.attributes.position.needsUpdate = true; controls.update(); renderer.render(scene, camera); } window.addEventListener("resize", onWindowResize, false); function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); }
简单的修改
- 页面闪烁的love-code一共展现520个。可在index.html调整,大约在42行处
- love-code可以换成你想要的,可在css/style.css里修改,大约在43行处
- 爱心是读取的网络的3dmax文件,你也可以修改为自己的3dmax文件,位置是js/script.js文件,大约在32行处。
完整文件下载
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