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小猫抓毛线球特效详解编程语言

编程语言 详解 特效
2023-06-13 09:20:36 时间

 效果图:

小猫抓毛线球特效详解编程语言

 

代码如下,复制即可使用:

 !DOCTYPE html 

 html 

 head 

 meta charset="UTF-8" 

 title Cat vs ball of wool /title 

 link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/meyer-reset/2.0/reset.min.css" 

 style 

 @import url(http://fonts.googleapis.com/css?family=Open+Sans:800); 

#world{ 

 position: absolute; 

 width:100%; 

 height: 100%; 

 background-color: #6ecccc; 

 overflow:hidden; 

#credits{ 

 position:absolute; 

 width:100%; 

 margin: auto; 

 bottom:0; 

 margin-bottom:20px; 

 font-family:Open Sans, sans-serif; 

 color:#328685; 

 font-size:0.7em; 

 text-transform: uppercase; 

 text-align : center; 

#credits a { 

 color:#328685; 

#credits a:hover { 

 color:#630d15; 

 /style 


div id="world"/ script src=http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js /script script src=http://cdnjs.cloudflare.com/ajax/libs/gsap/1.16.1/TweenMax.min.js /script script src=https://s3-us-west-2.amazonaws.com/s.cdpn.io/264161/OrbitControls.js /script script src=https://s3-us-west-2.amazonaws.com/s.cdpn.io/264161/Cat.js /script script //THREEJS RELATED VARIABLES var scene, camera, fieldOfView, aspectRatio, nearPlane, farPlane, gobalLight, shadowLight, backLight, renderer, container, controls; //SCREEN MOUSE VARIABLES var HEIGHT, WIDTH, windowHalfX, windowHalfY, mousePos = { x: 0, y: 0 }, oldMousePos = {x:0, y:0}, ballWallDepth = 28;
renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true }); renderer.setSize(WIDTH, HEIGHT); renderer.shadowMapEnabled = true; container = document.getElementById(world); container.appendChild(renderer.domElement); window.addEventListener(resize, handleWindowResize, false); document.addEventListener(mousemove, handleMouseMove, false); document.addEventListener(touchmove, handleTouchMove, false); controls = new THREE.OrbitControls(camera, renderer.domElement); controls.minPolarAngle = -Math.PI / 2; controls.maxPolarAngle = Math.PI / 2; controls.noZoom = true; controls.noPan = true; //*/
event.preventDefault(); mousePos = {x:event.touches[0].pageX, y:event.touches[0].pageY}; function createLights() { globalLight = new THREE.HemisphereLight(0xffffff, 0xffffff, .5) shadowLight = new THREE.DirectionalLight(0xffffff, .9); shadowLight.position.set(200, 200, 200); shadowLight.castShadow = true; shadowLight.shadowDarkness = .2; shadowLight.shadowMapWidth = shadowLight.shadowMapHeight = 2048; backLight = new THREE.DirectionalLight(0xffffff, .4); backLight.position.set(-100, 100, 100); backLight.castShadow = true; backLight.shadowDarkness = .1; backLight.shadowMapWidth = shadowLight.shadowMapHeight = 2048; scene.add(globalLight); scene.add(shadowLight); scene.add(backLight); function createFloor(){ floor = new THREE.Mesh(new THREE.PlaneBufferGeometry(1000,1000), new THREE.MeshBasicMaterial({color: 0x6ecccc})); floor.rotation.x = -Math.PI/2; floor.position.y = 0; floor.receiveShadow = true; scene.add(floor); function createHero() { hero = new Cat(); scene.add(hero.threeGroup); function createBall() { ball = new Ball(); scene.add(ball.threeGroup); // BALL RELATED CODE
for (var i=0; i woolNodes; i++ ){ var v = new THREE.Vector3(0, -i*woolSegLength, 0); stringGeom.vertices.push(v); var woolV = new WoolVert(); woolV.x = woolV.oldx = v.x; woolV.y = woolV.oldy = v.y; woolV.z = 0; woolV.fx = woolV.fy = 0; woolV.isRootNode = (i==0); woolV.vertex = v; if (i 0) woolV.attach(this.verts[(i - 1)]); this.verts.push(woolV); this.string = new THREE.Line(stringGeom, stringMat); // body var bodyGeom = new THREE.SphereGeometry(this.ballRay, 5,4); this.body = new THREE.Mesh(bodyGeom, redMat); this.body.position.y = -woolSegLength*woolNodes; var wireGeom = new THREE.TorusGeometry( this.ballRay, .5, 3, 10, Math.PI*2 ); this.wire1 = new THREE.Mesh(wireGeom, redMat); this.wire1.position.x = 1; this.wire1.rotation.x = -Math.PI/4; this.wire2 = this.wire1.clone(); this.wire2.position.y = 1; this.wire2.position.x = -1; this.wire1.rotation.x = -Math.PI/4 + .5; this.wire1.rotation.y = -Math.PI/6; this.wire3 = this.wire1.clone(); this.wire3.rotation.x = -Math.PI/2 + .3; this.wire4 = this.wire1.clone(); this.wire4.position.x = -1; this.wire4.rotation.x = -Math.PI/2 + .7; this.wire5 = this.wire1.clone(); this.wire5.position.x = 2; this.wire5.rotation.x = -Math.PI/2 + 1; this.wire6 = this.wire1.clone(); this.wire6.position.x = 2; this.wire6.position.z = 1; this.wire6.rotation.x = 1; this.wire7 = this.wire1.clone(); this.wire7.position.x = 1.5; this.wire7.rotation.x = 1.1; this.wire8 = this.wire1.clone(); this.wire8.position.x = 1; this.wire8.rotation.x = 1.3; this.wire9 = this.wire1.clone(); this.wire9.scale.set(1.2,1.1,1.1); this.wire9.rotation.z = Math.PI/2; this.wire9.rotation.y = Math.PI/2; this.wire9.position.y = 1; this.body.add(this.wire1); this.body.add(this.wire2); this.body.add(this.wire3); this.body.add(this.wire4); this.body.add(this.wire5); this.body.add(this.wire6); this.body.add(this.wire7); this.body.add(this.wire8); this.body.add(this.wire9); this.threeGroup.add(this.string); this.threeGroup.add(this.body); this.threeGroup.traverse( function ( object ) { if ( object instanceof THREE.Mesh ) { object.castShadow = true; object.receiveShadow = true; }}); The next part of the code is largely inspired by this codepen : thanks to dissimulate for his great work Copyright (c) 2013 dissimulate at Codepen Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
nx = this.x + ((this.x - this.oldx)*.9) + this.fx; ny = this.y + ((this.y - this.oldy)*.9) + this.fy; this.oldx = this.x; this.oldy = this.y; this.x = nx; this.y = ny; this.vertex.x = this.x; this.vertex.y = this.y; this.vertex.z = this.z; this.fy = this.fx = 0 WoolVert.prototype.attach = function(point) { this.constraints.push(new Constraint(this, point)); WoolVert.prototype.add_force = function(x, y) { this.fx += x; this.fy += y; Constraint = function(p1, p2) { this.p1 = p1; this.p2 = p2; this.length = woolSegLength; Ball.prototype.update = function(posX, posY, posZ){ var i = accuracy; while (i--) { var nodesCount = woolNodes; while (nodesCount--) { var v = this.verts[nodesCount]; if (v.isRootNode) { v.x = posX; v.y = posY; v.z = posZ; else { var constraintsCount = v.constraints.length; while (constraintsCount--) { var c = v.constraints[constraintsCount]; var diff_x = c.p1.x - c.p2.x, diff_y = c.p1.y - c.p2.y, dist = Math.sqrt(diff_x * diff_x + diff_y * diff_y), diff = (c.length - dist) / dist; var px = diff_x * diff * .5; var py = diff_y * diff * .5; c.p1.x += px; c.p1.y += py; c.p2.x -= px; c.p2.y -= py; c.p1.z = c.p2.z = posZ; if (nodesCount == woolNodes-1){ this.body.position.x = this.verts[nodesCount].x; this.body.position.y = this.verts[nodesCount].y; this.body.position.z = this.verts[nodesCount].z; this.body.rotation.z += (v.y = this.ballRay)? (v.oldx-v.x)/10 : Math.min(Math.max( diff_x/2, -.1 ), .1); if (v.y this.ballRay) { v.y = this.ballRay; nodesCount = woolNodes; while (nodesCount--) this.verts[nodesCount].update(); this.string.geometry.verticesNeedUpdate = true;
Ball.prototype.receivePower = function(tp){ this.verts[woolNodes-1].add_force(tp.x, tp.y); // Enf of the code inspired by dissmulate
( mousePos.x / window.innerWidth ) * 2 - 1, - ( mousePos.y / window.innerHeight ) * 2 + 1, 0.1 ); vector.unproject( camera ); var dir = vector.sub( camera.position ).normalize(); var distance = (ballWallDepth - camera.position.z) / dir.z; var pos = camera.position.clone().add( dir.multiplyScalar( distance ) ); return pos; function render(){ if (controls) controls.update(); renderer.render(scene, camera); window.addEventListener(load, init, false); function init(event){ initScreenAnd3D(); createLights(); createFloor() createHero(); createBall(); loop(); /script /body /html

 如有错误,欢迎联系我改正,非常感谢!!!

原创文章,作者:ItWorker,如若转载,请注明出处:https://blog.ytso.com/12328.html

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