小猫抓毛线球特效详解编程语言

小猫抓毛线球特效

 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> 
</head> 
<body> 
<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; 
//3D OBJECTS VARIABLES 
var hero; 
//INIT THREE JS, SCREEN AND MOUSE EVENTS 
function initScreenAnd3D() { 
HEIGHT = window.innerHeight; 
WIDTH = window.innerWidth; 
windowHalfX = WIDTH / 2; 
windowHalfY = HEIGHT / 2; 
scene = new THREE.Scene(); 
aspectRatio = WIDTH / HEIGHT; 
fieldOfView = 50; 
nearPlane = 1; 
farPlane = 2000; 
camera = new THREE.PerspectiveCamera( 
fieldOfView, 
aspectRatio, 
nearPlane, 
farPlane 
); 
camera.position.x = 0; 
camera.position.z = 300; 
camera.position.y = 250; 
camera.lookAt(new THREE.Vector3(0, 60, 0)); 
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; 
//*/ 
} 
function handleWindowResize() { 
HEIGHT = window.innerHeight; 
WIDTH = window.innerWidth; 
windowHalfX = WIDTH / 2; 
windowHalfY = HEIGHT / 2; 
renderer.setSize(WIDTH, HEIGHT); 
camera.aspect = WIDTH / HEIGHT; 
camera.updateProjectionMatrix(); 
} 
function handleMouseMove(event) { 
mousePos = {x:event.clientX, y:event.clientY}; 
}  
function handleTouchMove(event) { 
if (event.touches.length == 1) { 
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 
var woolNodes = 10, 
woolSegLength = 2, 
gravity = -.8, 
accuracy =1; 
Ball = function(){ 
var redMat = new THREE.MeshLambertMaterial ({ 
color: 0x630d15,  
shading:THREE.FlatShading 
}); 
var stringMat = new THREE.LineBasicMaterial({ 
color: 0x630d15, 
linewidth: 3 
}); 
this.threeGroup = new THREE.Group(); 
this.ballRay = 8; 
this.verts = []; 
// string 
var stringGeom = new THREE.Geometry(); 
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. 
*/ 
WoolVert = function(){ 
this.x = 0; 
this.y = 0; 
this.z = 0; 
this.oldx = 0; 
this.oldy = 0; 
this.fx = 0; 
this.fy = 0; 
this.isRootNode = false; 
this.constraints = []; 
this.vertex = null; 
} 
WoolVert.prototype.update = function(){ 
var wind = 0;//.1+Math.random()*.5; 
this.add_force(wind, gravity); 
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 
// Make everything work together : 
var t=0; 
function loop(){ 
render(); 
t+=.05; 
hero.updateTail(t); 
var ballPos = getBallPos(); 
ball.update(ballPos.x,ballPos.y, ballPos.z); 
ball.receivePower(hero.transferPower); 
hero.interactWithBall(ball.body.position); 
requestAnimationFrame(loop); 
} 
function getBallPos(){ 
var vector = new THREE.Vector3(); 
vector.set( 
( 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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