小猫抓毛线球特效
效果图:
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