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339 rivejä
11 KiB
339 rivejä
11 KiB
6 vuotta sitten
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta name="renderer" content="webkit"/>
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<meta name="force-rendering" content="webkit"/>
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<meta charset="UTF-8">
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<title>Title</title>
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<style type="text/css">
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html, body {
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margin: 0;
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height: 100%;
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background-size: cover;
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background-position: center center;
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overflow: hidden;
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}
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</style>
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</head>
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<body onload="draw();" style="background-image: url(https://jllsly.com/wallpapers/snow-night-wallpapers-high-quality-resolution-Is-Cool-Wallpapers-1.jpg);">
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</body>
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<script src="https://johnson2heng.github.io/three.js-demo/lib/three.js"></script>
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<script src="https://johnson2heng.github.io/three.js-demo/lib/js/controls/OrbitControls.js"></script>
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<script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/stats.min.js"></script>
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<script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/dat.gui.min.js"></script>
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<script src="https://cdn.bootcss.com/lodash.js/4.17.11/lodash.min.js"></script>
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<script src="//cdn.bootcss.com/jquery/3.3.1/jquery.min.js"></script>
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<script src="https://cdn.bootcss.com/gsap/latest/TweenMax.min.js"></script>
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<script>
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//https://www.overdriveonline.com/wp-content/uploads/sites/8/2013/01/Truck-at-night-in-snow.jpg
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//https://ateachinglifedotcom.files.wordpress.com/2016/12/snow-at-night.jpg
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//https://d2v9y0dukr6mq2.cloudfront.net/video/thumbnail/H0MA-uKSipsekm5s/magical-winter-night-in-the-snow-covered-pine-forest-realistic-3d-animation_bcgk90me1g_thumbnail-full01.png
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//https://i.pinimg.com/originals/18/03/c9/1803c9683d2a6acb5f827114015a51c8.jpg
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//https://travelingorion.files.wordpress.com/2017/02/img_6666.jpg
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//https://jllsly.com/wallpapers/snow-night-wallpaper-desktop-Is-Cool-Wallpapers-1.jpg
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//https://juegosrev.com/wp-content/uploads/2017/06/Winter-Night-Wallpapers-Gallery-88-Plus-PIC-WPW504471.jpg
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//https://jllsly.com/wallpapers/snow-night-wallpapers-high-quality-resolution-Is-Cool-Wallpapers-1.jpg
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setInterval(function(){
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if (location.hash.length > 2) {
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document.body.style.backgroundImage = "url("+ location.hash.substr(1) + ")";
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}
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}, 1000)
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var renderer, camera;
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var swidth,sheight, swidth_2;
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var rotateRatio = 0.04;
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var wind = {x:0, z:0, y:0, ratio:0.45};
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let windChangeStep = function(key){
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TweenMax.to(
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wind,
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_.random(1.6, 2.5, true),
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{
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[key]:_.random(-1, 1, true) * wind.ratio,
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ease: Power2.easeInOut,
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onComplete:function(){
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windChangeStep(key)
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}
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}
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)
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}
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windChangeStep("x");
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windChangeStep("z");
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windChangeStep("y");
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var getVelocity = function(){
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return {
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y:_.random(-0.2, -0.05, true) * 1.4,
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x:_.random(-0.1, 0.2, true) * 0.01,
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z:_.random(-0.1, 0.2, true) * 0.01,
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angle:_.random(-Math.PI/2, Math.PI/2, true)
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}
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}
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function clacSize(){
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swidth = window.innerWidth * 0.05;
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sheight = window.innerHeight * 0.05;
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swidth_2 = swidth * swidth;
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}
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$(window).on("resize", e=>{
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_.throttle(e=>{
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clacSize();
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}, 300)
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});
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clacSize();
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$(document).on("mousemove", e=>{
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let {screenX, screenY} = e;
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// wind.x = (screenX - innerWidth * 0.5)/innerWidth/2 * 1.2;
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// wind.z = (screenY - innerHeight * 0.5)/innerHeight/2 * 1.2;
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});
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function initRender() {
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renderer = new THREE.WebGLRenderer({antialias: true, alpha:true});
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// renderer.setClearColor(new THREE.Color(0x222222)); //设置背景颜色
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renderer.setClearColor(0x000000, 0.2); //设置背景颜色
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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}
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function initCamera() {
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camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 12, swidth * 2);
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camera.position.set(0, 0, swidth * 0.75);
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camera.lookAt(new THREE.Vector3(0, 30, 0));
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}
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function initScene() {
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scene = new THREE.Scene();
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}
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var light;
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function initLight() {
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scene.add(new THREE.AmbientLight(0x404040));
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light = new THREE.DirectionalLight(0xffffff);
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light.position.set(1, 1, 1);
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scene.add(light);
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}
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function initModel() {
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//轴辅助 (每一个轴的长度)
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var object = new THREE.AxesHelper(500);
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// scene.add(object);
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}
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//初始化性能插件
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var stats;
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function initStats() {
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stats = new Stats();
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document.body.appendChild(stats.dom);
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}
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//用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
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var controls;
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function initControls() {
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controls = new THREE.OrbitControls(camera, renderer.domElement);
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// controls = new THREE.TrackballControls(camera, renderer.domElement);
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// 如果使用animate方法时,将此函数删除
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//controls.addEventListener( 'change', render );
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// 使动画循环使用时阻尼或自转 意思是否有惯性
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controls.enableDamping = true;
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//动态阻尼系数 就是鼠标拖拽旋转灵敏度
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//controls.dampingFactor = 0.25;
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//是否可以缩放
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controls.enableZoom = true;
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//是否自动旋转
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controls.autoRotate = false;
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//设置相机距离原点的最远距离
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controls.minDistance = 20;
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//设置相机距离原点的最远距离
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controls.maxDistance = 10000;
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//是否开启右键拖拽
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controls.enablePan = true;
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}
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//生成gui设置配置项
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var gui;
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var cloud;
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function initGui() {
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//声明一个保存需求修改的相关数据的对象
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gui = {
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"size": 0.9,
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"transparent": true,
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"opacity": 1,
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"vertexColors": true,
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"color": 0xffffff,
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"sizeAttenuation": true,
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"rotateSystem": false,
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redraw: function () {
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if (cloud) {
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scene.remove(cloud);
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}
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createParticles(gui.size, gui.transparent, gui.opacity, gui.vertexColors, gui.sizeAttenuation, gui.color);
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//设置是否自动旋转
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controls.autoRotate = gui.rotateSystem;
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}
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};
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// var datGui = new dat.GUI();
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// //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)gui.add(controls, 'size', 0, 10).onChange(controls.redraw);
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// datGui.add(gui, 'size', 0.1, 10).onChange(gui.redraw);
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// datGui.add(gui, 'transparent').onChange(gui.redraw);
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// datGui.add(gui, 'opacity', 0, 1).onChange(gui.redraw);
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// datGui.add(gui, 'vertexColors').onChange(gui.redraw);
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// datGui.addColor(gui, 'color').onChange(gui.redraw);
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// datGui.add(gui, 'sizeAttenuation').onChange(gui.redraw);
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// datGui.add(gui, 'rotateSystem').onChange(gui.redraw);
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gui.redraw();
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}
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//生成粒子的方法
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function createParticles(size, transparent, opacity, vertexColors, sizeAttenuation, color) {
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var texture = new THREE.TextureLoader().load("/static/img/snow.png");
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//存放粒子数据的网格
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var geom = new THREE.Geometry();
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//样式化粒子的THREE.PointCloudMaterial材质
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var material = new THREE.PointsMaterial({
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size,
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transparent,
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opacity,
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vertexColors,
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sizeAttenuation,
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color,
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depthTest: false, //设置解决透明度有问题的情况
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map: texture,
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});
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for (var i = 0; i < 16000; i++) {
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//添加顶点的坐标
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var particle = new THREE.Vector3(0,0,0);
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resetParticle(particle);
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var v = getVelocity();
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particle.velocityY = v.y;
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particle.velocityX = v.x;
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particle.velocityZ = v.z;
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particle.ang = v.angle;
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geom.vertices.push(particle);
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var color = new THREE.Color(0xffffff);
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//.setHSL ( h, s, l ) h — 色调值在0.0和1.0之间 s — 饱和值在0.0和1.0之间 l — 亮度值在0.0和1.0之间。 使用HSL设置颜色。
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//随机当前每个粒子的亮度
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//color.setHSL(color.getHSL().h, color.getHSL().s, Math.random() * color.getHSL().l);
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geom.colors.push(color);
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}
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//生成模型,添加到场景当中
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cloud = new THREE.Points(geom, material);
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cloud.verticesNeedUpdate = true;
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scene.add(cloud);
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}
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function resetParticle(particle){
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particle.y = _.random(-sheight, sheight, true);
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particle.x = _.random(-swidth, swidth , true);
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particle.z = _.random(-swidth, swidth , true);
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}
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function render() {
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//产生雨滴动画效果
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var vertices = cloud.geometry.vertices;
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vertices.forEach(function (v, i) {
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v.ang+=0.05;
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let a = Math.atan(v.z/v.x);
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if(v.x<0){
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a = a + Math.PI;
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}
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let r = Math.pow(v.x*v.x + v.z*v.z, 0.5);
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a = a + rotateRatio * Math.pow(1 - r/swidth, 3);
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//漩涡
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v.x = Math.cos(a) * r;
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v.z = Math.sin(a) * r;
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//速度
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v.y = v.y + v.velocityY;
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v.x = v.x + v.velocityX + Math.cos(v.ang) * 0.09 ;
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v.z = v.z + v.velocityZ + Math.sin(v.ang) * 0.09 ;
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//风
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v.y = v.y + wind.y * 0.5;
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v.x = v.x + wind.x;
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v.z = v.z + wind.z;
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if (v.y <= -sheight){
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v.y = sheight;
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}else if (v.x < -swidth) {
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v.x = swidth
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}else if (v.x > swidth) {
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v.x = -swidth;
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}else if (v.z < -swidth) {
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v.z = swidth
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}else if (v.z > swidth) {
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v.z = -swidth;
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}
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});
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//设置实时更新网格的顶点信息
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cloud.geometry.verticesNeedUpdate = true;
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renderer.render(scene, camera);
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}
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//窗口变动触发的函数
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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render();
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renderer.setSize(window.innerWidth, window.innerHeight);
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}
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function animate() {
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//更新控制器
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controls.update();
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render();
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//更新性能插件
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stats.update();
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requestAnimationFrame(animate);
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}
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function draw() {
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initRender();
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initScene();
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initCamera();
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initLight();
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initModel();
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initControls();
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initStats();
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initGui();
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animate();
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window.onresize = onWindowResize;
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}
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</script>
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</html>
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