学前段好还是后端 超炫的canvas【粒子旋涡】密集恐惧症者勿进

学前段好还是后端好?课工场武汉校区的学员们分享项目案例啦,喜欢的朋友快点来看呀,纯canvas实现的绚烂效果,凡是有密集恐惧者请在朋友的陪伴下观看,

<!doctype html>

<html>

<head>

<meta charset="utf-8">

<title>粒子旋涡</title>

<style>

html, body { margin: 0px; 100%;height: 100%; overflow: hidden; background: #000; }

#canvas { position: absolute; 100%;height: 100%; }

</style>

</head>

<body>

<canvasid="canvas"></canvas>

<script>

function project3D(x, y, z, vars) {

   var p, d;

    x-= vars.camX;

    y-= vars.camY - 8;

    z-= vars.camZ;

    p= Math.atan2(x, z);

    d= Math.sqrt(x * x + z * z);

    x= Math.sin(p - vars.yaw) * d;

    z= Math.cos(p - vars.yaw) * d;

    p= Math.atan2(y, z);

    d= Math.sqrt(y * y + z * z);

    y= Math.sin(p - vars.pitch) * d;

    z= Math.cos(p - vars.pitch) * d;

   var rx1 = -1000;

   var ry1 = 1;

   var rx2 = 1000;

   var ry2 = 1;

   var rx3 = 0;

   var ry3 = 0;

   var rx4 = x;

   var ry4 = z;

   var uc = (ry4 - ry3) * (rx2 - rx1) - (rx4 - rx3) * (ry2 - ry1);

   var ua = ((rx4 - rx3) * (ry1 - ry3) - (ry4 - ry3) * (rx1 - rx3)) / uc;

   var ub = ((rx2 - rx1) * (ry1 - ry3) - (ry2 - ry1) * (rx1 - rx3)) / uc;

   if (!z) z = 0.000000001;

   if (ua > 0 && ua < 1 && ub > 0 && ub< 1) {

       return {

           x: vars.cx + (rx1 + ua * (rx2 - rx1)) * vars.scale,

           y: vars.cy + y / z * vars.scale,

           d: (x * x + y * y + z * z)

       }

    }else {

       return {

           d: -1

       }

    }

}

function elevation(x, y, z) {

   var dist = Math.sqrt(x * x + y * y + z * z);

   if (dist && z / dist >= -1 && z / dist <= 1)return Math.acos(z / dist);

   return 0.00000001

}

function rgb(col) {

   col += 0.000001;

   var r = parseInt((0.5 + Math.sin(col) * 0.5) * 16);

   var g = parseInt((0.5 + Math.cos(col) * 0.5) * 16);

    var b = parseInt((0.5 - Math.sin(col) * 0.5)* 16);

   return "#" + r.toString(16) + g.toString(16) + b.toString(16)

}

function interpolateColors(RGB1, RGB2,degree) {

   var w2 = degree;

   var w1 = 1 - w2;

   return [w1 * RGB1[0] + w2 * RGB2[0], w1 * RGB1[1] + w2 * RGB2[1], w1 *RGB1[2] + w2 * RGB2[2]]}

function rgbArray(col) {

   col += 0.000001;

   var r = parseInt((0.5 + Math.sin(col) * 0.5) * 256);

   var g = parseInt((0.5 + Math.cos(col) * 0.5) * 256);

   var b = parseInt((0.5 - Math.sin(col) * 0.5) * 256);

   return [r, g, b]}

function colorString(arr) {

   var r = parseInt(arr[0]);

   var g = parseInt(arr[1]);

   var b = parseInt(arr[2]);

   return "#" + ("0" + r.toString(16)).slice( - 2) +("0" + g.toString(16)).slice( - 2) + ("0" +b.toString(16)).slice( - 2)

}

function process(vars) {

   if (vars.points.length < vars.initParticles) for (var i = 0; i <5; ++i) spawnParticle(vars);

    varp, d, t;

    p= Math.atan2(vars.camX, vars.camZ);

    d= Math.sqrt(vars.camX * vars.camX + vars.camZ * vars.camZ);

    d-= Math.sin(vars.frameNo / 80) / 25;

    t= Math.cos(vars.frameNo / 300) / 165;

   vars.camX = Math.sin(p + t) * d;

   vars.camZ = Math.cos(p + t) * d;

   vars.camY = -Math.sin(vars.frameNo / 220) * 15;

   vars.yaw = Math.PI + p + t;

   vars.pitch = elevation(vars.camX, vars.camZ, vars.camY) - Math.PI / 2;

   var t;

   for (var i = 0; i < vars.points.length; ++i) {

       x = vars.points[i].x;

       y = vars.points[i].y;

       z = vars.points[i].z;

       d = Math.sqrt(x * x + z * z) / 1.0075;

       t = .1 / (1 + d * d / 5);

       p = Math.atan2(x, z) + t;

       vars.points[i].x = Math.sin(p) * d;

       vars.points[i].z = Math.cos(p) * d;

       vars.points[i].y += vars.points[i].vy * t *((Math.sqrt(vars.distributionRadius) - d) * 2);

       if (vars.points[i].y > vars.vortexHeight / 2 || d < .25) {

           vars.points.splice(i, 1);

           spawnParticle(vars)

       }

    }

}

function drawFloor(vars) {

   var x, y, z, d, point, a;

   for (var i = -25; i <= 25; i += 1) {

       for (var j = -25; j <= 25; j += 1) {

           x = i * 2;

           z = j * 2;

           y = vars.floor;

           d = Math.sqrt(x * x + z * z);

           point = project3D(x, y - d * d / 85, z, vars);

           if (point.d != -1) {

                size = 1 + 15000 / (1 +point.d);

                a = 0.15 - Math.pow(d / 50, 4)* 0.15;

                if (a > 0) {

                    vars.ctx.fillStyle =colorString(interpolateColors(rgbArray(d / 26 - vars.frameNo / 40), [0, 128,32], .5 + Math.sin(d / 6 - vars.frameNo / 8) / 2));

                    vars.ctx.globalAlpha = a;

                    vars.ctx.fillRect(point.x -size / 2, point.y - size / 2, size, size)

                }

           }

       }

    }

   vars.ctx.fillStyle = "#82f";

   for (var i = -25; i <= 25; i += 1) {

       for (var j = -25; j <= 25; j += 1) {

           x = i * 2;

            z = j * 2;

           y = -vars.floor;

           d = Math.sqrt(x * x + z * z);

           point = project3D(x, y + d * d / 85, z, vars);

           if (point.d != -1) {

                size = 1 + 15000 / (1 +point.d);

                a = 0.15 - Math.pow(d / 50, 4)* 0.15;

                if (a > 0) {

                    vars.ctx.fillStyle =colorString(interpolateColors(rgbArray( - d / 26 - vars.frameNo / 40), [32, 0,128], .5 + Math.sin( - d / 6 - vars.frameNo / 8) / 2));

                    vars.ctx.globalAlpha = a;

                    vars.ctx.fillRect(point.x -size / 2, point.y - size / 2, size, size)

                }

           }

       }

    }

}

function sortFunction(a, b) {

   return b.dist - a.dist

}

function draw(vars) {

   vars.ctx.globalAlpha = .15;

   vars.ctx.fillStyle = "#000";

   vars.ctx.fillRect(0, 0, canvas.width, canvas.height);

   drawFloor(vars);

   var point, x, y, z, a;

   for (var i = 0; i < vars.points.length; ++i) {

       x = vars.points[i].x;

       y = vars.points[i].y;

       z = vars.points[i].z;

       point = project3D(x, y, z, vars);

       if (point.d != -1) {

           vars.points[i].dist = point.d;

           size = 1 + vars.points[i].radius / (1 + point.d);

           d = Math.abs(vars.points[i].y);

           a = .8 - Math.pow(d / (vars.vortexHeight / 2), 1000) * .8;

           vars.ctx.globalAlpha = a >= 0 && a <= 1 ? a: 0;

           vars.ctx.fillStyle = rgb(vars.points[i].color);

           if (point.x > -1 && point.x < vars.canvas.width &&point.y > -1 && point.y < vars.canvas.height)vars.ctx.fillRect(point.x - size / 2, point.y - size / 2, size, size)

       }

    }

   vars.points.sort(sortFunction)

}

function spawnParticle(vars) {

   var p, ls;

   pt = {};

    p= Math.PI * 2 * Math.random();

   ls = Math.sqrt(Math.random() * vars.distributionRadius);

   pt.x = Math.sin(p) * ls;

   pt.y = -vars.vortexHeight / 2;

   pt.vy = vars.initV / 20 + Math.random() * vars.initV;

   pt.z = Math.cos(p) * ls;

   pt.radius = 200 + 800 * Math.random();

   pt.color = pt.radius / 1000 + vars.frameNo / 250;

   vars.points.push(pt)

}

function frame(vars) {

   if (vars === undefined) {

       var vars = {};

       vars.canvas = document.querySelector("canvas");

       vars.ctx = vars.canvas.getContext("2d");

       vars.canvas.width = document.body.clientWidth;

       vars.canvas.height = document.body.clientHeight;

       window.addEventListener("resize",

       function() {

           vars.canvas.width = document.body.clientWidth;

           vars.canvas.height = document.body.clientHeight;

           vars.cx = vars.canvas.width / 2;

           vars.cy = vars.canvas.height / 2

       },

       true);

       vars.frameNo = 0;

       vars.camX = 0;

       vars.camY = 0;

       vars.camZ = -14;

       vars.pitch = elevation(vars.camX, vars.camZ, vars.camY) - Math.PI / 2;

       vars.yaw = 0;

       vars.cx = vars.canvas.width / 2;

       vars.cy = vars.canvas.height / 2;

       vars.bounding = 10;

       vars.scale = 500;

       vars.floor = 26.5;

       vars.points = [];

       vars.initParticles = 1000;

       vars.initV = .01;

       vars.distributionRadius = 800;

       vars.vortexHeight = 25

    }

   vars.frameNo++;

   requestAnimationFrame(function() {

       frame(vars)

   });

   process(vars);

   draw(vars)

}

frame();</script>

</body>

</html>

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原文地址:https://www.cnblogs.com/xsns/p/6703816.html