分享一个基于ThreeJS的3D海浪涌动特效,效果如下:
常可用于页面背景,3D效果,视觉观感很好,海浪会随机涌动,科幻感、技术感强烈。
代码说明
代码会引用ThreeJS库,版本号为56。注:必须是此版本。
页面背景色可在Body的style中自行调节。
<body style="background:#000000">
完整源码如下,直接保存为html文件即可使用。
也可对源码优化修改,以实现更好效果,如果不想修改后的源码泄露出去,可用JShaman对JS代码进行加密。
源码
<body style="background:#000000">
<script src="three.js" type="application/javascript"></script>
<div></div>
<script>
var SEPARATION = 100,
AMOUNTX = 100,
AMOUNTY = 70;
var container;
var camera, scene, renderer;
var particles, particle, count = 0;
var mouseX = 85,
mouseY = -342;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(120, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 1000;
scene = new THREE.Scene();
particles = new Array();
var PI2 = Math.PI * 2;
var material = new THREE.ParticleCanvasMaterial({
color: 0xe1e1e1,
program: function(context) {
context.beginPath();
context.arc(0, 0, .6, 0, PI2, true);
context.fill();
}
});
var i = 0;
for (var ix = 0; ix < AMOUNTX; ix++) {
for (var iy = 0; iy < AMOUNTY; iy++) {
particle = particles[i++] = new THREE.Particle(material);
particle.position.x = ix * SEPARATION - ((AMOUNTX * SEPARATION) / 2);
particle.position.z = iy * SEPARATION - ((AMOUNTY * SEPARATION) / 2);
scene.add(particle);
}
}
renderer = new THREE.CanvasRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('touchstart', onDocumentTouchStart, false);
document.addEventListener('touchmove', onDocumentTouchMove, false);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function onDocumentTouchStart(event) {
if (event.touches.length === 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
mouseY = event.touches[0].pageY - windowHalfY;
}
}
function onDocumentTouchMove(event) {
if (event.touches.length === 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
mouseY = event.touches[0].pageY - windowHalfY;
}
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * .05;
camera.position.y += (-mouseY - camera.position.y) * .05;
camera.lookAt(scene.position);
var i = 0;
for (var ix = 0; ix < AMOUNTX; ix++) {
for (var iy = 0; iy < AMOUNTY; iy++) {
particle = particles[i++];
particle.position.y = (Math.sin((ix + count) * 0.3) * 50) + (Math.sin((iy + count) * 0.5) * 50);
particle.scale.x = particle.scale.y = (Math.sin((ix + count) * 0.3) + 1) * 2 + (Math.sin((iy + count) * 0.5) + 1) * 2;
}
}
renderer.render(scene, camera);
count += 0.1;
}
</script>
<div>
<canvas style="width: 1440px; height: 335px;" width="2160" height="502"></canvas>
</div>
</body>