提交 b4bd6f31 编写于 作者: J JiangJie

Squashed commit of the following:

commit d1fa2f98
Author: JJie <58267331+0-1-J@users.noreply.github.com>
Date:   Sun Nov 13 22:32:30 2022 +0800

    Update style.css

commit 4eb746d5
Author: JJie <58267331+0-1-J@users.noreply.github.com>
Date:   Sun Nov 13 22:32:09 2022 +0800

    Update index.html

commit cc06082e
Author: JJie <58267331+0-1-J@users.noreply.github.com>
Date:   Sun Nov 13 21:50:00 2022 +0800

    Update index.html

commit d3a99b34
Author: JJie <58267331+0-1-J@users.noreply.github.com>
Date:   Sun Nov 13 21:46:37 2022 +0800

    Update index.html

commit 252000d6
Author: JJie <58267331+0-1-J@users.noreply.github.com>
Date:   Sun Nov 13 21:46:19 2022 +0800

    Update style.css

commit 9079ee58
Author: JiangJie <553725790@qq.com>
Date:   Thu Nov 10 22:12:55 2022 +0800

    打火机与公主裙

commit 1a726a1b
Author: JJie <58267331+0-1-J@users.noreply.github.com>
Date:   Thu Nov 10 17:34:51 2022 +0800

    Delete CNAME

commit 1dde1df3
Author: JJie <58267331+0-1-J@users.noreply.github.com>
Date:   Thu Nov 10 17:34:04 2022 +0800

    Update CNAME

commit 673b7108
Author: JJie <58267331+0-1-J@users.noreply.github.com>
Date:   Thu Nov 10 17:33:57 2022 +0800

    Create CNAME

commit 0dcf1058
Author: JJie <58267331+0-1-J@users.noreply.github.com>
Date:   Thu Nov 10 16:06:01 2022 +0800

    Update index.html

commit 8356ce65
Author: JJie <58267331+0-1-J@users.noreply.github.com>
Date:   Thu Nov 10 16:00:19 2022 +0800

    Create README.md

commit 06dbde52
Author: JJie <58267331+0-1-J@users.noreply.github.com>
Date:   Thu Nov 10 16:00:09 2022 +0800

    Create index.html

# Conflicts:
#	README.md
上级 98773bd9
<<<<<<< HEAD
# 1024程序员开源挑战赛 # 1024程序员开源挑战赛
## **任务快速入口 ↓ ↓ ↓** ## **任务快速入口 ↓ ↓ ↓**
...@@ -81,3 +82,7 @@ ______________________________________________ ...@@ -81,3 +82,7 @@ ______________________________________________
=======
# love-code
电视剧 点燃我,温暖你 打火机与公主裙 李洵同款爱心跳动效果。
>>>>>>> main
* {
padding: 0;
margin: 0;
}
body {
background: #ff5555;
overflow: hidden;
margin: 0;
/* background-color: #000 !important; */
}
/**
* 主容器
*/
div#main {
width: 100vw;
height: 100vh;
}
/**
* 设置无限的动效
* 单次动效时间3s
*/
heart {
position: absolute;
width: 20px;
height: 20px;
color: #FFF;
text-align: center;
/* background: #e74c3c; */
font-size: 30px;
transform: rotate(360deg) scale(.6);
opacity: .5;
animation-name: opacity;
animation-duration: 3s;
animation-iteration-count: infinite;
}
/**
* 用伪类在heart content即是展示的文字效果
*/
heart::before {
position: absolute;
content: 'love-code';
width: 200px;
height: 20px;
/* background: #e74c3c; */
border-radius: 50%;
transform: translateX(-10px);
}
/**
*用伪类在heart
*/
heart::after {
position: absolute;
content: '';
width: 20px;
height: 20px;
/* background: #e74c3c; */
border-radius: 50%;
transform: translateY(-10px);
}
/**
* 改变透明度
*/
@keyframes opacity {
25%,
75% {
opacity: 1;
}
50%,
100% {
opacity: .5;
}
}
此差异已折叠。
( function () {
const _face = new THREE.Triangle();
const _color = new THREE.Vector3();
class MeshSurfaceSampler {
constructor( mesh ) {
let geometry = mesh.geometry;
if ( ! geometry.isBufferGeometry || geometry.attributes.position.itemSize !== 3 ) {
throw new Error( 'THREE.MeshSurfaceSampler: Requires BufferGeometry triangle mesh.' );
}
if ( geometry.index ) {
console.warn( 'THREE.MeshSurfaceSampler: Converting geometry to non-indexed BufferGeometry.' );
geometry = geometry.toNonIndexed();
}
this.geometry = geometry;
this.randomFunction = Math.random;
this.positionAttribute = this.geometry.getAttribute( 'position' );
this.colorAttribute = this.geometry.getAttribute( 'color' );
this.weightAttribute = null;
this.distribution = null;
}
setWeightAttribute( name ) {
this.weightAttribute = name ? this.geometry.getAttribute( name ) : null;
return this;
}
build() {
const positionAttribute = this.positionAttribute;
const weightAttribute = this.weightAttribute;
const faceWeights = new Float32Array( positionAttribute.count / 3 ); // Accumulate weights for each mesh face.
for ( let i = 0; i < positionAttribute.count; i += 3 ) {
let faceWeight = 1;
if ( weightAttribute ) {
faceWeight = weightAttribute.getX( i ) + weightAttribute.getX( i + 1 ) + weightAttribute.getX( i + 2 );
}
_face.a.fromBufferAttribute( positionAttribute, i );
_face.b.fromBufferAttribute( positionAttribute, i + 1 );
_face.c.fromBufferAttribute( positionAttribute, i + 2 );
faceWeight *= _face.getArea();
faceWeights[ i / 3 ] = faceWeight;
} // Store cumulative total face weights in an array, where weight index
// corresponds to face index.
this.distribution = new Float32Array( positionAttribute.count / 3 );
let cumulativeTotal = 0;
for ( let i = 0; i < faceWeights.length; i ++ ) {
cumulativeTotal += faceWeights[ i ];
this.distribution[ i ] = cumulativeTotal;
}
return this;
}
setRandomGenerator( randomFunction ) {
this.randomFunction = randomFunction;
return this;
}
sample( targetPosition, targetNormal, targetColor ) {
const cumulativeTotal = this.distribution[ this.distribution.length - 1 ];
const faceIndex = this.binarySearch( this.randomFunction() * cumulativeTotal );
return this.sampleFace( faceIndex, targetPosition, targetNormal, targetColor );
}
binarySearch( x ) {
const dist = this.distribution;
let start = 0;
let end = dist.length - 1;
let index = - 1;
while ( start <= end ) {
const mid = Math.ceil( ( start + end ) / 2 );
if ( mid === 0 || dist[ mid - 1 ] <= x && dist[ mid ] > x ) {
index = mid;
break;
} else if ( x < dist[ mid ] ) {
end = mid - 1;
} else {
start = mid + 1;
}
}
return index;
}
sampleFace( faceIndex, targetPosition, targetNormal, targetColor ) {
let u = this.randomFunction();
let v = this.randomFunction();
if ( u + v > 1 ) {
u = 1 - u;
v = 1 - v;
}
_face.a.fromBufferAttribute( this.positionAttribute, faceIndex * 3 );
_face.b.fromBufferAttribute( this.positionAttribute, faceIndex * 3 + 1 );
_face.c.fromBufferAttribute( this.positionAttribute, faceIndex * 3 + 2 );
targetPosition.set( 0, 0, 0 ).addScaledVector( _face.a, u ).addScaledVector( _face.b, v ).addScaledVector( _face.c, 1 - ( u + v ) );
if ( targetNormal !== undefined ) {
_face.getNormal( targetNormal );
}
if ( targetColor !== undefined && this.colorAttribute !== undefined ) {
_face.a.fromBufferAttribute( this.colorAttribute, faceIndex * 3 );
_face.b.fromBufferAttribute( this.colorAttribute, faceIndex * 3 + 1 );
_face.c.fromBufferAttribute( this.colorAttribute, faceIndex * 3 + 2 );
_color.set( 0, 0, 0 ).addScaledVector( _face.a, u ).addScaledVector( _face.b, v ).addScaledVector( _face.c, 1 - ( u + v ) );
targetColor.r = _color.x;
targetColor.g = _color.y;
targetColor.b = _color.z;
}
return this;
}
}
THREE.MeshSurfaceSampler = MeshSurfaceSampler;
} )();
此差异已折叠。
( function () {
const _changeEvent = {
type: 'change'
};
const _startEvent = {
type: 'start'
};
const _endEvent = {
type: 'end'
};
class TrackballControls extends THREE.EventDispatcher {
constructor( object, domElement ) {
super();
if ( domElement === undefined ) console.warn( 'THREE.TrackballControls: The second parameter "domElement" is now mandatory.' );
if ( domElement === document ) console.error( 'THREE.TrackballControls: "document" should not be used as the target "domElement". Please use "renderer.domElement" instead.' );
const scope = this;
const STATE = {
NONE: - 1,
ROTATE: 0,
ZOOM: 1,
PAN: 2,
TOUCH_ROTATE: 3,
TOUCH_ZOOM_PAN: 4
};
this.object = object;
this.domElement = domElement;
this.domElement.style.touchAction = 'none'; // disable touch scroll
// API
this.enabled = true;
this.screen = {
left: 0,
top: 0,
width: 0,
height: 0
};
this.rotateSpeed = 1.0;
this.zoomSpeed = 1.2;
this.panSpeed = 0.3;
this.noRotate = false;
this.noZoom = false;
this.noPan = false;
this.staticMoving = false;
this.dynamicDampingFactor = 0.2;
this.minDistance = 0;
this.maxDistance = Infinity;
this.keys = [ 'KeyA',
/*A*/
'KeyS',
/*S*/
'KeyD'
/*D*/
];
this.mouseButtons = {
LEFT: THREE.MOUSE.ROTATE,
MIDDLE: THREE.MOUSE.DOLLY,
RIGHT: THREE.MOUSE.PAN
}; // internals
this.target = new THREE.Vector3();
const EPS = 0.000001;
const lastPosition = new THREE.Vector3();
let lastZoom = 1;
let _state = STATE.NONE,
_keyState = STATE.NONE,
_touchZoomDistanceStart = 0,
_touchZoomDistanceEnd = 0,
_lastAngle = 0;
const _eye = new THREE.Vector3(),
_movePrev = new THREE.Vector2(),
_moveCurr = new THREE.Vector2(),
_lastAxis = new THREE.Vector3(),
_zoomStart = new THREE.Vector2(),
_zoomEnd = new THREE.Vector2(),
_panStart = new THREE.Vector2(),
_panEnd = new THREE.Vector2(),
_pointers = [],
_pointerPositions = {}; // for reset
this.target0 = this.target.clone();
this.position0 = this.object.position.clone();
this.up0 = this.object.up.clone();
this.zoom0 = this.object.zoom; // methods
this.handleResize = function () {
const box = scope.domElement.getBoundingClientRect(); // adjustments come from similar code in the jquery offset() function
const d = scope.domElement.ownerDocument.documentElement;
scope.screen.left = box.left + window.pageXOffset - d.clientLeft;
scope.screen.top = box.top + window.pageYOffset - d.clientTop;
scope.screen.width = box.width;
scope.screen.height = box.height;
};
const getMouseOnScreen = function () {
const vector = new THREE.Vector2();
return function getMouseOnScreen( pageX, pageY ) {
vector.set( ( pageX - scope.screen.left ) / scope.screen.width, ( pageY - scope.screen.top ) / scope.screen.height );
return vector;
};
}();
const getMouseOnCircle = function () {
const vector = new THREE.Vector2();
return function getMouseOnCircle( pageX, pageY ) {
vector.set( ( pageX - scope.screen.width * 0.5 - scope.screen.left ) / ( scope.screen.width * 0.5 ), ( scope.screen.height + 2 * ( scope.screen.top - pageY ) ) / scope.screen.width // screen.width intentional
);
return vector;
};
}();
this.rotateCamera = function () {
const axis = new THREE.Vector3(),
quaternion = new THREE.Quaternion(),
eyeDirection = new THREE.Vector3(),
objectUpDirection = new THREE.Vector3(),
objectSidewaysDirection = new THREE.Vector3(),
moveDirection = new THREE.Vector3();
return function rotateCamera() {
moveDirection.set( _moveCurr.x - _movePrev.x, _moveCurr.y - _movePrev.y, 0 );
let angle = moveDirection.length();
if ( angle ) {
_eye.copy( scope.object.position ).sub( scope.target );
eyeDirection.copy( _eye ).normalize();
objectUpDirection.copy( scope.object.up ).normalize();
objectSidewaysDirection.crossVectors( objectUpDirection, eyeDirection ).normalize();
objectUpDirection.setLength( _moveCurr.y - _movePrev.y );
objectSidewaysDirection.setLength( _moveCurr.x - _movePrev.x );
moveDirection.copy( objectUpDirection.add( objectSidewaysDirection ) );
axis.crossVectors( moveDirection, _eye ).normalize();
angle *= scope.rotateSpeed;
quaternion.setFromAxisAngle( axis, angle );
_eye.applyQuaternion( quaternion );
scope.object.up.applyQuaternion( quaternion );
_lastAxis.copy( axis );
_lastAngle = angle;
} else if ( ! scope.staticMoving && _lastAngle ) {
_lastAngle *= Math.sqrt( 1.0 - scope.dynamicDampingFactor );
_eye.copy( scope.object.position ).sub( scope.target );
quaternion.setFromAxisAngle( _lastAxis, _lastAngle );
_eye.applyQuaternion( quaternion );
scope.object.up.applyQuaternion( quaternion );
}
_movePrev.copy( _moveCurr );
};
}();
this.zoomCamera = function () {
let factor;
if ( _state === STATE.TOUCH_ZOOM_PAN ) {
factor = _touchZoomDistanceStart / _touchZoomDistanceEnd;
_touchZoomDistanceStart = _touchZoomDistanceEnd;
if ( scope.object.isPerspectiveCamera ) {
_eye.multiplyScalar( factor );
} else if ( scope.object.isOrthographicCamera ) {
scope.object.zoom *= factor;
scope.object.updateProjectionMatrix();
} else {
console.warn( 'THREE.TrackballControls: Unsupported camera type' );
}
} else {
factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * scope.zoomSpeed;
if ( factor !== 1.0 && factor > 0.0 ) {
if ( scope.object.isPerspectiveCamera ) {
_eye.multiplyScalar( factor );
} else if ( scope.object.isOrthographicCamera ) {
scope.object.zoom /= factor;
scope.object.updateProjectionMatrix();
} else {
console.warn( 'THREE.TrackballControls: Unsupported camera type' );
}
}
if ( scope.staticMoving ) {
_zoomStart.copy( _zoomEnd );
} else {
_zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor;
}
}
};
this.panCamera = function () {
const mouseChange = new THREE.Vector2(),
objectUp = new THREE.Vector3(),
pan = new THREE.Vector3();
return function panCamera() {
mouseChange.copy( _panEnd ).sub( _panStart );
if ( mouseChange.lengthSq() ) {
if ( scope.object.isOrthographicCamera ) {
const scale_x = ( scope.object.right - scope.object.left ) / scope.object.zoom / scope.domElement.clientWidth;
const scale_y = ( scope.object.top - scope.object.bottom ) / scope.object.zoom / scope.domElement.clientWidth;
mouseChange.x *= scale_x;
mouseChange.y *= scale_y;
}
mouseChange.multiplyScalar( _eye.length() * scope.panSpeed );
pan.copy( _eye ).cross( scope.object.up ).setLength( mouseChange.x );
pan.add( objectUp.copy( scope.object.up ).setLength( mouseChange.y ) );
scope.object.position.add( pan );
scope.target.add( pan );
if ( scope.staticMoving ) {
_panStart.copy( _panEnd );
} else {
_panStart.add( mouseChange.subVectors( _panEnd, _panStart ).multiplyScalar( scope.dynamicDampingFactor ) );
}
}
};
}();
this.checkDistances = function () {
if ( ! scope.noZoom || ! scope.noPan ) {
if ( _eye.lengthSq() > scope.maxDistance * scope.maxDistance ) {
scope.object.position.addVectors( scope.target, _eye.setLength( scope.maxDistance ) );
_zoomStart.copy( _zoomEnd );
}
if ( _eye.lengthSq() < scope.minDistance * scope.minDistance ) {
scope.object.position.addVectors( scope.target, _eye.setLength( scope.minDistance ) );
_zoomStart.copy( _zoomEnd );
}
}
};
this.update = function () {
_eye.subVectors( scope.object.position, scope.target );
if ( ! scope.noRotate ) {
scope.rotateCamera();
}
if ( ! scope.noZoom ) {
scope.zoomCamera();
}
if ( ! scope.noPan ) {
scope.panCamera();
}
scope.object.position.addVectors( scope.target, _eye );
if ( scope.object.isPerspectiveCamera ) {
scope.checkDistances();
scope.object.lookAt( scope.target );
if ( lastPosition.distanceToSquared( scope.object.position ) > EPS ) {
scope.dispatchEvent( _changeEvent );
lastPosition.copy( scope.object.position );
}
} else if ( scope.object.isOrthographicCamera ) {
scope.object.lookAt( scope.target );
if ( lastPosition.distanceToSquared( scope.object.position ) > EPS || lastZoom !== scope.object.zoom ) {
scope.dispatchEvent( _changeEvent );
lastPosition.copy( scope.object.position );
lastZoom = scope.object.zoom;
}
} else {
console.warn( 'THREE.TrackballControls: Unsupported camera type' );
}
};
this.reset = function () {
_state = STATE.NONE;
_keyState = STATE.NONE;
scope.target.copy( scope.target0 );
scope.object.position.copy( scope.position0 );
scope.object.up.copy( scope.up0 );
scope.object.zoom = scope.zoom0;
scope.object.updateProjectionMatrix();
_eye.subVectors( scope.object.position, scope.target );
scope.object.lookAt( scope.target );
scope.dispatchEvent( _changeEvent );
lastPosition.copy( scope.object.position );
lastZoom = scope.object.zoom;
}; // listeners
function onPointerDown( event ) {
if ( scope.enabled === false ) return;
if ( _pointers.length === 0 ) {
scope.domElement.setPointerCapture( event.pointerId );
scope.domElement.addEventListener( 'pointermove', onPointerMove );
scope.domElement.addEventListener( 'pointerup', onPointerUp );
} //
addPointer( event );
if ( event.pointerType === 'touch' ) {
onTouchStart( event );
} else {
onMouseDown( event );
}
}
function onPointerMove( event ) {
if ( scope.enabled === false ) return;
if ( event.pointerType === 'touch' ) {
onTouchMove( event );
} else {
onMouseMove( event );
}
}
function onPointerUp( event ) {
if ( scope.enabled === false ) return;
if ( event.pointerType === 'touch' ) {
onTouchEnd( event );
} else {
onMouseUp();
} //
removePointer( event );
if ( _pointers.length === 0 ) {
scope.domElement.releasePointerCapture( event.pointerId );
scope.domElement.removeEventListener( 'pointermove', onPointerMove );
scope.domElement.removeEventListener( 'pointerup', onPointerUp );
}
}
function onPointerCancel( event ) {
removePointer( event );
}
function keydown( event ) {
if ( scope.enabled === false ) return;
window.removeEventListener( 'keydown', keydown );
if ( _keyState !== STATE.NONE ) {
return;
} else if ( event.code === scope.keys[ STATE.ROTATE ] && ! scope.noRotate ) {
_keyState = STATE.ROTATE;
} else if ( event.code === scope.keys[ STATE.ZOOM ] && ! scope.noZoom ) {
_keyState = STATE.ZOOM;
} else if ( event.code === scope.keys[ STATE.PAN ] && ! scope.noPan ) {
_keyState = STATE.PAN;
}
}
function keyup() {
if ( scope.enabled === false ) return;
_keyState = STATE.NONE;
window.addEventListener( 'keydown', keydown );
}
function onMouseDown( event ) {
if ( _state === STATE.NONE ) {
switch ( event.button ) {
case scope.mouseButtons.LEFT:
_state = STATE.ROTATE;
break;
case scope.mouseButtons.MIDDLE:
_state = STATE.ZOOM;
break;
case scope.mouseButtons.RIGHT:
_state = STATE.PAN;
break;
default:
_state = STATE.NONE;
}
}
const state = _keyState !== STATE.NONE ? _keyState : _state;
if ( state === STATE.ROTATE && ! scope.noRotate ) {
_moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
_movePrev.copy( _moveCurr );
} else if ( state === STATE.ZOOM && ! scope.noZoom ) {
_zoomStart.copy( getMouseOnScreen( event.pageX, event.pageY ) );
_zoomEnd.copy( _zoomStart );
} else if ( state === STATE.PAN && ! scope.noPan ) {
_panStart.copy( getMouseOnScreen( event.pageX, event.pageY ) );
_panEnd.copy( _panStart );
}
scope.dispatchEvent( _startEvent );
}
function onMouseMove( event ) {
const state = _keyState !== STATE.NONE ? _keyState : _state;
if ( state === STATE.ROTATE && ! scope.noRotate ) {
_movePrev.copy( _moveCurr );
_moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
} else if ( state === STATE.ZOOM && ! scope.noZoom ) {
_zoomEnd.copy( getMouseOnScreen( event.pageX, event.pageY ) );
} else if ( state === STATE.PAN && ! scope.noPan ) {
_panEnd.copy( getMouseOnScreen( event.pageX, event.pageY ) );
}
}
function onMouseUp() {
_state = STATE.NONE;
scope.dispatchEvent( _endEvent );
}
function onMouseWheel( event ) {
if ( scope.enabled === false ) return;
if ( scope.noZoom === true ) return;
event.preventDefault();
switch ( event.deltaMode ) {
case 2:
// Zoom in pages
_zoomStart.y -= event.deltaY * 0.025;
break;
case 1:
// Zoom in lines
_zoomStart.y -= event.deltaY * 0.01;
break;
default:
// undefined, 0, assume pixels
_zoomStart.y -= event.deltaY * 0.00025;
break;
}
scope.dispatchEvent( _startEvent );
scope.dispatchEvent( _endEvent );
}
function onTouchStart( event ) {
trackPointer( event );
switch ( _pointers.length ) {
case 1:
_state = STATE.TOUCH_ROTATE;
_moveCurr.copy( getMouseOnCircle( _pointers[ 0 ].pageX, _pointers[ 0 ].pageY ) );
_movePrev.copy( _moveCurr );
break;
default:
// 2 or more
_state = STATE.TOUCH_ZOOM_PAN;
const dx = _pointers[ 0 ].pageX - _pointers[ 1 ].pageX;
const dy = _pointers[ 0 ].pageY - _pointers[ 1 ].pageY;
_touchZoomDistanceEnd = _touchZoomDistanceStart = Math.sqrt( dx * dx + dy * dy );
const x = ( _pointers[ 0 ].pageX + _pointers[ 1 ].pageX ) / 2;
const y = ( _pointers[ 0 ].pageY + _pointers[ 1 ].pageY ) / 2;
_panStart.copy( getMouseOnScreen( x, y ) );
_panEnd.copy( _panStart );
break;
}
scope.dispatchEvent( _startEvent );
}
function onTouchMove( event ) {
trackPointer( event );
switch ( _pointers.length ) {
case 1:
_movePrev.copy( _moveCurr );
_moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
break;
default:
// 2 or more
const position = getSecondPointerPosition( event );
const dx = event.pageX - position.x;
const dy = event.pageY - position.y;
_touchZoomDistanceEnd = Math.sqrt( dx * dx + dy * dy );
const x = ( event.pageX + position.x ) / 2;
const y = ( event.pageY + position.y ) / 2;
_panEnd.copy( getMouseOnScreen( x, y ) );
break;
}
}
function onTouchEnd( event ) {
switch ( _pointers.length ) {
case 0:
_state = STATE.NONE;
break;
case 1:
_state = STATE.TOUCH_ROTATE;
_moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
_movePrev.copy( _moveCurr );
break;
case 2:
_state = STATE.TOUCH_ZOOM_PAN;
_moveCurr.copy( getMouseOnCircle( event.pageX - _movePrev.pageX, event.pageY - _movePrev.pageY ) );
_movePrev.copy( _moveCurr );
break;
}
scope.dispatchEvent( _endEvent );
}
function contextmenu( event ) {
if ( scope.enabled === false ) return;
event.preventDefault();
}
function addPointer( event ) {
_pointers.push( event );
}
function removePointer( event ) {
delete _pointerPositions[ event.pointerId ];
for ( let i = 0; i < _pointers.length; i ++ ) {
if ( _pointers[ i ].pointerId == event.pointerId ) {
_pointers.splice( i, 1 );
return;
}
}
}
function trackPointer( event ) {
let position = _pointerPositions[ event.pointerId ];
if ( position === undefined ) {
position = new THREE.Vector2();
_pointerPositions[ event.pointerId ] = position;
}
position.set( event.pageX, event.pageY );
}
function getSecondPointerPosition( event ) {
const pointer = event.pointerId === _pointers[ 0 ].pointerId ? _pointers[ 1 ] : _pointers[ 0 ];
return _pointerPositions[ pointer.pointerId ];
}
this.dispose = function () {
scope.domElement.removeEventListener( 'contextmenu', contextmenu );
scope.domElement.removeEventListener( 'pointerdown', onPointerDown );
scope.domElement.removeEventListener( 'pointercancel', onPointerCancel );
scope.domElement.removeEventListener( 'wheel', onMouseWheel );
scope.domElement.removeEventListener( 'pointermove', onPointerMove );
scope.domElement.removeEventListener( 'pointerup', onPointerUp );
window.removeEventListener( 'keydown', keydown );
window.removeEventListener( 'keyup', keyup );
};
this.domElement.addEventListener( 'contextmenu', contextmenu );
this.domElement.addEventListener( 'pointerdown', onPointerDown );
this.domElement.addEventListener( 'pointercancel', onPointerCancel );
this.domElement.addEventListener( 'wheel', onMouseWheel, {
passive: false
} );
window.addEventListener( 'keydown', keydown );
window.addEventListener( 'keyup', keyup );
this.handleResize(); // force an update at start
this.update();
}
}
THREE.TrackballControls = TrackballControls;
} )();
此差异已折叠。
console.clear();
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
const renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0xff5555);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera.position.z = 1;
const controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.noPan = true;
controls.maxDistance = 3;
controls.minDistance = 0.7;
const group = new THREE.Group();
scene.add(group);
let heart = null;
let sampler = null;
let originHeart = null;
new THREE.OBJLoader().load('https://assets.codepen.io/127738/heart_2.obj',obj => {
heart = obj.children[0];
heart.geometry.rotateX(-Math.PI * 0.5);
heart.geometry.scale(0.04, 0.04, 0.04);
heart.geometry.translate(0, -0.4, 0);
group.add(heart);
heart.material = new THREE.MeshBasicMaterial({
color: 0xff5555
});
originHeart = Array.from(heart.geometry.attributes.position.array);
sampler = new THREE.MeshSurfaceSampler(heart).build();
init();
renderer.setAnimationLoop(render);
});
let positions = [];
const geometry = new THREE.BufferGeometry();
const material = new THREE.LineBasicMaterial({
color: 0xffffff
});
const lines = new THREE.LineSegments(geometry, material);
group.add(lines);
const simplex = new SimplexNoise();
const pos = new THREE.Vector3();
class Grass {
constructor () {
sampler.sample(pos);
this.pos = pos.clone();
this.scale = Math.random() * 0.01 + 0.001;
this.one = null;
this.two = null;
}
update (a) {
const noise = simplex.noise4D(this.pos.x*1.5, this.pos.y*1.5, this.pos.z*1.5, a * 0.0005) + 1;
this.one = this.pos.clone().multiplyScalar(1.01 + (noise * 0.15 * beat.a));
this.two = this.one.clone().add(this.one.clone().setLength(this.scale));
}
}
let spikes = [];
function init (a) {
positions = [];
for (let i = 0; i < 20000; i++) {
const g = new Grass();
spikes.push(g);
}
}
const beat = { a: 0 };
gsap.timeline({
repeat: -1,
repeatDelay: 0.3
}).to(beat, {
a: 1.2,
duration: 0.6,
ease: 'power2.in'
}).to(beat, {
a: 0.0,
duration: 0.6,
ease: 'power3.out'
});
gsap.to(group.rotation, {
y: Math.PI * 2,
duration: 12,
ease: 'none',
repeat: -1
});
function render(a) {
positions = [];
spikes.forEach(g => {
g.update(a);
positions.push(g.one.x, g.one.y, g.one.z);
positions.push(g.two.x, g.two.y, g.two.z);
});
geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(positions), 3));
const vs = heart.geometry.attributes.position.array;
for (let i = 0; i < vs.length; i+=3) {
const v = new THREE.Vector3(originHeart[i], originHeart[i+1], originHeart[i+2]);
const noise = simplex.noise4D(originHeart[i]*1.5, originHeart[i+1]*1.5, originHeart[i+2]*1.5, a * 0.0005) + 1;
v.multiplyScalar(1 + (noise * 0.15 * beat.a));
vs[i] = v.x;
vs[i+1] = v.y;
vs[i+2] = v.z;
}
heart.geometry.attributes.position.needsUpdate = true;
controls.update();
renderer.render(scene, camera);
}
window.addEventListener("resize", onWindowResize, false);
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
\ No newline at end of file
(function () {
'use strict';
var F2 = 0.5 * (Math.sqrt(3.0) - 1.0);
var G2 = (3.0 - Math.sqrt(3.0)) / 6.0;
var F3 = 1.0 / 3.0;
var G3 = 1.0 / 6.0;
var F4 = (Math.sqrt(5.0) - 1.0) / 4.0;
var G4 = (5.0 - Math.sqrt(5.0)) / 20.0;
function SimplexNoise(randomOrSeed) {
var random;
if (typeof randomOrSeed == 'function') {
random = randomOrSeed;
} else if (randomOrSeed) {
random = alea(randomOrSeed);
} else {
random = Math.random;
}
this.p = buildPermutationTable(random);
this.perm = new Uint8Array(512);
this.permMod12 = new Uint8Array(512);
for (var i = 0; i < 512; i++) {
this.perm[i] = this.p[i & 255];
this.permMod12[i] = this.perm[i] % 12;
}
}
SimplexNoise.prototype = {
grad3: new Float32Array([1, 1, 0,
-1, 1, 0,
1, -1, 0,
-1, -1, 0,
1, 0, 1,
-1, 0, 1,
1, 0, -1,
-1, 0, -1,
0, 1, 1,
0, -1, 1,
0, 1, -1,
0, -1, -1
]),
grad4: new Float32Array([0, 1, 1, 1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, -1,
0, -1, 1, 1, 0, -1, 1, -1, 0, -1, -1, 1, 0, -1, -1, -1,
1, 0, 1, 1, 1, 0, 1, -1, 1, 0, -1, 1, 1, 0, -1, -1,
-1, 0, 1, 1, -1, 0, 1, -1, -1, 0, -1, 1, -1, 0, -1, -1,
1, 1, 0, 1, 1, 1, 0, -1, 1, -1, 0, 1, 1, -1, 0, -1,
-1, 1, 0, 1, -1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, -1,
1, 1, 1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, -1, 0,
-1, 1, 1, 0, -1, 1, -1, 0, -1, -1, 1, 0, -1, -1, -1, 0
]),
noise2D: function (xin, yin) {
var permMod12 = this.permMod12;
var perm = this.perm;
var grad3 = this.grad3;
var n0 = 0; // Noise contributions from the three corners
var n1 = 0;
var n2 = 0;
// Skew the input space to determine which simplex cell we're in
var s = (xin + yin) * F2; // Hairy factor for 2D
var i = Math.floor(xin + s);
var j = Math.floor(yin + s);
var t = (i + j) * G2;
var X0 = i - t; // Unskew the cell origin back to (x,y) space
var Y0 = j - t;
var x0 = xin - X0; // The x,y distances from the cell origin
var y0 = yin - Y0;
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
if (x0 > y0) {
i1 = 1;
j1 = 0;
} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
else {
i1 = 0;
j1 = 1;
} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
// c = (3-sqrt(3))/6
var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
var y1 = y0 - j1 + G2;
var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
var y2 = y0 - 1.0 + 2.0 * G2;
// Work out the hashed gradient indices of the three simplex corners
var ii = i & 255;
var jj = j & 255;
// Calculate the contribution from the three corners
var t0 = 0.5 - x0 * x0 - y0 * y0;
if (t0 >= 0) {
var gi0 = permMod12[ii + perm[jj]] * 3;
t0 *= t0;
n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0); // (x,y) of grad3 used for 2D gradient
}
var t1 = 0.5 - x1 * x1 - y1 * y1;
if (t1 >= 0) {
var gi1 = permMod12[ii + i1 + perm[jj + j1]] * 3;
t1 *= t1;
n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1);
}
var t2 = 0.5 - x2 * x2 - y2 * y2;
if (t2 >= 0) {
var gi2 = permMod12[ii + 1 + perm[jj + 1]] * 3;
t2 *= t2;
n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 1] * y2);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 70.0 * (n0 + n1 + n2);
},
// 3D simplex noise
noise3D: function (xin, yin, zin) {
var permMod12 = this.permMod12;
var perm = this.perm;
var grad3 = this.grad3;
var n0, n1, n2, n3; // Noise contributions from the four corners
// Skew the input space to determine which simplex cell we're in
var s = (xin + yin + zin) * F3; // Very nice and simple skew factor for 3D
var i = Math.floor(xin + s);
var j = Math.floor(yin + s);
var k = Math.floor(zin + s);
var t = (i + j + k) * G3;
var X0 = i - t; // Unskew the cell origin back to (x,y,z) space
var Y0 = j - t;
var Z0 = k - t;
var x0 = xin - X0; // The x,y,z distances from the cell origin
var y0 = yin - Y0;
var z0 = zin - Z0;
// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
// Determine which simplex we are in.
var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
if (x0 >= y0) {
if (y0 >= z0) {
i1 = 1;
j1 = 0;
k1 = 0;
i2 = 1;
j2 = 1;
k2 = 0;
} // X Y Z order
else if (x0 >= z0) {
i1 = 1;
j1 = 0;
k1 = 0;
i2 = 1;
j2 = 0;
k2 = 1;
} // X Z Y order
else {
i1 = 0;
j1 = 0;
k1 = 1;
i2 = 1;
j2 = 0;
k2 = 1;
} // Z X Y order
} else { // x0<y0
if (y0 < z0) {
i1 = 0;
j1 = 0;
k1 = 1;
i2 = 0;
j2 = 1;
k2 = 1;
} // Z Y X order
else if (x0 < z0) {
i1 = 0;
j1 = 1;
k1 = 0;
i2 = 0;
j2 = 1;
k2 = 1;
} // Y Z X order
else {
i1 = 0;
j1 = 1;
k1 = 0;
i2 = 1;
j2 = 1;
k2 = 0;
} // Y X Z order
}
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
// c = 1/6.
var x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
var y1 = y0 - j1 + G3;
var z1 = z0 - k1 + G3;
var x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
var y2 = y0 - j2 + 2.0 * G3;
var z2 = z0 - k2 + 2.0 * G3;
var x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
var y3 = y0 - 1.0 + 3.0 * G3;
var z3 = z0 - 1.0 + 3.0 * G3;
// Work out the hashed gradient indices of the four simplex corners
var ii = i & 255;
var jj = j & 255;
var kk = k & 255;
// Calculate the contribution from the four corners
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
if (t0 < 0) n0 = 0.0;
else {
var gi0 = permMod12[ii + perm[jj + perm[kk]]] * 3;
t0 *= t0;
n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0 + grad3[gi0 + 2] * z0);
}
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
if (t1 < 0) n1 = 0.0;
else {
var gi1 = permMod12[ii + i1 + perm[jj + j1 + perm[kk + k1]]] * 3;
t1 *= t1;
n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1 + grad3[gi1 + 2] * z1);
}
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
if (t2 < 0) n2 = 0.0;
else {
var gi2 = permMod12[ii + i2 + perm[jj + j2 + perm[kk + k2]]] * 3;
t2 *= t2;
n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 1] * y2 + grad3[gi2 + 2] * z2);
}
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
if (t3 < 0) n3 = 0.0;
else {
var gi3 = permMod12[ii + 1 + perm[jj + 1 + perm[kk + 1]]] * 3;
t3 *= t3;
n3 = t3 * t3 * (grad3[gi3] * x3 + grad3[gi3 + 1] * y3 + grad3[gi3 + 2] * z3);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to stay just inside [-1,1]
return 32.0 * (n0 + n1 + n2 + n3);
},
// 4D simplex noise, better simplex rank ordering method 2012-03-09
noise4D: function (x, y, z, w) {
var perm = this.perm;
var grad4 = this.grad4;
var n0, n1, n2, n3, n4; // Noise contributions from the five corners
// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
var s = (x + y + z + w) * F4; // Factor for 4D skewing
var i = Math.floor(x + s);
var j = Math.floor(y + s);
var k = Math.floor(z + s);
var l = Math.floor(w + s);
var t = (i + j + k + l) * G4; // Factor for 4D unskewing
var X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
var Y0 = j - t;
var Z0 = k - t;
var W0 = l - t;
var x0 = x - X0; // The x,y,z,w distances from the cell origin
var y0 = y - Y0;
var z0 = z - Z0;
var w0 = w - W0;
// For the 4D case, the simplex is a 4D shape I won't even try to describe.
// To find out which of the 24 possible simplices we're in, we need to
// determine the magnitude ordering of x0, y0, z0 and w0.
// Six pair-wise comparisons are performed between each possible pair
// of the four coordinates, and the results are used to rank the numbers.
var rankx = 0;
var ranky = 0;
var rankz = 0;
var rankw = 0;
if (x0 > y0) rankx++;
else ranky++;
if (x0 > z0) rankx++;
else rankz++;
if (x0 > w0) rankx++;
else rankw++;
if (y0 > z0) ranky++;
else rankz++;
if (y0 > w0) ranky++;
else rankw++;
if (z0 > w0) rankz++;
else rankw++;
var i1, j1, k1, l1; // The integer offsets for the second simplex corner
var i2, j2, k2, l2; // The integer offsets for the third simplex corner
var i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
// simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
// Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
// impossible. Only the 24 indices which have non-zero entries make any sense.
// We use a thresholding to set the coordinates in turn from the largest magnitude.
// Rank 3 denotes the largest coordinate.
i1 = rankx >= 3 ? 1 : 0;
j1 = ranky >= 3 ? 1 : 0;
k1 = rankz >= 3 ? 1 : 0;
l1 = rankw >= 3 ? 1 : 0;
// Rank 2 denotes the second largest coordinate.
i2 = rankx >= 2 ? 1 : 0;
j2 = ranky >= 2 ? 1 : 0;
k2 = rankz >= 2 ? 1 : 0;
l2 = rankw >= 2 ? 1 : 0;
// Rank 1 denotes the second smallest coordinate.
i3 = rankx >= 1 ? 1 : 0;
j3 = ranky >= 1 ? 1 : 0;
k3 = rankz >= 1 ? 1 : 0;
l3 = rankw >= 1 ? 1 : 0;
// The fifth corner has all coordinate offsets = 1, so no need to compute that.
var x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
var y1 = y0 - j1 + G4;
var z1 = z0 - k1 + G4;
var w1 = w0 - l1 + G4;
var x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
var y2 = y0 - j2 + 2.0 * G4;
var z2 = z0 - k2 + 2.0 * G4;
var w2 = w0 - l2 + 2.0 * G4;
var x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
var y3 = y0 - j3 + 3.0 * G4;
var z3 = z0 - k3 + 3.0 * G4;
var w3 = w0 - l3 + 3.0 * G4;
var x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
var y4 = y0 - 1.0 + 4.0 * G4;
var z4 = z0 - 1.0 + 4.0 * G4;
var w4 = w0 - 1.0 + 4.0 * G4;
// Work out the hashed gradient indices of the five simplex corners
var ii = i & 255;
var jj = j & 255;
var kk = k & 255;
var ll = l & 255;
// Calculate the contribution from the five corners
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
if (t0 < 0) n0 = 0.0;
else {
var gi0 = (perm[ii + perm[jj + perm[kk + perm[ll]]]] % 32) * 4;
t0 *= t0;
n0 = t0 * t0 * (grad4[gi0] * x0 + grad4[gi0 + 1] * y0 + grad4[gi0 + 2] * z0 + grad4[gi0 + 3] * w0);
}
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
if (t1 < 0) n1 = 0.0;
else {
var gi1 = (perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]] % 32) * 4;
t1 *= t1;
n1 = t1 * t1 * (grad4[gi1] * x1 + grad4[gi1 + 1] * y1 + grad4[gi1 + 2] * z1 + grad4[gi1 + 3] * w1);
}
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
if (t2 < 0) n2 = 0.0;
else {
var gi2 = (perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]] % 32) * 4;
t2 *= t2;
n2 = t2 * t2 * (grad4[gi2] * x2 + grad4[gi2 + 1] * y2 + grad4[gi2 + 2] * z2 + grad4[gi2 + 3] * w2);
}
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
if (t3 < 0) n3 = 0.0;
else {
var gi3 = (perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]] % 32) * 4;
t3 *= t3;
n3 = t3 * t3 * (grad4[gi3] * x3 + grad4[gi3 + 1] * y3 + grad4[gi3 + 2] * z3 + grad4[gi3 + 3] * w3);
}
var t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
if (t4 < 0) n4 = 0.0;
else {
var gi4 = (perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] % 32) * 4;
t4 *= t4;
n4 = t4 * t4 * (grad4[gi4] * x4 + grad4[gi4 + 1] * y4 + grad4[gi4 + 2] * z4 + grad4[gi4 + 3] * w4);
}
// Sum up and scale the result to cover the range [-1,1]
return 27.0 * (n0 + n1 + n2 + n3 + n4);
}
};
function buildPermutationTable(random) {
var i;
var p = new Uint8Array(256);
for (i = 0; i < 256; i++) {
p[i] = i;
}
for (i = 0; i < 255; i++) {
var r = i + ~~(random() * (256 - i));
var aux = p[i];
p[i] = p[r];
p[r] = aux;
}
return p;
}
SimplexNoise._buildPermutationTable = buildPermutationTable;
/*
The ALEA PRNG and masher code used by simplex-noise.js
is based on code by Johannes Baagøe, modified by Jonas Wagner.
See alea.md for the full license.
*/
function alea() {
var s0 = 0;
var s1 = 0;
var s2 = 0;
var c = 1;
var mash = masher();
s0 = mash(' ');
s1 = mash(' ');
s2 = mash(' ');
for (var i = 0; i < arguments.length; i++) {
s0 -= mash(arguments[i]);
if (s0 < 0) {
s0 += 1;
}
s1 -= mash(arguments[i]);
if (s1 < 0) {
s1 += 1;
}
s2 -= mash(arguments[i]);
if (s2 < 0) {
s2 += 1;
}
}
mash = null;
return function () {
var t = 2091639 * s0 + c * 2.3283064365386963e-10; // 2^-32
s0 = s1;
s1 = s2;
return s2 = t - (c = t | 0);
};
}
function masher() {
var n = 0xefc8249d;
return function (data) {
data = data.toString();
for (var i = 0; i < data.length; i++) {
n += data.charCodeAt(i);
var h = 0.02519603282416938 * n;
n = h >>> 0;
h -= n;
h *= n;
n = h >>> 0;
h -= n;
n += h * 0x100000000; // 2^32
}
return (n >>> 0) * 2.3283064365386963e-10; // 2^-32
};
}
// amd
if (typeof define !== 'undefined' && define.amd) define(function () {
return SimplexNoise;
});
// common js
if (typeof exports !== 'undefined') exports.SimplexNoise = SimplexNoise;
// browser
else if (typeof window !== 'undefined') window.SimplexNoise = SimplexNoise;
// nodejs
if (typeof module !== 'undefined') {
module.exports = SimplexNoise;
}
})();
\ No newline at end of file
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