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HTML
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支持Emmet,输入 p 后按 Tab键试试吧!
<head> ...
展开
</head>
<body>
            
            <script src="https://lf6-cdn-tos.bytecdntp.com/cdn/expire-1-M/three.js/110/three.min.js"></script>

        
</body>
CSS
格式化
            
            
        
JS
格式化
            
            // examples
// https://threejs.org/examples/?q=particle#webgl_points_billboards

let camera
let scene
let renderer
let material
let mouseX = 0
let mouseY = 0
let windowHalfX = window.innerWidth / 2
let windowHalfY = window.innerHeight / 2

init()
animate()

function init () {
  camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 5, 2000)
  camera.position.z = 500

  scene = new THREE.Scene()
  scene.fog = new THREE.FogExp2(0x0000ff, 0.001)

  const geometry = new THREE.BufferGeometry()
  const vertices = []
  const size = 2000

  for ( let i = 0; i < 20000; i ++ ) {
    const x = (Math.random() * size + Math.random() * size) / 2 - size / 2
    const y = (Math.random() * size + Math.random() * size) / 2 - size / 2
    const z = (Math.random() * size + Math.random() * size) / 2 - size / 2

    vertices.push(x, y, z)
  }

  geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3))

  material = new THREE.PointsMaterial({
    size: 2,
    color: 0xffffff,
  })

  const particles = new THREE.Points(geometry, material)
  scene.add(particles)

  renderer = new THREE.WebGLRenderer()
  renderer.setPixelRatio(window.devicePixelRatio)
  renderer.setSize(window.innerWidth, window.innerHeight)
  document.body.appendChild(renderer.domElement)

  document.body.style.touchAction = 'none'
  document.body.addEventListener('pointermove', onPointerMove)
  window.addEventListener('resize', onWindowResize)
}

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 onPointerMove (event) {
  mouseX = event.clientX - windowHalfX 
  mouseY = event.clientY - windowHalfY
}

function animate () {
  requestAnimationFrame(animate)
  render()
}

function render () {
  camera.position.x += (mouseX * 2 - camera.position.x) * 0.02
  camera.position.y += (-mouseY * 2 - camera.position.y) * 0.02
  camera.lookAt(scene.position)
  renderer.render(scene, camera)
  scene.rotation.x += 0.001
  scene.rotation.y += 0.002
}

        
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