一个《跳动的爱心》代码,纯HTML+JS,双击直接运行

HTML+JS实现的一个跳动的爱心。集合了web动画库GSAP JS、OBJ 文件加载器OBJLoader、WebGL第三方库Three.js等。效果非常棒!

目录

  • 实际效果:
  • 目录结构:
  • HTML代码
  • CSS代码
  • js代码:
  • 简单的修改
  • 完整文件下载

实际效果:


由于是纯前端项目,JS代码没有任何加密,所以赶快给心爱的人,做一个跳动的爱心吧!

目录结构:

一个《跳动的爱心》代码,纯HTML+JS,双击直接运行_第1张图片

HTML代码


DOCTYPE html>
<html lang="en">

<head>
  <meta charset="UTF-8">
  <title>爱心title>
  <link rel="stylesheet" href="./css/style.css">
head>

<body>

  <script src='./js/three.min.js'>script>
  <script src='./js/TrackballControls.js'>script>
  <script src='./js/simplex-noise.js'>script>
  <script src='./js/OBJLoader.js'>script>
  <script src='./js/gsap.min.js'>script>
  <script src="./js/script.js">script>


  <div id="main">div>
  <script type="text/javascript">
    //获取父容器
    var mainObj = document.getElementById('main')
    //获取浏览器的高度
    var innerWidth = document.body.clientWidth
    var innerHeight = document.body.clientHeight
    
    //计数器
    var number = 0
    
    /**
     * 位置随机生成
     */
    var interval = setInterval(function() {
        var heart = document.createElement('heart')
        heart.style.left = Math.floor(Math.random() * innerWidth) + 'px'
        heart.style.top = Math.floor(Math.random() * innerHeight) + 'px'
        mainObj.appendChild(heart)
        number++
        //数量达到520时结束
        if (number >= 520) {
            clearInterval(interval)
        }
    }, 50)
  script>

  <script>


    (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;

    })();

  script>
  <script>
    (function () {

      const _object_pattern = /^[og]\s*(.+)?/; // mtllib file_reference

      const _material_library_pattern = /^mtllib /; // usemtl material_name

      const _material_use_pattern = /^usemtl /; // usemap map_name

      const _map_use_pattern = /^usemap /;

      const _vA = new THREE.Vector3();

      const _vB = new THREE.Vector3();

      const _vC = new THREE.Vector3();

      const _ab = new THREE.Vector3();

      const _cb = new THREE.Vector3();

      function ParserState() {

        const state = {
          objects: [],
          object: {},
          vertices: [],
          normals: [],
          colors: [],
          uvs: [],
          materials: {},
          materialLibraries: [],
          startObject: function (name, fromDeclaration) {

            // If the current object (initial from reset) is not from a g/o declaration in the parsed
            // file. We need to use it for the first parsed g/o to keep things in sync.
            if (this.object && this.object.fromDeclaration === false) {

              this.object.name = name;
              this.object.fromDeclaration = fromDeclaration !== false;
              return;

            }

            const previousMaterial = this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined;

            if (this.object && typeof this.object._finalize === 'function') {

              this.object._finalize(true);

            }

            this.object = {
              name: name || '',
              fromDeclaration: fromDeclaration !== false,
              geometry: {
                vertices: [],
                normals: [],
                colors: [],
                uvs: [],
                hasUVIndices: false
              },
              materials: [],
              smooth: true,
              startMaterial: function (name, libraries) {

                const previous = this._finalize(false); // New usemtl declaration overwrites an inherited material, except if faces were declared
                // after the material, then it must be preserved for proper MultiMaterial continuation.


                if (previous && (previous.inherited || previous.groupCount <= 0)) {

                  this.materials.splice(previous.index, 1);

                }

                const material = {
                  index: this.materials.length,
                  name: name || '',
                  mtllib: Array.isArray(libraries) && libraries.length > 0 ? libraries[libraries.length - 1] : '',
                  smooth: previous !== undefined ? previous.smooth : this.smooth,
                  groupStart: previous !== undefined ? previous.groupEnd : 0,
                  groupEnd: - 1,
                  groupCount: - 1,
                  inherited: false,
                  clone: function (index) {

                    const cloned = {
                      index: typeof index === 'number' ? index : this.index,
                      name: this.name,
                      mtllib: this.mtllib,
                      smooth: this.smooth,
                      groupStart: 0,
                      groupEnd: - 1,
                      groupCount: - 1,
                      inherited: false
                    };
                    cloned.clone = this.clone.bind(cloned);
                    return cloned;

                  }
                };
                this.materials.push(material);
                return material;

              },
              currentMaterial: function () {

                if (this.materials.length > 0) {

                  return this.materials[this.materials.length - 1];

                }

                return undefined;

              },
              _finalize: function (end) {

                const lastMultiMaterial = this.currentMaterial();

                if (lastMultiMaterial && lastMultiMaterial.groupEnd === - 1) {

                  lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
                  lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
                  lastMultiMaterial.inherited = false;

                } // Ignore objects tail materials if no face declarations followed them before a new o/g started.


                if (end && this.materials.length > 1) {

                  for (let mi = this.materials.length - 1; mi >= 0; mi--) {

                    if (this.materials[mi].groupCount <= 0) {

                      this.materials.splice(mi, 1);

                    }

                  }

                } // Guarantee at least one empty material, this makes the creation later more straight forward.


                if (end && this.materials.length === 0) {

                  this.materials.push({
                    name: '',
                    smooth: this.smooth
                  });

                }

                return lastMultiMaterial;

              }
            }; // Inherit previous objects material.
            // Spec tells us that a declared material must be set to all objects until a new material is declared.
            // If a usemtl declaration is encountered while this new object is being parsed, it will
            // overwrite the inherited material. Exception being that there was already face declarations
            // to the inherited material, then it will be preserved for proper MultiMaterial continuation.

            if (previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function') {

              const declared = previousMaterial.clone(0);
              declared.inherited = true;
              this.object.materials.push(declared);

            }

            this.objects.push(this.object);

          },
          finalize: function () {

            if (this.object && typeof this.object._finalize === 'function') {

              this.object._finalize(true);

            }

          },
          parseVertexIndex: function (value, len) {

            const index = parseInt(value, 10);
            return (index >= 0 ? index - 1 : index + len / 3) * 3;

          },
          parseNormalIndex: function (value, len) {

            const index = parseInt(value, 10);
            return (index >= 0 ? index - 1 : index + len / 3) * 3;

          },
          parseUVIndex: function (value, len) {

            const index = parseInt(value, 10);
            return (index >= 0 ? index - 1 : index + len / 2) * 2;

          },
          addVertex: function (a, b, c) {

            const src = this.vertices;
            const dst = this.object.geometry.vertices;
            dst.push(src[a + 0], src[a + 1], src[a + 2]);
            dst.push(src[b + 0], src[b + 1], src[b + 2]);
            dst.push(src[c + 0], src[c + 1], src[c + 2]);

          },
          addVertexPoint: function (a) {

            const src = this.vertices;
            const dst = this.object.geometry.vertices;
            dst.push(src[a + 0], src[a + 1], src[a + 2]);

          },
          addVertexLine: function (a) {

            const src = this.vertices;
            const dst = this.object.geometry.vertices;
            dst.push(src[a + 0], src[a + 1], src[a + 2]);

          },
          addNormal: function (a, b, c) {

            const src = this.normals;
            const dst = this.object.geometry.normals;
            dst.push(src[a + 0], src[a + 1], src[a + 2]);
            dst.push(src[b + 0], src[b + 1], src[b + 2]);
            dst.push(src[c + 0], src[c + 1], src[c + 2]);

          },
          addFaceNormal: function (a, b, c) {

            const src = this.vertices;
            const dst = this.object.geometry.normals;

            _vA.fromArray(src, a);

            _vB.fromArray(src, b);

            _vC.fromArray(src, c);

            _cb.subVectors(_vC, _vB);

            _ab.subVectors(_vA, _vB);

            _cb.cross(_ab);

            _cb.normalize();

            dst.push(_cb.x, _cb.y, _cb.z);
            dst.push(_cb.x, _cb.y, _cb.z);
            dst.push(_cb.x, _cb.y, _cb.z);

          },
          addColor: function (a, b, c) {

            const src = this.colors;
            const dst = this.object.geometry.colors;
            if (src[a] !== undefined) dst.push(src[a + 0], src[a + 1], src[a + 2]);
            if (src[b] !== undefined) dst.push(src[b + 0], src[b + 1], src[b + 2]);
            if (src[c] !== undefined) dst.push(src[c + 0], src[c + 1], src[c + 2]);

          },
          addUV: function (a, b, c) {

            const src = this.uvs;
            const dst = this.object.geometry.uvs;
            dst.push(src[a + 0], src[a + 1]);
            dst.push(src[b + 0], src[b + 1]);
            dst.push(src[c + 0], src[c + 1]);

          },
          addDefaultUV: function () {

            const dst = this.object.geometry.uvs;
            dst.push(0, 0);
            dst.push(0, 0);
            dst.push(0, 0);

          },
          addUVLine: function (a) {

            const src = this.uvs;
            const dst = this.object.geometry.uvs;
            dst.push(src[a + 0], src[a + 1]);

          },
          addFace: function (a, b, c, ua, ub, uc, na, nb, nc) {

            const vLen = this.vertices.length;
            let ia = this.parseVertexIndex(a, vLen);
            let ib = this.parseVertexIndex(b, vLen);
            let ic = this.parseVertexIndex(c, vLen);
            this.addVertex(ia, ib, ic);
            this.addColor(ia, ib, ic); // normals

            if (na !== undefined && na !== '') {

              const nLen = this.normals.length;
              ia = this.parseNormalIndex(na, nLen);
              ib = this.parseNormalIndex(nb, nLen);
              ic = this.parseNormalIndex(nc, nLen);
              this.addNormal(ia, ib, ic);

            } else {

              this.addFaceNormal(ia, ib, ic);

            } // uvs


            if (ua !== undefined && ua !== '') {

              const uvLen = this.uvs.length;
              ia = this.parseUVIndex(ua, uvLen);
              ib = this.parseUVIndex(ub, uvLen);
              ic = this.parseUVIndex(uc, uvLen);
              this.addUV(ia, ib, ic);
              this.object.geometry.hasUVIndices = true;

            } else {

              // add placeholder values (for inconsistent face definitions)
              this.addDefaultUV();

            }

          },
          addPointGeometry: function (vertices) {

            this.object.geometry.type = 'Points';
            const vLen = this.vertices.length;

            for (let vi = 0, l = vertices.length; vi < l; vi++) {

              const index = this.parseVertexIndex(vertices[vi], vLen);
              this.addVertexPoint(index);
              this.addColor(index);

            }

          },
          addLineGeometry: function (vertices, uvs) {

            this.object.geometry.type = 'Line';
            const vLen = this.vertices.length;
            const uvLen = this.uvs.length;

            for (let vi = 0, l = vertices.length; vi < l; vi++) {

              this.addVertexLine(this.parseVertexIndex(vertices[vi], vLen));

            }

            for (let uvi = 0, l = uvs.length; uvi < l; uvi++) {

              this.addUVLine(this.parseUVIndex(uvs[uvi], uvLen));

            }

          }
        };
        state.startObject('', false);
        return state;

      } //


      class OBJLoader extends THREE.Loader {

        constructor(manager) {

          super(manager);
          this.materials = null;

        }

        load(url, onLoad, onProgress, onError) {

          const scope = this;
          const loader = new THREE.FileLoader(this.manager);
          loader.setPath(this.path);
          loader.setRequestHeader(this.requestHeader);
          loader.setWithCredentials(this.withCredentials);
          loader.load(url, function (text) {

            try {

              onLoad(scope.parse(text));

            } catch (e) {

              if (onError) {

                onError(e);

              } else {

                console.error(e);

              }

              scope.manager.itemError(url);

            }

          }, onProgress, onError);

        }

        setMaterials(materials) {

          this.materials = materials;
          return this;

        }

        parse(text) {

          const state = new ParserState();

          if (text.indexOf('\r\n') !== - 1) {

            // This is faster than String.split with regex that splits on both
            text = text.replace(/\r\n/g, '\n');

          }

          if (text.indexOf('\\\n') !== - 1) {

            // join lines separated by a line continuation character (\)
            text = text.replace(/\\\n/g, '');

          }

          const lines = text.split('\n');
          let line = '',
            lineFirstChar = '';
          let lineLength = 0;
          let result = []; // Faster to just trim left side of the line. Use if available.

          const trimLeft = typeof ''.trimLeft === 'function';

          for (let i = 0, l = lines.length; i < l; i++) {

            line = lines[i];
            line = trimLeft ? line.trimLeft() : line.trim();
            lineLength = line.length;
            if (lineLength === 0) continue;
            lineFirstChar = line.charAt(0); // @todo invoke passed in handler if any

            if (lineFirstChar === '#') continue;

            if (lineFirstChar === 'v') {

              const data = line.split(/\s+/);

              switch (data[0]) {

                case 'v':
                  state.vertices.push(parseFloat(data[1]), parseFloat(data[2]), parseFloat(data[3]));

                  if (data.length >= 7) {

                    state.colors.push(parseFloat(data[4]), parseFloat(data[5]), parseFloat(data[6]));

                  } else {

                    // if no colors are defined, add placeholders so color and vertex indices match
                    state.colors.push(undefined, undefined, undefined);

                  }

                  break;

                case 'vn':
                  state.normals.push(parseFloat(data[1]), parseFloat(data[2]), parseFloat(data[3]));
                  break;

                case 'vt':
                  state.uvs.push(parseFloat(data[1]), parseFloat(data[2]));
                  break;

              }

            } else if (lineFirstChar === 'f') {

              const lineData = line.substr(1).trim();
              const vertexData = lineData.split(/\s+/);
              const faceVertices = []; // Parse the face vertex data into an easy to work with format

              for (let j = 0, jl = vertexData.length; j < jl; j++) {

                const vertex = vertexData[j];

                if (vertex.length > 0) {

                  const vertexParts = vertex.split('/');
                  faceVertices.push(vertexParts);

                }

              } // Draw an edge between the first vertex and all subsequent vertices to form an n-gon


              const v1 = faceVertices[0];

              for (let j = 1, jl = faceVertices.length - 1; j < jl; j++) {

                const v2 = faceVertices[j];
                const v3 = faceVertices[j + 1];
                state.addFace(v1[0], v2[0], v3[0], v1[1], v2[1], v3[1], v1[2], v2[2], v3[2]);

              }

            } else if (lineFirstChar === 'l') {

              const lineParts = line.substring(1).trim().split(' ');
              let lineVertices = [];
              const lineUVs = [];

              if (line.indexOf('/') === - 1) {

                lineVertices = lineParts;

              } else {

                for (let li = 0, llen = lineParts.length; li < llen; li++) {

                  const parts = lineParts[li].split('/');
                  if (parts[0] !== '') lineVertices.push(parts[0]);
                  if (parts[1] !== '') lineUVs.push(parts[1]);

                }

              }

              state.addLineGeometry(lineVertices, lineUVs);

            } else if (lineFirstChar === 'p') {

              const lineData = line.substr(1).trim();
              const pointData = lineData.split(' ');
              state.addPointGeometry(pointData);

            } else if ((result = _object_pattern.exec(line)) !== null) {

              // o object_name
              // or
              // g group_name
              // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
              // let name = result[ 0 ].substr( 1 ).trim();
              const name = (' ' + result[0].substr(1).trim()).substr(1);
              state.startObject(name);

            } else if (_material_use_pattern.test(line)) {

              // material
              state.object.startMaterial(line.substring(7).trim(), state.materialLibraries);

            } else if (_material_library_pattern.test(line)) {

              // mtl file
              state.materialLibraries.push(line.substring(7).trim());

            } else if (_map_use_pattern.test(line)) {

              // the line is parsed but ignored since the loader assumes textures are defined MTL files
              // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
              console.warn('THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.');

            } else if (lineFirstChar === 's') {

              result = line.split(' '); // smooth shading
              // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
              // but does not define a usemtl for each face set.
              // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
              // This requires some care to not create extra material on each smooth value for "normal" obj files.
              // where explicit usemtl defines geometry groups.
              // Example asset: examples/models/obj/cerberus/Cerberus.obj

              /*
               * http://paulbourke.net/dataformats/obj/
               * or
               * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
               *
               * From chapter "Grouping" Syntax explanation "s group_number":
               * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
               * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
               * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
               * than 0."
               */

              if (result.length > 1) {

                const value = result[1].trim().toLowerCase();
                state.object.smooth = value !== '0' && value !== 'off';

              } else {

                // ZBrush can produce "s" lines #11707
                state.object.smooth = true;

              }

              const material = state.object.currentMaterial();
              if (material) material.smooth = state.object.smooth;

            } else {

              // Handle null terminated files without exception
              if (line === '\0') continue;
              console.warn('THREE.OBJLoader: Unexpected line: "' + line + '"');

            }

          }

          state.finalize();
          const container = new THREE.Group();
          container.materialLibraries = [].concat(state.materialLibraries);
          const hasPrimitives = !(state.objects.length === 1 && state.objects[0].geometry.vertices.length === 0);

          if (hasPrimitives === true) {

            for (let i = 0, l = state.objects.length; i < l; i++) {

              const object = state.objects[i];
              const geometry = object.geometry;
              const materials = object.materials;
              const isLine = geometry.type === 'Line';
              const isPoints = geometry.type === 'Points';
              let hasVertexColors = false; // Skip o/g line declarations that did not follow with any faces

              if (geometry.vertices.length === 0) continue;
              const buffergeometry = new THREE.BufferGeometry();
              buffergeometry.setAttribute('position', new THREE.Float32BufferAttribute(geometry.vertices, 3));

              if (geometry.normals.length > 0) {

                buffergeometry.setAttribute('normal', new THREE.Float32BufferAttribute(geometry.normals, 3));

              }

              if (geometry.colors.length > 0) {

                hasVertexColors = true;
                buffergeometry.setAttribute('color', new THREE.Float32BufferAttribute(geometry.colors, 3));

              }

              if (geometry.hasUVIndices === true) {

                buffergeometry.setAttribute('uv', new THREE.Float32BufferAttribute(geometry.uvs, 2));

              } // Create materials


              const createdMaterials = [];

              for (let mi = 0, miLen = materials.length; mi < miLen; mi++) {

                const sourceMaterial = materials[mi];
                const materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
                let material = state.materials[materialHash];

                if (this.materials !== null) {

                  material = this.materials.create(sourceMaterial.name); // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.

                  if (isLine && material && !(material instanceof THREE.LineBasicMaterial)) {

                    const materialLine = new THREE.LineBasicMaterial();
                    THREE.Material.prototype.copy.call(materialLine, material);
                    materialLine.color.copy(material.color);
                    material = materialLine;

                  } else if (isPoints && material && !(material instanceof THREE.PointsMaterial)) {

                    const materialPoints = new THREE.PointsMaterial({
                      size: 10,
                      sizeAttenuation: false
                    });
                    THREE.Material.prototype.copy.call(materialPoints, material);
                    materialPoints.color.copy(material.color);
                    materialPoints.map = material.map;
                    material = materialPoints;

                  }

                }

                if (material === undefined) {

                  if (isLine) {

                    material = new THREE.LineBasicMaterial();

                  } else if (isPoints) {

                    material = new THREE.PointsMaterial({
                      size: 1,
                      sizeAttenuation: false
                    });

                  } else {

                    material = new THREE.MeshPhongMaterial();

                  }

                  material.name = sourceMaterial.name;
                  material.flatShading = sourceMaterial.smooth ? false : true;
                  material.vertexColors = hasVertexColors;
                  state.materials[materialHash] = material;

                }

                createdMaterials.push(material);

              } // Create mesh


              let mesh;

              if (createdMaterials.length > 1) {

                for (let mi = 0, miLen = materials.length; mi < miLen; mi++) {

                  const sourceMaterial = materials[mi];
                  buffergeometry.addGroup(sourceMaterial.groupStart, sourceMaterial.groupCount, mi);

                }

                if (isLine) {

                  mesh = new THREE.LineSegments(buffergeometry, createdMaterials);

                } else if (isPoints) {

                  mesh = new THREE.Points(buffergeometry, createdMaterials);

                } else {

                  mesh = new THREE.Mesh(buffergeometry, createdMaterials);

                }

              } else {

                if (isLine) {

                  mesh = new THREE.LineSegments(buffergeometry, createdMaterials[0]);

                } else if (isPoints) {

                  mesh = new THREE.Points(buffergeometry, createdMaterials[0]);

                } else {

                  mesh = new THREE.Mesh(buffergeometry, createdMaterials[0]);

                }

              }

              mesh.name = object.name;
              container.add(mesh);

            }

          } else {

            // if there is only the default parser state object with no geometry data, interpret data as point cloud
            if (state.vertices.length > 0) {

              const material = new THREE.PointsMaterial({
                size: 1,
                sizeAttenuation: false
              });
              const buffergeometry = new THREE.BufferGeometry();
              buffergeometry.setAttribute('position', new THREE.Float32BufferAttribute(state.vertices, 3));

              if (state.colors.length > 0 && state.colors[0] !== undefined) {

                buffergeometry.setAttribute('color', new THREE.Float32BufferAttribute(state.colors, 3));
                material.vertexColors = true;

              }

              const points = new THREE.Points(buffergeometry, material);
              container.add(points);

            }

          }

          return container;

        }

      }

      THREE.OBJLoader = OBJLoader;

    })();

  script>

  
  
body>

html>

CSS代码

* {
  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;
  }
}

js代码:

gsap.min.jsOBJLoader.jssimplex-noise.jsthree.min.jsTrackballControls.js 这几个JS都是现成的。
script.js代码:

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('./obj/heart_2.obj',obj => {
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);
}

简单的修改

  • 页面闪烁的love-code一共展现520个。可在index.html调整,大约在42行处
  • love-code可以换成你想要的,可在css/style.css里修改,大约在43行处
  • 爱心是读取的网络的3dmax文件,你也可以修改为自己的3dmax文件,位置是js/script.js文件,大约在32行处。

完整文件下载

点击下方公众号卡片,关注我,回复爱心 下载!

你可能感兴趣的:(javascript,javascript,html,前端)