JS粒子特效:波动粒子效果
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整理文件,发现之前存储了一些JavaScript特效。
分享一个JavaScript背景特效:波动粒子特效,可以跟随鼠标切换视角。
不过硬件性能消耗较大,在i3 2120+核显上稍卡;2600X+RX588丝滑流畅,慎用。

效果如下:

实现代码如下:

<!--粒子波动效果开始-->
<body>
<!--引入JS位置 ↓-->
<script src="链接失效/wp-content/uploads/file/js/particle-three.min.js"></script> 
<script>

var SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50;

var container;
var camera, scene, renderer;

var particles, particle, count = 0;

var mouseX = 0, mouseY = -350;

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( 75, 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: 0xc4c4c4,
program: function ( context ) {

context.beginPath();
context.arc( 0, 0, 1, 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>
</body>
<!--粒子波动效果结束-->

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