- 创建 ParticleSystem 类,支持多种粒子动画效果 - 实现土星主体和光环的粒子分布初始化逻辑 - 添加粒子材质和着色器定义,支持日夜主题切换 - 实现粒子位置更新逻辑,包括噪声扰动和手势交互 - 添加粒子爆炸、散开和聚合等动画控制方法 - 支持通过手势命令动态调整动画参数 - 提供粒子系统资源释放接口
369 lines
14 KiB
JavaScript
369 lines
14 KiB
JavaScript
class ParticleSystem {
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constructor(options = {}) {
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this.particleCount = options.particleCount || 22000;
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this.theme = options.theme || 'day';
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this.callbacks = options.callbacks || {};
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// 动画控制相关属性
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this.scaleFactor = 1.0;
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this.diffusionFactor = 1.0;
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this.forwardFactor = 0.0;
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this.speedFactor = 1.0;
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// 当前动画类型
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this.currentAnimation = 'saturn'; // 默认为土星动画
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// 动画状态
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this.animationState = 'scattered'; // 默认状态为分散状态
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this.init();
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}
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init() {
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this.geometry = new THREE.BufferGeometry();
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this.positions = new Float32Array(this.particleCount * 3);
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this.targets = new Float32Array(this.particleCount * 3);
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this.origin = new Float32Array(this.particleCount * 3);
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this.velocities = new Float32Array(this.particleCount * 3);
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this.sizes = new Float32Array(this.particleCount);
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this.seeds = new Float32Array(this.particleCount);
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this.simplex = new SimplexNoise();
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// 初始化为默认的平铺散布状态
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this.initScatteredParticles();
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this.geometry.setAttribute('position', new THREE.BufferAttribute(this.positions, 3));
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this.geometry.setAttribute('size', new THREE.BufferAttribute(this.sizes, 1));
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this.geometry.setAttribute('seed', new THREE.BufferAttribute(this.seeds, 1));
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this.createMaterial();
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this.particleSystem = new THREE.Points(this.geometry, this.material);
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if (this.callbacks.onInit) {
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this.callbacks.onInit(this.particleSystem);
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}
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}
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// 初始化平铺散布的粒子分布(默认状态)
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initScatteredParticles() {
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for (let i = 0; i < this.particleCount; i++) {
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const i3 = i * 3;
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// 在一个较大的空间内随机分布粒子
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const x = (Math.random() - 0.5) * 2000;
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const y = (Math.random() - 0.5) * 2000;
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const z = (Math.random() - 0.5) * 2000;
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this.positions[i3] = x;
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this.origin[i3] = x;
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this.targets[i3] = x;
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this.positions[i3 + 1] = y;
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this.origin[i3 + 1] = y;
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this.targets[i3 + 1] = y;
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this.positions[i3 + 2] = z;
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this.origin[i3 + 2] = z;
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this.targets[i3 + 2] = z;
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this.sizes[i] = (Math.random() * 2.5 + 0.5) * (this.theme === 'day' ? 1.3 : 1.0);
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this.seeds[i] = Math.random();
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}
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}
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// 初始化土星动画的粒子分布
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initSaturnParticles() {
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// 土星主体粒子数量 (约占70%)
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const planetParticleCount = Math.floor(this.particleCount * 0.7);
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// 土星环粒子数量 (约占30%)
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const ringParticleCount = this.particleCount - planetParticleCount;
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// 初始化土星主体粒子 (球形分布)
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for (let i = 0; i < planetParticleCount; i++) {
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const i3 = i * 3;
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const y = 1 - (i / (planetParticleCount - 1)) * 2;
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const radius = Math.sqrt(1 - y * y);
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const theta = i * 2.39996;
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const r = 100; // 土星半径
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const x = Math.cos(theta) * radius * r;
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const z = Math.sin(theta) * radius * r;
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const py = y * r;
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this.positions[i3] = x;
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this.origin[i3] = x;
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this.targets[i3] = x;
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this.positions[i3 + 1] = py;
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this.origin[i3 + 1] = py;
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this.targets[i3 + 1] = py;
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this.positions[i3 + 2] = z;
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this.origin[i3 + 2] = z;
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this.targets[i3 + 2] = z;
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this.sizes[i] = (Math.random() * 2.5 + 0.5) * (this.theme === 'day' ? 1.3 : 1.0);
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this.seeds[i] = Math.random();
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}
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// 初始化土星环粒子 (圆环分布)
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for (let i = planetParticleCount; i < this.particleCount; i++) {
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const i3 = i * 3;
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// 多个环的配置
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const ringConfigs = [
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{ innerRadius: 130, outerRadius: 140 },
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{ innerRadius: 150, outerRadius: 160 },
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{ innerRadius: 170, outerRadius: 180 },
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{ innerRadius: 190, outerRadius: 200 }
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];
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// 分配到不同环
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const ringIndex = (i - planetParticleCount) % ringConfigs.length;
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const ringConfig = ringConfigs[ringIndex];
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// 在环内随机分布
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const angle = Math.random() * Math.PI * 2;
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const radius = ringConfig.innerRadius + Math.random() * (ringConfig.outerRadius - ringConfig.innerRadius);
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const x = Math.cos(angle) * radius;
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const z = Math.sin(angle) * radius;
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const y = (Math.random() - 0.5) * 20; // 环有一定的厚度
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this.positions[i3] = x;
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this.origin[i3] = x;
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this.targets[i3] = x;
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this.positions[i3 + 1] = y;
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this.origin[i3 + 1] = y;
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this.targets[i3 + 1] = y;
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this.positions[i3 + 2] = z;
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this.origin[i3 + 2] = z;
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this.targets[i3 + 2] = z;
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this.sizes[i] = (Math.random() * 1.5 + 0.5) * (this.theme === 'day' ? 1.3 : 1.0);
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this.seeds[i] = Math.random();
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}
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}
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createMaterial() {
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const colors = this.theme === 'day'
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? {base: new THREE.Color(0x2c3e50), active: new THREE.Color(0x0055ff)}
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: {base: new THREE.Color(0xFFFFFF), active: new THREE.Color(0x00FFFF)};
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const paletteA = this.theme === 'day' ? new THREE.Color(0x6ec3ff) : new THREE.Color(0x00ffff);
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const paletteB = this.theme === 'day' ? new THREE.Color(0xffb4c8) : new THREE.Color(0xff7af3);
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const blending = this.theme === 'day' ? THREE.NormalBlending : THREE.AdditiveBlending;
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this.material = new THREE.ShaderMaterial({
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uniforms: {
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scale: {value: window.innerHeight / 2},
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baseColor: {value: colors.base},
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activeColor: {value: colors.active},
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mixVal: {value: 0.0},
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time: {value: 0.0},
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paletteA: {value: paletteA},
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paletteB: {value: paletteB},
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nebulaIntensity: {value: 0.0}
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},
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vertexShader: `
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attribute float size;
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attribute float seed;
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varying float vSeed;
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void main() {
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vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
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gl_PointSize = size * (500.0 / -mvPosition.z);
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gl_Position = projectionMatrix * mvPosition;
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vSeed = seed;
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}
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`,
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fragmentShader: `
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uniform vec3 baseColor;
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uniform vec3 activeColor;
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uniform vec3 paletteA;
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uniform vec3 paletteB;
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uniform float mixVal;
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uniform float time;
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uniform float nebulaIntensity;
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varying float vSeed;
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void main() {
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float r = length(gl_PointCoord - vec2(0.5));
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if (r > 0.5) discard;
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vec3 baseMix = mix(baseColor, activeColor, mixVal);
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float drift = 0.5 + 0.5 * sin(time * 0.15 + vSeed * 6.28318);
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vec3 nebula = mix(paletteA, paletteB, drift);
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vec3 finalColor = mix(baseMix, nebula, nebulaIntensity);
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gl_FragColor = vec4(finalColor, 1.0);
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}
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`,
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blending: blending,
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depthTest: false,
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transparent: true
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});
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}
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update(time, mode, handCount, handL, handR) {
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const adjustedTime = time * this.speedFactor;
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this.material.uniforms.time.value = adjustedTime;
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if (this.theme === 'night') {
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this.material.uniforms.nebulaIntensity.value = mode === 'UNLOCKED' ? 0.55 : 0.35;
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} else {
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this.material.uniforms.nebulaIntensity.value = mode === 'UNLOCKED' ? 0.22 : 0.12;
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}
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let targetMix = 0;
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if (mode === 'LOCKED') {
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targetMix = handCount > 0 ? 0.6 : 0.0;
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const ns = 0.002 * this.diffusionFactor;
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const ts = adjustedTime * 0.15;
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for (let i = 0; i < this.particleCount; i++) {
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const i3 = i * 3;
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const ox = this.origin[i3] * this.scaleFactor;
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const oy = this.origin[i3 + 1] * this.scaleFactor;
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const oz = this.origin[i3 + 2] * this.scaleFactor;
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const noise = this.simplex.noise3D(ox * ns + ts, oy * ns, oz * ns + ts);
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let offX = 0, offY = 0;
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if (handCount === 1) {
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offX = handL.x * 0.15 * this.forwardFactor;
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offY = handL.y * 0.15 * this.forwardFactor;
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}
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const scale = 1 + noise * 0.3;
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this.targets[i3] = ox * scale + offX;
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this.targets[i3 + 1] = oy * scale + offY;
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this.targets[i3 + 2] = oz * scale;
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}
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} else {
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targetMix = 1.0;
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}
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this.material.uniforms.mixVal.value += (targetMix - this.material.uniforms.mixVal.value) * 0.1;
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for (let i = 0; i < this.particleCount; i++) {
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const i3 = i * 3;
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const px = this.positions[i3];
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const py = this.positions[i3 + 1];
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const pz = this.positions[i3 + 2];
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const stiff = mode === 'LOCKED' ? 0.03 : 0.05;
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this.velocities[i3] += (this.targets[i3] - px) * stiff;
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this.velocities[i3 + 1] += (this.targets[i3 + 1] - py) * stiff;
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this.velocities[i3 + 2] += (this.targets[i3 + 2] - pz) * stiff;
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if (handCount === 1) {
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const hx = handL.x;
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const hy = handL.y;
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const dx = hx - px;
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const dy = hy - py;
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const distSq = dx * dx + dy * dy;
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if (distSq < 150000) {
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const f = (150000 - distSq) / 150000;
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this.velocities[i3] += dx * f * 0.05;
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this.velocities[i3 + 1] += dy * f * 0.05;
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this.velocities[i3 + 2] += Math.sin(adjustedTime * 10 + distSq * 0.0001) * 8 * f;
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}
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} else if (handCount === 2) {
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[handL, handR].forEach(h => {
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const dx = px - h.x;
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const dy = py - h.y;
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const distSq = dx * dx + dy * dy;
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if (distSq < 80000) {
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const f = (80000 - distSq) / 80000;
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this.velocities[i3] -= dx * f * 0.3;
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this.velocities[i3 + 1] -= dy * f * 0.3;
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this.velocities[i3 + 2] += 15 * f;
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}
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});
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}
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this.velocities[i3] *= 0.90;
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this.velocities[i3 + 1] *= 0.90;
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this.velocities[i3 + 2] *= 0.90;
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this.positions[i3] += this.velocities[i3];
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this.positions[i3 + 1] += this.velocities[i3 + 1];
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this.positions[i3 + 2] += this.velocities[i3 + 2];
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}
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this.geometry.attributes.position.needsUpdate = true;
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if (this.callbacks.onUpdate) {
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this.callbacks.onUpdate(this.particleSystem);
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}
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return targetMix;
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}
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explode(force) {
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for (let i = 0; i < this.particleCount; i++) {
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this.velocities[i * 3] += (Math.random() - 0.5) * force;
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this.velocities[i * 3 + 1] += (Math.random() - 0.5) * force;
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this.velocities[i * 3 + 2] += (Math.random() - 0.5) * force;
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}
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}
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scatter() {
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// 将粒子散开到随机位置
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for (let i = 0; i < this.particleCount; i++) {
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const i3 = i * 3;
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this.targets[i3] = (Math.random() - 0.5) * 2000;
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this.targets[i3 + 1] = (Math.random() - 0.5) * 2000;
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this.targets[i3 + 2] = (Math.random() - 0.5) * 2000;
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}
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this.animationState = 'scattered';
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}
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// 聚合粒子形成土星形状
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aggregate() {
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this.initSaturnParticles();
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this.animationState = 'aggregated';
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}
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setScaleFactor(factor) {
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this.scaleFactor = Math.max(0.1, Math.min(2.0, factor));
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}
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setDiffusionFactor(factor) {
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this.diffusionFactor = Math.max(0.1, Math.min(3.0, factor));
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}
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setForwardFactor(factor) {
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this.forwardFactor = Math.max(-2.0, Math.min(2.0, factor));
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}
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setSpeedFactor(factor) {
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this.speedFactor = Math.max(0.01, Math.min(3.0, factor));
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}
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// 处理来自手势的指令
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handleGestureCommand(command, value) {
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switch(command) {
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case 'scale':
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this.setScaleFactor(value);
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break;
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case 'diffusion':
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this.setDiffusionFactor(value);
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break;
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case 'forward':
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this.setForwardFactor(value);
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break;
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case 'speed':
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this.setSpeedFactor(value);
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break;
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case 'explode':
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this.explode(value);
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break;
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case 'scatter':
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this.scatter();
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break;
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case 'aggregate':
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this.aggregate();
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break;
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}
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}
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dispose() {
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this.geometry.dispose();
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this.material.dispose();
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}
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} |