Some time ago, I accidentally entered the home page of iView and was attracted by the big wave of response. Just as the company was making a big screen, I took it down and had to praise the spirit of open source
First, the effect drawing
For details, please refer to the official interface of iViewIView – a set of high quality UI component library
Big wave effect, using the official example of Three. js, requires the installation of Three. js support
npm install --save three
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See three.js examples (threejs.org)
Second, the code
Copy and paste code to run, Po, give you a sense of security only I
// Add the container
<div id="iviewUi" />
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<script>
/ / introduce three. Js
import * as THREE from 'three'
export default {
props: {
amountX: {
type: Number.default: 50
},
amountY: {
type: Number.default: 50
},
// Control point color
color: {
type: Number.default: '#097bdb'
},
top: {
type: Number.default: 350}},data() {
return {
count: 0.// Use to track mouse horizontal position
mouseX: 0.windowHalfX: null./ / camera
camera: null./ / the scene
scene: null.// Manage particles in batches
particles: null./ / the renderer
renderer: null}},mounted() {
this.init()
this.animate()
},
methods: {
init: function() {
const SEPARATION = 100
const SCREEN_WIDTH = window.innerWidth
const SCREEN_HEIGHT = window.innerHeight
const container = document.createElement('div')
this.windowHalfX = window.innerWidth / 2
container.style.position = 'relative'
container.style.top = `The ${this.top}px`
container.style.height = `${(SCREEN_HEIGHT - this.top)}px`
document.getElementById('iviewUi').appendChild(container)
this.camera = new THREE.PerspectiveCamera(75, SCREEN_WIDTH / SCREEN_HEIGHT, 1.10000)
this.camera.position.z = 1000
this.scene = new THREE.Scene()
const numParticles = this.amountX * this.amountY
const positions = new Float32Array(numParticles * 3)
const scales = new Float32Array(numParticles)
// Initialize the particle position and size
let i = 0
let j = 0
for (let ix = 0; ix < this.amountX; ix++) {
for (let iy = 0; iy < this.amountY; iy++) {
positions[i] = ix * SEPARATION - ((this.amountX * SEPARATION) / 2)
positions[i + 1] = 0
positions[i + 2] = iy * SEPARATION - ((this.amountY * SEPARATION) / 2)
scales[j] = 1
i += 3
j++
}
}
const geometry = new THREE.BufferGeometry()
geometry.addAttribute('position'.new THREE.BufferAttribute(positions, 3))
geometry.addAttribute('scale'.new THREE.BufferAttribute(scales, 1))
// Initialize the particle material
const material = new THREE.ShaderMaterial({
uniforms: {
color: { value: new THREE.Color(this.color) }
},
vertexShader: ` attribute float scale; Void main() {vec4 mvPosition = modelViewMatrix * vec4(position, 2.0); Gl_PointSize = scale * (300.0 / -mvposition.z); gl_Position = projectionMatrix * mvPosition; } `.fragmentShader: ` uniform vec3 color; Void main() {if (length(gl_pointcoord-vec2 (0.5, 0.5)) > 0.475) discard; Gl_FragColor = vec4(color, 1.0); } `
})
this.particles = new THREE.Points(geometry, material)
this.scene.add(this.particles)
this.renderer = new THREE.WebGLRenderer({ antialias: true.alpha: true })
this.renderer.setSize(container.clientWidth, container.clientHeight)
this.renderer.setPixelRatio(window.devicePixelRatio)
this.renderer.setClearAlpha(0)
container.appendChild(this.renderer.domElement)
window.addEventListener('resize'.this.onWindowResize, { passive: false })
document.addEventListener('mousemove'.this.onDocumentMouseMove, { passive: false })
document.addEventListener('touchstart'.this.onDocumentTouchStart, { passive: false })
document.addEventListener('touchmove'.this.onDocumentTouchMove, { passive: false})},render: function() {
this.camera.position.x += (this.mouseX - this.camera.position.x) * 0.05
this.camera.position.y = 400
this.camera.lookAt(this.scene.position)
const positions = this.particles.geometry.attributes.position.array
const scales = this.particles.geometry.attributes.scale.array
// Calculate particle position and size
let i = 0
let j = 0
for (let ix = 0; ix < this.amountX; ix++) {
for (let iy = 0; iy < this.amountY; iy++) {
positions[i + 1] = (Math.sin((ix + this.count) * 0.3) * 100) + (Math.sin((iy + this.count) * 0.5) * 100)
scales[j] = (Math.sin((ix + this.count) * 0.3) + 1) * 8 + (Math.sin((iy + this.count) * 0.5) + 1) * 8
i += 3
j++
}
}
// Re-render particles
this.particles.geometry.attributes.position.needsUpdate = true
this.particles.geometry.attributes.scale.needsUpdate = true
this.renderer.render(this.scene, this.camera)
this.count += 0.1
},
animate: function() {
requestAnimationFrame(this.animate)
this.render()
},
onDocumentMouseMove: function(event) {
this.mouseX = event.clientX - this.windowHalfX
},
onDocumentTouchStart: function(event) {
if (event.touches.length === 1) {
this.mouseX = event.touches[0].pageX - this.windowHalfX
}
},
onDocumentTouchMove: function(event) {
if (event.touches.length === 1) {
event.preventDefault()
this.mouseX = event.touches[0].pageX - this.windowHalfX
}
},
onWindowResize: function() {
this.windowHalfX = window.innerWidth / 2
this.camera.aspect = window.innerWidth / window.innerHeight
this.camera.updateProjectionMatrix()
this.renderer.setSize(window.innerWidth, window.innerHeight)
}
}
}
</script>
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Third, background materials
If it is not clear, you can go to the official interface to get it, as shown below