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index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<style>
body {
margin: 0;
padding: 0;
}
#map {
position: absolute;
width: 100%;
height: 100%;
}
</style>
<script src='https://cdnjs.cloudflare.com/ajax/libs/gsap/1.18.0/TweenMax.min.js'></script>
</head>
<body>
<div id="map"></div>
<script type="module">
import * as THREE from './js/three.module.js';
import { OrbitControls } from './js/OrbitControls.js';
import { TessellateModifier } from './js/TessellateModifier.js';
let scene = new THREE.Scene()
scene.background = new THREE.Color(0x000000);
scene.fog = new THREE.Fog(0x000000, 250, 1400);
let materialgeo, shadermaterial, textMesh1;
let animationDuration = 1.3425721307704763
let dom = document.getElementById('map')
let camera = new THREE.PerspectiveCamera(45, dom.clientWidth / dom.clientHeight, 0.1, 10000)
camera.position.set(0, 100, 500)
let renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(dom.clientWidth, dom.clientHeight);
dom.appendChild(renderer.domElement);
const controls = new OrbitControls(camera, renderer.domElement);
const dirLight = new THREE.DirectionalLight(0xffffff, 0.125);
dirLight.position.set(0, 0, 1).normalize();
scene.add(dirLight);
const pointLight = new THREE.PointLight(0xffffff, 1.5);
pointLight.position.set(0, 100, 90);
scene.add(pointLight);
var utils = {
extend: function (dst, src) {
for (var key in src) {
dst[key] = src[key];
}
return dst;
},
randSign: function () {
return Math.random() > 0.5 ? 1 : -1;
},
ease: function (ease, t, b, c, d) {
return b + ease.getRatio(t / d) * c;
},
// mapEase:function(ease, v, x1, y1, x2, y2) {
// var t = v;
// var b = x2;
// var c = y2 - x2;
// var d = y1 - x1;
//
// return utils.ease(ease, t, b, c, d);
// },
fibSpherePoint: (function () {
var v = {
x: 0,
y: 0,
z: 0
};
var G = Math.PI * (3 - Math.sqrt(5));
return function (i, n, radius) {
var step = 2.0 / n;
var r, phi;
v.y = i * step - 1 + (step * 0.5);
r = Math.sqrt(1 - v.y * v.y);
phi = i * G;
v.x = Math.cos(phi) * r;
v.z = Math.sin(phi) * r;
radius = radius || 1;
v.x *= radius;
v.y *= radius;
v.z *= radius;
return v;
}
})()
};
const loader = new THREE.FontLoader();
loader.load('fonts/AaBHZFS_Regular.json', function (response) {
let font = response;
let textGeo = new THREE.TextGeometry('武清开发区产业服务平台', {
font: font,
size: 40,
height: 5,
curveSegments: 12,
bevelThickness: 2,
bevelSize: 1,
bevelEnabled: true
});
textGeo.center();
const tessellateModifier = new TessellateModifier(8, 6);
textGeo = tessellateModifier.modify(textGeo);
textGeo.computeBoundingBox();
let position = textGeo.attributes.position;
var axis = new THREE.Vector3();
var angle;
let aAnimation = []
let aEndPosition = []
let aAxisAngle = []
let count = position.count / 3
var maxLength = textGeo.boundingBox.max.length();
var lengthFactor = 0.001;
var minDuration = 1.0;
var maxDuration = 1.0;
for (let i = 0, i2 = 0, i3 = 0, i4 = 0; i < count; i++, i2 += 6, i3 += 9, i4 += 12) {
let x = (position.array[i] + position.array[i + 3] + position.array[i + 6]) / 3
let y = (position.array[i + 1] + position.array[i + 4] + position.array[i + 7]) / 3
let z = (position.array[i + 2] + position.array[i + 5] + position.array[i + 8]) / 3
let centroid = new THREE.Vector3(x, y, z)
let centroidN = new THREE.Vector3().copy(centroid).normalize()
var delay = (maxLength - centroid.length()) * lengthFactor;
var duration = THREE.MathUtils.randFloat(minDuration, maxDuration);
for (let v = 0; v < 6; v += 2) {
aAnimation[i2 + v] = delay + 0.05 * Math.random()
aAnimation[i2 + v + 1] = duration
}
var point = utils.fibSpherePoint(i, count, 200);
for (let v = 0; v < 9; v += 3) {
aEndPosition[i3 + v] = point.x;
aEndPosition[i3 + v + 1] = point.y;
aEndPosition[i3 + v + 2] = point.z;
}
axis.x = centroidN.x;
axis.y = -centroidN.y;
axis.z = -centroidN.z;
axis.normalize();
angle = Math.PI * THREE.MathUtils.randFloat(0.5, 2.0);
for (let v = 0; v < 12; v += 4) {
aAxisAngle[i4 + v] = axis.x;
aAxisAngle[i4 + v + 1] = axis.y;
aAxisAngle[i4 + v + 2] = axis.z;
aAxisAngle[i4 + v + 3] = angle;
}
}
textGeo.setAttribute('aAnimation', new THREE.BufferAttribute(new Float32Array(aAnimation), 2));
textGeo.setAttribute('aEndPosition', new THREE.BufferAttribute(new Float32Array(aEndPosition), 3));
textGeo.setAttribute('aAxisAngle', new THREE.BufferAttribute(new Float32Array(aAxisAngle), 4));
materialgeo = addmaterial()
let shadermaterial = new THREE.ShaderMaterial({
uniforms: {
uTime: { type: 'f', value: 0 }
},
vertexShader: [
'uniform float uTime;',
'attribute vec2 aAnimation;',
'attribute vec3 aEndPosition;',
'attribute vec4 aAxisAngle;',
'vec3 cubicBezier(vec3 p0, vec3 c0, vec3 c1, vec3 p1, float t)\n{\n vec3 tp;\n float tn = 1.0 - t;\n\n tp.xyz = tn * tn * tn * p0.xyz + 3.0 * tn * tn * t * c0.xyz + 3.0 * tn * t * t * c1.xyz + t * t * t * p1.xyz;\n\n return tp;\n}',
'float ease(float t, float b, float c, float d) {\n return c*((t=t/d - 1.0)*t*t + 1.0) + b;\n}',
'vec3 rotateVector(vec4 q, vec3 v)\n{\n return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);\n}\n\nvec4 quatFromAxisAngle(vec3 axis, float angle)\n{\n float halfAngle = angle * 0.5;\n return vec4(axis.xyz * sin(halfAngle), cos(halfAngle));\n}',
'void main() {',
'float tDelay = aAnimation.x;',
'float tDuration = aAnimation.y;',
'float tTime = clamp(uTime - tDelay, 0.0, tDuration);',
'float tProgress = ease(tTime, 0.0, 1.0, tDuration);',
'vec3 transformed = vec3( position );',
'transformed = mix(transformed, aEndPosition, tProgress);',
'float angle = aAxisAngle.w * tProgress;',
'vec4 tQuat = quatFromAxisAngle(aAxisAngle.xyz, angle);',
'transformed = rotateVector(tQuat, transformed);',
'gl_Position = projectionMatrix * modelViewMatrix * vec4( transformed, 1.0 );',
'}'
].join("\n"),
fragmentShader: [
'void main() {',
'gl_FragColor = vec4( 1.0, 1.0, 0.0, 1.0 );',
'}'
].join("\n")
})
textMesh1 = new THREE.Mesh(textGeo, materialgeo);
textMesh1.animationProgress = 0
var tl = new TimelineMax({
repeat: -1,
repeatDelay: 0.5,
yoyo: true
});
tl.fromTo(textMesh1, 4,
{ animationProgress: 0.0 },
{ animationProgress: 0.5, ease: Power1.easeInOut },
0
);
tl.fromTo(textMesh1.rotation, 4, { y: 0 }, { y: Math.PI * 2, ease: Power1.easeInOut }, 0);
scene.add(textMesh1)
});
render()
function render() {
renderer.render(scene, camera)
if (materialgeo) {
materialgeo.uniforms['uTime'].value = animationDuration * textMesh1.animationProgress
}
requestAnimationFrame(render)
}
function addmaterial() {
var phongShader = THREE.ShaderLib['phong'];
var uniforms = THREE.UniformsUtils.merge([phongShader.uniforms, {
uTime: { type: 'f', value: 0 }
}]);
uniforms.diffuse.value.set(0x444444);
uniforms.specular.value.set('#ff5b00')
var vertexShader = [
'#define PHONG',
'varying vec3 vViewPosition;',
'#ifndef FLAT_SHADED',
'varying vec3 vNormal;',
'#endif',
THREE.ShaderChunk["common"],
THREE.ShaderChunk["uv_pars_vertex"],
THREE.ShaderChunk["uv2_pars_vertex"],
THREE.ShaderChunk["displacementmap_pars_vertex"],
THREE.ShaderChunk["envmap_pars_vertex"],
THREE.ShaderChunk["lights_phong_pars_vertex"],
THREE.ShaderChunk["color_pars_vertex"],
THREE.ShaderChunk["morphtarget_pars_vertex"],
THREE.ShaderChunk["skinning_pars_vertex"],
THREE.ShaderChunk["shadowmap_pars_vertex"],
THREE.ShaderChunk["logdepthbuf_pars_vertex"],
'vec3 cubicBezier(vec3 p0, vec3 c0, vec3 c1, vec3 p1, float t)\n{\n vec3 tp;\n float tn = 1.0 - t;\n\n tp.xyz = tn * tn * tn * p0.xyz + 3.0 * tn * tn * t * c0.xyz + 3.0 * tn * t * t * c1.xyz + t * t * t * p1.xyz;\n\n return tp;\n}',
'float ease(float t, float b, float c, float d) {\n return c*((t=t/d - 1.0)*t*t + 1.0) + b;\n}',
'vec3 rotateVector(vec4 q, vec3 v)\n{\n return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);\n}\n\nvec4 quatFromAxisAngle(vec3 axis, float angle)\n{\n float halfAngle = angle * 0.5;\n return vec4(axis.xyz * sin(halfAngle), cos(halfAngle));\n}',
'uniform float uTime;',
'uniform vec3 uAxis;',
'uniform float uAngle;',
'attribute vec2 aAnimation;',
'attribute vec3 aEndPosition;',
'attribute vec4 aAxisAngle;',
'void main() {',
'float tDelay = aAnimation.x;',
'float tDuration = aAnimation.y;',
'float tTime = clamp(uTime - tDelay, 0.0, tDuration);',
'float tProgress = ease(tTime, 0.0, 1.0, tDuration);',
THREE.ShaderChunk["uv_vertex"],
THREE.ShaderChunk["uv2_vertex"],
THREE.ShaderChunk["color_vertex"],
THREE.ShaderChunk["beginnormal_vertex"],
THREE.ShaderChunk["morphnormal_vertex"],
THREE.ShaderChunk["skinbase_vertex"],
THREE.ShaderChunk["skinnormal_vertex"],
THREE.ShaderChunk["defaultnormal_vertex"],
'#ifndef FLAT_SHADED',
'vNormal = normalize( transformedNormal );',
'#endif',
THREE.ShaderChunk["begin_vertex"],
'transformed = mix(transformed, aEndPosition, tProgress);',
'float angle = aAxisAngle.w * tProgress;',
'vec4 tQuat = quatFromAxisAngle(aAxisAngle.xyz, angle);',
'transformed = rotateVector(tQuat, transformed);',
THREE.ShaderChunk["displacementmap_vertex"],
THREE.ShaderChunk["morphtarget_vertex"],
THREE.ShaderChunk["skinning_vertex"],
THREE.ShaderChunk["project_vertex"],
THREE.ShaderChunk["logdepthbuf_vertex"],
'vViewPosition = - mvPosition.xyz;',
THREE.ShaderChunk["worldpos_vertex"],
THREE.ShaderChunk["envmap_vertex"],
THREE.ShaderChunk["lights_phong_vertex"],
THREE.ShaderChunk["shadowmap_vertex"],
"}"
].join("\n")
let material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vertexShader,
fragmentShader: phongShader.fragmentShader
})
material.lights = true;
return material
}
</script>
</body>
</html>