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一条自由游动的鲸鱼

先看效果:
在这里插入图片描述
再看代码:

<!DOCTYPE html>
<html lang="en">
<head><meta charset="UTF-8"><title>鲸鱼</title><style>#canvas-container {width: 100%;height: 100vh;overflow: hidden;}</style>
</head>
<body>
<div id="canvas-container"></div>
<script async src="https://ga.jspm.io/npm:es-module-shims@1.6.3/dist/es-module-shims.js" crossorigin="anonymous"></script>
<script type="importmap">{"imports": {"three": "https://unpkg.com/three@0.154.0/build/three.module.js","three/addons/": "https://unpkg.com/three@0.154.0/examples/jsm/"}}
</script>
<script async src="https://ga.jspm.io/npm:es-module-shims@1.6.3/dist/es-module-shims.js" crossorigin="anonymous"></script>
<script type="importmap">{"imports": {"three": "https://unpkg.com/three@0.154.0/build/three.module.js","three/addons/": "https://unpkg.com/three@0.154.0/examples/jsm/"}}
</script>
</body>
<script type="module">import * as THREE from "three";import { OrbitControls } from "three/addons/controls/OrbitControls.js";import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";import { RenderPass } from "three/addons/postprocessing/RenderPass.js";import { OutputPass } from "three/addons/postprocessing/OutputPass.js";let composer, scene, camera, renderer, group;const params = {threshold: 0,strength: 0.1,radius: 0,exposure: 1};let allGeometry = [];function init() {scene = new THREE.Scene();scene.background = new THREE.Color(0x000000);camera = new THREE.PerspectiveCamera(75,window.innerWidth / window.innerHeight,0.1,1000);renderer = new THREE.WebGLRenderer({ alpha: true });const controls = new OrbitControls(camera, renderer.domElement);renderer.setSize(window.innerWidth, window.innerHeight);document.getElementById("canvas-container").appendChild(renderer.domElement);const sprite = new THREE.TextureLoader().load("https://assets.codepen.io/10590426/disc.png");sprite.colorSpace = THREE.SRGBColorSpace;const renderScene = new RenderPass(scene, camera);const bloomPass = new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight),1.5,0.4,0.85);bloomPass.threshold = params.threshold;bloomPass.strength = params.strength;bloomPass.radius = params.radius;const outputPass = new OutputPass(THREE.ReinhardToneMapping);group = new THREE.Group();composer = new EffectComposer(renderer);composer.addPass(renderScene);composer.addPass(bloomPass);composer.addPass(outputPass);// load the modelconst loader = new GLTFLoader();loader.load("https://assets.codepen.io/10590426/Whale+Poly.glb",function (gltf) {gltf.scene.traverse(function (child) {const geometry = child.geometry;const material = new THREE.PointsMaterial({// color: 0x0378ff,size: 0.6,alphaTest: 0.5,transparent: true,blending: THREE.AdditiveBlending,map: sprite,vertexColors: true});const whale = new THREE.Points(geometry, material);const wireframe = new THREE.WireframeGeometry(geometry);const line = new THREE.LineSegments(wireframe);line.material.depthTest = false;line.material.opacity = 0.006;line.material.transparent = true;group.add(line);group.add(whale);scene.add(group);allGeometry.push(line);allGeometry.push(whale);});});camera.position.y = -25;camera.position.z = 12;camera.position.x = 10;controls.update();}let elapsed = 0;const clamp = (num, min, max) => Math.min(Math.max(num, min), max);function animate() {requestAnimationFrame(animate);scene.rotation.z += 0.004;renderer.render(scene, camera);elapsed += 0.02;for (const particles of allGeometry) {const positions = particles?.geometry?.attributes?.position?.array;let colors = [];if (positions) {for (let i = 0; i < positions.length; i += 3) {let waveY =0.03 *Math.cos(0.1 * (positions[i] / 2) + positions[i + 2] / 12 + elapsed);positions[i + 1] = positions[i + 1] + waveY;// 基于y位置创建颜色let color = new THREE.Color(0x0378ff);color.setHSL(0.65 * clamp(Math.sin(0.1 * positions[i + 2] + elapsed), 0.6, 1),1,0.4);colors.push(color.r, color.g, color.b);}particles.geometry.setAttribute("color",new THREE.Float32BufferAttribute(colors, 3));particles.geometry.attributes.position.needsUpdate = true;particles.geometry.attributes.color.needsUpdate = true;}}composer.render();}init();animate();</script>
</html>
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