目录
写在前面
准备开始
完整代码
运行结果
系列文章
写在后面
写在前面
本期小编给大家分享一颗热烈且浪漫的爱心,快来看看吧!
准备开始
在开始之前,我们需要先简单的了解一下这颗爱心的原理哦~
本期将用html实现这颗跳动的爱心,我们先从html开始吧!
HTML(HyperText Markup Language)是一种用于创建网页结构和内容的标记语言。它是Web开发中最基本的技术之一,用于描述和组织网页的内容。
HTML最初由Tim Berners-Lee于1991年创造,作为一种用于共享科学研究成果的标准化形式。HTML使用标记(tag)来定义文本的结构和语义,并将其呈现为具有超链接的富文本文档。通过使用标记、元素和属性,HTML可以定义文本的标题、段落、列表、表格和图像等内容。
HTML是一种使用尖括号包围的标签语言。标签通常由一个起始标签(opening tag)和一个结束标签(closing tag)组成,两个标签之间的内容表示要被标记的文本。起始标签和结束标签可以包含属性,用于进一步定义和修饰标记的行为和外观。
在HTML中,元素是由标签组成的,可以包含文本、其他元素或者二者的组合。最常见的HTML元素包括标题元素(如<h1>到<h6>)、段落元素(如<p>)、列表元素(如<ul>和<li>)和超链接元素(如<a>)。通过嵌套和组合这些元素,可以创建出复杂的网页结构。
HTML标记还可以使用属性来进一步定义和修饰元素。属性提供了关于元素的额外信息,如元素的尺寸、颜色或布局等。常见的HTML属性包括id(标识元素的唯一标识符),class(用于将元素分组或应用样式)和style(内联样式)等。
HTML是一种层次结构的语言,文档的整体结构由多个元素组成,可以组织成树状结构。通常使用<html>元素作为根元素,它包含<head>元素和<body>元素。<head>元素用于定义文档的元数据,如标题和链接,而<body>元素包含实际的内容。
HTML可以通过文本编辑器编写,并在Web浏览器中进行查看。一旦HTML文档完成,可以通过将其保存成.html文件并在浏览器中打开来实现呈现。浏览器将解析HTML代码并显示其内容,呈现为用户可见的网页。
虽然HTML本身具有一定的格式和样式,但它通常与CSS(Cascading Style Sheets)和JavaScript等技术一起使用,以实现更丰富和交互式的网页效果。CSS用于定义网页的样式和布局,而JavaScript用于添加交互性和动态效果。
总之,HTML是用于创建Web内容的基本技术之一,它定义了网页的结构和内容。通过使用标记、元素和属性,可以创建出具有超链接和富文本特性的网页。与CSS和JavaScript等技术结合使用,HTML可以实现更丰富和交互式的网页效果。
完整代码
<!DOCTYPE html>
<html lang="en"><head><meta charset="UTF-8"><title>跳动的爱心</title>
</head><body><script src='./js/three.min.js'></script><script src='./js/TrackballControls.js'></script><script src='./js/simplex-noise.js'></script><script src='./js/OBJLoader.js'></script><script src='./js/gsap.min.js'></script><script src="./js/script.js"></script><script>(function () {const _face = new THREE.Triangle();const _color = new THREE.Vector3();class MeshSurfaceSampler {constructor(mesh) {let geometry = mesh.geometry;if (!geometry.isBufferGeometry || geometry.attributes.position.itemSize !== 3) {throw new Error('THREE.MeshSurfaceSampler: Requires BufferGeometry triangle mesh.');}if (geometry.index) {console.warn('THREE.MeshSurfaceSampler: Converting geometry to non-indexed BufferGeometry.');geometry = geometry.toNonIndexed();}this.geometry = geometry;this.randomFunction = Math.random;this.positionAttribute = this.geometry.getAttribute('position');this.colorAttribute = this.geometry.getAttribute('color');this.weightAttribute = null;this.distribution = null;}setWeightAttribute(name) {this.weightAttribute = name ? this.geometry.getAttribute(name) : null;return this;}build() {const positionAttribute = this.positionAttribute;const weightAttribute = this.weightAttribute;const faceWeights = new Float32Array(positionAttribute.count / 3);for (let i = 0; i < positionAttribute.count; i += 3) {let faceWeight = 1;if (weightAttribute) {faceWeight = weightAttribute.getX(i) + weightAttribute.getX(i + 1) + weightAttribute.getX(i + 2);}_face.a.fromBufferAttribute(positionAttribute, i);_face.b.fromBufferAttribute(positionAttribute, i + 1);_face.c.fromBufferAttribute(positionAttribute, i + 2);faceWeight *= _face.getArea();faceWeights[i / 3] = faceWeight;}this.distribution = new Float32Array(positionAttribute.count / 3);let cumulativeTotal = 0;for (let i = 0; i < faceWeights.length; i++) {cumulativeTotal += faceWeights[i];this.distribution[i] = cumulativeTotal;}return this;}setRandomGenerator(randomFunction) {this.randomFunction = randomFunction;return this;}sample(targetPosition, targetNormal, targetColor) {const cumulativeTotal = this.distribution[this.distribution.length - 1];const faceIndex = this.binarySearch(this.randomFunction() * cumulativeTotal);return this.sampleFace(faceIndex, targetPosition, targetNormal, targetColor);}binarySearch(x) {const dist = this.distribution;let start = 0;let end = dist.length - 1;let index = - 1;while (start <= end) {const mid = Math.ceil((start + end) / 2);if (mid === 0 || dist[mid - 1] <= x && dist[mid] > x) {index = mid;break;} else if (x < dist[mid]) {end = mid - 1;} else {start = mid + 1;}}return index;}sampleFace(faceIndex, targetPosition, targetNormal, targetColor) {let u = this.randomFunction();let v = this.randomFunction();if (u + v > 1) {u = 1 - u;v = 1 - v;}_face.a.fromBufferAttribute(this.positionAttribute, faceIndex * 3);_face.b.fromBufferAttribute(this.positionAttribute, faceIndex * 3 + 1);_face.c.fromBufferAttribute(this.positionAttribute, faceIndex * 3 + 2);targetPosition.set(0, 0, 0).addScaledVector(_face.a, u).addScaledVector(_face.b, v).addScaledVector(_face.c, 1 - (u + v));if (targetNormal !== undefined) {_face.getNormal(targetNormal);}if (targetColor !== undefined && this.colorAttribute !== undefined) {_face.a.fromBufferAttribute(this.colorAttribute, faceIndex * 3);_face.b.fromBufferAttribute(this.colorAttribute, faceIndex * 3 + 1);_face.c.fromBufferAttribute(this.colorAttribute, faceIndex * 3 + 2);_color.set(0, 0, 0).addScaledVector(_face.a, u).addScaledVector(_face.b, v).addScaledVector(_face.c, 1 - (u + v));targetColor.r = _color.x;targetColor.g = _color.y;targetColor.b = _color.z;}return this;}}THREE.MeshSurfaceSampler = MeshSurfaceSampler;})();</script><script>(function () {const _object_pattern = /^[og]\s*(.+)?/; // mtllib file_referenceconst _material_library_pattern = /^mtllib /; // usemtl material_nameconst _material_use_pattern = /^usemtl /; // usemap map_nameconst _map_use_pattern = /^usemap /;const _vA = new THREE.Vector3();const _vB = new THREE.Vector3();const _vC = new THREE.Vector3();const _ab = new THREE.Vector3();const _cb = new THREE.Vector3();function ParserState() {const state = {objects: [],object: {},vertices: [],normals: [],colors: [],uvs: [],materials: {},materialLibraries: [],startObject: function (name, fromDeclaration) {if (this.object && this.object.fromDeclaration === false) {this.object.name = name;this.object.fromDeclaration = fromDeclaration !== false;return;}const previousMaterial = this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined;if (this.object && typeof this.object._finalize === 'function') {this.object._finalize(true);}this.object = {name: name || '',fromDeclaration: fromDeclaration !== false,geometry: {vertices: [],normals: [],colors: [],uvs: [],hasUVIndices: false},materials: [],smooth: true,startMaterial: function (name, libraries) {const previous = this._finalize(false);if (previous && (previous.inherited || previous.groupCount <= 0)) {this.materials.splice(previous.index, 1);}const material = {index: this.materials.length,name: name || '',mtllib: Array.isArray(libraries) && libraries.length > 0 ? libraries[libraries.length - 1] : '',smooth: previous !== undefined ? previous.smooth : this.smooth,groupStart: previous !== undefined ? previous.groupEnd : 0,groupEnd: - 1,groupCount: - 1,inherited: false,clone: function (index) {const cloned = {index: typeof index === 'number' ? index : this.index,name: this.name,mtllib: this.mtllib,smooth: this.smooth,groupStart: 0,groupEnd: - 1,groupCount: - 1,inherited: false};cloned.clone = this.clone.bind(cloned);return cloned;}};this.materials.push(material);return material;},currentMaterial: function () {if (this.materials.length > 0) {return this.materials[this.materials.length - 1];}return undefined;},_finalize: function (end) {const lastMultiMaterial = this.currentMaterial();if (lastMultiMaterial && lastMultiMaterial.groupEnd === - 1) {lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;lastMultiMaterial.inherited = false;}if (end && this.materials.length > 1) {for (let mi = this.materials.length - 1; mi >= 0; mi--) {if (this.materials[mi].groupCount <= 0) {this.materials.splice(mi, 1);}}}if (end && this.materials.length === 0) {this.materials.push({name: '',smooth: this.smooth});}return lastMultiMaterial;}};if (previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function') {const declared = previousMaterial.clone(0);declared.inherited = true;this.object.materials.push(declared);}this.objects.push(this.object);},finalize: function () {if (this.object && typeof this.object._finalize === 'function') {this.object._finalize(true);}},parseVertexIndex: function (value, len) {const index = parseInt(value, 10);return (index >= 0 ? index - 1 : index + len / 3) * 3;},parseNormalIndex: function (value, len) {const index = parseInt(value, 10);return (index >= 0 ? index - 1 : index + len / 3) * 3;},parseUVIndex: function (value, len) {const index = parseInt(value, 10);return (index >= 0 ? index - 1 : index + len / 2) * 2;},addVertex: function (a, b, c) {const src = this.vertices;const dst = this.object.geometry.vertices;dst.push(src[a + 0], src[a + 1], src[a + 2]);dst.push(src[b + 0], src[b + 1], src[b + 2]);dst.push(src[c + 0], src[c + 1], src[c + 2]);},addVertexPoint: function (a) {const src = this.vertices;const dst = this.object.geometry.vertices;dst.push(src[a + 0], src[a + 1], src[a + 2]);},addVertexLine: function (a) {const src = this.vertices;const dst = this.object.geometry.vertices;dst.push(src[a + 0], src[a + 1], src[a + 2]);},addNormal: function (a, b, c) {const src = this.normals;const dst = this.object.geometry.normals;dst.push(src[a + 0], src[a + 1], src[a + 2]);dst.push(src[b + 0], src[b + 1], src[b + 2]);dst.push(src[c + 0], src[c + 1], src[c + 2]);},addFaceNormal: function (a, b, c) {const src = this.vertices;const dst = this.object.geometry.normals;_vA.fromArray(src, a);_vB.fromArray(src, b);_vC.fromArray(src, c);_cb.subVectors(_vC, _vB);_ab.subVectors(_vA, _vB);_cb.cross(_ab);_cb.normalize();dst.push(_cb.x, _cb.y, _cb.z);dst.push(_cb.x, _cb.y, _cb.z);dst.push(_cb.x, _cb.y, _cb.z);},addColor: function (a, b, c) {const src = this.colors;const dst = this.object.geometry.colors;if (src[a] !== undefined) dst.push(src[a + 0], src[a + 1], src[a + 2]);if (src[b] !== undefined) dst.push(src[b + 0], src[b + 1], src[b + 2]);if (src[c] !== undefined) dst.push(src[c + 0], src[c + 1], src[c + 2]);},addUV: function (a, b, c) {const src = this.uvs;const dst = this.object.geometry.uvs;dst.push(src[a + 0], src[a + 1]);dst.push(src[b + 0], src[b + 1]);dst.push(src[c + 0], src[c + 1]);},addDefaultUV: function () {const dst = this.object.geometry.uvs;dst.push(0, 0);dst.push(0, 0);dst.push(0, 0);},addUVLine: function (a) {const src = this.uvs;const dst = this.object.geometry.uvs;dst.push(src[a + 0], src[a + 1]);},addFace: function (a, b, c, ua, ub, uc, na, nb, nc) {const vLen = this.vertices.length;let ia = this.parseVertexIndex(a, vLen);let ib = this.parseVertexIndex(b, vLen);let ic = this.parseVertexIndex(c, vLen);this.addVertex(ia, ib, ic);this.addColor(ia, ib, ic);if (na !== undefined && na !== '') {const nLen = this.normals.length;ia = this.parseNormalIndex(na, nLen);ib = this.parseNormalIndex(nb, nLen);ic = this.parseNormalIndex(nc, nLen);this.addNormal(ia, ib, ic);} else {this.addFaceNormal(ia, ib, ic);}if (ua !== undefined && ua !== '') {const uvLen = this.uvs.length;ia = this.parseUVIndex(ua, uvLen);ib = this.parseUVIndex(ub, uvLen);ic = this.parseUVIndex(uc, uvLen);this.addUV(ia, ib, ic);this.object.geometry.hasUVIndices = true;} else {this.addDefaultUV();}},addPointGeometry: function (vertices) {this.object.geometry.type = 'Points';const vLen = this.vertices.length;for (let vi = 0, l = vertices.length; vi < l; vi++) {const index = this.parseVertexIndex(vertices[vi], vLen);this.addVertexPoint(index);this.addColor(index);}},addLineGeometry: function (vertices, uvs) {this.object.geometry.type = 'Line';const vLen = this.vertices.length;const uvLen = this.uvs.length;for (let vi = 0, l = vertices.length; vi < l; vi++) {this.addVertexLine(this.parseVertexIndex(vertices[vi], vLen));}for (let uvi = 0, l = uvs.length; uvi < l; uvi++) {this.addUVLine(this.parseUVIndex(uvs[uvi], uvLen));}}};state.startObject('', false);return state;}class OBJLoader extends THREE.Loader {constructor(manager) {super(manager);this.materials = null;}load(url, onLoad, onProgress, onError) {const scope = this;const loader = new THREE.FileLoader(this.manager);loader.setPath(this.path);loader.setRequestHeader(this.requestHeader);loader.setWithCredentials(this.withCredentials);loader.load(url, function (text) {try {onLoad(scope.parse(text));} catch (e) {if (onError) {onError(e);} else {console.error(e);}scope.manager.itemError(url);}}, onProgress, onError);}setMaterials(materials) {this.materials = materials;return this;}parse(text) {const state = new ParserState();if (text.indexOf('\r\n') !== - 1) {text = text.replace(/\r\n/g, '\n');}if (text.indexOf('\\\n') !== - 1) {text = text.replace(/\\\n/g, '');}const lines = text.split('\n');let line = '',lineFirstChar = '';let lineLength = 0;let result = [];const trimLeft = typeof ''.trimLeft === 'function';for (let i = 0, l = lines.length; i < l; i++) {line = lines[i];line = trimLeft ? line.trimLeft() : line.trim();lineLength = line.length;if (lineLength === 0) continue;lineFirstChar = line.charAt(0);if (lineFirstChar === '#') continue;if (lineFirstChar === 'v') {const data = line.split(/\s+/);switch (data[0]) {case 'v':state.vertices.push(parseFloat(data[1]), parseFloat(data[2]), parseFloat(data[3]));if (data.length >= 7) {state.colors.push(parseFloat(data[4]), parseFloat(data[5]), parseFloat(data[6]));} else {state.colors.push(undefined, undefined, undefined);}break;case 'vn':state.normals.push(parseFloat(data[1]), parseFloat(data[2]), parseFloat(data[3]));break;case 'vt':state.uvs.push(parseFloat(data[1]), parseFloat(data[2]));break;}} else if (lineFirstChar === 'f') {const lineData = line.substr(1).trim();const vertexData = lineData.split(/\s+/);const faceVertices = [];for (let j = 0, jl = vertexData.length; j < jl; j++) {const vertex = vertexData[j];if (vertex.length > 0) {const vertexParts = vertex.split('/');faceVertices.push(vertexParts);}}const v1 = faceVertices[0];for (let j = 1, jl = faceVertices.length - 1; j < jl; j++) {const v2 = faceVertices[j];const v3 = faceVertices[j + 1];state.addFace(v1[0], v2[0], v3[0], v1[1], v2[1], v3[1], v1[2], v2[2], v3[2]);}} else if (lineFirstChar === 'l') {const lineParts = line.substring(1).trim().split(' ');let lineVertices = [];const lineUVs = [];if (line.indexOf('/') === - 1) {lineVertices = lineParts;} else {for (let li = 0, llen = lineParts.length; li < llen; li++) {const parts = lineParts[li].split('/');if (parts[0] !== '') lineVertices.push(parts[0]);if (parts[1] !== '') lineUVs.push(parts[1]);}}state.addLineGeometry(lineVertices, lineUVs);} else if (lineFirstChar === 'p') {const lineData = line.substr(1).trim();const pointData = lineData.split(' ');state.addPointGeometry(pointData);} else if ((result = _object_pattern.exec(line)) !== null) {const name = (' ' + result[0].substr(1).trim()).substr(1);state.startObject(name);} else if (_material_use_pattern.test(line)) {state.object.startMaterial(line.substring(7).trim(), state.materialLibraries);} else if (_material_library_pattern.test(line)) {state.materialLibraries.push(line.substring(7).trim());} else if (_map_use_pattern.test(line)) {console.warn('THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.');} else if (lineFirstChar === 's') {result = line.split(' ');if (result.length > 1) {const value = result[1].trim().toLowerCase();state.object.smooth = value !== '0' && value !== 'off';} else {state.object.smooth = true;}const material = state.object.currentMaterial();if (material) material.smooth = state.object.smooth;} else {if (line === '\0') continue;console.warn('THREE.OBJLoader: Unexpected line: "' + line + '"');}}state.finalize();const container = new THREE.Group();container.materialLibraries = [].concat(state.materialLibraries);const hasPrimitives = !(state.objects.length === 1 && state.objects[0].geometry.vertices.length === 0);if (hasPrimitives === true) {for (let i = 0, l = state.objects.length; i < l; i++) {const object = state.objects[i];const geometry = object.geometry;const materials = object.materials;const isLine = geometry.type === 'Line';const isPoints = geometry.type === 'Points';let hasVertexColors = false;if (geometry.vertices.length === 0) continue;const buffergeometry = new THREE.BufferGeometry();buffergeometry.setAttribute('position', new THREE.Float32BufferAttribute(geometry.vertices, 3));if (geometry.normals.length > 0) {buffergeometry.setAttribute('normal', new THREE.Float32BufferAttribute(geometry.normals, 3));}if (geometry.colors.length > 0) {hasVertexColors = true;buffergeometry.setAttribute('color', new THREE.Float32BufferAttribute(geometry.colors, 3));}if (geometry.hasUVIndices === true) {buffergeometry.setAttribute('uv', new THREE.Float32BufferAttribute(geometry.uvs, 2));}const createdMaterials = [];for (let mi = 0, miLen = materials.length; mi < miLen; mi++) {const sourceMaterial = materials[mi];const materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;let material = state.materials[materialHash];if (this.materials !== null) {material = this.materials.create(sourceMaterial.name);if (isLine && material && !(material instanceof THREE.LineBasicMaterial)) {const materialLine = new THREE.LineBasicMaterial();THREE.Material.prototype.copy.call(materialLine, material);materialLine.color.copy(material.color);material = materialLine;} else if (isPoints && material && !(material instanceof THREE.PointsMaterial)) {const materialPoints = new THREE.PointsMaterial({size: 10,sizeAttenuation: false});THREE.Material.prototype.copy.call(materialPoints, material);materialPoints.color.copy(material.color);materialPoints.map = material.map;material = materialPoints;}}if (material === undefined) {if (isLine) {material = new THREE.LineBasicMaterial();} else if (isPoints) {material = new THREE.PointsMaterial({size: 1,sizeAttenuation: false});} else {material = new THREE.MeshPhongMaterial();}material.name = sourceMaterial.name;material.flatShading = sourceMaterial.smooth ? false : true;material.vertexColors = hasVertexColors;state.materials[materialHash] = material;}createdMaterials.push(material);}let mesh;if (createdMaterials.length > 1) {for (let mi = 0, miLen = materials.length; mi < miLen; mi++) {const sourceMaterial = materials[mi];buffergeometry.addGroup(sourceMaterial.groupStart, sourceMaterial.groupCount, mi);}if (isLine) {mesh = new THREE.LineSegments(buffergeometry, createdMaterials);} else if (isPoints) {mesh = new THREE.Points(buffergeometry, createdMaterials);} else {mesh = new THREE.Mesh(buffergeometry, createdMaterials);}} else {if (isLine) {mesh = new THREE.LineSegments(buffergeometry, createdMaterials[0]);} else if (isPoints) {mesh = new THREE.Points(buffergeometry, createdMaterials[0]);} else {mesh = new THREE.Mesh(buffergeometry, createdMaterials[0]);}}mesh.name = object.name;container.add(mesh);}} else {if (state.vertices.length > 0) {const material = new THREE.PointsMaterial({size: 1,sizeAttenuation: false});const buffergeometry = new THREE.BufferGeometry();buffergeometry.setAttribute('position', new THREE.Float32BufferAttribute(state.vertices, 3));if (state.colors.length > 0 && state.colors[0] !== undefined) {buffergeometry.setAttribute('color', new THREE.Float32BufferAttribute(state.colors, 3));material.vertexColors = true;}const points = new THREE.Points(buffergeometry, material);container.add(points);}}return container;}}THREE.OBJLoader = OBJLoader;})();</script></body></html>
运行结果
系列文章
序号 | 目录 | 直达链接 |
1 | HTML实现3D相册 | https://want595.blog.csdn.net/article/details/138652869 |
2 | HTML元素周期表 | https://want595.blog.csdn.net/article/details/138653653 |
3 | HTML黑客帝国字母雨 | https://want595.blog.csdn.net/article/details/138654054 |
4 | HTML五彩缤纷的爱心 | https://want595.blog.csdn.net/article/details/138654581 |
5 | HTML飘落的花瓣 | https://want595.blog.csdn.net/article/details/138785324 |
6 | HTML哆啦A梦 | https://want595.blog.csdn.net/article/details/138834877 |
7 | HTML爱情树 | https://want595.blog.csdn.net/article/details/139009594 |
8 | HTML新春烟花盛宴 | https://want595.blog.csdn.net/article/details/139102775 |
9 | HTML想见你 | https://want595.blog.csdn.net/article/details/139135677 |
10 | HTML蓝色爱心 | https://want595.blog.csdn.net/article/details/139136334 |
11 | HTML跳动的爱心 | https://want595.blog.csdn.net/article/details/139137326 |
12 | HTML橙色爱心 | https://want595.blog.csdn.net/article/details/139139511 |
13 | HTML大雪纷飞 | https://want595.blog.csdn.net/article/details/139136829 |
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15 | ||
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写在后面
我是一只有趣的兔子,感谢你的喜欢!