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<!DOCTYPE html>
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<html lang="zh">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>01 - Hello Particles | 最简单的粒子</title>
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<style>
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* { margin: 0; padding: 0; box-sizing: border-box; }
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body {
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background: #0a0a0a;
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overflow: hidden;
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font-family: 'Space Mono', monospace;
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}
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#canvas-container {
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width: 100vw;
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height: 100vh;
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}
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.info {
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position: fixed;
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top: 20px;
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left: 20px;
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color: #00ff88;
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font-size: 14px;
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pointer-events: none;
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text-shadow: 0 0 10px #00ff88;
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}
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.info h1 { font-size: 18px; margin-bottom: 8px; }
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.info p { opacity: 0.8; font-size: 12px; }
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</style>
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</head>
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<body>
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<div id="canvas-container"></div>
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<div class="info">
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<h1>01 - Hello Particles</h1>
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<p>最简单的静态粒子云</p>
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<p>粒子数: <span id="count">0</span></p>
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</div>
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<!-- Three.js CDN -->
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script>
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// 场景设置
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const scene = new THREE.Scene();
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scene.fog = new THREE.FogExp2(0x0a0a0a, 0.02);
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const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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camera.position.z = 50;
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const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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document.getElementById('canvas-container').appendChild(renderer.domElement);
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// 粒子参数
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const PARTICLE_COUNT = 500;
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const geometry = new THREE.BufferGeometry();
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const positions = new Float32Array(PARTICLE_COUNT * 3);
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const colors = new Float32Array(PARTICLE_COUNT * 3);
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// 生成随机粒子位置和颜色
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for (let i = 0; i < PARTICLE_COUNT; i++) {
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// 位置: 在球体内随机分布
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const theta = Math.random() * Math.PI * 2;
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const phi = Math.acos(2 * Math.random() - 1);
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const r = Math.cbrt(Math.random()) * 30; // 立方根让分布更均匀
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positions[i * 3] = r * Math.sin(phi) * Math.cos(theta);
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positions[i * 3 + 1] = r * Math.sin(phi) * Math.sin(theta);
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positions[i * 3 + 2] = r * Math.cos(phi);
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// 颜色: 青绿色渐变
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const hue = 0.4 + Math.random() * 0.2; // 青绿色区间
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const color = new THREE.Color().setHSL(hue, 0.8, 0.6);
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colors[i * 3] = color.r;
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colors[i * 3 + 1] = color.g;
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colors[i * 3 + 2] = color.b;
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}
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geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
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// 粒子材质
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const material = new THREE.PointsMaterial({
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size: 0.5,
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vertexColors: true,
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transparent: true,
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opacity: 0.8,
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sizeAttenuation: true
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});
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const particles = new THREE.Points(geometry, material);
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scene.add(particles);
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// 更新计数显示
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document.getElementById('count').textContent = PARTICLE_COUNT;
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// 动画循环
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let time = 0;
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function animate() {
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requestAnimationFrame(animate);
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time += 0.001;
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// 整体缓慢旋转
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particles.rotation.y = time * 0.5;
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particles.rotation.x = Math.sin(time * 0.3) * 0.2;
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renderer.render(scene, camera);
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}
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animate();
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// 响应窗口调整
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window.addEventListener('resize', () => {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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});
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</script>
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</body>
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</html>
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