228 lines
9.8 KiB
HTML
228 lines
9.8 KiB
HTML
<!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>13 - NEURAL | 神经网络</title>
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<style>
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* { margin: 0; padding: 0; box-sizing: border-box; }
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body { background: #000; overflow: hidden; font-family: 'Space Mono', monospace; }
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#canvas-container { width: 100vw; height: 100vh; }
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.info {
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position: fixed; top: 20px; left: 20px; color: #a855f7;
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font-size: 14px; pointer-events: none; z-index: 100;
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text-shadow: 0 0 10px rgba(168,85,247,0.8);
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}
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.info h1 { font-size: 20px; margin-bottom: 8px; }
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.info p { opacity: 0.8; font-size: 12px; margin: 4px 0; }
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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>13 - NEURAL</h1>
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<p>神经网络 - 脉冲传播可视化</p>
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<p>粒子数: <span id="count">0</span></p>
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<p>FPS: <span id="fps">0</span></p>
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</div>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/controls/OrbitControls.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/EffectComposer.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/RenderPass.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/ShaderPass.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/shaders/CopyShader.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/UnrealBloomPass.js"></script>
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<script>
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const COUNT = 6000; // 节点: 800, 连接脉冲: 5200
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const NODE_COUNT = 800;
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const LAYERS = 5;
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const NODES_PER_LAYER = NODE_COUNT / LAYERS;
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const scene = new THREE.Scene();
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scene.fog = new THREE.FogExp2(0x000000, 0.006);
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const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 2000);
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camera.position.set(60, 20, 60);
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const renderer = new THREE.WebGLRenderer({ antialias: true, powerPreference: "high-performance" });
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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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const controls = new THREE.OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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controls.autoRotate = true;
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controls.autoRotateSpeed = 0.2;
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const renderScene = new THREE.RenderPass(scene, camera);
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const bloomPass = new THREE.UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 1.5, 0.4, 0);
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bloomPass.strength = 1.8; bloomPass.radius = 0.5; bloomPass.threshold = 0;
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const composer = new THREE.EffectComposer(renderer);
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composer.addPass(renderScene);
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composer.addPass(bloomPass);
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const dummy = new THREE.Object3D();
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const color = new THREE.Color();
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const geometry = new THREE.SphereGeometry(0.3, 8, 8);
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const material = new THREE.MeshBasicMaterial({ color: 0xffffff });
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const instancedMesh = new THREE.InstancedMesh(geometry, material, COUNT);
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instancedMesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
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scene.add(instancedMesh);
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// 神经网络结构
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const nodes = [];
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const connections = [];
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const pulses = []; // 电脉冲
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// 创建分层节点
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for (let l = 0; l < LAYERS; l++) {
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const layerX = (l - LAYERS/2) * 25;
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for (let n = 0; n < NODES_PER_LAYER; n++) {
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const angle = (n / NODES_PER_LAYER) * Math.PI * 2;
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const radius = 12 + Math.sin(n * 0.5) * 3;
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nodes.push({
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x: layerX + (Math.random() - 0.5) * 3,
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y: Math.sin(angle) * radius + (Math.random() - 0.5) * 2,
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z: Math.cos(angle) * radius + (Math.random() - 0.5) * 2,
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layer: l,
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index: n,
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activation: 0,
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pulseTimer: Math.random() * 100
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});
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}
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}
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// 创建连接(仅相邻层)
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for (let l = 0; l < LAYERS - 1; l++) {
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for (let n1 = 0; n1 < NODES_PER_LAYER; n1++) {
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const startNode = nodes[l * NODES_PER_LAYER + n1];
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// 每个节点连接到下一层的一些节点
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const connectionsCount = 3 + Math.floor(Math.random() * 4);
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for (let c = 0; c < connectionsCount; c++) {
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const targetN = Math.floor(Math.random() * NODES_PER_LAYER);
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const endNode = nodes[(l + 1) * NODES_PER_LAYER + targetN];
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connections.push({
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start: startNode,
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end: endNode,
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weight: Math.random()
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});
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}
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}
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}
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// 初始化脉冲
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for (let i = 0; i < COUNT - NODE_COUNT; i++) {
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pulses.push({
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connection: connections[Math.floor(Math.random() * connections.length)],
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progress: Math.random(),
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speed: 0.005 + Math.random() * 0.01,
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active: false
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});
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}
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document.getElementById('count').textContent = COUNT;
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let lastTime = performance.now(), frameCount = 0;
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const fpsEl = document.getElementById('fps');
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const clock = new THREE.Clock();
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function animate() {
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requestAnimationFrame(animate);
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const now = performance.now();
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frameCount++;
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if (now - lastTime >= 1000) { fpsEl.textContent = frameCount; frameCount = 0; lastTime = now; }
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const time = clock.getElapsedTime();
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// 渲染节点
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for (let i = 0; i < NODE_COUNT; i++) {
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const node = nodes[i];
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// 随机激活
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node.pulseTimer--;
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if (node.pulseTimer <= 0) {
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node.activation = 1;
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node.pulseTimer = 50 + Math.random() * 100;
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// 激活连接的脉冲
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pulses.forEach(p => {
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if (p.connection.start === node && Math.random() < 0.3) {
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p.active = true;
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p.progress = 0;
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}
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});
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}
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node.activation *= 0.95; // 衰减
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dummy.position.set(node.x, node.y, node.z);
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const scale = 1 + node.activation * 1.5;
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dummy.scale.setScalar(scale);
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dummy.updateMatrix();
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instancedMesh.setMatrixAt(i, dummy.matrix);
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// 颜色:激活时为亮紫,平时为暗紫
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const hue = 0.75; // 紫色
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const sat = 0.8;
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const light = 0.2 + node.activation * 0.6;
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color.setHSL(hue, sat, light);
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instancedMesh.setColorAt(i, color);
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}
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// 渲染脉冲
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for (let i = 0; i < pulses.length; i++) {
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const p = pulses[i];
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const idx = NODE_COUNT + i;
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if (p.active) {
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p.progress += p.speed;
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if (p.progress >= 1) {
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p.active = false;
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p.progress = 0;
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// 到达时激活终点
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p.connection.end.activation = Math.min(p.connection.end.activation + 0.5, 1);
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}
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} else {
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// 随机激活
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if (Math.random() < 0.001) {
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p.active = true;
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p.progress = 0;
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p.connection = connections[Math.floor(Math.random() * connections.length)];
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}
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}
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// 在连接线上插值位置
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const t = p.active ? p.progress : Math.random();
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const x = p.connection.start.x + (p.connection.end.x - p.connection.start.x) * t;
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const y = p.connection.start.y + (p.connection.end.y - p.connection.start.y) * t;
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const z = p.connection.start.z + (p.connection.end.z - p.connection.start.z) * t;
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dummy.position.set(x, y, z);
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dummy.scale.setScalar(p.active ? 0.8 : 0.1);
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dummy.updateMatrix();
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instancedMesh.setMatrixAt(idx, dummy.matrix);
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// 脉冲颜色:青色到紫色
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const hue = p.active ? 0.5 + t * 0.25 : 0.75;
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const light = p.active ? 0.8 : 0.1;
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color.setHSL(hue, 0.9, light);
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instancedMesh.setColorAt(idx, color);
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}
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instancedMesh.instanceMatrix.needsUpdate = true;
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instancedMesh.instanceColor.needsUpdate = true;
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controls.update();
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composer.render();
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}
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animate();
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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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composer.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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