Files
nanocode/particle-lab/10-galaxy/index.html
T
Ubuntu 32b43f85bd a
2026-07-03 16:58:28 +08:00

155 lines
7.0 KiB
HTML

<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>10 - GALAXY | 螺旋星系</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body { background: #000; overflow: hidden; font-family: 'Space Mono', monospace; }
#canvas-container { width: 100vw; height: 100vh; }
.info {
position: fixed; top: 20px; left: 20px; color: #ffd700;
font-size: 14px; pointer-events: none; z-index: 100;
text-shadow: 0 0 10px rgba(255,215,0,0.8);
}
.info h1 { font-size: 20px; margin-bottom: 8px; }
.info p { opacity: 0.8; font-size: 12px; margin: 4px 0; }
</style>
</head>
<body>
<div id="canvas-container"></div>
<div class="info">
<h1>10 - GALAXY</h1>
<p>螺旋星系 - 对数旋臂</p>
<p>粒子数: <span id="count">0</span></p>
<p>FPS: <span id="fps">0</span></p>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/shaders/CopyShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/UnrealBloomPass.js"></script>
<script>
const COUNT = 10000;
const ARMS = 4; // 4条旋臂
const scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x000000, 0.003);
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.set(0, 80, 0); // 俯视角度
const renderer = new THREE.WebGLRenderer({ antialias: true, powerPreference: "high-performance" });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
document.getElementById('canvas-container').appendChild(renderer.domElement);
const controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.autoRotate = true;
controls.autoRotateSpeed = 0.2;
const renderScene = new THREE.RenderPass(scene, camera);
const bloomPass = new THREE.UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 1.5, 0.4, 0);
bloomPass.strength = 1.5; bloomPass.radius = 0.5; bloomPass.threshold = 0;
const composer = new THREE.EffectComposer(renderer);
composer.addPass(renderScene);
composer.addPass(bloomPass);
const dummy = new THREE.Object3D();
const color = new THREE.Color();
const geometry = new THREE.SphereGeometry(0.2, 6, 6);
const material = new THREE.MeshBasicMaterial({ color: 0xffffff });
const instancedMesh = new THREE.InstancedMesh(geometry, material, COUNT);
instancedMesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
scene.add(instancedMesh);
// 星系数据
const stars = [];
for (let i = 0; i < COUNT; i++) {
stars.push({
arm: Math.floor(Math.random() * ARMS),
dist: Math.pow(Math.random(), 0.7) * 50, // 更多粒子在外围
angleOffset: (Math.random() - 0.5) * 0.5, // 旋臂宽度
height: (Math.random() - 0.5) * (2 + Math.random() * 3), // 盘面厚度
speed: 0,
size: 0.5 + Math.random() * 1.5,
type: Math.random() < 0.1 ? 'blue' : (Math.random() < 0.3 ? 'red' : 'yellow') // 恒星类型
});
}
document.getElementById('count').textContent = COUNT;
let lastTime = performance.now(), frameCount = 0;
const fpsEl = document.getElementById('fps');
const clock = new THREE.Clock();
function animate() {
requestAnimationFrame(animate);
const now = performance.now();
frameCount++;
if (now - lastTime >= 1000) { fpsEl.textContent = frameCount; frameCount = 0; lastTime = now; }
const time = clock.getElapsedTime();
for (let i = 0; i < COUNT; i++) {
const s = stars[i];
// 对数螺旋: r = a * e^(b*θ)
const armAngle = (s.arm / ARMS) * Math.PI * 2;
const spiralTightness = 0.3;
const angle = armAngle + s.dist * spiralTightness * 0.1 + time * (20 / (s.dist + 5)) + s.angleOffset;
// 旋转
const currentAngle = angle + time * 0.1;
// 位置
const x = Math.cos(currentAngle) * s.dist;
const z = Math.sin(currentAngle) * s.dist;
const y = s.height * Math.exp(-s.dist / 20) + Math.sin(time + s.dist * 0.1) * 0.5;
dummy.position.set(x, y, z);
dummy.scale.setScalar(s.size * (1 + Math.sin(time * 2 + i) * 0.2));
dummy.updateMatrix();
instancedMesh.setMatrixAt(i, dummy.matrix);
// 颜色:基于恒星类型和距离
let hue, sat, light;
if (s.dist < 8) {
// 中心核球: 黄白色
hue = 0.08; sat = 0.3; light = 0.7;
} else if (s.type === 'blue') {
hue = 0.6; sat = 0.8; light = 0.6; // 蓝巨星
} else if (s.type === 'red') {
hue = 0.02; sat = 0.9; light = 0.5; // 红矮星
} else {
// 主序星: 黄白色渐变
hue = 0.12 + (s.dist / 50) * 0.05;
sat = 0.6;
light = 0.5 + (1 - s.dist / 50) * 0.2;
}
color.setHSL(hue, sat, light);
instancedMesh.setColorAt(i, color);
}
instancedMesh.instanceMatrix.needsUpdate = true;
instancedMesh.instanceColor.needsUpdate = true;
controls.update();
composer.render();
}
animate();
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
});
</script>
</body>
</html>