Проблемы с холстом Не в состоянии воспроизвести дизайн
Мне нужно создать анимацию холста, как требует дизайн. Я провожу почти 3 дня, но я не могу делать ничего, как в дизайне. Здесь ЗАПРОШЕННЫЙ дизайн!, А здесь - то, что у меня есть сейчас: текущая реализация, которая определенно не та, что требовалась от дизайна. Мне нужна только анимация планеты из частиц на заднем плане (также весь процесс анимации изменяется во времени, он начинается с нескольких частиц, но затем количество растет и направления движения частиц изменяются)
вот мой текущий код:
export class CanvasComponent implements OnInit {
sphereRad = 280;
radius_sp = 1;
distance = 600;
particle_size = 0.7;
constructor() { }
ngOnInit() {
this.canvasApp();
}
canvasApp () {
const canvas = document.querySelector('canvas');
const context = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
let displayWidth;
let displayHeight;
let wait;
let count;
let numToAddEachFrame;
let particleList;
let recycleBin;
let particleAlpha;
let r, g, b;
let fLen;
let m;
let projCenterX;
let projCenterY;
let zMax;
let turnAngle;
let turnSpeed;
let sphereCenterX, sphereCenterY, sphereCenterZ;
let particleRad;
let zeroAlphaDepth;
let randAccelX, randAccelY, randAccelZ;
let gravity;
let rgbString;
// we are defining a lot of letiables used in the screen update functions globally so that they don't have to be redefined every frame.
let p;
let outsideTest;
let nextParticle;
let sinAngle;
let cosAngle;
let rotX, rotZ;
let depthAlphaFactor;
let i;
let theta, phi;
let x0, y0, z0;
// INITIALLI
const init = () => {
wait = 1;
count = wait - 1;
numToAddEachFrame = 30;
// particle color
r = 255;
g = 255;
b = 255;
rgbString = 'rgba(' + r + ',' + g + ',' + b + ','; // partial string for color which will be completed by appending alpha value.
particleAlpha = 1; // maximum alpha
displayWidth = canvas.width;
displayHeight = canvas.height;
fLen = this.distance; // represents the distance from the viewer to z=0 depth.
// projection center coordinates sets location of origin
projCenterX = displayWidth / 2;
projCenterY = displayHeight / 2;
// we will not draw coordinates if they have too large of a z-coordinate (which means they are very close to the observer).
zMax = fLen - 2;
particleList = {};
recycleBin = {};
// random acceleration factors - causes some random motion
randAccelX = 0.1;
randAccelY = 0.1;
randAccelZ = 0.1;
gravity = -0; // try changing to a positive number (not too large, for example 0.3), or negative for floating upwards.
particleRad = this.particle_size;
sphereCenterX = 0;
sphereCenterY = 0;
sphereCenterZ = -3 - this.sphereRad;
// alpha values will lessen as particles move further back, causing depth-based darkening:
zeroAlphaDepth = 0;
turnSpeed = 2 * Math.PI / 1200; // the sphere will rotate at this speed (one complete rotation every 1600 frames).
turnAngle = 0; // initial angle
// timer = setInterval(onTimer, 10 / 24);
onTimer();
}
const onTimer = () => {
// if enough time has elapsed, we will add new particles.
count++;
if (count >= wait) {
count = 0;
for (i = 0; i < numToAddEachFrame; i++) {
theta = Math.random() * 2 * Math.PI;
phi = Math.acos(Math.random() * 2 - 1);
x0 = this.sphereRad * Math.sin(phi) * Math.cos(theta);
y0 = this.sphereRad * Math.sin(phi) * Math.sin(theta);
z0 = this.sphereRad * Math.cos(phi);
// We use the addParticle function to add a new particle. The parameters set the position and velocity components.
// Note that the velocity parameters will cause the particle to initially fly outwards away from the sphere center (after
// it becomes unstuck).
const p = addParticle(x0, sphereCenterY + y0, sphereCenterZ + z0, 0.002 * x0, 0.002 * y0, 0.002 * z0);
// we set some 'envelope' parameters which will control the evolving alpha of the particles.
p.attack = 50;
p.hold = 50;
p.decay = 100;
p.initValue = 0;
p.holdValue = particleAlpha;
p.lastValue = 0;
// the particle will be stuck in one place until this time has elapsed:
p.stuckTime = 90 + Math.random() * 20;
p.accelX = 0;
p.accelY = gravity;
p.accelZ = 0;
}
}
// update viewing angle
turnAngle = (turnAngle + turnSpeed) % (2 * Math.PI);
sinAngle = Math.sin(turnAngle);
cosAngle = Math.cos(turnAngle);
// background fill
context.fillStyle = '#000000';
context.fillRect(0, 0, displayWidth, displayHeight);
// update and draw particles
p = particleList.first;
while (p != null) {
// before list is altered record next particle
nextParticle = p.next;
// update age
p.age++;
// if the particle is past its 'stuck' time, it will begin to move.
if (p.age > p.stuckTime) {
p.velX += p.accelX + randAccelX * (Math.random() * 2 - 1);
p.velY += p.accelY + randAccelY * (Math.random() * 2 - 1);
p.velZ += p.accelZ + randAccelZ * (Math.random() * 2 - 1);
p.x += p.velX;
p.y += p.velY;
p.z += p.velZ;
}
/*
We are doing two things here to calculate display coordinates.
The whole display is being rotated around a vertical axis, so we first calculate rotated coordinates for
x and z (but the y coordinate will not change).
Then, we take the new coordinates (rotX, y, rotZ), and project these onto the 2D view plane.
*/
rotX = cosAngle * p.x + sinAngle * (p.z - sphereCenterZ);
rotZ = -sinAngle * p.x + cosAngle * (p.z - sphereCenterZ) + sphereCenterZ;
// m = this.radius_sp * fLen / (fLen - rotZ);
m = this.radius_sp;
p.projX = rotX * m + projCenterX;
p.projY = p.y * m + projCenterY;
p.projZ = rotZ * m + projCenterX;
// update alpha according to envelope parameters.
if (p.age < p.attack + p.hold + p.decay) {
if (p.age < p.attack) {
p.alpha = (p.holdValue - p.initValue) / p.attack * p.age + p.initValue;
} else if (p.age < p.attack + p.hold) {
p.alpha = p.holdValue;
} else if (p.age < p.attack + p.hold + p.decay) {
p.alpha = (p.lastValue - p.holdValue) / p.decay * (p.age - p.attack - p.hold) + p.holdValue;
}
} else {
p.dead = true;
}
// see if the particle is still within the viewable range.
if ((p.projX > displayWidth) || (p.projX < 0) || (p.projY < 0) || (p.projY > displayHeight) || (rotZ > zMax)) {
outsideTest = true;
} else {
outsideTest = false;
}
if (outsideTest || p.dead ||
(p.projX > displayWidth / (2 + (1 - Math.random())) && p.projZ + displayWidth * 0.1 > displayWidth / 2) ||
(p.projX < displayWidth / (2 - (1 - Math.random())) && p.projZ + displayWidth * 0.25 < displayWidth / 2)
) {
recycle(p);
} else {
// depth-dependent darkening
// console.log(turnAngle, rotZ)
depthAlphaFactor = 1;
// depthAlphaFactor = (1 - (1.5 + rotZ / 100));
depthAlphaFactor = (depthAlphaFactor > 1) ? 1 : ((depthAlphaFactor < 0) ? 0 : depthAlphaFactor);
context.fillStyle = rgbString + depthAlphaFactor * p.alpha + ')';
// draw
context.beginPath();
context.arc(p.projX, p.projY, m * particleRad, 0, 2 * Math.PI, false);
context.closePath();
context.fill();
}
p = nextParticle;
}
window.requestAnimationFrame(onTimer);
}
const addParticle = (x0, y0, z0, vx0, vy0, vz0) => {
let newParticle;
// const color;
// check recycle bin for available drop:
if (recycleBin.first != null) {
newParticle = recycleBin.first;
// remove from bin
if (newParticle.next != null) {
recycleBin.first = newParticle.next;
newParticle.next.prev = null;
} else {
recycleBin.first = null;
}
} else {
newParticle = {};
}
// if the recycle bin is empty, create a new particle (a new empty object):
// add to beginning of particle list
if (particleList.first == null) {
particleList.first = newParticle;
newParticle.prev = null;
newParticle.next = null;
} else {
newParticle.next = particleList.first;
particleList.first.prev = newParticle;
particleList.first = newParticle;
newParticle.prev = null;
}
// initialize
newParticle.x = x0;
newParticle.y = y0;
newParticle.z = z0;
newParticle.velX = vx0;
newParticle.velY = vy0;
newParticle.velZ = vz0;
newParticle.age = 0;
newParticle.dead = false;
if (Math.random() < 0.5) {
newParticle.right = true;
} else {
newParticle.right = false;
}
return newParticle;
}
const recycle = (p) => {
// remove from particleList
if (particleList.first === p) {
if (p.next != null) {
p.next.prev = null;
particleList.first = p.next;
} else {
particleList.first = null;
}
} else {
if (p.next == null) {
p.prev.next = null;
} else {
p.prev.next = p.next;
p.next.prev = p.prev;
}
}
// add to recycle bin
if (recycleBin.first == null) {
recycleBin.first = p;
p.prev = null;
p.next = null;
} else {
p.next = recycleBin.first;
recycleBin.first.prev = p;
recycleBin.first = p;
p.prev = null;
}
};
init();
}
}
Поэтому я буду рад любой помощи, также возможна НАГРАДА (для полной реализации) (ETH, BTC в любой валюте, которую вы пожелаете).