Javascript 尝试通过Three.js模拟3D效果
我正试图实现类似于这个惊人效果的东西:Javascript 尝试通过Three.js模拟3D效果,javascript,animation,three.js,3d,geometry,Javascript,Animation,Three.js,3d,Geometry,我正试图实现类似于这个惊人效果的东西: /*-------------------- Setup --------------------*/ console.clear(); const canvas = document.querySelector('#bubble'); //wobble let mouseDown = false; let howMuch = 0; let howMuchLimit = 0.25; //ripple let rippleAmount = 0; let
/*--------------------
Setup
--------------------*/
console.clear();
const canvas = document.querySelector('#bubble');
//wobble
let mouseDown = false;
let howMuch = 0;
let howMuchLimit = 0.25;
//ripple
let rippleAmount = 0;
let rippleRatio = 5;
let step = 0;
let sphereVerticesArray = [];
let sphereVerticesNormArray = [];
//raycaster
let raycaster;
let INTERSECTED = null;
let width = canvas.offsetWidth,
height = canvas.offsetHeight;
const renderer = new THREE.WebGLRenderer({
canvas: canvas,
antialias: true,
alpha: true
});
const scene = new THREE.Scene();
const setup = () => {
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(width, height);
renderer.setClearColor(0xebebeb, 0);
renderer.shadowMap.enabled = true;
renderer.shadowMapSoft = true;
scene.fog = new THREE.Fog(0x000000, 10, 950);
const aspectRatio = width / height;
const fieldOfView = 100;
const nearPlane = 0.1;
const farPlane = 10000;
camera = new THREE.PerspectiveCamera(
fieldOfView,
aspectRatio,
nearPlane,
farPlane
);
raycaster = new THREE.Raycaster();
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = 300;
}
setup();
/*--------------------
Lights
--------------------*/
let hemispshereLight, shadowLight, light2;
const createLights = () => {
hemisphereLight = new THREE.HemisphereLight(0xffffff,0x000000, .5)
shadowLight = new THREE.DirectionalLight(0x666666, .4);
shadowLight.position.set(0, 450, 350);
shadowLight.castShadow = true;
shadowLight.shadow.camera.left = -650;
shadowLight.shadow.camera.right = 650;
shadowLight.shadow.camera.top = 650;
shadowLight.shadow.camera.bottom = -650;
shadowLight.shadow.camera.near = 1;
shadowLight.shadow.camera.far = 1000;
shadowLight.shadow.mapSize.width = 4096;
shadowLight.shadow.mapSize.height = 4096;
light2 = new THREE.DirectionalLight(0x666666, .25);
light2.position.set(-600, 350, 350);
light3 = new THREE.DirectionalLight(0x666666, .15);
light3.position.set(0, -250, 300);
scene.add(hemisphereLight);
scene.add(shadowLight);
scene.add(light2);
scene.add(light3);
}
createLights();
/*--------------------
Bubble
--------------------*/
const vertex = width > 575 ? 80 : 40;
const bubbleGeometry = new THREE.SphereGeometry( 150, vertex, vertex );
let bubble;
const createBubble = () => {
for(let i = 0; i < bubbleGeometry.vertices.length; i++) {
let vector = bubbleGeometry.vertices[i];
vector.original = vector.clone();
}
const bubbleMaterial = new THREE.MeshStandardMaterial({
emissive: 0x91176b,
emissiveIntensity: 0.85,
roughness: 0.55,
metalness: 0.51,
side: THREE.FrontSide,
});
// save points for later calculation
for (var i = 0; i < bubbleGeometry.vertices.length; i += 1) {
var vertex = bubbleGeometry.vertices[i];
var vec = new THREE.Vector3(vertex.x, vertex.y, vertex.z);
sphereVerticesArray.push(vec);
var mag = vec.x * vec.x + vec.y * vec.y + vec.z * vec.z;
mag = Math.sqrt(mag);
var norm = new THREE.Vector3(vertex.x / mag, vertex.y / mag, vertex.z / mag);
sphereVerticesNormArray.push(norm);
}
bubble = new THREE.Mesh(bubbleGeometry, bubbleMaterial);
bubble.castShadow = true;
bubble.receiveShadow = false;
bubble.rotation.y = -90;
scene.add(bubble);
}
createBubble();
/*--------------------
Plane
--------------------*/
const createPlane = () => {
const planeGeometry = new THREE.PlaneBufferGeometry( 2000, 2000 );
const planeMaterial = new THREE.ShadowMaterial({
opacity: 0.15
});
const plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.position.y = -150;
plane.position.x = 0;
plane.position.z = 0;
plane.rotation.x = Math.PI / 180 * -90;
plane.receiveShadow = true;
scene.add(plane);
}
createPlane();
/*--------------------
Map
--------------------*/
const map = (num, in_min, in_max, out_min, out_max) => {
return (num - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}
/*--------------------
Distance
--------------------*/
const distance = (a, b) => {
const dx = a.x - b.x;
const dy = a.y - b.y;
const d = Math.sqrt( dx * dx + dy * dy );
return d;
}
/*--------------------
Mouse
--------------------*/
let mouse = new THREE.Vector2(0, 0);
const onMouseMove = (e) => {
TweenMax.to(mouse, 0.8, {
x : ( e.clientX / window.innerWidth ) * 2 - 1,
y: - ( e.clientY / window.innerHeight ) * 2 + 1,
ease: Power2.easeOut
});
raycaster.setFromCamera( mouse, camera );
let intersects = raycaster.intersectObjects( scene.children );
try{
if ( intersects.length > 0 ) {
if ( INTERSECTED != intersects[ 0 ].object ) {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED = intersects[ 0 ].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
INTERSECTED.material.emissive.setHex( 0x000000 );
document.body.style.cursor = 'pointer';
}
} else {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED = null;
document.body.style.cursor = 'auto';
}
}catch(e){
}
};
['mousemove', 'touchmove'].forEach(event => {
window.addEventListener(event, onMouseMove);
});
/*--------------------
Spring
--------------------*/
let spring = {
scale: 1
};
const clicking = {
down: () => {
mouseDown = true;
},
up: () => {
mouseDown = false;
}
};
['mousedown', 'touchstart'].forEach(event => {
window.addEventListener(event, clicking.down);
});
['mouseup', 'touchend'].forEach(event => {
window.addEventListener(event, clicking.up);
});
/*--------------------
Resize
--------------------*/
const onResize = () => {
canvas.style.width = '';
canvas.style.height = '';
width = canvas.offsetWidth;
height = canvas.offsetHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
maxDist = distance(mouse, {x: width / 2, y: height / 2});
renderer.setSize(width, height);
}
let resizeTm;
window.addEventListener('resize', function(){
resizeTm = clearTimeout(resizeTm);
resizeTm = setTimeout(onResize, 200);
});
/*--------------------
Noise
--------------------*/
let dist = new THREE.Vector2(0, 0);
let maxDist = distance(mouse, {x: width / 2, y: height / 2});
const updateVertices = (time) => {
dist = distance(mouse, {x: width / 2, y: height / 2});
dist /= maxDist;
dist = map(dist, 1, 0, 0, 1);
for(let i = 0; i < bubbleGeometry.vertices.length; i++) {
let vector = bubbleGeometry.vertices[i];
vector.copy(vector.original);
let perlin = noise.simplex3(
(vector.x * 0.006) + (time * 0.0005),
(vector.y * 0.006) + (time * 0.0005),
(vector.z * 0.006)
);
let ratio = ((perlin * 0.3 * (howMuch + 0.1)) + 0.9);
vector.multiplyScalar(ratio);
}
bubbleGeometry.verticesNeedUpdate = true;
}
/*--------------------
Animate
--------------------*/
const render = (a) => {
step +=1;
requestAnimationFrame(render);
//bubble.scale.set(spring.scale, spring.scale, spring.scale);
updateVertices(a);
renderer.clear();
renderer.render(scene, camera);
//Activate on mouse down
if(mouseDown && howMuch < howMuchLimit)
howMuch += 0.01;
else if (howMuch > 0)
howMuch -= 0.01;
if(INTERSECTED){
if(rippleAmount < 10)
rippleAmount += 0.05;
}else if(rippleAmount > 0)
rippleAmount -= 0.05;
doRipple();
}
requestAnimationFrame(render);
renderer.render(scene, camera);
/*--------------------
Helpers
--------------------*/
function fbm(p) {
var result = noise.simplex3(p._x, p._y, p._z);
return result;
}
function addPoint(arr) {
var r = new Point(0, 0, 0);
var len = arr.length;
for (var i = 0; i < len; i += 1) {
r._x += arr[i]._x;
r._y += arr[i]._y;
r._z += arr[i]._z;
}
return r;
}
function Point(_x=0, _y=0, _z=0) {
this._x = _x;
this._y = _y;
this._z = _z;
}
function ripple(p) {
var q = new Point(fbm(addPoint([p, new Point(0, 0, 0)])),
fbm(addPoint([p, new Point(0, 1, 0)])),
fbm(addPoint([p, new Point(0, 0, 1)])));
return fbm(addPoint([p, new Point(0.5 * q._x, 0.5 * q._y, 0.5 * q._z)]));
}
function doRipple(){
//ripple
for (var i = 0; i < bubbleGeometry.vertices.length; i += 1) {
var vertex = bubbleGeometry.vertices[i];
// var value = pn.noise((vertex.x + step)/ 10, vertex.y / 10, vertex.z / 10);
var value = ripple(new Point((vertex.x + step) / 100.0), vertex.y / 100.0, vertex.z / 100.0);
vertex.x = sphereVerticesArray[i].x + sphereVerticesNormArray[i].x * value * rippleAmount;
vertex.y = sphereVerticesArray[i].y + sphereVerticesNormArray[i].y * value * rippleAmount;
vertex.z = sphereVerticesArray[i].z + sphereVerticesNormArray[i].z * value * rippleAmount;
}
bubbleGeometry.computeFaceNormals();
bubbleGeometry.computeVertexNormals();
bubbleGeometry.verticesNeedUpdate = true;
bubbleGeometry.normalsNeedUpdate = true;
}
以下是我到目前为止所做的:
/*--------------------
Setup
--------------------*/
console.clear();
const canvas = document.querySelector('#bubble');
//wobble
let mouseDown = false;
let howMuch = 0;
let howMuchLimit = 0.25;
//ripple
let rippleAmount = 0;
let rippleRatio = 5;
let step = 0;
let sphereVerticesArray = [];
let sphereVerticesNormArray = [];
//raycaster
let raycaster;
let INTERSECTED = null;
let width = canvas.offsetWidth,
height = canvas.offsetHeight;
const renderer = new THREE.WebGLRenderer({
canvas: canvas,
antialias: true,
alpha: true
});
const scene = new THREE.Scene();
const setup = () => {
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(width, height);
renderer.setClearColor(0xebebeb, 0);
renderer.shadowMap.enabled = true;
renderer.shadowMapSoft = true;
scene.fog = new THREE.Fog(0x000000, 10, 950);
const aspectRatio = width / height;
const fieldOfView = 100;
const nearPlane = 0.1;
const farPlane = 10000;
camera = new THREE.PerspectiveCamera(
fieldOfView,
aspectRatio,
nearPlane,
farPlane
);
raycaster = new THREE.Raycaster();
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = 300;
}
setup();
/*--------------------
Lights
--------------------*/
let hemispshereLight, shadowLight, light2;
const createLights = () => {
hemisphereLight = new THREE.HemisphereLight(0xffffff,0x000000, .5)
shadowLight = new THREE.DirectionalLight(0x666666, .4);
shadowLight.position.set(0, 450, 350);
shadowLight.castShadow = true;
shadowLight.shadow.camera.left = -650;
shadowLight.shadow.camera.right = 650;
shadowLight.shadow.camera.top = 650;
shadowLight.shadow.camera.bottom = -650;
shadowLight.shadow.camera.near = 1;
shadowLight.shadow.camera.far = 1000;
shadowLight.shadow.mapSize.width = 4096;
shadowLight.shadow.mapSize.height = 4096;
light2 = new THREE.DirectionalLight(0x666666, .25);
light2.position.set(-600, 350, 350);
light3 = new THREE.DirectionalLight(0x666666, .15);
light3.position.set(0, -250, 300);
scene.add(hemisphereLight);
scene.add(shadowLight);
scene.add(light2);
scene.add(light3);
}
createLights();
/*--------------------
Bubble
--------------------*/
const vertex = width > 575 ? 80 : 40;
const bubbleGeometry = new THREE.SphereGeometry( 150, vertex, vertex );
let bubble;
const createBubble = () => {
for(let i = 0; i < bubbleGeometry.vertices.length; i++) {
let vector = bubbleGeometry.vertices[i];
vector.original = vector.clone();
}
const bubbleMaterial = new THREE.MeshStandardMaterial({
emissive: 0x91176b,
emissiveIntensity: 0.85,
roughness: 0.55,
metalness: 0.51,
side: THREE.FrontSide,
});
// save points for later calculation
for (var i = 0; i < bubbleGeometry.vertices.length; i += 1) {
var vertex = bubbleGeometry.vertices[i];
var vec = new THREE.Vector3(vertex.x, vertex.y, vertex.z);
sphereVerticesArray.push(vec);
var mag = vec.x * vec.x + vec.y * vec.y + vec.z * vec.z;
mag = Math.sqrt(mag);
var norm = new THREE.Vector3(vertex.x / mag, vertex.y / mag, vertex.z / mag);
sphereVerticesNormArray.push(norm);
}
bubble = new THREE.Mesh(bubbleGeometry, bubbleMaterial);
bubble.castShadow = true;
bubble.receiveShadow = false;
bubble.rotation.y = -90;
scene.add(bubble);
}
createBubble();
/*--------------------
Plane
--------------------*/
const createPlane = () => {
const planeGeometry = new THREE.PlaneBufferGeometry( 2000, 2000 );
const planeMaterial = new THREE.ShadowMaterial({
opacity: 0.15
});
const plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.position.y = -150;
plane.position.x = 0;
plane.position.z = 0;
plane.rotation.x = Math.PI / 180 * -90;
plane.receiveShadow = true;
scene.add(plane);
}
createPlane();
/*--------------------
Map
--------------------*/
const map = (num, in_min, in_max, out_min, out_max) => {
return (num - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}
/*--------------------
Distance
--------------------*/
const distance = (a, b) => {
const dx = a.x - b.x;
const dy = a.y - b.y;
const d = Math.sqrt( dx * dx + dy * dy );
return d;
}
/*--------------------
Mouse
--------------------*/
let mouse = new THREE.Vector2(0, 0);
const onMouseMove = (e) => {
TweenMax.to(mouse, 0.8, {
x : ( e.clientX / window.innerWidth ) * 2 - 1,
y: - ( e.clientY / window.innerHeight ) * 2 + 1,
ease: Power2.easeOut
});
raycaster.setFromCamera( mouse, camera );
let intersects = raycaster.intersectObjects( scene.children );
try{
if ( intersects.length > 0 ) {
if ( INTERSECTED != intersects[ 0 ].object ) {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED = intersects[ 0 ].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
INTERSECTED.material.emissive.setHex( 0x000000 );
document.body.style.cursor = 'pointer';
}
} else {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED = null;
document.body.style.cursor = 'auto';
}
}catch(e){
}
};
['mousemove', 'touchmove'].forEach(event => {
window.addEventListener(event, onMouseMove);
});
/*--------------------
Spring
--------------------*/
let spring = {
scale: 1
};
const clicking = {
down: () => {
mouseDown = true;
},
up: () => {
mouseDown = false;
}
};
['mousedown', 'touchstart'].forEach(event => {
window.addEventListener(event, clicking.down);
});
['mouseup', 'touchend'].forEach(event => {
window.addEventListener(event, clicking.up);
});
/*--------------------
Resize
--------------------*/
const onResize = () => {
canvas.style.width = '';
canvas.style.height = '';
width = canvas.offsetWidth;
height = canvas.offsetHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
maxDist = distance(mouse, {x: width / 2, y: height / 2});
renderer.setSize(width, height);
}
let resizeTm;
window.addEventListener('resize', function(){
resizeTm = clearTimeout(resizeTm);
resizeTm = setTimeout(onResize, 200);
});
/*--------------------
Noise
--------------------*/
let dist = new THREE.Vector2(0, 0);
let maxDist = distance(mouse, {x: width / 2, y: height / 2});
const updateVertices = (time) => {
dist = distance(mouse, {x: width / 2, y: height / 2});
dist /= maxDist;
dist = map(dist, 1, 0, 0, 1);
for(let i = 0; i < bubbleGeometry.vertices.length; i++) {
let vector = bubbleGeometry.vertices[i];
vector.copy(vector.original);
let perlin = noise.simplex3(
(vector.x * 0.006) + (time * 0.0005),
(vector.y * 0.006) + (time * 0.0005),
(vector.z * 0.006)
);
let ratio = ((perlin * 0.3 * (howMuch + 0.1)) + 0.9);
vector.multiplyScalar(ratio);
}
bubbleGeometry.verticesNeedUpdate = true;
}
/*--------------------
Animate
--------------------*/
const render = (a) => {
step +=1;
requestAnimationFrame(render);
//bubble.scale.set(spring.scale, spring.scale, spring.scale);
updateVertices(a);
renderer.clear();
renderer.render(scene, camera);
//Activate on mouse down
if(mouseDown && howMuch < howMuchLimit)
howMuch += 0.01;
else if (howMuch > 0)
howMuch -= 0.01;
if(INTERSECTED){
if(rippleAmount < 10)
rippleAmount += 0.05;
}else if(rippleAmount > 0)
rippleAmount -= 0.05;
doRipple();
}
requestAnimationFrame(render);
renderer.render(scene, camera);
/*--------------------
Helpers
--------------------*/
function fbm(p) {
var result = noise.simplex3(p._x, p._y, p._z);
return result;
}
function addPoint(arr) {
var r = new Point(0, 0, 0);
var len = arr.length;
for (var i = 0; i < len; i += 1) {
r._x += arr[i]._x;
r._y += arr[i]._y;
r._z += arr[i]._z;
}
return r;
}
function Point(_x=0, _y=0, _z=0) {
this._x = _x;
this._y = _y;
this._z = _z;
}
function ripple(p) {
var q = new Point(fbm(addPoint([p, new Point(0, 0, 0)])),
fbm(addPoint([p, new Point(0, 1, 0)])),
fbm(addPoint([p, new Point(0, 0, 1)])));
return fbm(addPoint([p, new Point(0.5 * q._x, 0.5 * q._y, 0.5 * q._z)]));
}
function doRipple(){
//ripple
for (var i = 0; i < bubbleGeometry.vertices.length; i += 1) {
var vertex = bubbleGeometry.vertices[i];
// var value = pn.noise((vertex.x + step)/ 10, vertex.y / 10, vertex.z / 10);
var value = ripple(new Point((vertex.x + step) / 100.0), vertex.y / 100.0, vertex.z / 100.0);
vertex.x = sphereVerticesArray[i].x + sphereVerticesNormArray[i].x * value * rippleAmount;
vertex.y = sphereVerticesArray[i].y + sphereVerticesNormArray[i].y * value * rippleAmount;
vertex.z = sphereVerticesArray[i].z + sphereVerticesNormArray[i].z * value * rippleAmount;
}
bubbleGeometry.computeFaceNormals();
bubbleGeometry.computeVertexNormals();
bubbleGeometry.verticesNeedUpdate = true;
bubbleGeometry.normalsNeedUpdate = true;
}
/*--------------------
安装程序
--------------------*/
console.clear();
const canvas=document.querySelector(“#bubble”);
//摇摆
让mouseDown=false;
让多少=0;
设howMuchLimit=0.25;
//涟漪
设rippleAmount=0;
让rippleRatio=5;
设阶跃=0;
设sphereVerticesArray=[];
设SphereVerticesNormalArray=[];
//雷卡斯特
让雷卡斯特;
设相交=空;
让宽度=canvas.offsetWidth,
高度=canvas.offsetHeight;
const renderer=new THREE.WebGLRenderer({
画布:画布,
反别名:是的,
阿尔法:是的
});
const scene=new THREE.scene();
常量设置=()=>{
renderer.setPixelRatio(window.devicePixelRatio);
设置大小(宽度、高度);
setClearColor(0xebebebebebeb,0);
renderer.shadowMap.enabled=true;
renderer.shadowMapSoft=true;
scene.fog=新的3.fog(0x000000,10950);
const aspectRatio=宽度/高度;
常数视野=100;
近平面常数=0.1;
常数farPlane=10000;
摄像机=新的三视角摄像机(
视野,
aspectRatio,
近平面,
远平面
);
raycaster=new-THREE.raycaster();
摄像机位置x=0;
摄像机位置y=0;
摄像机位置z=300;
}
设置();
/*--------------------
灯
--------------------*/
让光,阴影,光2;
常量createLights=()=>{
半球光=新的三个半球光(0xffffff,0x000000,.5)
阴影光=新的三方向光(0x666666,.4);
阴影灯。位置。设置(0450350);
shadowLight.castShadow=true;
shadowLight.shadow.camera.left=-650;
shadowLight.shadow.camera.right=650;
shadowLight.shadow.camera.top=650;
shadowLight.shadow.camera.bottom=-650;
shadowLight.shadow.camera.near=1;
shadowLight.shadow.camera.far=1000;
shadowLight.shadow.mapSize.width=4096;
shadowLight.shadow.mapSize.height=4096;
light2=新的三方向光(0x666666,.25);
light2.位置设置(-600350350);
light3=新的三方向灯(0x666666,.15);
light3.位置设置(0,-250,300);
场景。添加(半球灯光);
场景。添加(阴影灯);
场景。添加(light2);
场景。添加(light3);
}
createLights();
/*--------------------
泡泡
--------------------*/
常数顶点=宽度>575?80 : 40;
恒量气泡几何=新的三点球面法(150,顶点,顶点);
让泡沫;
常量CreateBuble=()=>{
对于(设i=0;i{
const planeGeometry=新的三个平面几何体(2000,2000);
const planeMaterial=新的三点阴影材质({
不透明度:0.15
});
const plane=新的三个网格(平面几何体、平面材质);
平面位置y=-150;
平面位置x=0;
平面位置z=0;
平面旋转x=Math.PI/180*-90;
plane.receiveShadow=true;
场景。添加(平面);
}
createPlane();
/*--------------------
地图
--------------------*/
常量映射=(num、in\u min、in\u max、out\u min、out\u max)=>{
返回(num-in\u min)*(out\u max-out\u min)/(in\u max-in\u min)+out\u min;
}
/*--------------------
距离
--------------------*/
常数距离=(a,b)=>{
常数dx=a.x-b.x;
常数dy=a.y-b.y;
常数d=数学sqrt(dx*dx+dy*dy);
返回d;
}
/*--------------------
老鼠
--------------------*/
让鼠标=新的三个向量2(0,0);
const onMouseMove=(e)=>{
TweenMax.至(鼠标,0.8{
x:(e.clientX/window.innerWidth)*2-1,
y:-(e.clientY/window.innerHeight)*2+1,
ease:Power2.easeOut
});
raycaster.setFromCamera(鼠标、相机);
让intersects=raycaster.intersectObjects(scene.children);
试一试{
如果(相交长度>0){
if(相交!=相交[0]。对象){
如果(相交)相交.material.emissive.setHex(相交.currentHex);
相交=相交[0]。对象;
INTERSECTED.currentHex=INTERSECTED.material.emissive.getHex();
相交。材质。发射。setHex(0x000000);
document.body.style.cursor='pointer';
}
}否则{
如果(相交)相交.material.emissive.setHex(相交.currentHex);
相交=空;
document.body.style.cursor='auto';
}
}捕获(e){
}
};
['mousemove','touchmove'].forEach(事件=>{
addEventListener(事件,onMouseMove);
});
/*--------------------
春天
--------------------*/
让弹簧={
比例:1
};
常量单击={
向下:()=>{
mouseDown=true;
},
向上:()=>{
mouseDown=false;
}
};
['mousedown','touchstart'].forEach(事件=>{
window.addEventListener(事件,单击.down);
});
['mouseup','touchend'].forEach(事件=>{
window.addEventListener(事件,单击.up);
});
/*--------------------
调整大小
--------------------*/
常量onResize=()=>{
C