app-quuncc-58 / index.html
Tingchenliang's picture
Upload index.html with huggingface_hub
43848b1 verified
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<title>Three.js 云霄飞车动画</title>
<meta name="description" content="使用 Three.js 实现的云霄飞车管道轨道动画,小球沿复杂3D轨道运动并循环往复。" />
<meta name="keywords" content="Three.js,云霄飞车,动画,轨道,3D" />
<style>
html, body {
height: 100%;
margin: 0;
overflow: hidden;
background: #fce4ec; /* 淡粉色背景 */
font-family: system-ui, -apple-system, Segoe UI, Roboto, "Helvetica Neue", Arial, "Noto Sans", "Liberation Sans", "Apple Color Emoji", "Segoe UI Emoji";
}
#app {
width: 100%;
height: 100%;
position: relative;
}
canvas {
display: block;
}
#ui {
position: absolute;
top: 10px;
left: 10px;
right: 10px;
display: flex;
justify-content: space-between;
align-items: flex-start;
pointer-events: none;
color: #333;
z-index: 10;
}
#hud {
background: rgba(255,255,255,0.8);
border-radius: 8px;
padding: 10px 12px;
box-shadow: 0 2px 10px rgba(0,0,0,0.15);
max-width: 320px;
pointer-events: auto;
backdrop-filter: blur(4px);
}
#hud h1 {
margin: 0 0 6px 0;
font-size: 16px;
font-weight: 700;
}
#hud .small {
font-size: 12px;
opacity: 0.8;
margin-bottom: 6px;
line-height: 1.4;
}
#hud .row {
display: flex;
gap: 12px;
align-items: center;
margin: 4px 0;
}
#hud .key {
display: inline-block;
padding: 1px 6px;
background: #eee;
border: 1px solid #ccc;
border-radius: 4px;
font-family: ui-monospace, SFMono-Regular, Menlo, Monaco, Consolas, "Liberation Mono", "Courier New", monospace;
font-size: 11px;
}
#stats {
background: rgba(255,255,255,0.8);
border-radius: 8px;
padding: 8px 12px;
min-width: 160px;
text-align: right;
pointer-events: none;
box-shadow: 0 2px 10px rgba(0,0,0,0.15);
backdrop-filter: blur(4px);
font-size: 12px;
line-height: 1.6;
}
#brand {
position: absolute;
bottom: 10px;
left: 10px;
font-size: 12px;
color: #555;
background: rgba(255,255,255,0.75);
padding: 6px 8px;
border-radius: 6px;
box-shadow: 0 2px 8px rgba(0,0,0,0.1);
backdrop-filter: blur(4px);
}
#brand a {
color: #0066cc;
text-decoration: none;
font-weight: 600;
}
#brand a:hover {
text-decoration: underline;
}
#controls {
position: absolute;
bottom: 10px;
right: 10px;
background: rgba(255,255,255,0.8);
border-radius: 8px;
padding: 8px 12px;
box-shadow: 0 2px 10px rgba(0,0,0,0.15);
pointer-events: auto;
backdrop-filter: blur(4px);
}
#controls label {
display: flex;
align-items: center;
gap: 6px;
font-size: 12px;
cursor: pointer;
}
input[type="range"] {
width: 160px;
}
</style>
</head>
<body>
<div id="app">
<div id="ui">
<div id="hud">
<h1>Three.js 云霄飞车</h1>
<div class="small">
视角:<span id="viewMode">第三人称</span><br/>
操作:
<span class="key">C</span> 切换视角,
<span class="key">鼠标</span> 旋转/缩放,
<span class="key">空格</span> 暂停/继续
</div>
<div class="row">
速度:<input id="speed" type="range" min="0.05" max="1.00" step="0.05" value="0.35">
<span id="speedVal">0.35x</span>
</div>
</div>
<div id="stats">
粒子点:<span id="ptCount">-</span><br/>
支架数:<span id="supCount">-</span><br/>
帧率:<span id="fps">-</span> FPS
</div>
</div>
<div id="brand">Built with <a href="https://huggingface.co/spaces/akhaliq/anycoder" target="_blank" rel="noopener">anycoder</a></div>
<div id="controls">
<label><input id="toggleTrack" type="checkbox" checked> 显示轨道</label>
<label><input id="toggleSupports" type="checkbox" checked> 显示支架</label>
</div>
</div>
<!-- Three.js 和 OrbitControls(通过CDN) -->
<script src="https://unpkg.com/three@0.157.0/build/three.min.js"></script>
<script src="https://unpkg.com/three@0.157.0/examples/js/controls/OrbitControls.js"></script>
<script>
// ======= 全局变量与基础场景 =======
let scene, camera, renderer, controls;
let curve, trackMesh, ball;
let supportsGroup;
let firstPerson = false;
let isPaused = false;
let clock = new THREE.Clock();
let elapsed = 0;
let speedMultiplier = 0.35; // 基础速度倍率
const HUD = {
viewMode: document.getElementById('viewMode'),
speed: document.getElementById('speed'),
speedVal: document.getElementById('speedVal'),
ptCount: document.getElementById('ptCount'),
supCount: document.getElementById('supCount'),
fps: document.getElementById('fps'),
toggleTrack: document.getElementById('toggleTrack'),
toggleSupports: document.getElementById('toggleSupports')
};
init();
animate();
function init() {
// 场景与渲染器
scene = new THREE.Scene();
scene.background = new THREE.Color(0xfce4ec); // 淡粉色背景
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
document.getElementById('app').appendChild(renderer.domElement);
// 相机与控制器
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.set(0, 35, 70);
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.08;
controls.target.set(0, 10, 0);
controls.maxDistance = 200;
controls.minDistance = 5;
controls.maxPolarAngle = Math.PI * 0.95;
// 光照
const ambient = new THREE.AmbientLight(0xffffff, 0.55);
scene.add(ambient);
const dirLight = new THREE.DirectionalLight(0xffffff, 1.0);
dirLight.position.set(-40, 80, 40);
dirLight.castShadow = true;
dirLight.shadow.mapSize.set(2048, 2048);
dirLight.shadow.camera.near = 1;
dirLight.shadow.camera.far = 200;
dirLight.shadow.camera.left = -120;
dirLight.shadow.camera.right = 120;
dirLight.shadow.camera.top = 120;
dirLight.shadow.camera.bottom = -120;
scene.add(dirLight);
// 地面
const ground = new THREE.Mesh(
new THREE.PlaneGeometry(600, 600),
new THREE.MeshStandardMaterial({ color: 0xf5f5f5, roughness: 0.95, metalness: 0.0 })
);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
// 构建轨道和动画球
createRollerCoaster();
// UI 事件
HUD.speed.addEventListener('input', () => {
speedMultiplier = parseFloat(HUD.speed.value);
HUD.speedVal.textContent = speedMultiplier.toFixed(2) + 'x';
});
HUD.toggleTrack.addEventListener('change', () => {
if (trackMesh) trackMesh.visible = HUD.toggleTrack.checked;
});
HUD.toggleSupports.addEventListener('change', () => {
if (supportsGroup) supportsGroup.visible = HUD.toggleSupports.checked;
});
window.addEventListener('resize', onResize);
window.addEventListener('keydown', onKeyDown);
}
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onKeyDown(e) {
if (e.code === 'KeyC') {
firstPerson = !firstPerson;
HUD.viewMode.textContent = firstPerson ? '第一人称' : '第三人称';
// 切换时重置一下控制器
controls.enabled = !firstPerson;
} else if (e.code === 'Space') {
isPaused = !isPaused;
}
}
// ======= 平滑算法(Chaikin)用于轨道点平滑 =======
function chaikinSmoothPoints(points, iterations = 2) {
let pts = points.slice();
for (let iter = 0; iter < iterations; iter++) {
if (pts.length < 3) break;
const newPts = [];
for (let i = 0; i < pts.length; i++) {
const p0 = pts[i];
const p1 = pts[(i + 1) % pts.length];
const Q = new THREE.Vector3().copy(p0).lerp(p1, 0.25);
const R = new THREE.Vector3().copy(p0).lerp(p1, 0.75);
newPts.push(Q, R);
}
pts = newPts;
}
return pts;
}
// ======= 轨道段落生成函数 =======
// 1) 螺旋上升段(半径从 R1 到 R2,升高 dy,共 turns 圈)
function generateHelixPoints(start, R1, R2, dy, turns = 3, ptsPerTurn = 60) {
const totalPts = Math.max(20, Math.floor(turns * ptsPerTurn));
const pts = [];
for (let i = 0; i <= totalPts; i++) {
const t = i / totalPts;
const angle = t * turns * Math.PI * 2;
const r = THREE.MathUtils.lerp(R1, R2, t);
const x = start.x + r * Math.cos(angle);
const z = start.z + r * Math.sin(angle);
const y = start.y + dy * t + 0.6 * Math.sin(angle * 3) * (1 - t); // 轻微起伏
pts.push(new THREE.Vector3(x, y, z));
}
return { points: pts, end: pts[pts.length - 1].clone() };
}
// 2) 波浪前进段(在 XZ 前进同时 Y 上下振荡)
function generateWavePoints(start, length = 120, amplitudeY = 8, frequency = 1.5, ptsPerUnit = 1.5) {
const totalPts = Math.max(50, Math.floor(length * ptsPerUnit));
const pts = [];
for (let i = 0; i <= totalPts; i++) {
const t = i / totalPts;
const x = start.x + length * t;
const y = start.y + amplitudeY * Math.sin(t * Math.PI * 2 * frequency);
const z = start.z + 15 * Math.sin(t * Math.PI * 2);
pts.push(new THREE.Vector3(x, y, z));
}
return { points: pts, end: pts[pts.length - 1].clone() };
}
// 3) 漏斗下降(螺旋半径快速缩小,同时下降)
function generateFunnelPoints(start, R1, R2, dy, turns = 2.5, ptsPerTurn = 80) {
const totalPts = Math.max(30, Math.floor(turns * ptsPerTurn));
const pts = [];
for (let i = 0; i <= totalPts; i++) {
const t = i / totalPts;
const angle = t * turns * Math.PI * 2;
const r = THREE.MathUtils.lerp(R1, R2, t);
const x = start.x + r * Math.cos(angle);
const z = start.z + r * Math.sin(angle);
const y = start.y - dy * t + 0.4 * Math.cos(angle * 4) * (1 - t);
pts.push(new THREE.Vector3(x, y, z));
}
return { points: pts, end: pts[pts.length - 1].clone() };
}
// 4) 垂直环(Loop-the-Loop)
function generateLoopPoints(center, radius = 16, startAngle = Math.PI / 2, endAngle = startAngle + Math.PI * 2, pts = 96) {
const arr = [];
for (let i = 0; i <= pts; i++) {
const t = i / pts;
const ang = THREE.MathUtils.lerp(startAngle, endAngle, t);
const x = center.x + radius * Math.cos(ang);
const y = center.y + radius * Math.sin(ang);
const z = center.z;
arr.push(new THREE.Vector3(x, y, z));
}
return { points: arr, end: arr[arr.length - 1].clone() };
}
// 5) 多层交叉(在不同高度层之间左右穿梭)
function generateCrossoverPoints(start, spanX = 80, layers = 3, heightStep = 10, ptsPerLayer = 36) {
const arr = [];
const total = layers * ptsPerLayer;
for (let i = 0; i <= total; i++) {
const t = i / total;
const layerIndex = Math.floor(t * layers);
const y = start.y + layerIndex * heightStep;
const phase = (t * layers - layerIndex) * Math.PI * 2;
const x = start.x + (t - 0.5) * spanX + 10 * Math.sin(phase);
const z = start.z + 30 * Math.cos(phase);
arr.push(new THREE.Vector3(x, y, z));
}
return { points: arr, end: arr[arr.length - 1].clone() };
}
// 6) 弹珠台式分支(带震荡的通道段)
function generatePinballPoints(start, length = 100, swing = 14, freq = 2.0, ptsPerUnit = 1.2) {
const totalPts = Math.max(40, Math.floor(length * ptsPerUnit));
const arr = [];
for (let i = 0; i <= totalPts; i++) {
const t = i / totalPts;
const x = start.x + length * t;
const y = start.y + 3 * Math.sin(t * Math.PI * 2);
const z = start.z + swing * Math.sin(t * Math.PI * 2 * freq);
arr.push(new THREE.Vector3(x, y, z));
}
return { points: arr, end: arr[arr.length - 1].clone() };
}
// 7) 抛射与回归(抛物线段,落到更低轨道)
function generateLaunchReturnPoints(start, dx = 80, dy = 35, drop = 45, pts = 72) {
const arr = [];
for (let i = 0; i <= pts; i++) {
const t = i / pts;
const x = start.x + dx * t;
const y = start.y + dy * (4 * t * (1 - t)) - drop * t; // 抛物线加向下位移
const z = start.z;
arr.push(new THREE.Vector3(x, y, z));
}
return { points: arr, end: arr[arr.length - 1].clone() };
}
// 8) 过渡段(用于连接不同形状,保证切线连续)
function generateTransitionPoints(start, end, points = 20) {
const arr = [];
for (let i = 0; i <= points; i++) {
const t = i / points;
// 简单线性过渡,若需要更平滑可换用贝塞尔
arr.push(new THREE.Vector3(
THREE.MathUtils.lerp(start.x, end.x, t),
THREE.MathUtils.lerp(start.y, end.y, t),
THREE.MathUtils.lerp(start.z, end.z, t)
));
}
return { points: arr, end: end.clone() };
}
// ======= 轨道与场景的构建 =======
function createRollerCoaster() {
// 组合所有段落的点
const allPoints = [];
let current = new THREE.Vector3(0, 0, 0);
// 1) 初始螺旋
let seg = generateHelixPoints(current, 20, 8, 24, 3.5, 60);
allPoints.push(...seg.points);
current.copy(seg.end);
// 2) 波浪段 + 过渡
seg = generateWavePoints(current, 120, 8, 1.6, 1.5);
allPoints.push(...seg.points);
current.copy(seg.end);
// 3) 过渡到漏斗
const beforeFunnel = new THREE.Vector3(current.x, current.y, current.z);
const funnelStart = new THREE.Vector3(beforeFunnel.x + 6, beforeFunnel.y, beforeFunnel.z + 6);
seg = generateTransitionPoints(beforeFunnel, funnelStart, 16);
allPoints.push(...seg.points);
current.copy(seg.end);
// 4) 漏斗下降
seg = generateFunnelPoints(current, 10, 3.5, 28, 2.5, 80);
allPoints.push(...seg.points);
current.copy(seg.end);
// 5) 过渡到环
const loopCenter = new THREE.Vector3(current.x + 6, current.y + 2, current.z + 6);
seg = generateTransitionPoints(current, loopCenter, 16);
allPoints.push(...seg.points);
current.copy(seg.end);
// 6) 垂直环
seg = generateLoopPoints(loopCenter, 16, Math.PI / 2, Math.PI / 2 + Math.PI * 2, 96);
allPoints.push(...seg.points);
current.copy(seg.end);
// 7) 过渡到多层交叉
const crossStart = new THREE.Vector3(current.x + 4, current.y + 2, current.z + 4);
seg = generateTransitionPoints(current, crossStart, 12);
allPoints.push(...seg.points);
current.copy(seg.end);
// 8) 多层交叉
seg = generateCrossoverPoints(current, 100, 3, 10, 42);
allPoints.push(...seg.points);
current.copy(seg.end);
// 9) 过渡到弹珠台段
const pinballStart = new THREE.Vector3(current.x + 3, current.y + 1, current.z + 3);
seg = generateTransitionPoints(current, pinballStart, 12);
allPoints.push(...seg.points);
current.copy(seg.end);
// 10) 弹珠台震荡段
seg = generatePinballPoints(current, 110, 14, 2.2, 1.3);
allPoints.push(...seg.points);
current.copy(seg.end);
// 11) 过渡到抛射段
const launchStart = new THREE.Vector3(current.x + 2, current.y, current.z);
seg = generateTransitionPoints(current, launchStart, 10);
allPoints.push(...seg.points);
current.copy(seg.end);
// 12) 抛射与回归
seg = generateLaunchReturnPoints(current, 90, 35, 55, 80);
allPoints.push(...seg.points);
current.copy(seg.end);
// 13) 最后回到起点附近(闭环)
const backToStart1 = new THREE.Vector3(current.x - 40, current.y - 8, current.z - 40);
const backToStart2 = new THREE.Vector3(0, 0, 0);
seg = generateTransitionPoints(current, backToStart1, 24);
allPoints.push(...seg.points);
current.copy(seg.end);
seg = generateTransitionPoints(current, backToStart2, 30);
allPoints.push(...seg.points);
// 使用 Chaikin 进行平滑,保证 G1 连续
const smoothed = chaikinSmoothPoints(allPoints, 2);
// 构建闭合曲线(chordal 类型,张力 0.15)
curve = new THREE.CatmullRomCurve3(smoothed, true, 'chordal', 0.15);
// 生成管道轨道
const tubularSegments = 1600; // 高分段,保证平滑
const radialSegments = 16; // 圆形截面
const pipeRadius = 0.7; // 管道半径(半径)
const trackGeo = new THREE.TubeGeometry(curve, tubularSegments, pipeRadius, radialSegments, true);
const trackMat = new THREE.MeshPhysicalMaterial({
color: 0xffffff,
roughness: 0.25,
metalness: 0.0,
transparent: true,
opacity: 0.7,
transmission: 0.2,
thickness: 0.6,
clearcoat: 0.9,
clearcoatRoughness: 0.2,
side: THREE.DoubleSide
});
trackMesh = new THREE.Mesh(trackGeo, trackMat);
trackMesh.castShadow = true;
trackMesh.receiveShadow = true;
scene.add(trackMesh);
// 动画小球
const ballGeo = new THREE.SphereGeometry(1.2, 32, 32);
const ballMat = new THREE.MeshStandardMaterial({
color: 0x2979ff,
roughness: 0.4,
metalness: 0.1
});
ball = new THREE.Mesh(ballGeo, ballMat);
ball.castShadow = true;
ball.receiveShadow = true;
scene.add(ball);
// 支架系统
supportsGroup = new THREE.Group();
scene.add(supportsGroup);
buildSupports(curve, pipeRadius);
HUD.ptCount.textContent = smoothed.length.toString();
HUD.supCount.textContent = supportsGroup.children.length.toString();
}
// ======= 支架系统 =======
function buildSupports(curve, trackRadius) {
const sampleEveryNPoints = 40; // 采样密度
const minHeightDiff = 10; // 轨道距离地面的最小高度
const pillarRadius = 0.18;
const footRadius = 0.65;
const pts = curve.getPoints(800); // 获取路径点
for (let i = 0; i < pts.length; i += sampleEveryNPoints) {
const p = pts[i];
const heightDiff = p.y - trackRadius; // 轨道外壁到地面的高度
if (heightDiff < minHeightDiff) continue;
// 圆柱支柱
const pillarGeo = new THREE.CylinderGeometry(pillarRadius, pillarRadius, heightDiff, 12);
const pillarMat = new THREE.MeshStandardMaterial({ color: 0x9e9e9e, roughness: 0.6, metalness: 0.7 });
const pillar = new THREE.Mesh(pillarGeo, pillarMat);
pillar.position.set(p.x, heightDiff / 2, p.z);
pillar.castShadow = true;
pillar.receiveShadow = true;
supportsGroup.add(pillar);
// 顶部圆盘
const topDiskGeo = new THREE.CylinderGeometry(trackRadius * 0.75, trackRadius * 0.75, 0.12, 16);
const topDisk = new THREE.Mesh(topDiskGeo, new THREE.MeshStandardMaterial({ color: 0xbdbdbd, roughness: 0.5, metalness: 0.6 }));
topDisk.position.set(p.x, p.y - trackRadius - 0.06, p.z);
topDisk.castShadow = true;
topDisk.receiveShadow = true;
supportsGroup.add(topDisk);
// 底部底座
const footGeo = new THREE.CylinderGeometry(footRadius, footRadius, 0.12, 16);
const foot = new THREE.Mesh(footGeo, new THREE.MeshStandardMaterial({ color: 0x9e9e9e, roughness: 0.65, metalness: 0.6 }));
foot.position.set(p.x, 0.06, p.z);
foot.castShadow = true;
foot.receiveShadow = true;
supportsGroup.add(foot);
}
}
// ======= 动画循环 =======
let fpsCounter = { last: performance.now(), frames: 0 };
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
if (!isPaused) {
elapsed += delta;
}
// 小球沿轨道运动(恒速参数化:getPointAt)
if (curve && ball) {
const pathLength = 800; // 抽象长度,映射到 [0,1] 保持稳定
const s = (elapsed * speedMultiplier * 120) % pathLength; // 基础速度
const u = s / pathLength;
const pos = curve.getPointAt(u);
const tan = curve.getTangentAt(u);
ball.position.copy(pos);
// 球体朝向(可选)
const lookTarget = new THREE.Vector3().copy(pos).add(tan);
ball.lookAt(lookTarget);
// 第一人称:相机在小球后方/上方并看向前进方向
if (firstPerson) {
const backOffset = tan.clone().multiplyScalar(-3.2);
const upOffset = new THREE.Vector3(0, 1.3, 0);
const camPos = new THREE.Vector3().copy(pos).add(backOffset).add(upOffset);
camera.position.lerp(camPos, 0.25); // 平滑过渡
const ahead = new THREE.Vector3().copy(pos).add(tan.multiplyScalar(10)).add(new THREE.Vector3(0, 0.5, 0));
camera.lookAt(ahead);
} else {
controls.update();
}
}
renderer.render(scene, camera);
// 简易 FPS 统计
fpsCounter.frames++;
const now = performance.now();
if (now - fpsCounter.last >= 1000) {
const fps = Math.round((fpsCounter.frames * 1000) / (now - fpsCounter.last));
HUD.fps.textContent = fps.toString();
fpsCounter.frames = 0;
fpsCounter.last = now;
}
}
</script>
</body>
</html>