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| <!DOCTYPE html> <html lang="zh-CN"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>粒子土星</title> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> <script src="https://cdn.jsdelivr.net/npm/@mediapipe/camera_utils/camera_utils.js" crossorigin="anonymous"></script> <script src="https://cdn.jsdelivr.net/npm/@mediapipe/control_utils/control_utils.js" crossorigin="anonymous"></script> <script src="https://cdn.jsdelivr.net/npm/@mediapipe/drawing_utils/drawing_utils.js" crossorigin="anonymous"></script> <script src="https://cdn.jsdelivr.net/npm/@mediapipe/hands/hands.js" crossorigin="anonymous"></script>
<style> body { margin: 0; overflow: hidden; background-color: #000; font-family: 'Microsoft YaHei', 'Segoe UI', sans-serif; color: white; }
#canvas-container { width: 100vw; height: 100vh; position: absolute; top: 0; left: 0; z-index: 1; background: radial-gradient(circle at center, #050505 0%, #0b0b10 100%); }
#ui-layer { position: absolute; top: 30px; left: 30px; z-index: 10; pointer-events: none; }
.glass-panel { background: rgba(5, 5, 5, 0.7); backdrop-filter: blur(12px); padding: 24px; border-radius: 2px; border-left: 2px solid #c5a059; box-shadow: 0 10px 40px rgba(0, 0, 0, 0.9); max-width: 280px; }
h1 { font-weight: 200; font-size: 1.8rem; margin: 0 0 10px 0; color: #e0cda7; letter-spacing: 4px; text-transform: uppercase; }
.status-text { font-size: 0.85rem; color: #888; line-height: 1.6; font-family: monospace; }
.highlight { color: #c5a059; font-weight: bold; }
#controls { position: absolute; bottom: 40px; right: 40px; z-index: 10; pointer-events: auto; }
#author-btn { position: absolute; top: 40px; right: 40px; z-index: 20; pointer-events: auto; text-decoration: none; color: #c5a059; border: 1px solid rgba(197, 160, 89, 0.4); background: rgba(0, 0, 0, 0.6); padding: 8px 20px; font-size: 0.8rem; border-radius: 20px; transition: all 0.3s ease; backdrop-filter: blur(4px); letter-spacing: 1px; font-family: monospace; }
#author-btn:hover { background: #c5a059; color: #000; box-shadow: 0 0 15px rgba(197, 160, 89, 0.4); }
button { background: transparent; border: 1px solid rgba(197, 160, 89, 0.3); color: #c5a059; padding: 12px 30px; font-size: 0.8rem; cursor: pointer; transition: all 0.4s ease; text-transform: uppercase; letter-spacing: 2px; }
button:hover { background: rgba(197, 160, 89, 0.1); border-color: #c5a059; box-shadow: 0 0 15px rgba(197, 160, 89, 0.2); }
#loading { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); z-index: 20; text-align: center; color: #444; font-size: 0.8rem; letter-spacing: 3px; text-transform: uppercase; } #fps-counter { position: absolute; top: 10px; right: 10px; color: #333; font-family: monospace; font-size: 10px; z-index: 5; }
.input_video { display: none; } </style> </head> <body>
<video class="input_video"></video> <a id="author-btn" href="https://www.yjln.com" target="_blank">By Mr.lun</a>
<div id="fps-counter">物理引擎: 极致模式 | 环境: 太阳系模拟</div>
<div id="loading"> 正在构建百万粒子与行星数据... </div>
<div id="ui-layer"> <div class="glass-panel"> <h1>土星</h1> <div class="status-text"> 数据流状态: <span id="status-indicator" class="highlight">待机</span> <br><br> > 开普勒轨道: 运行中<br> > 粒子总数: 120万+<br> > 背景环境: 行星已加载 </div> </div> </div>
<div id="controls"> <button onclick="toggleFullScreen()">全屏沉浸体验</button> </div>
<div id="canvas-container"></div>
<script type="x-shader/x-vertex" id="vertexshader"> attribute float size; attribute vec3 customColor; attribute float opacityAttr; attribute float orbitSpeed; attribute float isRing; attribute float aRandomId; varying vec3 vColor; varying float vDist; varying float vOpacity; varying float vScaleFactor; varying float vIsRing; uniform float uTime; uniform float uScale; uniform float uRotationX; mat2 rotate2d(float _angle){ return mat2(cos(_angle),-sin(_angle), sin(_angle),cos(_angle)); }
float hash(float n) { return fract(sin(n) * 43758.5453123); }
void main() { float normScaleLOD = clamp((uScale - 0.15) / 2.35, 0.0, 1.0); float visibilityThreshold = 0.9 + pow(normScaleLOD, 1.2) * 0.1;
if (aRandomId > visibilityThreshold) { gl_Position = vec4(0.0); gl_PointSize = 0.0; return; }
vec3 pos = position;
if (isRing > 0.5) { float angleOffset = uTime * orbitSpeed * 0.2; vec2 rotatedXZ = rotate2d(angleOffset) * pos.xz; pos.x = rotatedXZ.x; pos.z = rotatedXZ.y; } else { float bodyAngle = uTime * 0.03; vec2 rotatedXZ = rotate2d(bodyAngle) * pos.xz; pos.x = rotatedXZ.x; pos.z = rotatedXZ.y; }
float cx = cos(uRotationX); float sx = sin(uRotationX); float ry = pos.y * cx - pos.z * sx; float rz = pos.y * sx + pos.z * cx; pos.y = ry; pos.z = rz;
vec4 mvPosition = modelViewMatrix * vec4(pos * uScale, 1.0); float dist = -mvPosition.z; vDist = dist;
float chaosThreshold = 25.0; if (dist < chaosThreshold && dist > 0.1) { float chaosIntensity = 1.0 - (dist / chaosThreshold); chaosIntensity = pow(chaosIntensity, 3.0);
float highFreqTime = uTime * 40.0; float noiseX = sin(highFreqTime + pos.x * 10.0) * hash(pos.y); float noiseY = cos(highFreqTime + pos.y * 10.0) * hash(pos.x); float noiseZ = sin(highFreqTime * 0.5) * hash(pos.z); vec3 noiseVec = vec3(noiseX, noiseY, noiseZ) * chaosIntensity * 3.0; mvPosition.xyz += noiseVec; } gl_Position = projectionMatrix * mvPosition; float pointSize = size * (350.0 / dist); pointSize *= 0.55;
if (isRing < 0.5 && dist < 50.0) { pointSize *= 0.8; }
gl_PointSize = clamp(pointSize, 0.0, 300.0);
vColor = customColor; vOpacity = opacityAttr; vScaleFactor = uScale; vIsRing = isRing; } </script>
<script type="x-shader/x-fragment" id="fragmentshader"> varying vec3 vColor; varying float vDist; varying float vOpacity; varying float vScaleFactor; varying float vIsRing; void main() { vec2 cxy = 2.0 * gl_PointCoord - 1.0; float r = dot(cxy, cxy); if (r > 1.0) discard; float glow = smoothstep(1.0, 0.4, r); float t = clamp((vScaleFactor - 0.15) / 2.35, 0.0, 1.0);
vec3 deepGold = vec3(0.35, 0.22, 0.05); float colorMix = smoothstep(0.1, 0.9, t); vec3 baseColor = mix(deepGold, vColor, colorMix);
float brightness = 0.2 + 1.0 * t;
float densityAlpha = 0.25 + 0.45 * smoothstep(0.0, 0.5, t);
vec3 finalColor = baseColor * brightness; if (vDist < 40.0) { float closeMix = 1.0 - (vDist / 40.0); if (vIsRing < 0.5) { vec3 deepTexture = pow(vColor, vec3(1.4)) * 1.5; finalColor = mix(finalColor, deepTexture, closeMix * 0.8); } else { finalColor += vec3(0.15, 0.12, 0.1) * closeMix; } }
float depthAlpha = 1.0; if (vDist < 10.0) depthAlpha = smoothstep(0.0, 10.0, vDist);
float alpha = glow * vOpacity * densityAlpha * depthAlpha; gl_FragColor = vec4(finalColor, alpha); } </script>
<script type="x-shader/x-vertex" id="starVertexShader"> attribute float size; attribute vec3 customColor; varying vec3 vColor; uniform float uTime;
void main() { vColor = customColor; vec4 mvPosition = modelViewMatrix * vec4(position, 1.0); float dist = -mvPosition.z; gl_PointSize = size * (1000.0 / dist); gl_PointSize = clamp(gl_PointSize, 1.0, 8.0); gl_Position = projectionMatrix * mvPosition; } </script>
<script type="x-shader/x-fragment" id="starFragmentShader"> varying vec3 vColor; uniform float uTime; float random(vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123); } void main() { vec2 cxy = 2.0 * gl_PointCoord - 1.0; float r = dot(cxy, cxy); if (r > 1.0) discard; float noise = random(gl_FragCoord.xy); float twinkle = 0.7 + 0.3 * sin(uTime * 2.0 + noise * 10.0); float glow = 1.0 - r; glow = pow(glow, 1.5); gl_FragColor = vec4(vColor * twinkle, glow * 0.8); } </script>
<script type="x-shader/x-vertex" id="planetVertexShader"> varying vec2 vUv; varying vec3 vNormal; varying vec3 vViewPosition; void main() { vUv = uv; vNormal = normalize(normalMatrix * normal); vec4 mvPosition = modelViewMatrix * vec4(position, 1.0); vViewPosition = -mvPosition.xyz; gl_Position = projectionMatrix * mvPosition; } </script>
<script type="x-shader/x-fragment" id="planetFragmentShader"> uniform vec3 color1; uniform vec3 color2; uniform float noiseScale; uniform vec3 lightDir; uniform float atmosphere; varying vec2 vUv; varying vec3 vNormal; varying vec3 vViewPosition;
float random(vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123); } float noise(vec2 st) { vec2 i = floor(st); vec2 f = fract(st); float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } float fbm(vec2 st) { float value = 0.0; float amplitude = 0.5; for (int i = 0; i < 5; i++) { value += amplitude * noise(st); st *= 2.0; amplitude *= 0.5; } return value; }
void main() { float n = fbm(vUv * noiseScale); vec3 albedo = mix(color1, color2, n); vec3 normal = normalize(vNormal); vec3 light = normalize(lightDir); float diff = max(dot(normal, light), 0.05); vec3 viewDir = normalize(vViewPosition); float fresnel = pow(1.0 - dot(viewDir, normal), 3.0); vec3 finalColor = albedo * diff + atmosphere * vec3(0.5, 0.6, 1.0) * fresnel; gl_FragColor = vec4(finalColor, 1.0); } </script>
<script> let scene, camera, renderer, particles, stars, nebula; let planetGroup; let uniforms, starUniforms; let targetScale = 1.0; let targetRotX = 0.4; let currentScale = 1.0; let currentRotX = 0.4; let isHandDetected = false; const videoElement = document.getElementsByClassName('input_video')[0]; const statusElement = document.getElementById('status-indicator'); const loadingElement = document.getElementById('loading');
function initThree() { const container = document.getElementById('canvas-container');
scene = new THREE.Scene(); scene.fog = new THREE.FogExp2(0x020202, 0.00015);
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 10000); camera.position.z = 100; camera.lookAt(0, 0, 0);
initSaturn(); initStarfield();
initPlanets();
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, powerPreference: "high-performance" }); renderer.setSize(window.innerWidth, window.innerHeight); renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); renderer.setClearColor(0x000000, 0); container.appendChild(renderer.domElement);
window.addEventListener('resize', () => { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); });
animate(); }
function initSaturn() { const particleCount = 1200000; const geometry = new THREE.BufferGeometry(); const positions = new Float32Array(particleCount * 3); const colors = new Float32Array(particleCount * 3); const sizes = new Float32Array(particleCount); const opacities = new Float32Array(particleCount); const orbitSpeeds = new Float32Array(particleCount); const isRings = new Float32Array(particleCount); const randomIds = new Float32Array(particleCount);
const bodyColors = [ new THREE.Color('#E3DAC5'), new THREE.Color('#C9A070'), new THREE.Color('#E3DAC5'), new THREE.Color('#B08D55') ]; const colorRingC = new THREE.Color('#2A2520'); const colorRingB_Inner = new THREE.Color('#CDBFA0'); const colorRingB_Outer = new THREE.Color('#DCCBBA'); const colorCassini = new THREE.Color('#050505'); const colorRingA = new THREE.Color('#989085'); const colorRingF = new THREE.Color('#AFAFA0');
const R_PLANET = 18;
for(let i = 0; i < particleCount; i++) { let x, y, z, r, g, b, size, opacity, speed, isRingVal; randomIds[i] = Math.random();
if (i < particleCount * 0.25) { isRingVal = 0.0; speed = 0.0; const u = Math.random(); const v = Math.random(); const theta = 2 * Math.PI * u; const phi = Math.acos(2 * v - 1); const rad = R_PLANET; x = rad * Math.sin(phi) * Math.cos(theta); let rawY = rad * Math.cos(phi); z = rad * Math.sin(phi) * Math.sin(theta); y = rawY * 0.9; let lat = (rawY / rad + 1.0) * 0.5; let bandNoise = Math.cos(lat * 40.0) * 0.8 + Math.cos(lat * 15.0) * 0.4; let colIndex = Math.floor(lat * 4 + bandNoise) % 4; if (colIndex < 0) colIndex = 0; let baseCol = bodyColors[colIndex]; r = baseCol.r; g = baseCol.g; b = baseCol.b; size = 1.0 + Math.random() * 0.8; opacity = 0.8; } else { isRingVal = 1.0; let zoneRand = Math.random(); let ringRadius; let ringCol; if (zoneRand < 0.15) { ringRadius = R_PLANET * (1.235 + Math.random() * (1.525 - 1.235)); ringCol = colorRingC; size = 0.5; opacity = 0.3; } else if (zoneRand < 0.65) { let t = Math.random(); ringRadius = R_PLANET * (1.525 + t * (1.95 - 1.525)); ringCol = colorRingB_Inner.clone().lerp(colorRingB_Outer, t); size = 0.8 + Math.random() * 0.6; opacity = 0.85; if (Math.sin(ringRadius * 2.0) > 0.8) opacity *= 1.2; } else if (zoneRand < 0.69) { ringRadius = R_PLANET * (1.95 + Math.random() * (2.025 - 1.95)); ringCol = colorCassini; size = 0.3; opacity = 0.1; } else if (zoneRand < 0.99) { ringRadius = R_PLANET * (2.025 + Math.random() * (2.27 - 2.025)); ringCol = colorRingA; size = 0.7; opacity = 0.6; if (ringRadius > R_PLANET * 2.2 && ringRadius < R_PLANET * 2.21) opacity = 0.1; } else { ringRadius = R_PLANET * (2.32 + Math.random() * 0.02); ringCol = colorRingF; size = 1.0; opacity = 0.7; } const theta = Math.random() * Math.PI * 2; x = ringRadius * Math.cos(theta); z = ringRadius * Math.sin(theta); let thickness = 0.15; if (ringRadius > R_PLANET * 2.3) thickness = 0.4; y = (Math.random() - 0.5) * thickness; r = ringCol.r; g = ringCol.g; b = ringCol.b; speed = 8.0 / Math.sqrt(ringRadius); } positions[i*3] = x; positions[i*3+1] = y; positions[i*3+2] = z; colors[i*3] = r; colors[i*3+1] = g; colors[i*3+2] = b; sizes[i] = size; opacities[i] = opacity; orbitSpeeds[i] = speed; isRings[i] = isRingVal; }
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3)); geometry.setAttribute('customColor', new THREE.BufferAttribute(colors, 3)); geometry.setAttribute('size', new THREE.BufferAttribute(sizes, 1)); geometry.setAttribute('opacityAttr', new THREE.BufferAttribute(opacities, 1)); geometry.setAttribute('orbitSpeed', new THREE.BufferAttribute(orbitSpeeds, 1)); geometry.setAttribute('isRing', new THREE.BufferAttribute(isRings, 1)); geometry.setAttribute('aRandomId', new THREE.BufferAttribute(randomIds, 1));
uniforms = { uTime: { value: 0 }, uScale: { value: 1.0 }, uRotationX: { value: 0.4 } };
const material = new THREE.ShaderMaterial({ depthWrite: false, blending: THREE.AdditiveBlending, vertexColors: true, uniforms: uniforms, vertexShader: document.getElementById('vertexshader').textContent, fragmentShader: document.getElementById('fragmentshader').textContent, transparent: true });
particles = new THREE.Points(geometry, material); particles.rotation.z = 26.73 * (Math.PI / 180); scene.add(particles); }
function initStarfield() { const starCount = 50000; const geo = new THREE.BufferGeometry(); const pos = new Float32Array(starCount * 3); const cols = new Float32Array(starCount * 3); const sizes = new Float32Array(starCount); const starColors = [ new THREE.Color('#9bb0ff'), new THREE.Color('#ffffff'), new THREE.Color('#ffcc6f'), new THREE.Color('#ff7b7b') ];
for(let i=0; i<starCount; i++) { const r = 400 + Math.random() * 3000; const theta = Math.random() * Math.PI * 2; const phi = Math.acos(2 * Math.random() - 1); pos[i*3] = r * Math.sin(phi) * Math.cos(theta); pos[i*3+1] = r * Math.cos(phi); pos[i*3+2] = r * Math.sin(phi) * Math.sin(theta); const colorType = Math.random(); let c; if(colorType > 0.9) c = starColors[0]; else if(colorType > 0.6) c = starColors[1]; else if(colorType > 0.3) c = starColors[2]; else c = starColors[3]; cols[i*3] = c.r; cols[i*3+1] = c.g; cols[i*3+2] = c.b; sizes[i] = 1.0 + Math.random() * 3.0; } geo.setAttribute('position', new THREE.BufferAttribute(pos, 3)); geo.setAttribute('customColor', new THREE.BufferAttribute(cols, 3)); geo.setAttribute('size', new THREE.BufferAttribute(sizes, 1));
starUniforms = { uTime: { value: 0 } }; const mat = new THREE.ShaderMaterial({ uniforms: starUniforms, vertexShader: document.getElementById('starVertexShader').textContent, fragmentShader: document.getElementById('starFragmentShader').textContent, transparent: true, depthWrite: false, blending: THREE.AdditiveBlending }); stars = new THREE.Points(geo, mat); scene.add(stars);
const nebulaCount = 100; const nebGeo = new THREE.BufferGeometry(); const nebPos = new Float32Array(nebulaCount * 3); const nebCols = new Float32Array(nebulaCount * 3); const nebSizes = new Float32Array(nebulaCount); for(let i=0; i<nebulaCount; i++) { const r = 800 + Math.random() * 2000; const theta = Math.random() * Math.PI * 2; const phi = Math.PI / 2 + (Math.random() - 0.5) * 1.5; nebPos[i*3] = r * Math.sin(phi) * Math.cos(theta); nebPos[i*3+1] = r * Math.cos(phi); nebPos[i*3+2] = r * Math.sin(phi) * Math.sin(theta); const nc = new THREE.Color().setHSL(0.6 + Math.random()*0.2, 0.8, 0.05); nebCols[i*3] = nc.r; nebCols[i*3+1] = nc.g; nebCols[i*3+2] = nc.b; nebSizes[i] = 400.0 + Math.random() * 600.0; } nebGeo.setAttribute('position', new THREE.BufferAttribute(nebPos, 3)); nebGeo.setAttribute('customColor', new THREE.BufferAttribute(nebCols, 3)); nebGeo.setAttribute('size', new THREE.BufferAttribute(nebSizes, 1)); const nebShaderMat = new THREE.ShaderMaterial({ uniforms: {}, vertexShader: document.getElementById('starVertexShader').textContent, fragmentShader: ` varying vec3 vColor; void main() { vec2 cxy = 2.0 * gl_PointCoord - 1.0; float r = dot(cxy, cxy); if(r > 1.0) discard; float glow = pow(1.0 - r, 2.0); gl_FragColor = vec4(vColor, glow * 0.1); } `, transparent: true, depthWrite: false, blending: THREE.AdditiveBlending }); nebula = new THREE.Points(nebGeo, nebShaderMat); scene.add(nebula); }
function initPlanets() { planetGroup = new THREE.Group(); scene.add(planetGroup);
const vShader = document.getElementById('planetVertexShader').textContent; const fShader = document.getElementById('planetFragmentShader').textContent;
createPlanet(planetGroup, vShader, fShader, new THREE.Color('#b33a00'), new THREE.Color('#d16830'), 8.0, { x: -300, y: 120, z: -450 }, 10, 0.3 );
createPlanet(planetGroup, vShader, fShader, new THREE.Color('#001e4d'), new THREE.Color('#ffffff'), 5.0, { x: 380, y: -100, z: -600 }, 14, 0.6 );
createPlanet(planetGroup, vShader, fShader, new THREE.Color('#666666'), new THREE.Color('#aaaaaa'), 15.0, { x: -180, y: -220, z: -350 }, 6, 0.1 ); }
function createPlanet(group, vShader, fShader, c1, c2, nScale, pos, radius, atmo) { const geo = new THREE.SphereGeometry(radius, 48, 48); const mat = new THREE.ShaderMaterial({ uniforms: { color1: { value: c1 }, color2: { value: c2 }, noiseScale: { value: nScale }, lightDir: { value: new THREE.Vector3(1, 0.5, 1) }, atmosphere: { value: atmo } }, vertexShader: vShader, fragmentShader: fShader }); const mesh = new THREE.Mesh(geo, mat); mesh.position.set(pos.x, pos.y, pos.z); group.add(mesh); }
const clock = new THREE.Clock(); let autoIdleTime = 0;
function animate() { requestAnimationFrame(animate);
const elapsedTime = clock.getElapsedTime(); uniforms.uTime.value = elapsedTime; if(starUniforms) starUniforms.uTime.value = elapsedTime;
if(stars) stars.rotation.y = elapsedTime * 0.005; if(nebula) nebula.rotation.y = elapsedTime * 0.003; if(planetGroup) { planetGroup.children.forEach((planet, idx) => { planet.rotation.y = elapsedTime * (0.05 + idx * 0.02); }); planetGroup.rotation.y = Math.sin(elapsedTime * 0.05) * 0.02; }
if (!isHandDetected) { autoIdleTime += 0.005; targetScale = 1.0 + Math.sin(autoIdleTime) * 0.2; targetRotX = 0.4 + Math.sin(autoIdleTime * 0.3) * 0.15; statusElement.innerHTML = "系统状态: 自动巡航<br>输入信号: 等待中..."; statusElement.style.color = "#666"; } else { statusElement.innerHTML = "系统状态: 手动接管<br>输入信号: <span class='highlight'>已锁定</span>"; statusElement.style.color = "#c5a059"; }
const lerpFactor = 0.08; currentScale += (targetScale - currentScale) * lerpFactor; currentRotX += (targetRotX - currentRotX) * lerpFactor;
uniforms.uScale.value = currentScale; uniforms.uRotationX.value = currentRotX;
renderer.render(scene, camera); }
const hands = new Hands({locateFile: (file) => { return `https://cdn.jsdelivr.net/npm/@mediapipe/hands/${file}`; }});
hands.setOptions({ maxNumHands: 1, modelComplexity: 1, minDetectionConfidence: 0.7, minTrackingConfidence: 0.7 });
hands.onResults(onResults);
function onResults(results) { loadingElement.style.display = 'none';
if (results.multiHandLandmarks && results.multiHandLandmarks.length > 0) { isHandDetected = true; const hand = results.multiHandLandmarks[0];
const p1 = hand[4]; const p2 = hand[8]; const dist = Math.sqrt((p1.x-p2.x)**2 + (p1.y-p2.y)**2); const normDist = Math.max(0, Math.min(1, (dist - 0.02) / 0.25)); targetScale = 0.15 + normDist * 2.35;
const y = hand[9].y; const normY = Math.max(0, Math.min(1, (y - 0.1) / 0.8)); targetRotX = -0.6 + normY * 1.6;
} else { isHandDetected = false; } }
const cameraUtils = new Camera(videoElement, { onFrame: async () => { await hands.send({image: videoElement}); }, width: 640, height: 480 }); cameraUtils.start().catch(e => { console.error(e); loadingElement.innerText = "摄像头启动失败"; });
function toggleFullScreen() { if (!document.fullscreenElement) { document.documentElement.requestFullscreen(); } else if (document.exitFullscreen) { document.exitFullscreen(); } }
initThree();
</script> </body> </html>
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