如何实现更逼真的粒子浮动动画?



我是画布新手,正在尝试创建一个看起来逼真的浮动粒子动画。

目前,我正在创建 400 个粒子,这些粒子随机分布在 400x400 画布上。

然后,在每个requestAnimationFrame中,我调整xy坐标,如下所示:

this.particles[i].x += Math.random() * 0.3 - 0.15;
this.particles[i].y += Math.random() * 0.3 - 0.15;

现在,我试图弄清楚如何使粒子看起来更逼真地漂浮。

让他们看起来更现实的一种方法是,如果他们能走更远的距离。 现在,它们似乎只是在振动,而不是漂浮。实现漂移动画的一种方法是什么,使粒子行进一段明显的距离,但不会完全从画布上消失?

class ParticleCanvas {
constructor(canvas, width, height) {
this.main = {
element: canvas
};
this.buffer = {
element: document.createElement("canvas")
};
this.main.context = this.main.element.getContext("2d");
this.buffer.context = this.buffer.element.getContext("2d");
this.main.element.width = this.buffer.element.width = this.width = width;
this.main.element.height = this.buffer.element.height = this.height = height;
this.makeParticles(400);
this.animate();
}
makeParticles(n) {
this.particles = [];
for (let i = 0; i < n; i++) {
this.particles.push(
new Particle(
this.width / 2 + Math.random() * this.width - this.width / 2,
this.height / 2 + Math.random() * this.height - this.height / 2,
Math.random() * 3 + 2,
"#919191",
"circle"
)
);
}
}
animate() {
this.main.context.clearRect(0, 0, this.width, this.height);
for (var i = 0; i < this.particles.length; i++) {
this.particles[i].x += Math.random() * 0.3 - 0.15;
this.particles[i].y += Math.random() * 0.3 - 0.15;
this.particles[i].draw(this.main.context);
}
requestAnimationFrame(this.animate.bind(this));
}
}
class Particle {
constructor(x, y, radius, dotColor, particleShape) {
this.x = x;
this.y = y;
this.radius = radius;
this.dotColor = dotColor;
this.particleShape = particleShape;
}
draw(context) {
context.save();
context.translate(this.x, this.y);
context.fillStyle = this.dotColor;
switch (this.particleShape) {
case "circle":
context.beginPath();
context.arc(0, 0, this.radius, 0, 2 * Math.PI);
context.fill();
break;
case "square":
context.fillRect(0, 0, this.radius * 2, this.radius * 2);
break;
}
context.restore();
}
}
new ParticleCanvas(document.querySelector("canvas"), 400, 400);
body {
margin: 0;
}
<canvas></canvas>

漩涡和漂浮的介质。

正弦波产生简单的运动,可用于使粒子动画化。

使粒子看起来好像漂浮的方法之一是将它们视为漂浮在介质中。介质的运动是使单个粒子运动的原因。这倾向于使彼此靠近的粒子以类似的方式移动。

模拟空气。

在空气中,运动往往有点圆形,就像一个漩涡。

为了实现这一点,我们可以创建一组不可见的涡流粒子来代表空气涡旋的中心。我们在画布周围移动漩涡。每个漩涡都有一个位置、大小和相关强度。它们在比画布大两倍的区域上移动。

然后每个粒子被每个涡旋移动。粒子移动的量取决于粒子的质量(与其大小有关)和它与涡旋中心的距离。

每个粒子也有动量(保持运动的趋势),以及一个抽象的浮力值,随着时间的推移,粒子上下移动(以阻止它们聚集在一个地方)。为了给运动一点点扩散深度(远离眼睛)为运动增加一点(非常小)视差。

动画有 4 个步骤。

  • 更新在大大致圆形路径中移动的漩涡。如果它们离开侧面,将它们移动到另一侧(又名小行星空间)
  • 对于每个涡旋,更新每个粒子沿与涡旋的切线移动。
  • 对于每个粒子,请做阻力和浮力,并检查边界。
  • 绘制粒子

幻数

就许多幻数而言,这些类型的模拟非常刀刃。在示例的顶部,我添加了一些常量来控制模拟。

您可以使用这些值,可以实现广泛的效果,模拟空气,水,粘液等中的粒子。

整页看起来最好。

// request first frame (this starts the whole shebang)
requestAnimationFrame(update);

const doFor =(c,C)=>{var i=0;while(i<c && C(i++)!==true);return i};
const randI = (min, max = min + (min = 0)) => (Math.random() * (max - min) + min) | 0;
const rand  = (min = 1, max = min + (min = 0)) => Math.random() * (max - min) + min;
const ctx = canvas.getContext("2d");
//==================================================================
// WARNING next two control CPU load. 
// Number of particles is width * height / density
const density = 1000;  // particles per pixel squared WARNING Small numbers bad
const airVortexCount = 8;  // number of vortex Warning big number bad
//==================================================================
const airVortexSpeed = 10;  // speed of vortex movement in pixels
const vortexTurn = 0.02; // bigger values and vortex movement more circular
var airList;
const airForceCof = 1;   // amount of force airVortex applys to circle
const circleDrag = 0.99; // drag is 1-circleDrag Must be less than 1
// the smaller the number the less movement in circles
const buoyancySpeed  = 0.01; //  Particle buoyancy  speed
var circleList;
const circleMinSize = 2;  // size is radius in pixels
const circleMaxSize = 4;
const floatPhaseCycleMax = 0.02; // Particle buoyancy phase shift. Bigger numbers 
// create faster updown movement
var airWidth,airHeight;
var cirWidth,cirHeight;
function createParticles(){
airList = {...list};
circleList = {...list};
airList.init();
circleList.init();
doFor(airVortexCount, () => airList.add({...particle, ...air}).init());
var circleCount = (canvas.width * canvas.height) / density;
doFor(circleCount, () => circleList.add({...particle, ...circle}).init());
airWidth = canvas.width * 2;
airHeight = canvas.height * 2;
cirWidth = canvas.width + circleMaxSize * 2;
cirHeight = canvas.height + circleMaxSize * 2;    
}
function updateAll(){
airList.update();
airList.each(circleList.update.bind(circleList));
circleList.update();
ctx.beginPath();
circleList.draw();
ctx.fill();
}


var w,h,cw,ch;
function update(timer){
ctx.setTransform(1,0,0,1,0,0); // reset transform
if(w !== innerWidth || h !== innerHeight){  // resize canvas if needed
cw = (w = canvas.width = innerWidth) / 2;
ch = (h = canvas.height = innerHeight) / 2;
createParticles();
}
ctx.fillStyle = "black";
ctx.fillRect(0,0,w,h);
ctx.fillStyle = "rgba(255,200,100,0.5)";
updateAll();
requestAnimationFrame(update);
}

// air is a Vortex (bad naming when I started)
const air = {
update(){
this.x += Math.cos(this.phase) * airVortexSpeed;
this.y += Math.sin(this.phase) * airVortexSpeed;
this.phase += this.phaseShift;

this.x = ((this.x % airWidth) + airWidth) % airWidth;
this.y = ((this.y % airHeight) + airHeight) % airHeight;
},
init(){
this.x = randI(canvas.width);
this.y = randI(canvas.height);
this.size2 = randI(canvas.height * canvas.width);
this.size = Math.sqrt(this.size2);
this.phase = rand(Math.PI * 2);
this.phaseShift = rand(-vortexTurn,vortexTurn);
return this;
},
}
// the things that float in air
const circle = {
init(){
this.x = randI(canvas.width);
this.y = randI(canvas.height);
this.dx = 0;
this.dy = 0;
this.size = rand(circleMinSize,circleMaxSize);
this.mass = this.size ** 3;
this.depth = rand(0.5,1);
this.floatPhase = rand(Math.PI * 2);
this.floatPhaseCycle = rand(floatPhaseCycleMax );
return this;
},    
update(air){  // if air is undefined then do momentum and bouyancy
if(air === undefined){
this.dy += Math.sin(this.floatPhase)*buoyancySpeed;
this.floatPhase += this.floatPhaseCycle;
this.x += this.dx * this.depth;
this.y += this.dy * this.depth;
this.dx *= circleDrag;
this.dy *= circleDrag;
this.x = ((this.x % cirWidth) + cirWidth) % cirWidth;
this.y = ((this.y % cirHeight) + cirHeight) % cirHeight;
return;
}
var x = this.x - (air.x - airWidth / 4);
var y = this.y - (air.y - airHeight / 4);
var dist = x * x + y * y;
if(dist < air.size2){
dist = Math.sqrt(dist);
x /= dist;
y /= dist;
var force = (1 - dist / air.size) * airForceCof;

// using f = ma  (force = mass * acceleration)
var a = (force / this.mass) * Math.sign(air.phaseShift);
this.dx += -y * a;
this.dy += x * a;
}
},
draw(){
var x = this.x - circleMaxSize;
var y = this.y - circleMaxSize;
ctx.moveTo(x + this.size,y);
ctx.arc(x,y,this.size,0,Math.PI * 2);
}
}
// basic particle
const particle = { x : 0,  y : 0, size : 0}
// basic list handles all particle arrays
const list = {
items : [],
init(){ this.items = [] },
add(item) {
this.items.push(item);
return item;
},
each(callback) { for(const item of this.items) { callback(item) } },
update(data) { for(const item of this.items) { item.update(data) } },
draw() { for(const item of this.items) { item.draw() } },
}
canvas { position : absolute; top : 0px; left : 0px; }
<canvas id="canvas"></canvas>

你觉得这个怎么样?我正在使用贝塞尔.js为此。

我查看了一些粒子库。单个粒子的路径不知何故让我想起了贝塞尔曲线。这就是我想出这个主意的原因。为了简单起见,我只对一个粒子进行了动画处理。

如您所见,我正在使用贝塞尔.js库来生成贝塞尔曲线并将其路径作为点。此查找表可用于设置每个粒子的位置。

这是更新的来源!请使用"展开代码段"来显示代码,而不会出现格式错误。我确实将整个库添加到导致一些缩进的代码片段中。

编辑 1

我真的迫不及待地想看看它在多个粒子下的样子。通过这样做,我发现了一些应该为每个粒子随机化的参数:

  • 贝塞尔曲线的单点
  • 查找表的分辨率
  • 查找表的起始索引

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g=f(-T+G),d=f(T+G),[g-d-a/3].filter(s)},droots:function(t){if(3===t.length){var n=t[0],r=t[1],i=t[2],e=n-2*r+i;if(0!==e){var o=-u(r*r-n*i),s=-n+r,a=-(o+s)/e,f=-(-o+s)/e;return[a,f]}return r!==i&&0===e?[(2*r-i)/(2*(r-i))]:[]}if(2===t.length){var n=t[0],r=t[1];return n!==r?[n/(n-r)]:[]}},inflections:function(t){if(t.length<4)return[];var n=v.align(t,{p1:t[0],p2:t.slice(-1)[0]}),r=n[2].x*n[1].y,i=n[3].x*n[1].y,e=n[1].x*n[2].y,o=n[3].x*n[2].y,s=18*(-3*r+2*i+3*e-o),u=18*(3*r-i-3*e),a=18*(e-r);if(v.approximately(s,0)){if(!v.approximately(u,0)){var f=-a/u;if(0<=f&&f<=1)return[f]}return[]}var c=u*u-4*s*a,h=Math.sqrt(c),o=2*s;return v.approximately(o,0)?[]:[(h-u)/o,-(u+h)/o].filter(function(t){return 0<=t&&t<=1})},bboxoverlap:function(t,r){var i,e,o,s,u,a=["x","y"],f=a.length;for(i=0;i<f;i++)if(e=a[i],o=t[e].mid,s=r[e].mid,u=(t[e].size+r[e].size)/2,n(o-s)>=u)return!1;return!0},expandbox:function(t,n){n.x.min<t.x.min&&(t.x.min=n.x.min),n.y.min<t.y.min&&(t.y.min=n.y.min),n.z&&n.z.min<t.z.min&&(t.z.min=n.z.min),n.x.max>t.x.max&&(t.x.max=n.x.max),n.y.max>t.y.max&&(t.y.max=n.y.max),n.z&&n.z.max>t.z.max&&(t.z.max=n.z.max),t.x.mid=(t.x.min+t.x.max)/2,t.y.mid=(t.y.min+t.y.max)/2,t.z&&(t.z.mid=(t.z.min+t.z.max)/2),t.x.size=t.x.max-t.x.min,t.y.size=t.y.max-t.y.min,t.z&&(t.z.size=t.z.max-t.z.min)},pairiteration:function(t,n,r){var i=t.bbox(),e=n.bbox(),o=1e5,s=r||.5;if(i.x.size+i.y.size<s&&e.x.size+e.y.size<s)return[(o*(t._t1+t._t2)/2|0)/o+"/"+(o*(n._t1+n._t2)/2|0)/o];var u=t.split(.5),a=n.split(.5),f=[{left:u.left,right:a.left},{left:u.left,right:a.right},{left:u.right,right:a.right},{left:u.right,right:a.left}];f=f.filter(function(t){return v.bboxoverlap(t.left.bbox(),t.right.bbox())});var c=[];return 0===f.length?c:(f.forEach(function(t){c=c.concat(v.pairiteration(t.left,t.right,s))}),c=c.filter(function(t,n){return c.indexOf(t)===n}))},getccenter:function(t,n,r){var o,u=n.x-t.x,a=n.y-t.y,f=r.x-n.x,c=r.y-n.y,y=u*i(x)-a*e(x),p=u*e(x)+a*i(x),l=f*i(x)-c*e(x),d=f*e(x)+c*i(x),m=(t.x+n.x)/2,g=(t.y+n.y)/2,z=(n.x+r.x)/2,b=(n.y+r.y)/2,_=m+y,w=g+p,E=z+l,S=b+d,M=v.lli8(m,g,_,w,z,b,E,S),k=v.dist(M,t),O=s(t.y-M.y,t.x-M.x),T=s(n.y-M.y,n.x-M.x),N=s(r.y-M.y,r.x-M.x);return O<N?((O>T||T>N)&&(O+=h),O>N&&(o=N,N=O,O=o)):N<T&&T<O?(o=N,N=O,O=o):N+=h,M.s=O,M.e=N,M.r=k,M},numberSort:function(t,n){return t-n}};t.exports=v}()},function(t,n,r){"use strict";!function(){var n=r(2),i=function(t){this.curves=[],this._3d=!1,t&&(this.curves=t,this._3d=this.curves[0]._3d)};i.prototype={valueOf:function(){return this.toString()},toString:function(){return"["+this.curves.map(function(t){return n.pointsToString(t.points)}).join(", ")+"]"},addCurve:function(t){this.curves.push(t),this._3d=this._3d||t._3d},length:function(){return this.curves.map(function(t){return t.length()}).reduce(function(t,n){return t+n})},curve:function(t){return this.curves[t]},bbox:function t(){for(var r=this.curves,t=r[0].bbox(),i=1;i<r.length;i++)n.expandbox(t,r[i].bbox());return t},offset:function t(n){var t=[];return this.curves.forEach(function(r){t=t.concat(r.offset(n))}),new i(t)}},t.exports=i}()}]);
class ParticleCanvas {
constructor(canvas, width, height) {
this.main = {
element: canvas
};
this.buffer = {
element: document.createElement("canvas")
};
this.main.context = this.main.element.getContext("2d");
this.buffer.context = this.buffer.element.getContext("2d");
this.main.element.width = this.buffer.element.width = this.width = width;
this.main.element.height = this.buffer.element.height = this.height = height;
this.makeParticles(400);
this.animate();
}
makeParticles(n) {
this.particles = [];
for (let i = 0; i < n; i++) {
this.particles.push(
new Particle(
this.width / 2 + Math.random() * this.width - this.width / 2,
this.height / 2 + Math.random() * this.height - this.height / 2,
Math.random() * 3 + 2,
"#919191",
"circle"
)
);
}
}
animate() {
this.main.context.clearRect(0, 0, this.width, this.height);
for (var i = 0; i < this.particles.length; i++) {
this.particles[i].x = this.particles[i].pathLut[this.particles[i].lutIndex].x;
this.particles[i].y = this.particles[i].pathLut[this.particles[i].lutIndex].y;
this.particles[i].draw(this.main.context);
if(this.particles[i].inverse) {
this.particles[i].lutIndex--;
}
else {
this.particles[i].lutIndex++;
}
if(this.particles[i].lutIndex == 0) {
this.particles[i].inverse = false;
}
if(this.particles[i].lutIndex >= this.particles[i].pathLut.length - 1) {
this.particles[i].inverse = true;
}
}
requestAnimationFrame(this.animate.bind(this));
}
}
class Particle {
constructor(x, y, radius, dotColor, particleShape) {
this.x = x;
this.y = y;
this.radius = radius;
this.dotColor = dotColor;
this.particleShape = particleShape;
this.bezierResolution = Math.floor(Math.random() * (1024 - 256)) + 256;
this.lutIndex = Math.floor(Math.random() * this.bezierResolution);
this.inverse = false;
var randoms = new Array(8);
for(var i = 0; i < 8; i++) {
randoms[i] = Math.floor(Math.random() * 400);
}
this.pathLut = new Bezier(
randoms[0],
randoms[1],
randoms[2],
randoms[3],
randoms[4],
randoms[5],
randoms[6],
randoms[7]
).getLUT(this.bezierResolution);
}
draw(context) {
context.save();
context.translate(this.x, this.y);
context.fillStyle = this.dotColor;
switch (this.particleShape) {
case "circle":
context.beginPath();
context.arc(0, 0, this.radius, 0, 2 * Math.PI);
context.fill();
break;
case "square":
context.fillRect(0, 0, this.radius * 2, this.radius * 2);
break;
}
context.restore();
}
}
new ParticleCanvas(document.querySelector("canvas"), 400, 400);
<canvas></canvas>

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