feat: 优化 App.vue 和 ParticleBackground 组件的动画效果,调整粒子配置和运动参数,提升性能和视觉表现,同时增加节流控制以优化动画刷新率。

This commit is contained in:
Cat Tom
2025-03-26 12:35:36 +08:00
parent 318f2155bc
commit 35e8fda1b8
3 changed files with 92 additions and 46 deletions

View File

@@ -12,21 +12,21 @@ const breakpoints = useBreakpoints({
})
const isMobile = breakpoints.smaller('tablet')
const particleCount = isMobile.value ? 1000 : 1800
const particleCount = isMobile.value ? 800 : 1500
// 优化粒子配置
const config = {
particleSize: 2.5,
systemRadius: 20,
baseSpeed: 0.15,
hoverRadius: 4,
particleSize: isMobile.value ? 2.0 : 2.5,
systemRadius: isMobile.value ? 15 : 20,
baseSpeed: 0.1,
hoverRadius: isMobile.value ? 3 : 4,
color: 0xb4e0f7, // 主色调:浅蓝色
colorVariation: [0xffb7d0, 0xa8d8ea, 0xf3e5f5], // 粒子颜色变化
lineColor: 0xa8d8ea,
lineDistance: 3.5,
particleCount: isMobile.value ? 1200 : 2000,
particleOpacity: 0.8,
lineOpacity: 0.2,
lineDistance: isMobile.value ? 2.5 : 3.5,
particleCount: isMobile.value ? 800 : 1500,
particleOpacity: 0.6,
lineOpacity: 0.15,
glowSize: 3
}
@@ -193,37 +193,44 @@ const createConnections = (positions, colors) => {
}
const animate = () => {
requestAnimationFrame(animate)
const time = Date.now() * 0.0001
particles.material.uniforms.time.value = time
if (!document.hidden) {
requestAnimationFrame(animate)
const time = Date.now() * 0.00005
particles.material.uniforms.time.value = time
if (time % 2 === 0) {
updateParticles()
}
renderer.render(scene, camera)
}
}
const updateParticles = () => {
const positions = particles.geometry.attributes.position.array
for (let i = 0; i < config.particleCount; i++) {
const i3 = i * 3
// 更自然的运动
positions[i3] += Math.sin(time + i * 0.1) * 0.02
positions[i3 + 1] += Math.cos(time + i * 0.05) * 0.02
positions[i3 + 2] += Math.sin(time * 0.5 + i * 0.07) * 0.02
positions[i3] += Math.sin(time + i * 0.05) * 0.01
positions[i3 + 1] += Math.cos(time + i * 0.03) * 0.01
positions[i3 + 2] += Math.sin(time * 0.3 + i * 0.04) * 0.01
// 鼠标交互优化
if (mouse.x !== null && mouse.y !== null) {
const dx = positions[i3] - mouse.x * 20
const dy = positions[i3 + 1] - mouse.y * 20
const distance = Math.sqrt(dx * dx + dy * dy)
if (distance < config.hoverRadius) {
const force = (config.hoverRadius - distance) / config.hoverRadius
positions[i3] += dx * force * 0.03
positions[i3 + 1] += dy * force * 0.03
const force = (config.hoverRadius - distance) / config.hoverRadius * 0.8
positions[i3] += dx * force * 0.02
positions[i3 + 1] += dy * force * 0.02
}
}
}
particles.geometry.attributes.position.needsUpdate = true
renderer.render(scene, camera)
}
const handleResize = () => {