PersonalPage/src/components/ParticleBackground.vue

239 lines
5.8 KiB
Vue

<script setup>
import * as THREE from 'three'
import { onMounted, onUnmounted, ref } from 'vue'
import { useBreakpoints } from '@vueuse/core'
const canvasRef = ref(null)
// 响应式控制粒子数量
const breakpoints = useBreakpoints({
mobile: 640,
tablet: 1024
})
const isMobile = breakpoints.smaller('tablet')
const particleCount = isMobile.value ? 800 : 1500
// 动画参数
const config = {
particleSize: 1.5,
systemRadius: 15,
baseSpeed: 0.2,
hoverRadius: 3,
color: 0x7ac5e8,
lineColor: 0x5ab0d6,
lineDistance: 2.5
}
let scene, camera, renderer, particles, lines, mouse = { x: 0, y: 0 }
const initThreeJS = () => {
// 1. 初始化场景
scene = new THREE.Scene()
scene.background = new THREE.Color(0x000000)
scene.fog = new THREE.FogExp2(0x000000, 0.001)
// 2. 初始化相机
camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
)
camera.position.z = 25
// 3. 初始化渲染器
renderer = new THREE.WebGLRenderer({
canvas: canvasRef.value,
antialias: true,
alpha: true
})
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
renderer.setSize(window.innerWidth, window.innerHeight)
// 4. 创建粒子系统
createParticles()
// 5. 动画循环
animate()
}
const createParticles = () => {
const geometry = new THREE.BufferGeometry()
const positions = new Float32Array(particleCount * 3)
const sizes = new Float32Array(particleCount)
// 初始化粒子位置
for (let i = 0; i < particleCount; i++) {
const i3 = i * 3
// 球体随机分布
const radius = config.systemRadius * Math.random()
const theta = Math.random() * Math.PI * 2
const phi = Math.acos(2 * Math.random() - 1)
positions[i3] = radius * Math.sin(phi) * Math.cos(theta)
positions[i3 + 1] = radius * Math.sin(phi) * Math.sin(theta)
positions[i3 + 2] = radius * Math.cos(phi)
sizes[i] = config.particleSize * (0.5 + Math.random() * 0.5)
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3))
geometry.setAttribute('size', new THREE.BufferAttribute(sizes, 1))
// 粒子材质
const material = new THREE.PointsMaterial({
color: config.color,
size: config.particleSize,
sizeAttenuation: true,
transparent: true,
opacity: 0.8,
blending: THREE.AdditiveBlending
})
particles = new THREE.Points(geometry, material)
scene.add(particles)
// 创建连接线
createConnections(positions)
}
const createConnections = (positions) => {
const lineGeometry = new THREE.BufferGeometry()
const linePositions = new Float32Array(particleCount * 3 * 2) // 每个粒子可能连接多个
// 简化的连接逻辑 (实际项目可以使用更高效的算法)
let lineIndex = 0
for (let i = 0; i < particleCount; i++) {
const i3 = i * 3
const p1 = new THREE.Vector3(
positions[i3],
positions[i3 + 1],
positions[i3 + 2]
)
// 只检查附近粒子
for (let j = i + 1; j < Math.min(i + 20, particleCount); j++) {
const j3 = j * 3
const p2 = new THREE.Vector3(
positions[j3],
positions[j3 + 1],
positions[j3 + 2]
)
if (p1.distanceTo(p2) < config.lineDistance) {
linePositions[lineIndex++] = p1.x
linePositions[lineIndex++] = p1.y
linePositions[lineIndex++] = p1.z
linePositions[lineIndex++] = p2.x
linePositions[lineIndex++] = p2.y
linePositions[lineIndex++] = p2.z
}
}
}
lineGeometry.setAttribute(
'position',
new THREE.BufferAttribute(linePositions, 3)
)
const lineMaterial = new THREE.LineBasicMaterial({
color: config.lineColor,
transparent: true,
opacity: 0.15,
blending: THREE.AdditiveBlending
})
lines = new THREE.LineSegments(lineGeometry, lineMaterial)
scene.add(lines)
}
const animate = () => {
requestAnimationFrame(animate)
// 粒子动画
const positions = particles.geometry.attributes.position.array
const time = Date.now() * 0.0001 * config.baseSpeed
for (let i = 0; i < particleCount; i++) {
const i3 = i * 3
// 添加噪声运动
positions[i3] += Math.sin(time + i) * 0.01
positions[i3 + 1] += Math.cos(time + i * 0.5) * 0.01
positions[i3 + 2] += Math.sin(time * 0.5 + i) * 0.01
// 鼠标交互效果
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) {
positions[i3] += dx * 0.05
positions[i3 + 1] += dy * 0.05
}
}
particles.geometry.attributes.position.needsUpdate = true
renderer.render(scene, camera)
}
const handleResize = () => {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
}
const handleMouseMove = (event) => {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1
}
onMounted(() => {
initThreeJS()
window.addEventListener('resize', handleResize)
window.addEventListener('mousemove', handleMouseMove)
})
onUnmounted(() => {
window.removeEventListener('resize', handleResize)
window.removeEventListener('mousemove', handleMouseMove)
if (renderer) renderer.dispose()
})
</script>
<template>
<canvas
ref="canvasRef"
class="particle-canvas"
aria-hidden="true"
/>
</template>
<style scoped>
.particle-canvas {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: var(--z-index-particle);
pointer-events: none;
opacity: 0.6;
transition: opacity 0.3s ease;
}
/* 移动设备降低不透明度 */
@media (max-width: 768px) {
.particle-canvas {
opacity: 0.3;
}
}
/* 暗黑模式适配 */
[data-theme="dark"] .particle-canvas {
opacity: 0.4;
}
</style>