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主页 / 问题 / 1082458
Accepted
Дмитрий Полянин
Дмитрий Полянин
Asked:2020-02-14 15:53:16 +0000 UTC2020-02-14 15:53:16 +0000 UTC 2020-02-14 15:53:16 +0000 UTC

带有卫星轨道的动画太阳

  • 772

我的任务是为太阳设置动画。
必须有闪光和小射线。光线应该像火焰一样燃烧并缓慢旋转。技术可以是任何东西:SVG、SMIL、JavaScript、CSS、Canvas、WebGl 或其他。

还需要使一颗行星围绕太阳旋转。这颗行星必须在这样的轨道上旋转,以使其在太阳后面的一部分飞行。

在此处输入图像描述

请告诉我如何做到这一点?

也接受部分解决方案的答案。例如:没有行星或没有射线。

总共应该有3个动画元素。

  1. 闪烁。
  2. 灯火如火。应该 a) 燃烧 b) 绕一圈旋转。
  3. 一个旋转的行星,其中一部分轨道跟随太阳。

PS:如果可以的话,我会尝试准备我的解决方案。

javascript
  • 7 7 个回答
  • 10 Views

7 个回答

  • Voted
  1. soledar10
    2020-02-14T19:33:19Z2020-02-14T19:33:19Z

    选项1

    * {
      padding: 0;
      margin: 0;
      box-sizing: border-box;
    }
    
    body {
      background-color: #010101;
      min-height: 100vh;
    }
    
    .system {
      position: absolute;
      width: 100%;
      height: 100%;
      transform-style: preserve-3d;
      transform: rotateX(75deg);
    }
    
    .sun,
    .orbit,
    .planet {
      position: absolute;
      top: 50%;
      left: 50%;
      transform-style: preserve-3d;
      border-radius: 50%;
    }
    
    .sun,
    .planet {
      width: 2em;
      height: 2em;
      margin-top: -1em;
      margin-left: -1em;
    }
    
    .sun {
      font-size: 7em;
      background: linear-gradient(to bottom, #F8E82F 0%, rgba(251, 65, 9, 1) 100%);
      box-shadow: 0 0 60px rgba(255, 160, 60, .4);
      transform: rotateX(-90deg);
    }
    
    .orbit {
      width: 24em;
      height: 24em;
      margin-top: -12em;
      margin-left: -12em;
      border: 1px solid rgba(255, 255, 255, .25);
      animation: animOrbit 12s linear infinite;
    }
    
    .planet {
      background-color: aliceblue;
      left: 100%;
      animation: animPlanet 12s linear infinite;
    }
    
    @keyframes animOrbit {
      0% {
        transform: rotateZ(0deg);
      }
      100% {
        transform: rotateZ(-360deg);
      }
    }
    
    @keyframes animPlanet {
      0% {
        transform: rotateX(-90deg) rotateY(360deg) rotateZ(0deg);
      }
      100% {
        transform: rotateX(-90deg) rotateY(0deg) rotateZ(0deg);
      }
    }
    <div class="system">
      <div class="sun"></div>
      <div class="orbit">
        <div class="planet"></div>
      </div>
    </div>

    选项 2

    * {
      padding: 0;
      margin: 0;
      box-sizing: border-box;
    }
    
    body {
      background-color: #010101;
      min-height: 100vh;
      overflow: hidden;
    }
    
    .system {
      position: absolute;
      width: 100%;
      height: 100%;
      transform-style: preserve-3d;
      transform: rotateX(65deg) rotateY(-65deg);
      animation: animSystem 36s linear infinite;
    }
    
    @keyframes animSystem{
      0%{
        transform: rotateX(65deg) rotateY(0deg);
      }
      100%{
        transform: rotateX(65deg) rotateY(-360deg);
      }
    }
    
    .sun,
    .orbit,
    .planet {
      position: absolute;
      top: 50%;
      left: 50%;
      transform-style: preserve-3d;
      border-radius: 50%;
    }
    
    .sun,
    .planet {
      width: 2em;
      height: 2em;
      margin-top: -1em;
      margin-left: -1em;
    }
    
    .sun {
      font-size: 7em;
      background-color: #FB7209;
      background: linear-gradient(to bottom, #F8E82F 0%, rgba(251, 65, 9, 1) 100%);
      background-size: cover;
      transform: rotateX(-90deg);
      box-shadow:
        0 0 10px 5px rgba(244, 110, 28, .6),
        0 0 20px 10px rgba(244, 110, 28, .3),
        0 0 30px 15px rgba(244, 110, 28, .1);
        animation: animSunFire 6s alternate infinite;
    }
    
    @keyframes animSunFire {
      0%,
      100% {
        box-shadow:
          0 0 10px 5px rgba(244, 110, 28, .6),
          0 0 20px 10px rgba(244, 110, 28, .3),
          0 0 30px 15px rgba(244, 110, 28, .1);
      }
      50% {
        box-shadow:
          0 0 14px 7px rgba(244, 110, 28, .6),
          0 0 28px 14px rgba(244, 110, 28, .3),
          0 0 42px 81px rgba(244, 110, 28, .1);
      }
    }
    
    .orbit {
      width: 24em;
      height: 24em;
      margin-top: -12em;
      margin-left: -12em;
      border: 4px solid rgba(255, 255, 255, .25);
      animation: animOrbit 12s linear infinite;
    }
    
    .planet {
      background-color: aliceblue;
      left: 100%;
      animation: animPlanet 12s linear infinite;
    }
    
    @keyframes animOrbit {
      0% {
        transform: rotateZ(0deg);
      }
    
      100% {
        transform: rotateZ(-360deg);
      }
    }
    
    @keyframes animPlanet {
      0% {
        transform: rotateX(-90deg) rotateY(360deg) rotateZ(0deg);
      }
    
      100% {
        transform: rotateX(-90deg) rotateY(0deg) rotateZ(0deg);
      }
    }
    <div class="system">
        <div class="sun"></div>
        <div class="orbit">
          <div class="planet"></div>
        </div>
      </div>

    • 15
  2. Alexandr_TT
    2020-02-14T19:49:16Z2020-02-14T19:49:16Z

    请参阅代码中的注释以获取解释。

    小心!动画开始时,组轨道开启Zodiac

    更新

    添加了行星绕其轴旋​​转的动画

    .flame {
    transform-origin: center;
    transform-box:fill-box;
    }
    <svg version="1.1" xmlns="http://www.w3.org/2000/svg" 
        xmlns:xlink="http://www.w3.org/1999/xlink"
    	     width="200" height="200" viewBox="0 10 200 200" > 
    
    <defs>
        <filter id="dropShadow2" 
    		x="-20%" y="-20%" 
    		width="150%" height="150%">
    		<feGaussianBlur   stdDeviation="2" />
    	 </filter>   
    	      <!-- Анимация градиента языков пламени -->
    	  <radialGradient id="gradSun">
            <stop offset="20%" stop-color="yellow">
    		 <animate attributeName="offset" values="80%;20%;40%;10%;80%" begin="btn1.click" dur="3s" repeatCount="indefinite" />
    		 </stop>
            <stop offset="100%" stop-color="gold" >
    		<animate attributeName="stop-color" values="gold;#FF6200;gold" begin="btn1.click" dur="3s" repeatCount="indefinite" />
    		</stop>
          </radialGradient>
    	     
    		    <!-- Градиент окраски вращающейся планеты -->
    	  <linearGradient id="gradEarth">
    			<stop offset="0%" stop-color="dodgerblue"></stop>
    			<stop offset="100%" stop-color="yellowgreen" ></stop>
    		</linearGradient>
     </defs>	 		 
    		 
             <!-- Фон -->
        <rect width="100%" height="100%" fill="#321300" />
    	<g id="btn1" onclick='play()' transform="translate(0 0)" >
    	 <circle  cx="180" cy="185" r="8" fill="url(#gradEarth)"  /> 
    	 <text id="txt1" x="150" y="170" font-size="1.2rem" fill="gold" >Start</text>
     </g>  
              <!-- Протуберанцы солнца -->
      <path id="flame" class="flame" fill="url(#gradSun)" filter="url(#dropShadow2)" d="m181.9 82.8c-27.3 31.7 13 43-4.1 40.5-9.2-1.4-38.7 12.5-18 26.4 20.5 13.7-30-2.1-20.1 12.9 14.2 21.5-18.3-8.9-23 9.3-7.4 28.2-10.9 1.8-16.6 1.8-6.6 0-13.6 13.2-19.2-2.4-3.8-10.7-27.1-14.7-33.7 3.2-3.2 8.6-10.1-48-13.3-39.3C19.4 174.7 36.3 104.4 26.1 108.6 0.8 119.1 33.6 83.8 32.5 75.7 30.3 59.4 20.1 39.8 24.6 45.2 32.4 54.4 52.8 48.8 48.8 43.5 36.6 27.5 38.2 21 36.2 18.9 19.8 1.4 76 39.7 74.2 33.7 71.5 25.1 68.3 8.7 70.3 10.1c7.1 5 29.8 25.4 29.8 16.1-0.2-35.1 10.9 0.6 16.1 1.7 8.2 1.7 9.6 7.6 16.2 2.9 10.4-7.5 31.5-13.2 34.2-11.6 2.2 1.4-13.1 9.2-13.8 13.4-1.4 9.3-6.8 21.8-4.3 20.2 12.6-8.4 27.5-32.3 19.2-9.2-0.4 1.1-0.9 8.2-2.6 11.1-4.2 7.1-12.2 12.6-10.4 12.5 38.9-2.1 39.2-13.5 13.9 15.6-4.8 5.5 18.2-5.8 13.2 0z" >  
              <!-- Анимация роста, уменьшения Протуберанцев солнца -->
        <animateTransform attributeName="transform" type="scale" begin="btn1.click" dur="6s"  values="0.7;1;0.8;1;0.7;0.7" repeatCount="indefinite" />
      </path>
      
                      <!-- Орбита вращения планеты -->
      
      <path id="orbita" transform="translate(-1,0)" d="m77.6 69.4c3.3-5.1 7.3-9.8 11.4-14.4 4.5-5.1 9.2-10.2 14.4-14.7 3.8-3.3 7.9-6.5 12.3-9 3.9-2.2 7.9-4.4 12.3-5.1 4.6-0.7 9.8-1 13.8 1.2 4.4 2.4 7.3 7.3 9 12 2.1 5.6 1.8 12 1.2 18-0.3 2.8-1.1 5.5-2.1 8.1-7.8 21.2-17.1 42.2-29.4 61.1-9.3 14.3-20.1 27.8-33 39-2.9 2.6-6.3 4.7-9.9 6.3-3.5 1.5-7.3 2.9-11.1 3-3.7 0.1-7.8 0-10.8-2.1-4.2-2.9-6.8-8-8.1-12.9-2-7.3-0.6-15.3 0.6-22.8 1.4-8.7 4.2-17.3 7.5-25.5 5.9-14.7 13.3-28.9 21.9-42.2z" style="fill:none;stroke:grey; stroke-width:2"/>
      
                     <!-- Правая половинка солнца -->
    
     <path id="sunR" fill="#FF6600"  d="m106.4 38.5c-6.3 4.8-12.1 10.7-15.5 14.9-5.5 6.6-11.7 13.6-16.5 21.1-6.1 9.6-10.8 20-15.4 30.4-3.3 7.4-6.5 14.8-8.6 22.6-1.3 4.6-2.7 9.5-2.4 14.1 0.4 5.8 12.4 13.2 20.4 17.1 9.7 4.8 21 8.1 31.8 6.9 16.7-1.9 34.3-9.1 45.5-21.6 10.4-11.6 16-28.5 15.3-44-0.7-16.1-8.6-32.4-19.8-44-9-9.3-31.3-20-34.8-17.4z" /> 
                     <!-- Левая половинка солнца -->
     <path id="sunL" fill="#FF6600"   d="m45.8 140.1c1.6-8.4 1.9-10.1 3.3-15.1 1.5-5.4 3.2-10.8 5.2-16 2.6-6.7 5.8-13.1 9.1-19.5 3.1-5.9 6.6-11.7 10.3-17.2 3.6-5.4 7.3-10.8 11.5-15.7 5.4-6.3 12.6-13.1 17.5-17.8 4.2-4.1-29.9 1.1-41.5 9.3-23.1 16.4-27.9 35.8-28.9 52-0.4 7.1 1.1 15.8 3.7 23.2 2.1 6.1 9.3 18.6 9.6 16.9z" />  
    	           <!-- Анимация вращения планеты -->
    	<circle cx="0" cy="0" r="12"  fill="url(#gradEarth)" >
    	  <animateMotion begin="btn1.click" dur="6s" repeatCount="indefinite">
    	     <mpath xlink:href="#orbita" />
    	  </animateMotion>  
               <!-- Анимация вращения планеты вокруг своей оси -->
    	      <animateTransform attributeName="transform" type="rotate" dur="1.5s" begin="btn1.click" values="0 0 0;360 0 0 " repeatCount="indefinite" />
    	</circle>    
    	        <!-- Дополнительная маскирующая зона солнца, чтобы не было видно вращения планеты с обратной строны солнца -->
    	<path id="sunR2" fill="#FF6600" d="m112.1 49.9c-6.3 4.8-8.2 7.1-11.6 11.3-5.5 6.6-10.3 12.7-14.7 19.6-5.5 8.7-10.2 18-14.5 27.4-3.2 7.2-5.7 14.6-8.3 22-2.2 6.2-6.3 14.3-6 18.9 0.4 5.8 6.9 7.4 11.4 9.6 9.7 4.8 21 8.1 31.8 6.9 16.7-1.9 34.3-9.1 45.5-21.6 10.4-11.6 16-28.5 15.3-44-0.7-16.1-7.2-34-19.8-44-7.7-6.2-25.6-8.6-29.1-6z" />
        
    	
    </svg>	 
    
    <script>
    var zodiac = new Audio();
    zodiac.src = 'https://svg-art.ru/files/zodiac.mp3';
    
    function play() {
      zodiac.play();
    }
    </script>

    • 10
  3. Best Answer
    Alexandr_TT
    2020-02-14T22:53:20Z2020-02-14T22:53:20Z

    选项 #2

    C 使用一层火焰舌头图案的旋转并应用过滤器feTurbulence来创建太阳的挥动突出

    图案旋转:

    .flame {
    transform-origin: center;
    transform-box:fill-box;
    animation: rotate-sun 40s linear infinite;
    }
    @keyframes rotate-sun {
    0% {transform: rotateX(0deg); }
    100% {transform: rotateZ(360deg); }
    } 
    

    应用滤镜动画feTurbulence

    通过调整、的值baseFrequency,可以实现自己喜欢的火焰摇曳效果。numOctavesscale="25"

     <!-- Эффект колыхания огня для протуберанцов солнца -->
           <filter id="myFilter" >
          <feTurbulence type="turbulence" baseFrequency="0.0005" numOctaves="5" result="turbulence" >
         <animate attributeName="baseFrequency" dur="32s" values="0.0005;0.02;0.0005;0.02;0.0005" begin="btn1.click" repeatCount="indefinite"  />
          </feTurbulence>
         <feDisplacementMap xChannelSelector="R" yChannelSelector="G" scale="25" in="SourceGraphic" in2="turbulence" />
        </filter> 
    

    .flame {
    transform-origin: center;
    transform-box:fill-box;
    animation: rotate-sun 40s linear infinite;
    }
    @keyframes rotate-sun {
    0% {transform: rotateX(0deg); }
    100% {transform: rotateZ(360deg); }
    
    } 
    
    
    <svg version="1.1" xmlns="http://www.w3.org/2000/svg" 
        xmlns:xlink="http://www.w3.org/1999/xlink"
    	     width="200" height="200" viewBox="0 10 200 200" > 
    
    <defs>
        <filter id="dropShadow2" 
    		x="-20%" y="-20%" 
    		width="150%" height="150%">
    		<feGaussianBlur   stdDeviation="2" />
    	 </filter> 
    	      <!-- Эффект колыхания огня для протуберанцов солнца -->
           <filter id="myFilter" >
          <feTurbulence type="turbulence" baseFrequency="0.0005" numOctaves="5" result="turbulence" >
         <animate attributeName="baseFrequency" dur="32s" values="0.0005;0.02;0.0005;0.02;0.0005" begin="btn1.click" repeatCount="indefinite"  />
          </feTurbulence>
      	 <feDisplacementMap xChannelSelector="R" yChannelSelector="G" scale="25" in="SourceGraphic" in2="turbulence" />
        </filter> 
    	      <!-- Анимация градиента языков пламени -->
    	  <radialGradient id="gradSun">
            <stop offset="20%" stop-color="yellow">
    		 <animate attributeName="offset" values="80%;20%;40%;10%;80%" begin="btn1.click" dur="3s" repeatCount="indefinite" />
    		 </stop>
            <stop offset="100%" stop-color="gold" >
    		<animate attributeName="stop-color" values="gold;#FF6200;gold" begin="btn1.click" dur="3s" repeatCount="indefinite" />
    		</stop>
          </radialGradient>
    	     
    		    <!-- Градиент окраски вращающейся планеты -->
    	  <linearGradient id="gradEarth">
    			<stop offset="40%" stop-color="dodgerblue"></stop>
    			<stop offset="100%" stop-color="yellowgreen" ></stop>
    		</linearGradient>
     </defs>	 		 
    		 
             <!-- Фон -->
        <rect width="100%" height="100%" fill="#321300" /> 
    	
              <!-- Протуберанцы солнца 1-ая группа -->
      <path id="flame"  class="flame" fill="url(#gradSun)" filter="url(#myFilter)" d="m181.9 82.8c-27.3 31.7 13 43-4.1 40.5-9.2-1.4-38.7 12.5-18 26.4 20.5 13.7-30-2.1-20.1 12.9 14.2 21.5-18.3-8.9-23 9.3-7.4 28.2-10.9 1.8-16.6 1.8-6.6 0-13.6 13.2-19.2-2.4-3.8-10.7-27.1-14.7-33.7 3.2-3.2 8.6-10.1-48-13.3-39.3C19.4 174.7 36.3 104.4 26.1 108.6 0.8 119.1 33.6 83.8 32.5 75.7 30.3 59.4 20.1 39.8 24.6 45.2 32.4 54.4 52.8 48.8 48.8 43.5 36.6 27.5 38.2 21 36.2 18.9 19.8 1.4 76 39.7 74.2 33.7 71.5 25.1 68.3 8.7 70.3 10.1c7.1 5 29.8 25.4 29.8 16.1-0.2-35.1 10.9 0.6 16.1 1.7 8.2 1.7 9.6 7.6 16.2 2.9 10.4-7.5 31.5-13.2 34.2-11.6 2.2 1.4-13.1 9.2-13.8 13.4-1.4 9.3-6.8 21.8-4.3 20.2 12.6-8.4 27.5-32.3 19.2-9.2-0.4 1.1-0.9 8.2-2.6 11.1-4.2 7.1-12.2 12.6-10.4 12.5 38.9-2.1 39.2-13.5 13.9 15.6-4.8 5.5 18.2-5.8 13.2 0z" >   
       
      </path>
      
                      <!-- Орбита вращения планеты -->
      
      <path id="orbita" transform="translate(-1,0)" d="m77.6 69.4c3.3-5.1 7.3-9.8 11.4-14.4 4.5-5.1 9.2-10.2 14.4-14.7 3.8-3.3 7.9-6.5 12.3-9 3.9-2.2 7.9-4.4 12.3-5.1 4.6-0.7 9.8-1 13.8 1.2 4.4 2.4 7.3 7.3 9 12 2.1 5.6 1.8 12 1.2 18-0.3 2.8-1.1 5.5-2.1 8.1-7.8 21.2-17.1 42.2-29.4 61.1-9.3 14.3-20.1 27.8-33 39-2.9 2.6-6.3 4.7-9.9 6.3-3.5 1.5-7.3 2.9-11.1 3-3.7 0.1-7.8 0-10.8-2.1-4.2-2.9-6.8-8-8.1-12.9-2-7.3-0.6-15.3 0.6-22.8 1.4-8.7 4.2-17.3 7.5-25.5 5.9-14.7 13.3-28.9 21.9-42.2z" style="fill:none;stroke:grey; stroke-width:2"/>
      
                     <!-- Правая половинка солнца -->
    
     <path id="sunR" fill="#FF6600"  d="m106.4 38.5c-6.3 4.8-12.1 10.7-15.5 14.9-5.5 6.6-11.7 13.6-16.5 21.1-6.1 9.6-10.8 20-15.4 30.4-3.3 7.4-6.5 14.8-8.6 22.6-1.3 4.6-2.7 9.5-2.4 14.1 0.4 5.8 12.4 13.2 20.4 17.1 9.7 4.8 21 8.1 31.8 6.9 16.7-1.9 34.3-9.1 45.5-21.6 10.4-11.6 16-28.5 15.3-44-0.7-16.1-8.6-32.4-19.8-44-9-9.3-31.3-20-34.8-17.4z" /> 
                     <!-- Левая половинка солнца -->
     <path id="sunL" fill="#FF6600"   d="m45.8 140.1c1.6-8.4 1.9-10.1 3.3-15.1 1.5-5.4 3.2-10.8 5.2-16 2.6-6.7 5.8-13.1 9.1-19.5 3.1-5.9 6.6-11.7 10.3-17.2 3.6-5.4 7.3-10.8 11.5-15.7 5.4-6.3 12.6-13.1 17.5-17.8 4.2-4.1-29.9 1.1-41.5 9.3-23.1 16.4-27.9 35.8-28.9 52-0.4 7.1 1.1 15.8 3.7 23.2 2.1 6.1 9.3 18.6 9.6 16.9z" />  
    	           <!-- Анимация вращения планеты -->
    	<circle cx="0" cy="0" r="14"  fill="url(#gradEarth)" >
    	  <animateMotion begin="btn1.click" dur="4s" repeatCount="indefinite">
    	     <mpath xlink:href="#orbita" />
    	  </animateMotion>
    	</circle>    
    	        <!-- Дополнительная маскирующая зона солнца, чтобы не было видно вращения планеты с обратной строны солнца -->
    	<path id="sunR2" fill="#FF6600" d="m112.1 49.9c-6.3 4.8-8.2 7.1-11.6 11.3-5.5 6.6-10.3 12.7-14.7 19.6-5.5 8.7-10.2 18-14.5 27.4-3.2 7.2-5.7 14.6-8.3 22-2.2 6.2-6.3 14.3-6 18.9 0.4 5.8 6.9 7.4 11.4 9.6 9.7 4.8 21 8.1 31.8 6.9 16.7-1.9 34.3-9.1 45.5-21.6 10.4-11.6 16-28.5 15.3-44-0.7-16.1-7.2-34-19.8-44-7.7-6.2-25.6-8.6-29.1-6z" />
        
    	                   <!-- Включение видимости всей анимации        -->
    	<rect width="100%" height="100%" fill="#321300" opacity="1" >
    	  <set attributeName="opacity" begin="btn1.click" to="0" />
    	  </rect>
    	       <!-- Кнопка -->
    	<g id="btn1" onclick='play()' transform="translate(0 0)" >
    	 <circle  cx="180" cy="185" r="8" fill="url(#gradEarth)"  /> 
    	 <text id="txt1" x="150" y="170" font-size="1.2rem" fill="gold" >Start</text>
     </g>  
    </svg>
    <svg version="1.1" xmlns="http://www.w3.org/2000/svg" 
        xmlns:xlink="http://www.w3.org/1999/xlink"
    	     width="200" height="200" viewBox="0 10 200 200" > 
    
    <defs>
        <filter id="dropShadow2" 
    		x="-20%" y="-20%" 
    		width="150%" height="150%">
    		<feGaussianBlur   stdDeviation="2" />
    	 </filter> 
    	      <!-- Эффект колыхания огня для протуберанцев солнца -->
           <filter id="myFilter" >
          <feTurbulence type="turbulence" baseFrequency="0.0005" numOctaves="5" result="turbulence" >
         <animate attributeName="baseFrequency" dur="32s" values="0.0005;0.02;0.0005;0.02;0.0005" begin="btn1.click" repeatCount="indefinite"  />
          </feTurbulence>
      	 <feDisplacementMap xChannelSelector="R" yChannelSelector="G" scale="25" in="SourceGraphic" in2="turbulence" />
        </filter> 
    	      <!-- Анимация градиента языков пламени -->
    	  <radialGradient id="gradSun">
            <stop offset="10%" stop-color="yellow">
    		 <animate attributeName="offset" values="80%;20%;40%;10%;80%" begin="btn1.click" dur="2s" repeatCount="indefinite" />
    		 </stop>
            <stop offset="100%" stop-color="gold" >
    		<animate attributeName="stop-color" values="gold;#FF6200;gold" begin="btn1.click" dur="2s" repeatCount="indefinite" />
    		</stop>
          </radialGradient>
    	     
    		    <!-- Градиент окраски вращающейся планеты -->
    	  <linearGradient id="gradEarth">
    			<stop offset="0%" stop-color="dodgerblue"></stop>
    			<stop offset="100%" stop-color="yellowgreen" ></stop>
    		</linearGradient>
     </defs>	 		 
    		 
             <!-- Фон -->
        <rect width="100%" height="100%" fill="#321300" /> 
    	
              <!-- Протуберанцы солнца 1-ая группа -->
      <path id="flame"  class="flame" fill="url(#gradSun)" filter="url(#myFilter)" d="m181.9 82.8c-27.3 31.7 13 43-4.1 40.5-9.2-1.4-38.7 12.5-18 26.4 20.5 13.7-30-2.1-20.1 12.9 14.2 21.5-18.3-8.9-23 9.3-7.4 28.2-10.9 1.8-16.6 1.8-6.6 0-13.6 13.2-19.2-2.4-3.8-10.7-27.1-14.7-33.7 3.2-3.2 8.6-10.1-48-13.3-39.3C19.4 174.7 36.3 104.4 26.1 108.6 0.8 119.1 33.6 83.8 32.5 75.7 30.3 59.4 20.1 39.8 24.6 45.2 32.4 54.4 52.8 48.8 48.8 43.5 36.6 27.5 38.2 21 36.2 18.9 19.8 1.4 76 39.7 74.2 33.7 71.5 25.1 68.3 8.7 70.3 10.1c7.1 5 29.8 25.4 29.8 16.1-0.2-35.1 10.9 0.6 16.1 1.7 8.2 1.7 9.6 7.6 16.2 2.9 10.4-7.5 31.5-13.2 34.2-11.6 2.2 1.4-13.1 9.2-13.8 13.4-1.4 9.3-6.8 21.8-4.3 20.2 12.6-8.4 27.5-32.3 19.2-9.2-0.4 1.1-0.9 8.2-2.6 11.1-4.2 7.1-12.2 12.6-10.4 12.5 38.9-2.1 39.2-13.5 13.9 15.6-4.8 5.5 18.2-5.8 13.2 0z" >   
       
      </path>
      
                      <!-- Орбита вращения планеты -->
      
      <path id="orbita" transform="translate(-1,0)" d="m77.6 69.4c3.3-5.1 7.3-9.8 11.4-14.4 4.5-5.1 9.2-10.2 14.4-14.7 3.8-3.3 7.9-6.5 12.3-9 3.9-2.2 7.9-4.4 12.3-5.1 4.6-0.7 9.8-1 13.8 1.2 4.4 2.4 7.3 7.3 9 12 2.1 5.6 1.8 12 1.2 18-0.3 2.8-1.1 5.5-2.1 8.1-7.8 21.2-17.1 42.2-29.4 61.1-9.3 14.3-20.1 27.8-33 39-2.9 2.6-6.3 4.7-9.9 6.3-3.5 1.5-7.3 2.9-11.1 3-3.7 0.1-7.8 0-10.8-2.1-4.2-2.9-6.8-8-8.1-12.9-2-7.3-0.6-15.3 0.6-22.8 1.4-8.7 4.2-17.3 7.5-25.5 5.9-14.7 13.3-28.9 21.9-42.2z" style="fill:none;stroke:grey; stroke-width:2"/>
      
                     <!-- Правая половинка солнца -->
    
     <path id="sunR" fill="#FF6600"  d="m106.4 38.5c-6.3 4.8-12.1 10.7-15.5 14.9-5.5 6.6-11.7 13.6-16.5 21.1-6.1 9.6-10.8 20-15.4 30.4-3.3 7.4-6.5 14.8-8.6 22.6-1.3 4.6-2.7 9.5-2.4 14.1 0.4 5.8 12.4 13.2 20.4 17.1 9.7 4.8 21 8.1 31.8 6.9 16.7-1.9 34.3-9.1 45.5-21.6 10.4-11.6 16-28.5 15.3-44-0.7-16.1-8.6-32.4-19.8-44-9-9.3-31.3-20-34.8-17.4z" /> 
                     <!-- Левая половинка солнца -->
     <path id="sunL" fill="#FF6600"   d="m45.8 140.1c1.6-8.4 1.9-10.1 3.3-15.1 1.5-5.4 3.2-10.8 5.2-16 2.6-6.7 5.8-13.1 9.1-19.5 3.1-5.9 6.6-11.7 10.3-17.2 3.6-5.4 7.3-10.8 11.5-15.7 5.4-6.3 12.6-13.1 17.5-17.8 4.2-4.1-29.9 1.1-41.5 9.3-23.1 16.4-27.9 35.8-28.9 52-0.4 7.1 1.1 15.8 3.7 23.2 2.1 6.1 9.3 18.6 9.6 16.9z" />  
    	           <!-- Анимация вращения планеты -->
    	<circle cx="0" cy="0" r="12"  fill="url(#gradEarth)" >
    	  <animateMotion begin="btn1.click" dur="6s" repeatCount="indefinite">
    	     <mpath xlink:href="#orbita" />
    	  </animateMotion> 
              <!-- Анимация вращения планеты вокруг своей оси -->
    	      <animateTransform attributeName="transform" type="rotate" dur="1.5s" values="0 0 0;360 0 0 " repeatCount="indefinite" />
    	</circle>    
    	        <!-- Дополнительная маскирующая зона солнца, чтобы не было видно вращения планеты с обратной строны солнца -->
    	<path id="sunR2" fill="#FF6600" d="m112.1 49.9c-6.3 4.8-8.2 7.1-11.6 11.3-5.5 6.6-10.3 12.7-14.7 19.6-5.5 8.7-10.2 18-14.5 27.4-3.2 7.2-5.7 14.6-8.3 22-2.2 6.2-6.3 14.3-6 18.9 0.4 5.8 6.9 7.4 11.4 9.6 9.7 4.8 21 8.1 31.8 6.9 16.7-1.9 34.3-9.1 45.5-21.6 10.4-11.6 16-28.5 15.3-44-0.7-16.1-7.2-34-19.8-44-7.7-6.2-25.6-8.6-29.1-6z" />
        
    	                   <!-- Включение видимости всей анимации        -->
    	<rect width="100%" height="100%" fill="#321300" opacity="1" >
    	  <set attributeName="opacity" begin="btn1.click" to="0" />
    	  </rect>
    	       <!-- Кнопка -->
    	<g id="btn1"  >
    	 <circle  cx="180" cy="185" r="8" fill="url(#gradEarth)"  /> 
    	 <text id="txt1" x="150" y="170" font-size="1.2rem" fill="gold" >Start</text>
     </g>  
    </svg>

    选项#3

    一切都与第二个选项相同。添加了第二种火焰图案。这两个图案以相反的方向旋转。

    .flame {
    transform-origin: center;
    transform-box:fill-box;
    animation: rotate-sun 40s linear infinite;
    }
    @keyframes rotate-sun {
    0% {transform: rotateX(0deg)}
    100% {transform: rotateZ(360deg);}
    
    } 
    
    .flame2 {
    transform-origin: center;
    transform-box:fill-box;
    animation: rotate-sun2 28s linear infinite;
    }
    @keyframes rotate-sun2 {
    0% {transform: rotateX(360deg)}
    100% {transform: rotateZ(0deg);}
    
    }
    

    下面是完整的代码:

    .flame {
    transform-origin: center;
    transform-box:fill-box;
    animation: rotate-sun 40s linear infinite;
    }
    @keyframes rotate-sun {
    0% {transform: rotateX(0deg)}
    100% {transform: rotateZ(360deg);}
    
    } 
    
    .flame2 {
    transform-origin: center;
    transform-box:fill-box;
    animation: rotate-sun2 28s linear infinite;
    }
    @keyframes rotate-sun2 {
    0% {transform: rotateX(360deg)}
    100% {transform: rotateZ(0deg);}
    
    }
    <svg version="1.1" xmlns="http://www.w3.org/2000/svg" 
        xmlns:xlink="http://www.w3.org/1999/xlink"
    	     width="200" height="200" viewBox="0 10 200 200" > 
    
    <defs>
        <filter id="dropShadow2" 
    		x="-20%" y="-20%" 
    		width="150%" height="150%">
    		<feGaussianBlur   stdDeviation="2" />
    	 </filter> 
    	      <!-- Эффект колыхания огня для протуберанцов солнца -->
           <filter id="myFilter" >
          <feTurbulence type="turbulence" baseFrequency="0.0001" numOctaves="5" result="turbulence" >
         <animate attributeName="baseFrequency" dur="32s" values="0.0005;0.02;0.0005;0.02;0.0005" begin="btn1.click" repeatCount="indefinite"  />
          </feTurbulence>
      	 <feDisplacementMap xChannelSelector="R" yChannelSelector="G" scale="25" in="SourceGraphic" in2="turbulence" />
        </filter> 
    	      <!-- Анимация градиента языков пламени -->
    	  <radialGradient id="gradSun">
            <stop offset="20%" stop-color="yellow">
    		 <animate attributeName="offset" values="80%;20%;40%;10%;80%" begin="btn1.click" dur="3s" repeatCount="indefinite" />
    		 </stop>
            <stop offset="100%" stop-color="gold" >
    		<animate attributeName="stop-color" values="gold;#FF6200;gold" begin="btn1.click" dur="3s" repeatCount="indefinite" />
    		</stop>
          </radialGradient>
    	     
    		    <!-- Градиент окраски вращающейся планеты -->
    	  <linearGradient id="gradEarth">
    			<stop offset="0%" stop-color="dodgerblue"></stop>
    			<stop offset="100%" stop-color="yellowgreen" ></stop>
    		</linearGradient>
     </defs>	 		 
    		 
             <!-- Фон -->
        <rect width="100%" height="100%" fill="#321300" /> 
    	
              <!-- Протуберанцы солнца -->
      <path id="flame"  class="flame" fill="url(#gradSun)" filter="url(#myFilter)" d="m181.9 82.8c-27.3 31.7 13 43-4.1 40.5-9.2-1.4-38.7 12.5-18 26.4 20.5 13.7-30-2.1-20.1 12.9 14.2 21.5-18.3-8.9-23 9.3-7.4 28.2-10.9 1.8-16.6 1.8-6.6 0-13.6 13.2-19.2-2.4-3.8-10.7-27.1-14.7-33.7 3.2-3.2 8.6-10.1-48-13.3-39.3C19.4 174.7 36.3 104.4 26.1 108.6 0.8 119.1 33.6 83.8 32.5 75.7 30.3 59.4 20.1 39.8 24.6 45.2 32.4 54.4 52.8 48.8 48.8 43.5 36.6 27.5 38.2 21 36.2 18.9 19.8 1.4 76 39.7 74.2 33.7 71.5 25.1 68.3 8.7 70.3 10.1c7.1 5 29.8 25.4 29.8 16.1-0.2-35.1 10.9 0.6 16.1 1.7 8.2 1.7 9.6 7.6 16.2 2.9 10.4-7.5 31.5-13.2 34.2-11.6 2.2 1.4-13.1 9.2-13.8 13.4-1.4 9.3-6.8 21.8-4.3 20.2 12.6-8.4 27.5-32.3 19.2-9.2-0.4 1.1-0.9 8.2-2.6 11.1-4.2 7.1-12.2 12.6-10.4 12.5 38.9-2.1 39.2-13.5 13.9 15.6-4.8 5.5 18.2-5.8 13.2 0z" >   
      
     
              <!-- Анимация роста, уменьшения Протуберанцев солнца -->
        <animateTransform
          attributeName="transform"
          type="scale"
          begin="btn1.click"
          dur="6s"
          values="0.6;0.7;0.7;0.7;0.5;1"
          repeatCount="indefinite"  />
    	 
      </path>
            <!-- Протуберанцы солнца 2-ая группа -->
      <path id="flame2"  class="flame2" fill="url(#gradSun)" filter="url(#myFilter)" d="m181.9 82.8c-27.3 31.7 13 43-4.1 40.5-9.2-1.4-38.7 12.5-18 26.4 20.5 13.7-30-2.1-20.1 12.9 14.2 21.5-18.3-8.9-23 9.3-7.4 28.2-10.9 1.8-16.6 1.8-6.6 0-13.6 13.2-19.2-2.4-3.8-10.7-27.1-14.7-33.7 3.2-3.2 8.6-10.1-48-13.3-39.3C19.4 174.7 36.3 104.4 26.1 108.6 0.8 119.1 33.6 83.8 32.5 75.7 30.3 59.4 20.1 39.8 24.6 45.2 32.4 54.4 52.8 48.8 48.8 43.5 36.6 27.5 38.2 21 36.2 18.9 19.8 1.4 76 39.7 74.2 33.7 71.5 25.1 68.3 8.7 70.3 10.1c7.1 5 29.8 25.4 29.8 16.1-0.2-35.1 10.9 0.6 16.1 1.7 8.2 1.7 9.6 7.6 16.2 2.9 10.4-7.5 31.5-13.2 34.2-11.6 2.2 1.4-13.1 9.2-13.8 13.4-1.4 9.3-6.8 21.8-4.3 20.2 12.6-8.4 27.5-32.3 19.2-9.2-0.4 1.1-0.9 8.2-2.6 11.1-4.2 7.1-12.2 12.6-10.4 12.5 38.9-2.1 39.2-13.5 13.9 15.6-4.8 5.5 18.2-5.8 13.2 0z" />  
                      <!-- Орбита вращения планеты -->
      
      <path id="orbita" transform="translate(-1,0)" d="m77.6 69.4c3.3-5.1 7.3-9.8 11.4-14.4 4.5-5.1 9.2-10.2 14.4-14.7 3.8-3.3 7.9-6.5 12.3-9 3.9-2.2 7.9-4.4 12.3-5.1 4.6-0.7 9.8-1 13.8 1.2 4.4 2.4 7.3 7.3 9 12 2.1 5.6 1.8 12 1.2 18-0.3 2.8-1.1 5.5-2.1 8.1-7.8 21.2-17.1 42.2-29.4 61.1-9.3 14.3-20.1 27.8-33 39-2.9 2.6-6.3 4.7-9.9 6.3-3.5 1.5-7.3 2.9-11.1 3-3.7 0.1-7.8 0-10.8-2.1-4.2-2.9-6.8-8-8.1-12.9-2-7.3-0.6-15.3 0.6-22.8 1.4-8.7 4.2-17.3 7.5-25.5 5.9-14.7 13.3-28.9 21.9-42.2z" style="fill:none;stroke:grey; stroke-width:2"/>
      
                     <!-- Правая половинка солнца -->
    
     <path id="sunR" fill="#FF6600"  d="m106.4 38.5c-6.3 4.8-12.1 10.7-15.5 14.9-5.5 6.6-11.7 13.6-16.5 21.1-6.1 9.6-10.8 20-15.4 30.4-3.3 7.4-6.5 14.8-8.6 22.6-1.3 4.6-2.7 9.5-2.4 14.1 0.4 5.8 12.4 13.2 20.4 17.1 9.7 4.8 21 8.1 31.8 6.9 16.7-1.9 34.3-9.1 45.5-21.6 10.4-11.6 16-28.5 15.3-44-0.7-16.1-8.6-32.4-19.8-44-9-9.3-31.3-20-34.8-17.4z" /> 
                     <!-- Левая половинка солнца -->
     <path id="sunL" fill="#FF6600"   d="m45.8 140.1c1.6-8.4 1.9-10.1 3.3-15.1 1.5-5.4 3.2-10.8 5.2-16 2.6-6.7 5.8-13.1 9.1-19.5 3.1-5.9 6.6-11.7 10.3-17.2 3.6-5.4 7.3-10.8 11.5-15.7 5.4-6.3 12.6-13.1 17.5-17.8 4.2-4.1-29.9 1.1-41.5 9.3-23.1 16.4-27.9 35.8-28.9 52-0.4 7.1 1.1 15.8 3.7 23.2 2.1 6.1 9.3 18.6 9.6 16.9z" />  
    	           <!-- Анимация вращения планеты -->
    	<circle cx="0" cy="0" r="12"  fill="url(#gradEarth)" >
    	  <animateMotion begin="btn1.click" dur="6s" repeatCount="indefinite">
    	     <mpath xlink:href="#orbita" />
    	  </animateMotion> 
               <!-- Анимация вращения планеты вокруг своей оси -->
    	      <animateTransform attributeName="transform" type="rotate" dur="1.5s" values="0 0 0;360 0 0 " repeatCount="indefinite" />
    	</circle>    
    	        <!-- Дополнительная маскирующая зона солнца, чтобы не было видно вращения планеты с обратной строны солнца -->
    	<path id="sunR2" fill="#FF6600" d="m112.1 49.9c-6.3 4.8-8.2 7.1-11.6 11.3-5.5 6.6-10.3 12.7-14.7 19.6-5.5 8.7-10.2 18-14.5 27.4-3.2 7.2-5.7 14.6-8.3 22-2.2 6.2-6.3 14.3-6 18.9 0.4 5.8 6.9 7.4 11.4 9.6 9.7 4.8 21 8.1 31.8 6.9 16.7-1.9 34.3-9.1 45.5-21.6 10.4-11.6 16-28.5 15.3-44-0.7-16.1-7.2-34-19.8-44-7.7-6.2-25.6-8.6-29.1-6z" />
        
    	                   <!-- Включение видимости всей анимации        -->
    	<rect width="100%" height="100%" fill="#321300" opacity="1" >
    	  <set attributeName="opacity" begin="btn1.click" to="0" />
    	  </rect>
    	       <!-- Кнопка запуска анимации -->
    	<g id="btn1">
    	 <circle  cx="180" cy="185" r="8" fill="url(#gradEarth)"  /> 
    	 <text id="txt1" x="150" y="170" font-size="1.2rem" fill="gold" >Start</text>
     </g>  
    </svg>

    更新

    添加评论选项:

    并且可以制作整个动画,使其在点击时不起作用,但在没有点击的情况下不断起作用?

    .flame {
    transform-origin: center;
    transform-box:fill-box;
    animation: rotate-sun 40s linear infinite;
    }
    @keyframes rotate-sun {
    0% {transform: rotateX(0deg)}
    100% {transform: rotateZ(360deg);}
    
    } 
    
    .flame2 {
    transform-origin: center;
    transform-box:fill-box;
    animation: rotate-sun2 28s linear infinite;
    }
    @keyframes rotate-sun2 {
    0% {transform: rotateX(360deg)}
    100% {transform: rotateZ(0deg);}
    
    }
    <svg version="1.1" xmlns="http://www.w3.org/2000/svg" 
        xmlns:xlink="http://www.w3.org/1999/xlink"
    	     width="200" height="200" viewBox="0 10 200 200" > 
    
    <defs>
        <filter id="dropShadow2" 
    		x="-20%" y="-20%" 
    		width="150%" height="150%">
    		<feGaussianBlur   stdDeviation="2" />
    	 </filter> 
    	      <!-- Эффект колыхания огня для протуберанцов солнца -->
           <filter id="myFilter" >
          <feTurbulence type="turbulence" baseFrequency="0.0001" numOctaves="5" result="turbulence" >
         <animate attributeName="baseFrequency" dur="32s" values="0.0005;0.02;0.0005;0.02;0.0005" begin="0s" repeatCount="indefinite"  />
          </feTurbulence>
      	 <feDisplacementMap xChannelSelector="R" yChannelSelector="G" scale="15" in="SourceGraphic" in2="turbulence" />
        </filter> 
    	      <!-- Анимация градиента языков пламени -->
    	  <radialGradient id="gradSun">
            <stop offset="20%" stop-color="yellow">
    		 <animate attributeName="offset" values="80%;20%;40%;10%;80%" begin="0s" dur="3s" repeatCount="indefinite" />
    		 </stop>
            <stop offset="100%" stop-color="gold" >
    		<animate attributeName="stop-color" values="gold;#FF6200;gold" begin="0s" dur="3s" repeatCount="indefinite" />
    		</stop>
          </radialGradient>
    	     
    		    <!-- Градиент окраски вращающейся планеты -->
    	  <linearGradient id="gradEarth">
    			<stop offset="0%" stop-color="dodgerblue"></stop>
    			<stop offset="100%" stop-color="yellowgreen" ></stop>
    		</linearGradient>
     </defs>	 		 
    		 
             <!-- Фон -->
        <rect width="100%" height="100%" fill="#321300" /> 
    	
              <!-- Протуберанцы солнца -->
      <path id="flame"  class="flame" fill="url(#gradSun)" filter="url(#myFilter)" d="m181.9 82.8c-27.3 31.7 13 43-4.1 40.5-9.2-1.4-38.7 12.5-18 26.4 20.5 13.7-30-2.1-20.1 12.9 14.2 21.5-18.3-8.9-23 9.3-7.4 28.2-10.9 1.8-16.6 1.8-6.6 0-13.6 13.2-19.2-2.4-3.8-10.7-27.1-14.7-33.7 3.2-3.2 8.6-10.1-48-13.3-39.3C19.4 174.7 36.3 104.4 26.1 108.6 0.8 119.1 33.6 83.8 32.5 75.7 30.3 59.4 20.1 39.8 24.6 45.2 32.4 54.4 52.8 48.8 48.8 43.5 36.6 27.5 38.2 21 36.2 18.9 19.8 1.4 76 39.7 74.2 33.7 71.5 25.1 68.3 8.7 70.3 10.1c7.1 5 29.8 25.4 29.8 16.1-0.2-35.1 10.9 0.6 16.1 1.7 8.2 1.7 9.6 7.6 16.2 2.9 10.4-7.5 31.5-13.2 34.2-11.6 2.2 1.4-13.1 9.2-13.8 13.4-1.4 9.3-6.8 21.8-4.3 20.2 12.6-8.4 27.5-32.3 19.2-9.2-0.4 1.1-0.9 8.2-2.6 11.1-4.2 7.1-12.2 12.6-10.4 12.5 38.9-2.1 39.2-13.5 13.9 15.6-4.8 5.5 18.2-5.8 13.2 0z" >   
      
     
              <!-- Анимация роста, уменьшения Протуберанцев солнца -->
        <animateTransform
          attributeName="transform"
          type="scale"
          begin="0s"
          dur="6s"
          values="0.6;0.7;0.7;0.7;0.5;1"
          repeatCount="indefinite"  />
    	 
      </path>
            <!-- Протуберанцы солнца 2-ая группа -->
      <path id="flame2"  class="flame2" fill="url(#gradSun)" filter="url(#myFilter)" d="m181.9 82.8c-27.3 31.7 13 43-4.1 40.5-9.2-1.4-38.7 12.5-18 26.4 20.5 13.7-30-2.1-20.1 12.9 14.2 21.5-18.3-8.9-23 9.3-7.4 28.2-10.9 1.8-16.6 1.8-6.6 0-13.6 13.2-19.2-2.4-3.8-10.7-27.1-14.7-33.7 3.2-3.2 8.6-10.1-48-13.3-39.3C19.4 174.7 36.3 104.4 26.1 108.6 0.8 119.1 33.6 83.8 32.5 75.7 30.3 59.4 20.1 39.8 24.6 45.2 32.4 54.4 52.8 48.8 48.8 43.5 36.6 27.5 38.2 21 36.2 18.9 19.8 1.4 76 39.7 74.2 33.7 71.5 25.1 68.3 8.7 70.3 10.1c7.1 5 29.8 25.4 29.8 16.1-0.2-35.1 10.9 0.6 16.1 1.7 8.2 1.7 9.6 7.6 16.2 2.9 10.4-7.5 31.5-13.2 34.2-11.6 2.2 1.4-13.1 9.2-13.8 13.4-1.4 9.3-6.8 21.8-4.3 20.2 12.6-8.4 27.5-32.3 19.2-9.2-0.4 1.1-0.9 8.2-2.6 11.1-4.2 7.1-12.2 12.6-10.4 12.5 38.9-2.1 39.2-13.5 13.9 15.6-4.8 5.5 18.2-5.8 13.2 0z" />  
                      <!-- Орбита вращения планеты -->
      
      <path id="orbita" transform="translate(-1,0)" d="m77.6 69.4c3.3-5.1 7.3-9.8 11.4-14.4 4.5-5.1 9.2-10.2 14.4-14.7 3.8-3.3 7.9-6.5 12.3-9 3.9-2.2 7.9-4.4 12.3-5.1 4.6-0.7 9.8-1 13.8 1.2 4.4 2.4 7.3 7.3 9 12 2.1 5.6 1.8 12 1.2 18-0.3 2.8-1.1 5.5-2.1 8.1-7.8 21.2-17.1 42.2-29.4 61.1-9.3 14.3-20.1 27.8-33 39-2.9 2.6-6.3 4.7-9.9 6.3-3.5 1.5-7.3 2.9-11.1 3-3.7 0.1-7.8 0-10.8-2.1-4.2-2.9-6.8-8-8.1-12.9-2-7.3-0.6-15.3 0.6-22.8 1.4-8.7 4.2-17.3 7.5-25.5 5.9-14.7 13.3-28.9 21.9-42.2z" style="fill:none;stroke:grey; stroke-width:2"/>
      
                     <!-- Правая половинка солнца -->
    
     <path id="sunR" fill="#FF6600"  d="m106.4 38.5c-6.3 4.8-12.1 10.7-15.5 14.9-5.5 6.6-11.7 13.6-16.5 21.1-6.1 9.6-10.8 20-15.4 30.4-3.3 7.4-6.5 14.8-8.6 22.6-1.3 4.6-2.7 9.5-2.4 14.1 0.4 5.8 12.4 13.2 20.4 17.1 9.7 4.8 21 8.1 31.8 6.9 16.7-1.9 34.3-9.1 45.5-21.6 10.4-11.6 16-28.5 15.3-44-0.7-16.1-8.6-32.4-19.8-44-9-9.3-31.3-20-34.8-17.4z" /> 
                     <!-- Левая половинка солнца -->
     <path id="sunL" fill="#FF6600"   d="m45.8 140.1c1.6-8.4 1.9-10.1 3.3-15.1 1.5-5.4 3.2-10.8 5.2-16 2.6-6.7 5.8-13.1 9.1-19.5 3.1-5.9 6.6-11.7 10.3-17.2 3.6-5.4 7.3-10.8 11.5-15.7 5.4-6.3 12.6-13.1 17.5-17.8 4.2-4.1-29.9 1.1-41.5 9.3-23.1 16.4-27.9 35.8-28.9 52-0.4 7.1 1.1 15.8 3.7 23.2 2.1 6.1 9.3 18.6 9.6 16.9z" />  
    	           <!-- Анимация вращения планеты -->
    	<circle cx="0" cy="0" r="12"  fill="url(#gradEarth)" >
    	  <animateMotion begin="0s" dur="6s" repeatCount="indefinite">
    	     <mpath xlink:href="#orbita" />
    	  </animateMotion> 
              <!-- Анимация вращения планеты вокруг своей оси -->
    	      <animateTransform attributeName="transform" type="rotate" dur="1.5s" values="0 0 0;360 0 0 " repeatCount="indefinite" />
    	</circle>    
    	        <!-- Дополнительная маскирующая зона солнца, чтобы не было видно вращения планеты с обратной строны солнца -->
    	<path id="sunR2" fill="#FF6600" d="m112.1 49.9c-6.3 4.8-8.2 7.1-11.6 11.3-5.5 6.6-10.3 12.7-14.7 19.6-5.5 8.7-10.2 18-14.5 27.4-3.2 7.2-5.7 14.6-8.3 22-2.2 6.2-6.3 14.3-6 18.9 0.4 5.8 6.9 7.4 11.4 9.6 9.7 4.8 21 8.1 31.8 6.9 16.7-1.9 34.3-9.1 45.5-21.6 10.4-11.6 16-28.5 15.3-44-0.7-16.1-7.2-34-19.8-44-7.7-6.2-25.6-8.6-29.1-6z" />
    
    </svg>

    • 10
  4. UModeL
    2020-02-14T23:57:30Z2020-02-14T23:57:30Z

    添加了一些“化妆品”作为对soledar10的回应:

    * {
      padding: 0;
      margin: 0;
      box-sizing: border-box;
    }
    
    body {
      background-color: #010101;
      min-height: 100vh;
    }
    
    .system {
      position: absolute;
      width: 100%;
      height: 100%;
      transform-style: preserve-3d;
      transform: rotateX(80deg) rotateY(-20deg);
    }
    
    .sun,
    .orbit,
    .planet {
      position: absolute;
      top: 50%;
      left: 50%;
      transform-style: preserve-3d;
      border-radius: 50%;
    }
    
    .sun,
    .planet {
      width: 2em;
      height: 2em;
      margin-top: -1em;
      margin-left: -1em;
    }
    
    .sun {
      font-size: 6em;
      background: radial-gradient(7em 1.2em, #944c05 1%, #b3a250 100%);
      background-size: cover;
      transform: rotateX(-90deg);
      animation: animSun 8s linear infinite;
    }
    
    .orbit {
      width: 24em;
      height: 24em;
      margin-top: -12em;
      margin-left: -12em;
      border: 2px dotted rgba(100, 100, 100, .8);
      animation: animOrbit 12s linear infinite;
    }
    
    .planet {
      background-color: #af8d27;
      left: 100%;
      animation: animPlanet 12s linear infinite;
    }
    
    @keyframes animSun {
      0%, 100% { box-shadow: 0px 0px 25px -5px #Fa0, -4px -2px 15px -5px #FFEB3B, inset 0px 2px 15px -5px #FF5722; }
      25% { box-shadow: 0px 0px 0px -5px #Fa0, 4px -2px 15px -5px #FFC107, inset -1px 0px 15px -5px #FFEB3B; }
      50% { box-shadow: 0px 0px 25px -5px #Fa0, 2px 4px 15px -5px #FF5722, inset 0px -2px 15px -5px #FF9800; }
      75% { box-shadow: 0px 0px 0px -5px #Fa0, -2px 4px 15px -5px #FFEB3B, inset 2px 0px 15px -5px #FFC107; }
    }
    
    @keyframes animOrbit {
      0% { transform: rotateZ(180deg); }
      100% { transform: rotateZ(-180deg); }
    }
    
    @keyframes animPlanet {
      0% {
        transform: rotateX(-90deg) rotateY(360deg) rotateZ(0deg) scale(1.5);
        box-shadow: -6px 0px 18px -5px #Fa0, inset -27px 0 14px 5px black;
      }
      25% {
        transform: rotateX(-90deg) rotateY(270deg) rotateZ(0deg) scale(2.0);
        box-shadow: -6px 0px 18px -5px #Fa0, inset 0px 0 2px 27px black;
      }
      50% {
        transform: rotateX(-90deg) rotateY(180deg) rotateZ(0deg) scale(1.5);
        box-shadow: 6px 0px 18px -5px #Fa0, inset 27px 0 14px 5px black;
      }
      75% {
        transform: rotateX(-90deg) rotateY(90deg) rotateZ(0deg) scale(.75);
        box-shadow: 6px 0px 18px -5px #Fa0, inset 0px 0 1px 2px black;
      }
      100% {
        transform: rotateX(-90deg) rotateY(0deg) rotateZ(0deg) scale(1.5);
        box-shadow: -6px 0px 18px -5px #Fa0, inset -27px 0 14px 5px black;
      }
    }
    <div class="system">
      <div class="sun"></div>
      <div class="orbit">
        <div class="planet"></div>
      </div>
    </div>

    • 9
  5. Stranger in the Q
    2020-02-17T03:25:18Z2020-02-17T03:25:18Z

    这是three.js中的一个场景:

    let base64prefix = 'data:image/png;base64,'
        let blue = 'iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAADUlEQVR42mNkuPn/PwAFkgLZdUNuXwAAAABJRU5ErkJggg=='
        let blue2= 'iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAADUlEQVR42mNkqPz/HwAEcgJ5UUczUQAAAABJRU5ErkJggg=='
        let orange = 'iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAADUlEQVR42mP8H8PwHwAGGQJcoBRfLQAAAABJRU5ErkJggg=='
        
    
        
    let solarsystem = [{
            texture: blue,
            name: 'earth', radius: 2, orbit: 30, speed: 2,
            satellites: [{
                texture: blue2, rotation: [1, 1, 1],
                name: 'rock', radius: 0.5, orbit: 4, speed: 5,
            },{
                texture: blue2,
                name: 'moon', radius: 1, orbit: 6, speed: 1,
            }]
        }, {
            texture: orange,
            name: 'mars', radius: 2, orbit: 50, speed: 1,
            satellites: [{
                texture: blue2,
                name: 'phobos', radius: 0.5, orbit: 3, speed: 1,
            }, {
                texture: blue2,
                name: 'deimos', radius: 0.5, orbit: 4, speed: 3,
            }]
        }];
       
    var scene = new THREE.Scene();
    var aspect = innerWidth / innerHeight;
    var camera = new THREE.PerspectiveCamera(75, aspect, 0.1, 1000);
    var renderer = new THREE.WebGLRenderer();
    renderer.setSize( innerWidth, innerHeight );
    document.body.appendChild( renderer.domElement );
    
    // planets
    solarsystem.forEach(d => create(d, scene));
    
    // sun
    let sun = sphere({radius:3, orbit:0, texture: orange});
    scene.add(sun)
    
    scene.add(starfield())
    
    function starfield() {
      let vertices = [];
      for ( let i = 0; i < 50000; i ++ ) {
        let x = Math.random()*1000-500;
        let y = Math.random()*1000-500;
        let z = Math.random()*1000-500;
        if (x*x+y*y+z*z > 1e5)
        vertices.push( x, y, z );
      }
      
      let geometry = new THREE.BufferGeometry();
      geometry.setAttribute( 'position', 
        new THREE.Float32BufferAttribute( vertices, 3 ) );
      let material = new THREE.PointsMaterial( { color: 0xffffff } );
      return new THREE.Points( geometry, material );
    }
    
    function create(d, target) {
       var o = new THREE.Object3D(d.name);
       d.rotation && o.rotateX(d.rotation[0]);
       d.rotation && o.rotateY(d.rotation[1]);
       d.rotation && o.rotateZ(d.rotation[2]);
       o.add(orbit(d));
       let p = sphere(d)
       o.add(p);
       d.satellites && d.satellites.forEach(d1 => create(d1, p))
       target.add(o);
       d.o=o; 
    }
    
    function orbit(d) {
        var o = new THREE.Object3D('orbit '+ d.name);
        o.rotateX(Math.PI/2);
        o.add( new THREE.Line( 
            new THREE.CircleGeometry( d.orbit, 64 ), 
            new THREE.LineBasicMaterial( { color: 0xffffff } ) ));
        return o;
    }
    
    function sphere(d){
        var o = new THREE.Object3D('sphere ' + d.name);
        o.translateX(d.orbit);
        var loader = new THREE.TextureLoader();
        loader.load( base64prefix + d.texture, function ( texture ) {
            var geometry = new THREE.SphereGeometry( d.radius, 20, 20 );
            var material = new THREE.MeshBasicMaterial( { 
                map: texture
            } );
            o.add( new THREE.Mesh( geometry, material ) );
        } );    
        return o;
    }
    
    camera.position.set(25,25,25);
    
    new THREE.OrbitControls( camera, renderer.domElement );
    
    let t = 0
    function render(dt) {
        
        let t2 = dt - t;
        requestAnimationFrame( render );
        renderer.render( scene, camera );
        solarsystem.forEach(upd);
        sun.rotateY(t2/1000);
        t = dt;
        
        function upd(d) {
            d.o.rotateY(t2/10000*d.speed);
            d.satellites && d.satellites.forEach(upd)
        }
    }
    
    requestAnimationFrame( render );
    addEventListener('resize', () => {
      renderer.setSize( innerWidth, innerHeight );
      camera.aspect = innerWidth / innerHeight;
      camera.updateProjectionMatrix();
    })
    body, canvas { 
        margin: 0;  
        width: 100%;
        height: 100%;
        overflow: hidden;
        background-color: black;
      }
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>
    <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

    • 6
  6. Monkey Mutant
    2020-02-14T18:58:04Z2020-02-14T18:58:04Z

    当然不是我的: codepen

    var gl;
    var pwgl = {};
    pwgl.ongoingImageLoads = [];
    var canvas;
    // Variables for interactive control
    var transY = 0,
      transZ = 0;
    var xRot = yRot = zRot = xOffs = yOffs = drag = 0;
    pwgl.listOfPressedKeys = [];
    var lastTime = 0;
    // Keep track of pressed down keys in a list
    function createGLContext(canvas) {
      var names = ["webgl", "experimental-webgl"];
      var context = null;
      for (var i = 0; i < names.length; i++) {
        try {
          context = canvas.getContext(names[i]);
        } catch (e) {}
        if (context) {
          break;
        }
      }
      if (context) {
        context.viewportWidth = canvas.width;
        context.viewportHeight = canvas.height;
      } else {
        alert("Failed to create WebGL context!");
      }
      return context;
    }
    
    var vertexShaderSrc =
      "attribute vec3 aVertexPosition;" +
      "attribute vec3 aVertexNormal;" +
      "attribute vec2 aTextureCoordinates;" +
      "uniform mat4 uMVMatrix;" +
      "uniform mat4 uPMatrix;" +
      "uniform mat3 uNMatrix;" +
      "varying vec2 vTextureCoord;" +
      "varying vec3 vNormalEye;" +
      "varying vec3 vPositionEye3;" +
      "void main() {" +
      // Get vertex position in eye coordinates and send to the fragment shader
      "vec4 vertexPositionEye4 = uMVMatrix * vec4(aVertexPosition, 1.0);" +
      "vPositionEye3 = vertexPositionEye4.xyz / vertexPositionEye4.w;" +
      // Transform the normal to eye coordinates and send to fragment shader
      "vNormalEye = normalize(uNMatrix * aVertexNormal);" +
      // Transform the geometry
      "gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);" +
      "vTextureCoord = aTextureCoordinates;" +
      "}";
    
    var fragmentShaderSrc =
      "precision mediump float;" +
      "varying vec2 vTextureCoord;" +
      "varying vec3 vNormalEye;" +
      "varying vec3 vPositionEye3;" +
    
      "uniform vec3 uAmbientLightColor;" +
      "uniform vec3 uDiffuseLightColor;" +
      "uniform vec3 uSpecularLightColor;" +
      "uniform vec3 uLightPosition;" +
      "uniform vec3 uSpotDirection;" +
      "uniform sampler2D uSampler;" +
    
      "const float shininess = 5.0;" +
      "const float spotExponent = 80.0;" +
      // cutoff angle of spot light
      "const float spotCosCutoff = 0.97;" + // corresponds to 14 degrees
    
      "vec3 lightWeighting = vec3(0.0, 0.0, 0.0);" +
    
      "void main() {" +
      // Calculate the vector (L) to the light source. 
      "vec3 vectorToLightSource = normalize(uLightPosition - vPositionEye3);" +
    
      // Calculate N dot L for diffuse lighting
      "float diffuseLightWeighting = max(dot(vNormalEye," +
      "vectorToLightSource), 0.0);" +
    
      // Only do spot and specular light calculations if we have diffuse light term.
      "if (diffuseLightWeighting > 0.0) {" +
      "float spotEffect = dot(normalize(uSpotDirection)," +
      "normalize(-vectorToLightSource));" +
    
      "if (spotEffect > spotCosCutoff) {" +
      "spotEffect = pow(spotEffect, spotExponent);" +
    
      "vec3 reflectionVector = normalize(reflect(-" +
      "vectorToLightSource,vNormalEye));" +
    
      // Calculate view vector (V) 
      "vec3 viewVectorEye = -normalize(vPositionEye3);" +
      "float rdotv = max(dot(reflectionVector, viewVectorEye), 0.0);" +
      "float specularLightWeighting = pow(rdotv, shininess);" +
      "lightWeighting =" +
      "spotEffect * uDiffuseLightColor * diffuseLightWeighting +" +
      "spotEffect * uSpecularLightColor * specularLightWeighting;" +
      "}" +
      "}" +
    
      // Add the ambient light
      "lightWeighting += uAmbientLightColor;" +
    
      "vec4 texelColor = texture2D(uSampler, vTextureCoord);" +
    
      // Modulate texel color with lightweighting and write as final color
      "gl_FragColor = vec4(lightWeighting.rgb * texelColor.rgb, texelColor.a);" +
      "}";
    
    function setupShaders() {
      var vertexShader = gl.createShader(gl.VERTEX_SHADER);
      gl.shaderSource(vertexShader, vertexShaderSrc);
      gl.compileShader(vertexShader);
      var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
      gl.shaderSource(fragmentShader, fragmentShaderSrc);
      gl.compileShader(fragmentShader);
      var shaderProgram = gl.createProgram();
      gl.attachShader(shaderProgram, vertexShader);
      gl.attachShader(shaderProgram, fragmentShader);
      gl.linkProgram(shaderProgram);
      if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
        alert("Could not initialise shaders " + gl.getProgramInfoLog(shaderProgram));
      }
      gl.useProgram(shaderProgram);
      pwgl.vertexPositionAttributeLoc = gl.getAttribLocation(shaderProgram, "aVertexPosition");
      gl.enableVertexAttribArray(pwgl.vertexPositionAttributeLoc);
      pwgl.vertexTextureAttributeLoc = gl.getAttribLocation(shaderProgram, "aTextureCoordinates");
      gl.enableVertexAttribArray(pwgl.vertexTextureAttributeLoc);
      pwgl.vertexNormalAttributeLoc = gl.getAttribLocation(shaderProgram, "aVertexNormal");
      gl.enableVertexAttribArray(pwgl.vertexNormalAttributeLoc);
      pwgl.uniformProjMatrixLoc = gl.getUniformLocation(shaderProgram, "uPMatrix");
      pwgl.uniformMVMatrixLoc = gl.getUniformLocation(shaderProgram, "uMVMatrix");
      pwgl.uniformNormalMatrixLoc = gl.getUniformLocation(shaderProgram, "uNMatrix");
      pwgl.uniformSamplerLoc = gl.getUniformLocation(shaderProgram, "uSampler");
      pwgl.uniformLightPositionLoc = gl.getUniformLocation(shaderProgram,
        "uLightPosition");
      pwgl.uniformAmbientLightColorLoc = gl.getUniformLocation(shaderProgram,
        "uAmbientLightColor");
      pwgl.uniformDiffuseLightColorLoc = gl.getUniformLocation(shaderProgram,
        "uDiffuseLightColor");
      pwgl.uniformSpecularLightColorLoc = gl.getUniformLocation(shaderProgram,
        "uSpecularLightColor");
      pwgl.uniformSpotDirectionLoc = gl.getUniformLocation(shaderProgram, "uSpotDirection");
      pwgl.modelViewMatrix = mat4.create();
      pwgl.modelViewMatrixStack = [];
      pwgl.projectionMatrix = mat4.create();
    }
    
    function setupTextures() {
      // Texture for the Earth
      pwgl.earthTexture = gl.createTexture();
      loadImageForTexture("https://raw.githubusercontent.com/josh-street/webgl-earthsatellite/master/earth.jpg", pwgl.earthTexture);
      // Texture for the satellite
      pwgl.satelliteTexture = gl.createTexture();
      loadImageForTexture("https://raw.githubusercontent.com/josh-street/webgl-earthsatellite/master/satellite.png", pwgl.satelliteTexture);
    }
    
    function loadImageForTexture(url, texture) {
      var image = new Image();
      image.crossOrigin = '';
      image.onload = function() {
        pwgl.ongoingImageLoads.splice(pwgl.ongoingImageLoads.indexOf(image), 1);
        textureFinishedLoading(image, texture);
      }
      pwgl.ongoingImageLoads.push(image);
      image.src = url;
    }
    
    function textureFinishedLoading(image, texture) {
      gl.bindTexture(gl.TEXTURE_2D, texture);
      gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
      gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE,
        image);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
      gl.generateMipmap(gl.TEXTURE_2D);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);
      gl.bindTexture(gl.TEXTURE_2D, null);
    }
    
    function setupLights() {
      gl.uniform3fv(pwgl.uniformLightPositionLoc, [0.0, 500.0, -16.0]);
      gl.uniform3fv(pwgl.uniformSpotDirectionLoc, [0.0, -1.0, 0.0]);
      gl.uniform3fv(pwgl.uniformAmbientLightColorLoc, [0.2, 0.2, 0.2]);
      gl.uniform3fv(pwgl.uniformDiffuseLightColorLoc, [0.7, 0.7, 0.7]);
      gl.uniform3fv(pwgl.uniformSpecularLightColorLoc, [0.8, 0.8, 0.8]);
    }
    
    function pushModelViewMatrix() {
      var copyToPush = mat4.create(pwgl.modelViewMatrix);
      pwgl.modelViewMatrixStack.push(copyToPush);
    }
    
    function popModelViewMatrix() {
      if (pwgl.modelViewMatrixStack.length == 0) {
        throw "Error popModelViewMatrix() - Stack was empty ";
      }
      pwgl.modelViewMatrix = pwgl.modelViewMatrixStack.pop();
    }
    
    function uploadNormalMatrixToShader() {
      var normalMatrix = mat3.create();
      mat4.toInverseMat3(pwgl.modelViewMatrix, normalMatrix);
      mat3.transpose(normalMatrix);
      gl.uniformMatrix3fv(pwgl.uniformNormalMatrixLoc, false, normalMatrix);
    }
    
    function uploadModelViewMatrixToShader() {
      gl.uniformMatrix4fv(pwgl.uniformMVMatrixLoc, false,
        pwgl.modelViewMatrix);
    }
    
    function uploadProjectionMatrixToShader() {
      gl.uniformMatrix4fv(pwgl.uniformProjMatrixLoc, false,
        pwgl.projectionMatrix);
    }
    
    function degToRad(degrees) {
      return degrees * Math.PI / 180;
    }
    
    var mouseDown = false;
    var lastMouseX = null;
    var lastMouseY = null;
    var earthRotationMatrix = mat4.create();
    mat4.identity(earthRotationMatrix);
    var earthVertexPositionBuffer;
    var earthVertexNormalBuffer;
    var earthVertexTextureCoordBuffer;
    var earthVertexIndexBuffer;
    
    function setupEarthBuffers() {
      var latitudeBands = 60;
      var longitudeBands = 60;
      var radius = 5;
      var vertexPositionData = [];
      var normalData = [];
      var textureCoordData = [];
      for (var latNumber = 0; latNumber <= latitudeBands; latNumber++) {
        var theta = latNumber * Math.PI / latitudeBands;
        var sinTheta = Math.sin(theta);
        var cosTheta = Math.cos(theta);
        for (var longNumber = 0; longNumber <= longitudeBands; longNumber++) {
          var phi = longNumber * 2 * Math.PI / longitudeBands;
          var sinPhi = Math.sin(phi);
          var cosPhi = Math.cos(phi);
          var x = cosPhi * sinTheta;
          var y = cosTheta;
          var z = sinPhi * sinTheta;
          var u = 1 - (longNumber / longitudeBands);
          var v = 1 - (latNumber / latitudeBands);
          normalData.push(x);
          normalData.push(y);
          normalData.push(z);
          textureCoordData.push(u);
          textureCoordData.push(v);
          vertexPositionData.push(radius * x);
          vertexPositionData.push(radius * y);
          vertexPositionData.push(radius * z);
        }
      }
      var indexData = [];
      for (var latNumber = 0; latNumber < latitudeBands; latNumber++) {
        for (var longNumber = 0; longNumber < longitudeBands; longNumber++) {
          var first = (latNumber * (longitudeBands + 1)) + longNumber;
          var second = first + longitudeBands + 1;
          indexData.push(first);
          indexData.push(second);
          indexData.push(first + 1);
          indexData.push(second);
          indexData.push(second + 1);
          indexData.push(first + 1);
        }
      }
      earthVertexNormalBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, earthVertexNormalBuffer);
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normalData), gl.STATIC_DRAW);
      earthVertexNormalBuffer.itemSize = 3;
      earthVertexNormalBuffer.numItems = normalData.length / 3;
      earthVertexTextureCoordBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, earthVertexTextureCoordBuffer);
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordData), gl.STATIC_DRAW);
      earthVertexTextureCoordBuffer.itemSize = 2;
      earthVertexTextureCoordBuffer.numItems = textureCoordData.length / 2;
      earthVertexPositionBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, earthVertexPositionBuffer);
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData), gl.STATIC_DRAW);
      earthVertexPositionBuffer.itemSize = 3;
      earthVertexPositionBuffer.numItems = vertexPositionData.length / 3;
      earthVertexIndexBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, earthVertexIndexBuffer);
      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData), gl.STATIC_DRAW);
      earthVertexIndexBuffer.itemSize = 1;
      earthVertexIndexBuffer.numItems = indexData.length;
    }
    
    function setupSatelliteBuffers() {
      pwgl.satelliteVertexPositionBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.satelliteVertexPositionBuffer);
      var satelliteVertexPosition = [
        // Front face
        1.0, 1.0, 1.0, //v0
        -1.0, 1.0, 1.0, //v1
        -1.0, -1.0, 1.0, //v2
        1.0, -1.0, 1.0, //v3
    
        // Back face
        1.0, 1.0, -1.0, //v4
        -1.0, 1.0, -1.0, //v5
        -1.0, -1.0, -1.0, //v6
        1.0, -1.0, -1.0, //v7
    
        // Left face
        -1.0, 1.0, 1.0, //v8
        -1.0, 1.0, -1.0, //v9
        -1.0, -1.0, -1.0, //v10
        -1.0, -1.0, 1.0, //v11
    
        // Right face
        1.0, 1.0, 1.0, //12
        1.0, -1.0, 1.0, //13
        1.0, -1.0, -1.0, //14
        1.0, 1.0, -1.0, //15
    
        // Top face
        1.0, 1.0, 1.0, //v16
        1.0, 1.0, -1.0, //v17
        -1.0, 1.0, -1.0, //v18
        -1.0, 1.0, 1.0, //v19
    
        // Bottom face
        1.0, -1.0, 1.0, //v20
        1.0, -1.0, -1.0, //v21
        -1.0, -1.0, -1.0, //v22
        -1.0, -1.0, 1.0, //v23
      ];
    
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(satelliteVertexPosition),
        gl.STATIC_DRAW);
      pwgl.CUBE_VERTEX_POS_BUF_ITEM_SIZE = 3;
      pwgl.CUBE_VERTEX_POS_BUF_NUM_ITEMS = 24;
    
      // Setup buffer with index
      pwgl.satelliteVertexIndexBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, pwgl.satelliteVertexIndexBuffer);
    
      var cubeVertexIndices = [
        0, 1, 2, 0, 2, 3, // Front face
        4, 6, 5, 4, 7, 6, // Back face
        8, 9, 10, 8, 10, 11, // Left face
        12, 13, 14, 12, 14, 15, // Right face
        16, 17, 18, 16, 18, 19, // Top face
        20, 22, 21, 20, 23, 22 // Bottom face
      ];
    
      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);
      pwgl.CUBE_VERTEX_INDEX_BUF_ITEM_SIZE = 1;
      pwgl.SATELLITE_VERTEX_INDEX_BUF_NUM_ITEMS = 36;
    
      // Setup buffer with texture coordinates
      pwgl.satelliteVertexTextureCoordinateBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.satelliteVertexTextureCoordinateBuffer);
      var textureCoordinates = [
        //Front face
        0.0, 0.0,
        0.0, 0.0,
        0.0, 0.0,
        0.0, 0.0,
    
        // Back face
        0.0, 0.0,
        0.0, 0.0,
        0.0, 0.0,
        0.0, 0.0,
    
        // Left face
        1.0, 1.0,
        1.0, 1.0,
        1.0, 1.0,
        1.0, 1.0,
    
        // Right face
        0.0, 0.0,
        0.0, 0.0,
        0.0, 0.0,
        0.0, 0.0,
    
        // Top face
        0.0, 0.0,
        0.0, 0.0,
        0.0, 0.0,
        0.0, 0.0,
    
        // Bottom face
        0.0, 0.0,
        0.0, 0.0,
        0.0, 0.0,
        0.0, 0.0,
      ];
    
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates), gl.STATIC_DRAW);
      pwgl.CUBE_VERTEX_TEX_COORD_BUF_ITEM_SIZE = 2;
      pwgl.CUBE_VERTEX_TEX_COORD_BUF_NUM_ITEMS = 24;
    
    
    
      // Specify normals to be able to do lighting calculations
      pwgl.satelliteVertexNormalBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.satelliteVertexNormalBuffer);
      var satelliteVertexNormals = [
        // Front face
        0.0, 0.0, 1.0,
        0.0, 0.0, 1.0,
        0.0, 0.0, 1.0,
        0.0, 0.0, 1.0,
    
        // Back face
        0.0, 0.0, -1.0,
        0.0, 0.0, -1.0,
        0.0, 0.0, -1.0,
        0.0, 0.0, -1.0,
    
        // Left face
        -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
    
        // Right face
        1.0, 0.0, 0.0,
        1.0, 0.0, 0.0,
        1.0, 0.0, 0.0,
        1.0, 0.0, 0.0,
    
        // Top face
        0.0, 1.0, 0.0,
        0.0, 1.0, 0.0,
        0.0, 1.0, 0.0,
        0.0, 1.0, 0.0,
    
        // Bottom face
        0.0, -1.0, 0.0,
        0.0, -1.0, 0.0,
        0.0, -1.0, 0.0,
        0.0, -1.0, 0.0,
      ];
    
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(satelliteVertexNormals),
        gl.STATIC_DRAW);
      pwgl.CUBE_VERTEX_NORMAL_BUF_ITEM_SIZE = 3;
      pwgl.CUBE_VERTEX_NORMAL_BUF_NUM_ITEMS = 24;
    }
    
    function setupBuffers() {
      setupEarthBuffers();
      setupSatelliteBuffers();
    }
    
    function drawSatellite(texture) {
      // Bind position buffer
      gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.satelliteVertexPositionBuffer);
      gl.vertexAttribPointer(pwgl.vertexPositionAttributeLoc,
        pwgl.CUBE_VERTEX_POS_BUF_ITEM_SIZE,
        gl.FLOAT, false, 0, 0);
    
      // Bind normal buffer
      gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.satelliteVertexNormalBuffer);
      gl.vertexAttribPointer(pwgl.vertexNormalAttributeLoc,
        pwgl.CUBE_VERTEX_NORMAL_BUF_ITEM_SIZE,
        gl.FLOAT, false, 0, 0);
    
      // bind texture coordinate buffer
      gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.satelliteVertexTextureCoordinateBuffer);
      gl.vertexAttribPointer(pwgl.vertexTextureAttributeLoc,
        pwgl.CUBE_VERTEX_TEX_COORD_BUF_ITEM_SIZE,
        gl.FLOAT, false, 0, 0);
      gl.activeTexture(gl.TEXTURE0);
      gl.bindTexture(gl.TEXTURE_2D, texture);
    
      // Bind index buffer and draw cube
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, pwgl.satelliteVertexIndexBuffer);
      gl.drawElements(gl.TRIANGLES, pwgl.SATELLITE_VERTEX_INDEX_BUF_NUM_ITEMS,
        gl.UNSIGNED_SHORT, 0);
    }
    
    function drawEarth(texture) {
      gl.bindBuffer(gl.ARRAY_BUFFER, earthVertexPositionBuffer);
      gl.vertexAttribPointer(pwgl.vertexPositionAttributeLoc, earthVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
      gl.bindBuffer(gl.ARRAY_BUFFER, earthVertexNormalBuffer);
      gl.vertexAttribPointer(pwgl.vertexNormalAttributeLoc, earthVertexNormalBuffer.itemSize, gl.FLOAT, false, 0, 0);
      gl.bindBuffer(gl.ARRAY_BUFFER, earthVertexTextureCoordBuffer);
      gl.vertexAttribPointer(pwgl.vertexTextureAttributeLoc, earthVertexTextureCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
      gl.activeTexture(gl.TEXTURE0);
      gl.bindTexture(gl.TEXTURE_2D, texture);
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, earthVertexIndexBuffer);
      gl.drawElements(gl.TRIANGLES, earthVertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0);
    }
    var newAngle = 0;
    
    function draw() {
      pwgl.requestId = requestAnimFrame(draw);
      var currentTime = Date.now();
      handlePressedDownKeys();
      // Update FPS if a second or more has passed since last FPS update
      if (currentTime - pwgl.previousFrameTimeStamp >= 1000) {
        pwgl.fpsCounter.innerHTML = pwgl.nbrOfFramesForFPS;
        pwgl.nbrOfFramesForFPS = 0;
        pwgl.previousFrameTimeStamp = currentTime;
      }
    
      mat4.translate(pwgl.modelViewMatrix, [0.0, transY, transZ],
        pwgl.modelViewMatrix);
      mat4.rotateX(pwgl.modelViewMatrix, xRot / 50, pwgl.modelViewMatrix);
      mat4.rotateY(pwgl.modelViewMatrix, yRot / 50, pwgl.modelViewMatrix);
    
      yRot = xRot = zRot = transY = transZ = 0;
    
      uploadModelViewMatrixToShader();
      uploadProjectionMatrixToShader();
      uploadNormalMatrixToShader();
      gl.uniform1i(pwgl.uniformSamplerLoc, 0);
      pushModelViewMatrix();
      var timeNow = new Date().getTime();
      if (lastTime != 0) {
        var elapsed = timeNow - lastTime;
        newAngle += (90 * elapsed) / 1000;
      }
      lastTime = timeNow;
      var rotationSpeed = -degToRad(newAngle) / 50; // Sets earth rotation speed 
      mat4.rotateY(pwgl.modelViewMatrix, rotationSpeed, pwgl.modelViewMatrix);
      uploadModelViewMatrixToShader();
      uploadNormalMatrixToShader();
      drawEarth(pwgl.earthTexture);
      popModelViewMatrix();
      pushModelViewMatrix();
      if (currentTime === undefined) {
        currentTime = Date.now();
      }
    
      if (pwgl.animationStartTime === undefined) {
        pwgl.animationStartTime = currentTime;
      }
    
      pwgl.angle = (currentTime - pwgl.animationStartTime) / pwgl.orbitalMultipler * 2 * Math.PI %
        (2 * Math.PI);
      pwgl.x = Math.cos(pwgl.angle) * pwgl.circleRadius;
      pwgl.z = Math.sin(pwgl.angle) * pwgl.circleRadius;
    
    
      mat4.translate(pwgl.modelViewMatrix, [pwgl.x, pwgl.y, pwgl.z],
        pwgl.modelViewMatrix);
      mat4.scale(pwgl.modelViewMatrix, [0.5, 0.5, 0.5], pwgl.modelViewMatrix);
    
      // CRUDE NOT WORKING FULLY 
      pwgl.satRotation = -degToRad(newAngle) * pwgl.satMultiplier;
      mat4.rotateY(pwgl.modelViewMatrix, pwgl.satRotation, pwgl.modelViewMatrix);
      uploadModelViewMatrixToShader();
      uploadNormalMatrixToShader();
      uploadProjectionMatrixToShader();
      drawSatellite(pwgl.satelliteTexture);
      popModelViewMatrix();
      pwgl.nbrOfFramesForFPS++;
    }
    
    function startup() {
      var canvas = document.getElementById("glcanvas");
      canvas = WebGLDebugUtils.makeLostContextSimulatingCanvas(canvas);
      canvas.addEventListener('webglcontextlost', handleContextLost, false);
      canvas.addEventListener('webglcontextrestored', handleContextRestored,
        false);
      document.addEventListener('keydown', handleKeyDown, false);
      document.addEventListener('keyup', handleKeyUp, false);
      canvas.addEventListener('mousemove', mymousemove, false);
      canvas.addEventListener('mousedown', mymousedown, false);
      canvas.addEventListener('mouseup', mymouseup, false);
      canvas.addEventListener('mousewheel', wheelHandler, false);
      canvas.addEventListener('DOMMouseScroll', wheelHandler, false);
      gl = createGLContext(canvas);
      pwgl.fpsCounter = document.getElementById("fps");
      init();
      draw();
    }
    
    var relation = 1.6 / 2500;
    
    function init() {
      // Initialization that is performed during first startup and when the
      // event webglcontextrestored is received is included in this function.
      setupShaders();
      setupBuffers();
      setupLights();
      setupTextures();
      // Transparent canvas for space background image
      gl.clearColor(0.0, 0.0, 0.0, 0.0);
      gl.enable(gl.DEPTH_TEST);
      pwgl.x = 0.0;
      pwgl.y = 0.0;
      pwgl.z = 0.0;
      pwgl.circleRadius = 10.0;
      pwgl.orbitalMultipler = 2000;
      pwgl.satMultiplier = 2;
    
    
      // Initialize some variables related to the animation
      pwgl.animationStartTime = undefined;
      pwgl.nbrOfFramesForFPS = 0;
      pwgl.previousFrameTimeStamp = Date.now();
      mat4.perspective(30, gl.viewportWidth / gl.viewportHeight, 1, 100.0, pwgl.projectionMatrix);
      mat4.identity(pwgl.modelViewMatrix);
      mat4.lookAt([0, 0, 50], [0, 0, 0], [0, 1, 0], pwgl.modelViewMatrix);
    }
    
    function handleContextLost(event) {
      event.preventDefault();
      cancelRequestAnimFrame(pwgl.requestId);
      // Ignore all ongoing image loads by removing their onload handler
      for (var i = 0; i < pwgl.ongoingImageLoads.length; i++) {
        pwgl.ongoingImageLoads[i].onload = undefined;
      }
      pwgl.ongoingImageLoads = [];
    }
    
    function handleContextRestored(event) {
      init();
      pwgl.requestId = requestAnimFrame(draw, canvas);
    }
    
    function handleKeyDown(event) {
      pwgl.listOfPressedKeys[event.keyCode] = true;
    }
    
    function handleKeyUp(event) {
      pwgl.listOfPressedKeys[event.keyCode] = false;
    }
    
    function handlePressedDownKeys() {
      if (pwgl.listOfPressedKeys[38]) {
        // Arrow up, increase radius of circle
        if (pwgl.circleRadius < 50) {
          pwgl.circleRadius += 0.1;
        } else {
          pwgl.circleRadius = 20;
        }
      }
      if (pwgl.listOfPressedKeys[40]) {
        // Arrow down, decrease radius of circle
        pwgl.circleRadius -= 0.1;
        if (pwgl.circleRadius > 6) {
          pwgl.circleRadius -= 0.1
        } else {
          pwgl.circleRadius = 6;
        }
    
      }
      if (pwgl.listOfPressedKeys[37]) {
        // Left Arrow, speed up orbital speed
        pwgl.orbitalMultipler -= 20;
        var x = pwgl.orbitalMultipler * relation;
        var y = 1.6 - x;
        pwgl.satMultiplier = 1.6 + y;
        if (pwgl.orbitalMultipler < 250) {
          pwgl.orbitalMultipler = 250
        }
      }
      if (pwgl.listOfPressedKeys[39]) {
        // Right Arrow, slow down orbital speed
        pwgl.orbitalMultipler += 50;
        var x = pwgl.orbitalMultipler * relation;
        var y = 1.6 - x;
        pwgl.satMultiplier = 1.6 + y;
        console.log(pwgl.satMultiplier);
        if (pwgl.orbitalMultipler > 20000) {
          pwgl.orbitalMultipler = 20000;
        }
      }
    }
    
    function mymousedown(ev) {
      drag = 1;
      xOffs = ev.clientX;
      yOffs = ev.clientY;
    }
    
    function mymouseup(ev) {
      drag = 0;
    }
    
    function mymousemove(ev) {
      if (drag == 0) return;
      if (ev.shiftKey) {
        transZ = (ev.clientY - yOffs) / 10;
      } else if (ev.altKey) {
        transY = -(ev.clientY - yOffs) / 10;
      } else {
        yRot = -xOffs + ev.clientX;
        xRot = -yOffs + ev.clientY;
      }
      xOffs = ev.clientX;
      yOffs = ev.clientY;
    }
    
    function wheelHandler(ev) {
      if (ev.altKey) transY = -ev.detail / 10;
      else transZ = ev.detail / 10;
      ev.preventDefault();
    }
    body {
      background-image: url("https://raw.githubusercontent.com/josh-street/webgl-earthsatellite/master/bg.jpg");
      font-family: "Lucida Sans Unicode", "Lucida Grande", sans-serif;
      font-size: 9pt;
    }
    
    p {
      color: #fff;
      line-height: 0.7;
    }
    
    li {
      color: #fff;
      line-height: 1.3;
    }
    
    h1 {
      font-size: 12pt;
      color: #fff;
      margin-left: 10px;
    }
    
    #fps-counter {
      -moz-user-select: none;
      -khtml-user-select: none;
      -webkit-user-select: none;
      -o-user-select: none;
      display: inline-block;
      text-align: right;
      color: #fff;
    }
    
    #glcanvas {
      background-image: url("https://raw.githubusercontent.com/josh-street/webgl-earthsatellite/master/bg.jpg");
      position: absolute;
      top: 0px;
      left: 0px;
      width: 100%;
      height: 100%;
      margin: 0px;
      z-index: -1;
      position: fixed;
    }
    
    #hide1 {
      display: none;
    }
    
    #hide2 {
      display: none;
    }
    
    #instructions {
      -moz-user-select: none;
      -khtml-user-select: none;
      -webkit-user-select: none;
      -o-user-select: none;
      padding-left: 5px;
      background: rgba(255, 255, 255, 0);
      width: 24%;
      height: 12em;
      border-radius: 5px;
      z-index: 0;
    }
    <body onload="startup()">
    
      <canvas id="glcanvas" style="border: none;" width="1400" height="800"></canvas>
      <div id="fps-counter">
        <p> FPS: <span id="fps">--</span>
          <p>
      </div>
    
    
      <script src="https://cdn.rawgit.com/josh-street/webgl-earthsatellite/master/glMatrix.js"></script>
      <script src="https://cdn.rawgit.com/josh-street/webgl-earthsatellite/master/webgl/webgl-debug.js"></script>
      <script src="https://cdn.rawgit.com/josh-street/webgl-earthsatellite/master/webgl/webgl-utils.js"></script>
    </body>

    • 5
  7. Stranger in the Q
    2020-02-14T23:13:13Z2020-02-14T23:13:13Z

    所以太阳在没有行星的情况下为你找到了答案

    let rays = (n,s) => [...Array(n)].map((_, i) =>
      `0 0 0 ${(i+s)*8}px #fd0${(i+s)===n?0:4}`
    ).join(',\n');
    
    document.body.innerHTML += `
    <style>
      @keyframes rays {
        0% {box-shadow:${rays(4,0)}}
        100% {box-shadow:${rays(4,1)}}
      }
    </style>`;
    body {
      background-color: #000;
    }
    
    sun {
      margin: 50px;
      display: block;
      width: 77px;
      height: 77px;
      background-color: #FFDE00;
      border-radius: 50%;
      animation: pulse 5s infinite, rays 2s infinite linear;
    }
    
    @keyframes pulse {
      0% {transform: scale(1)}
      20% {transform: scale(1.03,0.97)}
      80% {transform: scale(0.97,1.03)}
      100% {transform: scale(1)}
    }
    <sun></sun>

    • 4

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