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。 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。 闪烁。 灯火如火。应该 a) 燃烧 b) 绕一圈旋转。 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 个回答 Voted 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> 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> 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> 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> 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> 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> 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>
选项1
选项 2
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
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:
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"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。
下面是完整的代码:
更新
添加评论选项:
添加了一些“化妆品”作为对soledar10的回应:
这是three.js中的一个场景:
当然不是我的: codepen
所以太阳在没有行星的情况下为你找到了答案