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酷炫3D液体网状波浪动画特效

时间:08-26来源:作者:点击数:
在这里插入图片描述

css代码

html, body {
  margin: 0;
}
canvas {
  display: block;
}

js

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r118/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/chroma-js/2.1.0/chroma.min.js"></script>

另外创建俩个js文件

/**
 * @author qiao / https://github.com/qiao
 * @author mrdoob / http://mrdoob.com
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author erich666 / http://erichaines.com
 * @author ScieCode / http://github.com/sciecode
 */
// This set of controls performs orbiting, dollying (zooming), and panning.
// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
//
//    Orbit - left mouse / touch: one-finger move
//    Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
//    Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move
THREE.OrbitControls = function ( object, domElement ) {
	if ( domElement === undefined ) console.warn( 'THREE.OrbitControls: The second parameter "domElement" is now mandatory.' );
	if ( domElement === document ) console.error( 'THREE.OrbitControls: "document" should not be used as the target "domElement". Please use "renderer.domElement" instead.' );
	this.object = object;
	this.domElement = domElement;
	// Set to false to disable this control
	this.enabled = true;
	// "target" sets the location of focus, where the object orbits around
	this.target = new THREE.Vector3();
	// How far you can dolly in and out ( PerspectiveCamera only )
	this.minDistance = 0;
	this.maxDistance = Infinity;
	// How far you can zoom in and out ( OrthographicCamera only )
	this.minZoom = 0;
	this.maxZoom = Infinity;
	// How far you can orbit vertically, upper and lower limits.
	// Range is 0 to Math.PI radians.
	this.minPolarAngle = 0; // radians
	this.maxPolarAngle = Math.PI; // radians
	// How far you can orbit horizontally, upper and lower limits.
	// If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
	this.minAzimuthAngle = - Infinity; // radians
	this.maxAzimuthAngle = Infinity; // radians
	// Set to true to enable damping (inertia)
	// If damping is enabled, you must call controls.update() in your animation loop
	this.enableDamping = false;
	this.dampingFactor = 0.05;
	// This option actually enables dollying in and out; left as "zoom" for backwards compatibility.
	// Set to false to disable zooming
	this.enableZoom = true;
	this.zoomSpeed = 1.0;
	// Set to false to disable rotating
	this.enableRotate = true;
	this.rotateSpeed = 1.0;
	// Set to false to disable panning
	this.enablePan = true;
	this.panSpeed = 1.0;
	this.screenSpacePanning = false; // if true, pan in screen-space
	this.keyPanSpeed = 7.0;	// pixels moved per arrow key push
	// Set to true to automatically rotate around the target
	// If auto-rotate is enabled, you must call controls.update() in your animation loop
	this.autoRotate = false;
	this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
	// Set to false to disable use of the keys
	this.enableKeys = true;
	// The four arrow keys
	this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
	// Mouse buttons
	this.mouseButtons = { LEFT: THREE.MOUSE.ROTATE, MIDDLE: THREE.MOUSE.DOLLY, RIGHT: THREE.MOUSE.PAN };
	// Touch fingers
	this.touches = { ONE: THREE.TOUCH.ROTATE, TWO: THREE.TOUCH.DOLLY_PAN };
	// for reset
	this.target0 = this.target.clone();
	this.position0 = this.object.position.clone();
	this.zoom0 = this.object.zoom;
	//
	// public methods
	//
	this.getPolarAngle = function () {
		return spherical.phi;
	};
	this.getAzimuthalAngle = function () {
		return spherical.theta;
	};
	this.saveState = function () {
		scope.target0.copy( scope.target );
		scope.position0.copy( scope.object.position );
		scope.zoom0 = scope.object.zoom;
	};
	this.reset = function () {
		scope.target.copy( scope.target0 );
		scope.object.position.copy( scope.position0 );
		scope.object.zoom = scope.zoom0;
		scope.object.updateProjectionMatrix();
		scope.dispatchEvent( changeEvent );
		scope.update();
		state = STATE.NONE;
	};
	// this method is exposed, but perhaps it would be better if we can make it private...
	this.update = function () {
		var offset = new THREE.Vector3();
		// so camera.up is the orbit axis
		var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
		var quatInverse = quat.clone().inverse();
		var lastPosition = new THREE.Vector3();
		var lastQuaternion = new THREE.Quaternion();
		return function update() {
			var position = scope.object.position;
			offset.copy( position ).sub( scope.target );
			// rotate offset to "y-axis-is-up" space
			offset.applyQuaternion( quat );
			// angle from z-axis around y-axis
			spherical.setFromVector3( offset );
			if ( scope.autoRotate && state === STATE.NONE ) {
				rotateLeft( getAutoRotationAngle() );
			}
			if ( scope.enableDamping ) {
				spherical.theta += sphericalDelta.theta * scope.dampingFactor;
				spherical.phi += sphericalDelta.phi * scope.dampingFactor;
			} else {
				spherical.theta += sphericalDelta.theta;
				spherical.phi += sphericalDelta.phi;
			}
			// restrict theta to be between desired limits
			spherical.theta = Math.max( scope.minAzimuthAngle, Math.min( scope.maxAzimuthAngle, spherical.theta ) );
			// restrict phi to be between desired limits
			spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );
			spherical.makeSafe();
			spherical.radius *= scale;
			// restrict radius to be between desired limits
			spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );
			// move target to panned location
			if ( scope.enableDamping === true ) {
				scope.target.addScaledVector( panOffset, scope.dampingFactor );
			} else {
				scope.target.add( panOffset );
			}
			offset.setFromSpherical( spherical );
			// rotate offset back to "camera-up-vector-is-up" space
			offset.applyQuaternion( quatInverse );
			position.copy( scope.target ).add( offset );
			scope.object.lookAt( scope.target );
			if ( scope.enableDamping === true ) {
				sphericalDelta.theta *= ( 1 - scope.dampingFactor );
				sphericalDelta.phi *= ( 1 - scope.dampingFactor );
				panOffset.multiplyScalar( 1 - scope.dampingFactor );
			} else {
				sphericalDelta.set( 0, 0, 0 );
				panOffset.set( 0, 0, 0 );
			}
			scale = 1;
			// update condition is:
			// min(camera displacement, camera rotation in radians)^2 > EPS
			// using small-angle approximation cos(x/2) = 1 - x^2 / 8
			if ( zoomChanged ||
				lastPosition.distanceToSquared( scope.object.position ) > EPS ||
				8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {
				scope.dispatchEvent( changeEvent );
				lastPosition.copy( scope.object.position );
				lastQuaternion.copy( scope.object.quaternion );
				zoomChanged = false;
				return true;
			}
			return false;
		};
	}();
	this.dispose = function () {
		scope.domElement.removeEventListener( 'contextmenu', onContextMenu, false );
		scope.domElement.removeEventListener( 'mousedown', onMouseDown, false );
		scope.domElement.removeEventListener( 'wheel', onMouseWheel, false );
		scope.domElement.removeEventListener( 'touchstart', onTouchStart, false );
		scope.domElement.removeEventListener( 'touchend', onTouchEnd, false );
		scope.domElement.removeEventListener( 'touchmove', onTouchMove, false );
		document.removeEventListener( 'mousemove', onMouseMove, false );
		document.removeEventListener( 'mouseup', onMouseUp, false );
		scope.domElement.removeEventListener( 'keydown', onKeyDown, false );
		//scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?
	};
	//
	// internals
	//
	var scope = this;
	var changeEvent = { type: 'change' };
	var startEvent = { type: 'start' };
	var endEvent = { type: 'end' };
	var STATE = {
		NONE: - 1,
		ROTATE: 0,
		DOLLY: 1,
		PAN: 2,
		TOUCH_ROTATE: 3,
		TOUCH_PAN: 4,
		TOUCH_DOLLY_PAN: 5,
		TOUCH_DOLLY_ROTATE: 6
	};
	var state = STATE.NONE;
	var EPS = 0.000001;
	// current position in spherical coordinates
	var spherical = new THREE.Spherical();
	var sphericalDelta = new THREE.Spherical();
	var scale = 1;
	var panOffset = new THREE.Vector3();
	var zoomChanged = false;
	var rotateStart = new THREE.Vector2();
	var rotateEnd = new THREE.Vector2();
	var rotateDelta = new THREE.Vector2();
	var panStart = new THREE.Vector2();
	var panEnd = new THREE.Vector2();
	var panDelta = new THREE.Vector2();
	var dollyStart = new THREE.Vector2();
	var dollyEnd = new THREE.Vector2();
	var dollyDelta = new THREE.Vector2();
	function getAutoRotationAngle() {
		return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
	}
	function getZoomScale() {
		return Math.pow( 0.95, scope.zoomSpeed );
	}
	function rotateLeft( angle ) {
		sphericalDelta.theta -= angle;
	}
	function rotateUp( angle ) {
		sphericalDelta.phi -= angle;
	}
	var panLeft = function () {
		var v = new THREE.Vector3();
		return function panLeft( distance, objectMatrix ) {
			v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
			v.multiplyScalar( - distance );
			panOffset.add( v );
		};
	}();
	var panUp = function () {
		var v = new THREE.Vector3();
		return function panUp( distance, objectMatrix ) {
			if ( scope.screenSpacePanning === true ) {
				v.setFromMatrixColumn( objectMatrix, 1 );
			} else {
				v.setFromMatrixColumn( objectMatrix, 0 );
				v.crossVectors( scope.object.up, v );
			}
			v.multiplyScalar( distance );
			panOffset.add( v );
		};
	}();
	// deltaX and deltaY are in pixels; right and down are positive
	var pan = function () {
		var offset = new THREE.Vector3();
		return function pan( deltaX, deltaY ) {
			var element = scope.domElement;
			if ( scope.object.isPerspectiveCamera ) {
				// perspective
				var position = scope.object.position;
				offset.copy( position ).sub( scope.target );
				var targetDistance = offset.length();
				// half of the fov is center to top of screen
				targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
				// we use only clientHeight here so aspect ratio does not distort speed
				panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );
				panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );
			} else if ( scope.object.isOrthographicCamera ) {
				// orthographic
				panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );
				panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );
			} else {
				// camera neither orthographic nor perspective
				console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
				scope.enablePan = false;
			}
		};
	}();
	function dollyIn( dollyScale ) {
		if ( scope.object.isPerspectiveCamera ) {
			scale /= dollyScale;
		} else if ( scope.object.isOrthographicCamera ) {
			scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );
			scope.object.updateProjectionMatrix();
			zoomChanged = true;
		} else {
			console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
			scope.enableZoom = false;
		}
	}
	function dollyOut( dollyScale ) {
		if ( scope.object.isPerspectiveCamera ) {
			scale *= dollyScale;
		} else if ( scope.object.isOrthographicCamera ) {
			scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );
			scope.object.updateProjectionMatrix();
			zoomChanged = true;
		} else {
			console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
			scope.enableZoom = false;
		}
	}
	//
	// event callbacks - update the object state
	//
	function handleMouseDownRotate( event ) {
		rotateStart.set( event.clientX, event.clientY );
	}
	function handleMouseDownDolly( event ) {
		dollyStart.set( event.clientX, event.clientY );
	}
	function handleMouseDownPan( event ) {
		panStart.set( event.clientX, event.clientY );
	}
	function handleMouseMoveRotate( event ) {
		rotateEnd.set( event.clientX, event.clientY );
		rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );
		var element = scope.domElement;
		rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height
		rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );
		rotateStart.copy( rotateEnd );
		scope.update();
	}
	function handleMouseMoveDolly( event ) {
		dollyEnd.set( event.clientX, event.clientY );
		dollyDelta.subVectors( dollyEnd, dollyStart );
		if ( dollyDelta.y > 0 ) {
			dollyIn( getZoomScale() );
		} else if ( dollyDelta.y < 0 ) {
			dollyOut( getZoomScale() );
		}
		dollyStart.copy( dollyEnd );
		scope.update();
	}
	function handleMouseMovePan( event ) {
		panEnd.set( event.clientX, event.clientY );
		panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );
		pan( panDelta.x, panDelta.y );
		panStart.copy( panEnd );
		scope.update();
	}
	function handleMouseUp( /*event*/ ) {
		// no-op
	}
	function handleMouseWheel( event ) {
		if ( event.deltaY < 0 ) {
			dollyOut( getZoomScale() );
		} else if ( event.deltaY > 0 ) {
			dollyIn( getZoomScale() );
		}
		scope.update();
	}
	function handleKeyDown( event ) {
		var needsUpdate = false;
		switch ( event.keyCode ) {
			case scope.keys.UP:
				pan( 0, scope.keyPanSpeed );
				needsUpdate = true;
				break;
			case scope.keys.BOTTOM:
				pan( 0, - scope.keyPanSpeed );
				needsUpdate = true;
				break;
			case scope.keys.LEFT:
				pan( scope.keyPanSpeed, 0 );
				needsUpdate = true;
				break;
			case scope.keys.RIGHT:
				pan( - scope.keyPanSpeed, 0 );
				needsUpdate = true;
				break;
		}
		if ( needsUpdate ) {
			// prevent the browser from scrolling on cursor keys
			event.preventDefault();
			scope.update();
		}
	}
	function handleTouchStartRotate( event ) {
		if ( event.touches.length == 1 ) {
			rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
		} else {
			var x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX );
			var y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY );
			rotateStart.set( x, y );
		}
	}
	function handleTouchStartPan( event ) {
		if ( event.touches.length == 1 ) {
			panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
		} else {
			var x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX );
			var y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY );
			panStart.set( x, y );
		}
	}
	function handleTouchStartDolly( event ) {
		var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
		var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
		var distance = Math.sqrt( dx * dx + dy * dy );
		dollyStart.set( 0, distance );
	}
	function handleTouchStartDollyPan( event ) {
		if ( scope.enableZoom ) handleTouchStartDolly( event );
		if ( scope.enablePan ) handleTouchStartPan( event );
	}
	function handleTouchStartDollyRotate( event ) {
		if ( scope.enableZoom ) handleTouchStartDolly( event );
		if ( scope.enableRotate ) handleTouchStartRotate( event );
	}
	function handleTouchMoveRotate( event ) {
		if ( event.touches.length == 1 ) {
			rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
		} else {
			var x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX );
			var y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY );
			rotateEnd.set( x, y );
		}
		rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );
		var element = scope.domElement;
		rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height
		rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );
		rotateStart.copy( rotateEnd );
	}
	function handleTouchMovePan( event ) {
		if ( event.touches.length == 1 ) {
			panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
		} else {
			var x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX );
			var y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY );
			panEnd.set( x, y );
		}
		panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );
		pan( panDelta.x, panDelta.y );
		panStart.copy( panEnd );
	}
	function handleTouchMoveDolly( event ) {
		var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
		var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
		var distance = Math.sqrt( dx * dx + dy * dy );
		dollyEnd.set( 0, distance );
		dollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) );
		dollyIn( dollyDelta.y );
		dollyStart.copy( dollyEnd );
	}
	function handleTouchMoveDollyPan( event ) {
		if ( scope.enableZoom ) handleTouchMoveDolly( event );
		if ( scope.enablePan ) handleTouchMovePan( event );
	}
	function handleTouchMoveDollyRotate( event ) {
		if ( scope.enableZoom ) handleTouchMoveDolly( event );
		if ( scope.enableRotate ) handleTouchMoveRotate( event );
	}
	function handleTouchEnd( /*event*/ ) {
		// no-op
	}
	//
	// event handlers - FSM: listen for events and reset state
	//
	function onMouseDown( event ) {
		if ( scope.enabled === false ) return;
		// Prevent the browser from scrolling.
		event.preventDefault();
		// Manually set the focus since calling preventDefault above
		// prevents the browser from setting it automatically.
		scope.domElement.focus ? scope.domElement.focus() : window.focus();
		switch ( event.button ) {
			case 0:
				switch ( scope.mouseButtons.LEFT ) {
					case THREE.MOUSE.ROTATE:
						if ( event.ctrlKey || event.metaKey || event.shiftKey ) {
							if ( scope.enablePan === false ) return;
							handleMouseDownPan( event );
							state = STATE.PAN;
						} else {
							if ( scope.enableRotate === false ) return;
							handleMouseDownRotate( event );
							state = STATE.ROTATE;
						}
						break;
					case THREE.MOUSE.PAN:
						if ( event.ctrlKey || event.metaKey || event.shiftKey ) {
							if ( scope.enableRotate === false ) return;
							handleMouseDownRotate( event );
							state = STATE.ROTATE;
						} else {
							if ( scope.enablePan === false ) return;
							handleMouseDownPan( event );
							state = STATE.PAN;
						}
						break;
					default:
						state = STATE.NONE;
				}
				break;
			case 1:
				switch ( scope.mouseButtons.MIDDLE ) {
					case THREE.MOUSE.DOLLY:
						if ( scope.enableZoom === false ) return;
						handleMouseDownDolly( event );
						state = STATE.DOLLY;
						break;
					default:
						state = STATE.NONE;
				}
				break;
			case 2:
				switch ( scope.mouseButtons.RIGHT ) {
					case THREE.MOUSE.ROTATE:
						if ( scope.enableRotate === false ) return;
						handleMouseDownRotate( event );
						state = STATE.ROTATE;
						break;
					case THREE.MOUSE.PAN:
						if ( scope.enablePan === false ) return;
						handleMouseDownPan( event );
						state = STATE.PAN;
						break;
					default:
						state = STATE.NONE;
				}
				break;
		}
		if ( state !== STATE.NONE ) {
			document.addEventListener( 'mousemove', onMouseMove, false );
			document.addEventListener( 'mouseup', onMouseUp, false );
			scope.dispatchEvent( startEvent );
		}
	}
	function onMouseMove( event ) {
		if ( scope.enabled === false ) return;
		event.preventDefault();
		switch ( state ) {
			case STATE.ROTATE:
				if ( scope.enableRotate === false ) return;
				handleMouseMoveRotate( event );
				break;
			case STATE.DOLLY:
				if ( scope.enableZoom === false ) return;
				handleMouseMoveDolly( event );
				break;
			case STATE.PAN:
				if ( scope.enablePan === false ) return;
				handleMouseMovePan( event );
				break;
		}
	}
	function onMouseUp( event ) {
		if ( scope.enabled === false ) return;
		handleMouseUp( event );
		document.removeEventListener( 'mousemove', onMouseMove, false );
		document.removeEventListener( 'mouseup', onMouseUp, false );
		scope.dispatchEvent( endEvent );
		state = STATE.NONE;
	}
	function onMouseWheel( event ) {
		if ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return;
		event.preventDefault();
		event.stopPropagation();
		scope.dispatchEvent( startEvent );
		handleMouseWheel( event );
		scope.dispatchEvent( endEvent );
	}
	function onKeyDown( event ) {
		if ( scope.enabled === false || scope.enableKeys === false || scope.enablePan === false ) return;
		handleKeyDown( event );
	}
	function onTouchStart( event ) {
		if ( scope.enabled === false ) return;
		event.preventDefault();
		switch ( event.touches.length ) {
			case 1:
				switch ( scope.touches.ONE ) {
					case THREE.TOUCH.ROTATE:
						if ( scope.enableRotate === false ) return;
						handleTouchStartRotate( event );
						state = STATE.TOUCH_ROTATE;
						break;
					case THREE.TOUCH.PAN:
						if ( scope.enablePan === false ) return;
						handleTouchStartPan( event );
						state = STATE.TOUCH_PAN;
						break;
					default:
						state = STATE.NONE;
				}
				break;
			case 2:
				switch ( scope.touches.TWO ) {
					case THREE.TOUCH.DOLLY_PAN:
						if ( scope.enableZoom === false && scope.enablePan === false ) return;
						handleTouchStartDollyPan( event );
						state = STATE.TOUCH_DOLLY_PAN;
						break;
					case THREE.TOUCH.DOLLY_ROTATE:
						if ( scope.enableZoom === false && scope.enableRotate === false ) return;
						handleTouchStartDollyRotate( event );
						state = STATE.TOUCH_DOLLY_ROTATE;
						break;
					default:
						state = STATE.NONE;
				}
				break;
			default:
				state = STATE.NONE;
		}
		if ( state !== STATE.NONE ) {
			scope.dispatchEvent( startEvent );
		}
	}
	function onTouchMove( event ) {
		if ( scope.enabled === false ) return;
		event.preventDefault();
		event.stopPropagation();
		switch ( state ) {
			case STATE.TOUCH_ROTATE:
				if ( scope.enableRotate === false ) return;
				handleTouchMoveRotate( event );
				scope.update();
				break;
			case STATE.TOUCH_PAN:
				if ( scope.enablePan === false ) return;
				handleTouchMovePan( event );
				scope.update();
				break;
			case STATE.TOUCH_DOLLY_PAN:
				if ( scope.enableZoom === false && scope.enablePan === false ) return;
				handleTouchMoveDollyPan( event );
				scope.update();
				break;
			case STATE.TOUCH_DOLLY_ROTATE:
				if ( scope.enableZoom === false && scope.enableRotate === false ) return;
				handleTouchMoveDollyRotate( event );
				scope.update();
				break;
			default:
				state = STATE.NONE;
		}
	}
	function onTouchEnd( event ) {
		if ( scope.enabled === false ) return;
		handleTouchEnd( event );
		scope.dispatchEvent( endEvent );
		state = STATE.NONE;
	}
	function onContextMenu( event ) {
		if ( scope.enabled === false ) return;
		event.preventDefault();
	}
	//
	scope.domElement.addEventListener( 'contextmenu', onContextMenu, false );
	scope.domElement.addEventListener( 'mousedown', onMouseDown, false );
	scope.domElement.addEventListener( 'wheel', onMouseWheel, false );
	scope.domElement.addEventListener( 'touchstart', onTouchStart, false );
	scope.domElement.addEventListener( 'touchend', onTouchEnd, false );
	scope.domElement.addEventListener( 'touchmove', onTouchMove, false );
	scope.domElement.addEventListener( 'keydown', onKeyDown, false );
	// make sure element can receive keys.
	if ( scope.domElement.tabIndex === - 1 ) {
		scope.domElement.tabIndex = 0;
	}
	// force an update at start
	this.update();
};
THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
THREE.OrbitControls.prototype.constructor = THREE.OrbitControls;
// This set of controls performs orbiting, dollying (zooming), and panning.
// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
// This is very similar to OrbitControls, another set of touch behavior
//
//    Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate
//    Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
//    Pan - left mouse, or arrow keys / touch: one-finger move
THREE.MapControls = function ( object, domElement ) {
	THREE.OrbitControls.call( this, object, domElement );
	this.mouseButtons.LEFT = THREE.MOUSE.PAN;
	this.mouseButtons.RIGHT = THREE.MOUSE.ROTATE;
	this.touches.ONE = THREE.TOUCH.PAN;
	this.touches.TWO = THREE.TOUCH.DOLLY_ROTATE;
};
THREE.MapControls.prototype = Object.create( THREE.EventDispatcher.prototype );
THREE.MapControls.prototype.constructor = THREE.MapControls;
function App() {
  const conf = {
    el: 'canvas',
    fov: 75,
    cameraZ: 100,
  };
  let renderer, scene, camera, cameraCtrl;
  let width, height, cx, cy, wWidth, wHeight;
  let ripple;
  let gridWWidth, gridWHeight;
  let gridWidth, gridHeight;
  const mouse = new THREE.Vector2();
  const mousePlane = new THREE.Plane(new THREE.Vector3(0, 0, 1), 0);
  const mousePosition = new THREE.Vector3();
  const raycaster = new THREE.Raycaster();
  let mouseOver = false;
  init();
  function init() {
    // const gl = renderer.getContext();
    // const floatTextures = gl.getExtension('OES_texture_float');
    // if (!floatTextures) {
    //   alert('no floating point texture support');
    //   return;
    // }
    renderer = new THREE.WebGLRenderer({ canvas: document.getElementById(conf.el), antialias: true });
    camera = new THREE.PerspectiveCamera(conf.fov);
    camera.position.z = conf.cameraZ;
    updateSize();
    window.addEventListener('resize', updateSize, false);
    // gridWHeight = wHeight - 20;
    // gridWWidth = gridWHeight;
    gridWHeight = wHeight;
    gridWWidth = wWidth;
    gridWidth = gridWWidth * width / wWidth;
    gridHeight = gridWHeight * height / wHeight;
    ripple = new RippleEffect(renderer, width, height);
    const getGridMP = function (e) {
      const v = new THREE.Vector3();
      camera.getWorldDirection(v);
      v.normalize();
      mouse.x = ((e.clientX / width) * 2 - 1);
      mouse.y = (-(e.clientY / height) * 2 + 1);
      raycaster.setFromCamera(mouse, camera);
      raycaster.ray.intersectPlane(mousePlane, mousePosition);
      return { x: 2 * mousePosition.x / gridWWidth, y: 2 * mousePosition.y / gridWHeight };
    };
    renderer.domElement.addEventListener('mousemove', e => {
      mouseOver = true;
      const gp = getGridMP(e);
      ripple.addDrop(gp.x, gp.y, 0.05, 0.1);
    });
    renderer.domElement.addEventListener('mouseleave', e => { mouseOver = false; });
    // renderer.domElement.addEventListener('mouseup', e => {
    //   const gp = getGridMP(e);
    //   ripple.addDrop(gp.x, gp.y, 0.2, -3.0);
    // });
    initScene();
    animate();
  }
  function initScene() {
    scene = new THREE.Scene();
    let pointLight1 = new THREE.PointLight(0xFFFF80);
    pointLight1.position.set(-wWidth / 2, wHeight / 2, 50);
    scene.add(pointLight1);
    let pointLight2 = new THREE.PointLight(0xde3578);
    pointLight2.position.set(wWidth / 2, wHeight / 2, 50);
    scene.add(pointLight2);
    let pointLight3 = new THREE.PointLight(0xFF4040);
    pointLight3.position.set(-wWidth / 2, -wHeight / 2, 50);
    scene.add(pointLight3);
    let pointLight4 = new THREE.PointLight(0x0247e5);
    pointLight4.position.set(wWidth / 2, -wHeight / 2, 50);
    scene.add(pointLight4);
    
    renderer.domElement.addEventListener('mouseup', e => {
      pointLight1.color = new THREE.Color(chroma.random().hex());
      pointLight2.color = new THREE.Color(chroma.random().hex());
      pointLight3.color = new THREE.Color(chroma.random().hex());
      pointLight4.color = new THREE.Color(chroma.random().hex());
    });
    const material = new THREE.MeshStandardMaterial({ color: 0xffffff, side: THREE.DoubleSide, metalness: 0.5, roughness: 0.5, onBeforeCompile: shader => {
      shader.uniforms.hmap = { value: ripple.hMap.texture };
      shader.vertexShader = "uniform sampler2D hmap;\n" + shader.vertexShader;
      const token = '#include <begin_vertex>';
      const customTransform = `
        vec3 transformed = vec3(position);
        vec4 info = texture2D(hmap, uv);
        vNormal = vec3(info.b, sqrt(1.0 - dot(info.ba, info.ba)), info.a).xzy;
        transformed.z = 20. * info.r;
      `;
      shader.vertexShader = shader.vertexShader.replace(token, customTransform);
    } });
    let nx = Math.round(gridWidth / 5), ny = Math.round(gridHeight / 40);
    let dx = gridWWidth / nx, dy = gridWHeight / ny;
    for (let j = 0; j <= ny; j++) {
      const geometry = new THREE.BufferGeometry();
      const positions = [], uvs = [];
      const y = - gridWHeight / 2 + j * dy;
      for (let i = 0; i <= nx; i++) {
        positions.push(- gridWWidth / 2 + i * dx, y, 0);
        uvs.push(i / nx, j / ny);
      }
      geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
      geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
      geometry.computeBoundingSphere();
      scene.add(new THREE.Line(geometry, material));
    }
    nx = Math.round(gridWidth / 40); ny = Math.round(gridHeight / 5);
    dx = gridWWidth / nx; dy = gridWHeight / ny;
    for (let i = 0; i <= nx; i++) {
      const geometry = new THREE.BufferGeometry();
      const positions = [], uvs = [];
      const x = - gridWWidth / 2 + i * dx;
      for (let j = 0; j <= ny; j++) {
        positions.push(x, - gridWHeight / 2 + j * dy, 0);
        uvs.push(i / nx, j / ny);
      }
      geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
      geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
      geometry.computeBoundingSphere();
      scene.add(new THREE.Line(geometry, material));
    }
    camera.position.set(0, -gridWHeight/2, 40);
    camera.lookAt(new THREE.Vector3(0, -gridWHeight/6, 0));
    cameraCtrl = new THREE.OrbitControls(camera, renderer.domElement);
    cameraCtrl.enableDamping = true;
    cameraCtrl.dampingFactor = 0.1;
    cameraCtrl.rotateSpeed = 0.5;
  }
  function animate() {
    if (!mouseOver) {
      const time = Date.now() * 0.001;
      const x = Math.cos(time) * 0.2;
      const y = Math.sin(time) * 0.2;
      ripple.addDrop(x, y, 0.05, -0.04);
    }
    ripple.update();
    renderer.render(scene, camera);
    requestAnimationFrame(animate);
  }
  function updateSize() {
    width = window.innerWidth; cx = width / 2;
    height = window.innerHeight; cy = height / 2;
    renderer.setSize(width, height);
    camera.aspect = width / height;
    camera.updateProjectionMatrix();
    const wsize = getRendererSize();
    wWidth = wsize[0]; wHeight = wsize[1];
  }
  function getRendererSize() {
    const cam = new THREE.PerspectiveCamera(camera.fov, camera.aspect);
    const vFOV = (cam.fov * Math.PI) / 180;
    const height = 2 * Math.tan(vFOV / 2) * Math.abs(conf.cameraZ);
    const width = height * cam.aspect;
    return [width, height];
  }
}
const RippleEffect = (function () {
  function RippleEffect(renderer, width, height) {
    this.renderer = renderer;
    this.width = 512;
    this.height = 512;
    // this.delta = new THREE.Vector2(this.width / Math.pow(width, 2), this.height / Math.pow(height, 2));
    this.delta = new THREE.Vector2(1 / this.width, 1 / this.height);
    this.hMap = new THREE.WebGLRenderTarget(this.width, this.height, { type: THREE.FloatType, depthBuffer: false, stencilBuffer: false });
    this.hMap1 = new THREE.WebGLRenderTarget(this.width, this.height, { type: THREE.FloatType, depthBuffer: false, stencilBuffer: false });
    this.fsQuad = new FullScreenQuad();
    this.initShaders();
  }
  RippleEffect.prototype.initShaders = function () {
    // default vertex shader
    const defaultVertexShader = `
      varying vec2 vUv;
      void main() {
        vUv = uv;
        gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
      }
    `;
    this.copyMat = new THREE.ShaderMaterial({
      uniforms: { 'tDiffuse': { value: null } },
      vertexShader: defaultVertexShader,
      fragmentShader: `
        uniform sampler2D tDiffuse;
        varying vec2 vUv;
        void main() {
          gl_FragColor = texture2D(tDiffuse, vUv);
        }
      `,
    });
    this.updateMat = new THREE.ShaderMaterial({
      uniforms: {
        'tDiffuse': { value: null },
        'delta': new THREE.Uniform(this.delta),
      },
      vertexShader: defaultVertexShader,
      fragmentShader: `
        uniform sampler2D tDiffuse;
        uniform vec2 delta;
        varying vec2 vUv;
        void main() {
          vec4 texel = texture2D(tDiffuse, vUv);
          vec2 dx = vec2(delta.x, 0.0);
          vec2 dy = vec2(0.0, delta.y);
          float average = (
            texture2D(tDiffuse, vUv - dx).r +
            texture2D(tDiffuse, vUv - dy).r +
            texture2D(tDiffuse, vUv + dx).r +
            texture2D(tDiffuse, vUv + dy).r
          ) * 0.25;
          texel.g += (average - texel.r) * 2.0;
          texel.g *= 0.995;
          texel.r += texel.g;
          gl_FragColor = texel;
        }
      `,
    });
    this.normalsMat = new THREE.ShaderMaterial({
      uniforms: {
        'tDiffuse': { value: null },
        'delta': new THREE.Uniform(this.delta),
      },
      vertexShader: defaultVertexShader,
      fragmentShader: `
      uniform sampler2D tDiffuse;
      uniform vec2 delta;
      varying vec2 vUv;
      void main() {
        vec4 texel = texture2D(tDiffuse, vUv);
        vec3 dx = vec3(delta.x, texture2D(tDiffuse, vec2(vUv.x + delta.x, vUv.y)).r - texel.r, 0.0);
        vec3 dy = vec3(0.0, texture2D(tDiffuse, vec2(vUv.x, vUv.y + delta.y)).r - texel.r, delta.y);
        texel.ba = normalize(cross(dy, dx)).xz;
        gl_FragColor = texel;
      }
    `,
    });
    this.dropMat = new THREE.ShaderMaterial({
      uniforms: {
        'tDiffuse': { value: null },
        'center': new THREE.Uniform(new THREE.Vector2()),
        'radius': { value: 0.05 },
        'strength': { value: 0.5 },
      },
      vertexShader: defaultVertexShader,
      fragmentShader: `
        const float PI = 3.1415926535897932384626433832795;
        uniform sampler2D tDiffuse;
        uniform vec2 center;
        uniform float radius;
        uniform float strength;
        varying vec2 vUv;
        void main() {
          vec4 texel = texture2D(tDiffuse, vUv);
          float drop = max(0.0, 1.0 - length(center * 0.5 + 0.5 - vUv) / radius);
          drop = 0.5 - cos(drop * PI) * 0.5;
          texel.r += drop * strength;
          // texel.r = clamp(texel.r, -2.0, 2.0);
          gl_FragColor = texel;
        }
      `,
    });
  };
  RippleEffect.prototype.update = function () {
    this.updateHMap();
    this.updateHMapNormals();
  };
  RippleEffect.prototype.updateHMap = function () {
    this.updateMat.uniforms.tDiffuse.value = this.hMap.texture;
    this.renderShaderMat(this.updateMat, this.hMap1);
    this.swapBuffers();
  };
  RippleEffect.prototype.updateHMapNormals = function () {
    this.normalsMat.uniforms.tDiffuse.value = this.hMap.texture;
    this.renderShaderMat(this.normalsMat, this.hMap1);
    this.swapBuffers();
  };
  RippleEffect.prototype.addDrop = function (x, y, radius, strength) {
    this.dropMat.uniforms.tDiffuse.value = this.hMap.texture;
    this.dropMat.uniforms.center.value.set(x, y);
    this.dropMat.uniforms.radius.value = radius;
    this.dropMat.uniforms.strength.value = strength;
    this.renderShaderMat(this.dropMat, this.hMap1);
    this.swapBuffers();
  };
  RippleEffect.prototype.renderBuffer = function (buffer, target) {
    target = target ? target : null;
    this.copyMat.uniforms.tDiffuse.value = buffer.texture;
    this.renderShaderMat(this.copyMat, target);
  };
  RippleEffect.prototype.renderShaderMat = function (mat, target) {
    this.fsQuad.material = mat;
    const oldTarget = this.renderer.getRenderTarget();
    this.renderer.setRenderTarget(target);
    this.fsQuad.render(this.renderer);
    this.renderer.setRenderTarget(oldTarget);
  };
  RippleEffect.prototype.swapBuffers = function () {
    const temp = this.hMap;
    this.hMap = this.hMap1;
    this.hMap1 = temp;
  };
  // from https://threejs.org/examples/js/postprocessing/EffectComposer.js
  const FullScreenQuad = (function () {
    const camera = new THREE.OrthographicCamera(- 1, 1, 1, - 1, 0, 1);
    const geometry = new THREE.PlaneBufferGeometry(2, 2);
    const FullScreenQuad = function (material) {
      this._mesh = new THREE.Mesh(geometry, material);
    };
    Object.defineProperty(FullScreenQuad.prototype, 'material', {
      get: function () { return this._mesh.material; },
      set: function (value) { this._mesh.material = value; }
    });
    Object.assign(FullScreenQuad.prototype, {
      render: function (renderer) {
        renderer.render(this._mesh, camera);
      }
    });
    return FullScreenQuad;
  })();
  return RippleEffect;
})();
App();

html

<canvas id="canvas"></canvas>
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