Particle Animation Archives - csshint - A designer hub https://csshint.com/tag/particle-animation/ Wed, 29 Jul 2020 04:10:23 +0000 en-US hourly 1 https://wordpress.org/?v=6.3.4 Image Particle Animation Effect https://csshint.com/image-particle-animation-effect/ Wed, 29 Jul 2020 04:08:51 +0000 http://csshint.com/?p=2849 This is an awesome particle effect animation that can be applied to images. This snippet is by yoichi kobayashi using three.js & also has direct aware hover effects. Html [code language=”html”] <div class="p-contents-summary"> <h1 class="p-contents-summary__head">particle picture</h1> <p class="p-contents-summary__text">drawing a picture with particles and move it.</p> <p class="p-contents-summary__link-source"><a href="https://github.com/ykob/particle-picture">view source.</a></p> </div> <div class="p-preloader"> <div class="p-preloader__wrap"> <div […]

The post Image Particle Animation Effect appeared first on csshint - A designer hub.

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This is an awesome particle effect animation that can be applied to images. This snippet is by yoichi kobayashi using three.js & also has direct aware hover effects.

Image Particle Animation Effect

Image Particle Animation Effect


Html

[code language=”html”]
<div class="p-contents-summary">
<h1 class="p-contents-summary__head">particle picture</h1>
<p class="p-contents-summary__text">drawing a picture with particles and move it.</p>
<p class="p-contents-summary__link-source"><a href="https://github.com/ykob/particle-picture">view source.</a></p>
</div>
<div class="p-preloader">
<div class="p-preloader__wrap">
<div class="p-preloader__icon"></div>
<div class="p-preloader__label">Loading</div>
</div>
</div>
<canvas class="p-canvas-webgl" id="canvas-webgl"></canvas>
[/code]

CSS

[code language=”css”]
@import url("https://fonts.googleapis.com/css?family=Noto+Sans:400,700");

html {
height: 100%; }

body {
min-height: 100%;
overflow: hidden;
color: #444;
font-family: "Noto Sans"; }

a {
color: #444;
text-decoration: none; }

::-moz-selection {
color: #fff;
background: rgba(0, 0, 0, 0.5); }

::selection {
color: #fff;
background: rgba(0, 0, 0, 0.5); }

.p-contents-summary {
position: absolute;
bottom: 4%;
left: 2%;
z-index: 100; }
.p-contents-summary__head {
margin: 0;
font-weight: 400;
letter-spacing: 2px; }
@media all and (min-width: 1367px) {
.p-contents-summary__head {
font-size: 54.64px; } }
@media all and (min-width: 569px) and (max-width: 1366px) {
.p-contents-summary__head {
font-size: 4vw; } }
@media all and (max-width: 568px) {
.p-contents-summary__head {
font-size: 22.72px; } }
.p-contents-summary__text {
max-width: 360px;
line-height: 1.75;
margin: 1em 0;
letter-spacing: 1px; }
@media all and (min-width: 1367px) {
.p-contents-summary__text {
font-size: 13.66px; } }
@media all and (min-width: 569px) and (max-width: 1366px) {
.p-contents-summary__text {
font-size: 1vw; } }
@media all and (max-width: 568px) {
.p-contents-summary__text {
font-size: 5.68px; } }
.p-contents-summary__link-source {
margin: 0;
letter-spacing: 1px; }
@media all and (min-width: 1367px) {
.p-contents-summary__link-source {
font-size: 13.66px; } }
@media all and (min-width: 569px) and (max-width: 1366px) {
.p-contents-summary__link-source {
font-size: 1vw; } }
@media all and (max-width: 568px) {
.p-contents-summary__link-source {
font-size: 5.68px; } }
.p-contents-summary__link-source a {
position: relative; }
.p-contents-summary__link-source a:after {
content: ”;
display: block;
position: absolute;
z-index: -1;
top: 0;
right: 0;
bottom: 0;
left: 0;
background-color: #444; }
.p-contents-summary__link-source a {
-webkit-transition-duration: 0.3s;
transition-duration: 0.3s;
-webkit-transition-timing-function: cubic-bezier(0.25, 0.46, 0.45, 0.94);
transition-timing-function: cubic-bezier(0.25, 0.46, 0.45, 0.94); }
.p-contents-summary__link-source a:after {
-webkit-transform: scale(0, 1);
-ms-transform: scale(0, 1);
transform: scale(0, 1);
-webkit-transform-origin: left center;
-ms-transform-origin: left center;
transform-origin: left center;
-webkit-transition-duration: 0.3s;
transition-duration: 0.3s;
-webkit-transition-timing-function: cubic-bezier(0.25, 0.46, 0.45, 0.94);
transition-timing-function: cubic-bezier(0.25, 0.46, 0.45, 0.94); }
.p-contents-summary__link-source a:hover {
color: #fff; }
.p-contents-summary__link-source a:hover:after {
-webkit-transform: scale(1, 1);
-ms-transform: scale(1, 1);
transform: scale(1, 1); }

.p-canvas-webgl {
position: relative;
z-index: 1; }

@-webkit-keyframes rotatePreloader {
0% {
-webkit-transform: rotateZ(0);
transform: rotateZ(0); }
100% {
-webkit-transform: rotateZ(360deg);
transform: rotateZ(360deg); } }

@keyframes rotatePreloader {
0% {
-webkit-transform: rotateZ(0);
transform: rotateZ(0); }
100% {
-webkit-transform: rotateZ(360deg);
transform: rotateZ(360deg); } }

.p-preloader {
display: -webkit-box;
display: -webkit-flex;
display: -ms-flexbox;
display: flex;
-webkit-box-align: center;
-webkit-align-items: center;
-ms-flex-align: center;
align-items: center;
-webkit-box-pack: center;
-webkit-justify-content: center;
-ms-flex-pack: center;
justify-content: center;
position: absolute;
top: 0;
right: 0;
bottom: 0;
left: 0;
z-index: 2;
background-color: #fff; }
.p-preloader__icon {
width: 40px;
height: 40px;
box-sizing: border-box;
margin: 0 auto 10px;
border-top: 3px solid transparent;
border-right: 3px solid #000;
border-bottom: 3px solid transparent;
border-left: 3px solid #000;
border-radius: 25px;
-webkit-animation-name: rotatePreloader;
animation-name: rotatePreloader;
-webkit-animation-duration: 0.6s;
animation-duration: 0.6s;
-webkit-animation-iteration-count: infinite;
animation-iteration-count: infinite;
-webkit-animation-timing-function: linear;
animation-timing-function: linear; }
.p-preloader__label {
color: #000;
font-weight: 700;
text-align: center;
letter-spacing: 2px;
padding-left: 2px; }
@media all and (min-width: 1367px) {
.p-preloader__label {
font-size: 10.928px; } }
@media all and (min-width: 569px) and (max-width: 1366px) {
.p-preloader__label {
font-size: 0.8vw; } }
@media all and (max-width: 568px) {
.p-preloader__label {
font-size: 4.544px; } }
.p-preloader.is-hidden {
opacity: 0;
-webkit-transform: scale(0.95);
-ms-transform: scale(0.95);
transform: scale(0.95);
-webkit-transition-duration: 0.5s;
transition-duration: 0.5s;
pointer-events: none; }
.p-preloader.is-stoped .p-preloader__icon {
-webkit-animation-name: none;
animation-name: none; }
[/code]

JS

[code language=”JS”]
/**
* Modules in this bundle
* @license
*
* particle-picture:
*
* This header is generated by licensify (https://github.com/twada/licensify)
*/
(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module ‘"+o+"’");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
‘use strict’;

var _ParticlePicture = require(‘./modules/ParticlePicture.js’);

var _ParticlePicture2 = _interopRequireDefault(_ParticlePicture);

function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }

var canvas = document.getElementById(‘canvas-webgl’);
var renderer = new THREE.WebGLRenderer({
antialias: false,
canvas: canvas
});
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
var clock = new THREE.Clock();

var images = [
‘https://ykob.github.io/particle-picture/img/image01.jpg’,
‘https://ykob.github.io/particle-picture/img/image02.jpg’,
‘https://ykob.github.io/particle-picture/img/image03.jpg’,
‘https://ykob.github.io/particle-picture/img/image04.jpg’
];
var particlePicture = new _ParticlePicture2.default();

var resizeWindow = function resizeWindow() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
};
var setEvent = function setEvent() {
$(window).on(‘resize’, function () {
resizeWindow();
}).on(‘mousemove’, function (event) {
particlePicture.uniforms.rotate.value.set(event.clientX, event.clientY);
});
};
var render = function render() {
particlePicture.render(clock.getDelta());
renderer.render(scene, camera);
};
var renderLoop = function renderLoop() {
render();
requestAnimationFrame(renderLoop);
};

var init = function init() {
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xeeeeee, 1.0);
renderer.render(scene, camera);
camera.position.set(0, 0, 1024);
camera.lookAt(new THREE.Vector3());

particlePicture.loadTexture(images, function () {
setTimeout(function () {
$(‘.p-preloader’).addClass(‘is-hidden’).on(‘transitionend’, function () {
$(this).addClass(‘is-stoped’);
});
scene.add(particlePicture.obj);
setEvent();
resizeWindow();
renderLoop();
}, 200);
});
};
init();

},{"./modules/ParticlePicture.js":2}],2:[function(require,module,exports){
‘use strict’;

Object.defineProperty(exports, "__esModule", {
value: true
});

var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();

function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }

var ParticlePicture = function () {
function ParticlePicture() {
_classCallCheck(this, ParticlePicture);

this.textures = [];
this.uniforms = {};
this.interval = 2;
this.prevNum = 0;
this.nextNum = 1;
this.obj = null;
}

_createClass(ParticlePicture, [{
key: ‘loadTexture’,
value: function loadTexture(images, callback) {
var _this = this;

var count = 0;

var _loop = function _loop() {
var index = i;
var loader = new THREE.TextureLoader();
loader.load(images[index], function (texture) {
_this.textures[index] = texture;
count++;
if (count == images.length) {
var texBrank = new THREE.DataTexture(new Uint8Array([255, 255, 255, 0]), 1, 1, THREE.RGBAFormat, THREE.UnsignedByteType);
texBrank.needsUpdate = true;
_this.obj = _this.createPoints(_this.textures[_this.prevNum], _this.textures[_this.nextNum]);
callback();
}
});
};

for (var i = 0; i < images.length; i++) {
_loop();
}
}
}, {
key: ‘createPoints’,
value: function createPoints(texPrev, texNext) {
var geometry = new THREE.BufferGeometry();
var baseVertices1 = [];
var baseVertices2 = [];
var baseUvs = [];
for (var x = 0; x < 512; x++) {
for (var y = 0; y < 512; y++) {
baseVertices1.push(x – 256, (y – 256) * -1, 0);
var rad1 = (Math.random() * 90 + Math.random() * 90) * Math.PI / 180;
var rad2 = Math.random() * 360 * Math.PI / 180;
var radius = 2000 * Math.random() * Math.random() / 2 + 100;
baseVertices2.push(Math.sin(rad1) * Math.cos(rad2) * radius, Math.cos(rad1) * radius, Math.sin(rad1) * Math.sin(rad2) * radius);
baseUvs.push(x / 512, 1 – y / 512);
}
}
geometry.addAttribute(‘position’, new THREE.BufferAttribute(new Float32Array(baseVertices1), 3));
geometry.addAttribute(‘position2’, new THREE.BufferAttribute(new Float32Array(baseVertices2), 3));
geometry.addAttribute(‘uv’, new THREE.BufferAttribute(new Float32Array(baseUvs), 2));
this.uniforms = {
time: {
type: ‘f’,
value: 0
},
interval: {
type: ‘f’,
value: this.interval
},
resolution: {
type: ‘v2’,
value: new THREE.Vector2(window.innerWidth, window.innerHeight)
},
texPrev: {
type: ‘t’,
value: texPrev
},
texNext: {
type: ‘t’,
value: texNext
},
rotate: {
type: ‘v2’,
value: new THREE.Vector2(window.innerWidth / 2, window.innerHeight / 2)
}
};
return new THREE.Points(geometry, new THREE.RawShaderMaterial({
uniforms: this.uniforms,
vertexShader: "#define GLSLIFY 1\nattribute vec3 position;\nattribute vec3 position2;\nattribute vec2 uv;\n\nuniform float time;\nuniform mat4 projectionMatrix;\nuniform mat4 modelViewMatrix;\nuniform vec2 resolution;\nuniform vec2 rotate;\n\nvarying vec2 vUv;\nvarying float vStepPrev;\nvarying float vStepNext;\n\nmat4 rotateMatrixX(float radian) {\n return mat4(\n 1.0, 0.0, 0.0, 0.0,\n 0.0, cos(radian), -sin(radian), 0.0,\n 0.0, sin(radian), cos(radian), 0.0,\n 0.0, 0.0, 0.0, 1.0\n );\n}\n\nmat4 rotateMatrixY(float radian) {\n return mat4(\n cos(radian), 0.0, sin(radian), 0.0,\n 0.0, 1.0, 0.0, 0.0,\n -sin(radian), 0.0, cos(radian), 0.0,\n 0.0, 0.0, 0.0, 1.0\n );\n}\n\nmat4 rotateMatrixZ(float radian) {\n return mat4(\n cos(radian), -sin(radian), 0.0, 0.0,\n sin(radian), cos(radian), 0.0, 0.0,\n 0.0, 0.0, 1.0, 0.0,\n 0.0, 0.0, 0.0, 1.0\n );\n}\n\nmat4 rotateMatrix(float radX, float radY, float radZ) {\n return rotateMatrixX(radX) * rotateMatrixY(radY) * rotateMatrixZ(radZ);\n}\n\n//\n// GLSL textureless classic 3D noise \"cnoise\",\n// with an RSL-style periodic variant \"pnoise\".\n// Author: Stefan Gustavson (stefan.gustavson@liu.se)\n// Version: 2011-10-11\n//\n// Many thanks to Ian McEwan of Ashima Arts for the\n// ideas for permutation and gradient selection.\n//\n// Copyright (c) 2011 Stefan Gustavson. All rights reserved.\n// Distributed under the MIT license. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x)\n{\n return x – floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x)\n{\n return x – floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x)\n{\n return mod289(((x*34.0)+1.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 – 0.85373472095314 * r;\n}\n\nvec3 fade(vec3 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n\n// Classic Perlin noise\nfloat cnoise(vec3 P)\n{\n vec3 Pi0 = floor(P); // Integer part for indexing\n vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1\n Pi0 = mod289(Pi0);\n Pi1 = mod289(Pi1);\n vec3 Pf0 = fract(P); // Fractional part for interpolation\n vec3 Pf1 = Pf0 – vec3(1.0); // Fractional part – 1.0\n vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n vec4 iy = vec4(Pi0.yy, Pi1.yy);\n vec4 iz0 = Pi0.zzzz;\n vec4 iz1 = Pi1.zzzz;\n\n vec4 ixy = permute(permute(ix) + iy);\n vec4 ixy0 = permute(ixy + iz0);\n vec4 ixy1 = permute(ixy + iz1);\n\n vec4 gx0 = ixy0 * (1.0 / 7.0);\n vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) – 0.5;\n gx0 = fract(gx0);\n vec4 gz0 = vec4(0.5) – abs(gx0) – abs(gy0);\n vec4 sz0 = step(gz0, vec4(0.0));\n gx0 -= sz0 * (step(0.0, gx0) – 0.5);\n gy0 -= sz0 * (step(0.0, gy0) – 0.5);\n\n vec4 gx1 = ixy1 * (1.0 / 7.0);\n vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) – 0.5;\n gx1 = fract(gx1);\n vec4 gz1 = vec4(0.5) – abs(gx1) – abs(gy1);\n vec4 sz1 = step(gz1, vec4(0.0));\n gx1 -= sz1 * (step(0.0, gx1) – 0.5);\n gy1 -= sz1 * (step(0.0, gy1) – 0.5);\n\n vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);\n vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);\n vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);\n vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);\n vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);\n vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);\n vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);\n vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);\n\n vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n g000 *= norm0.x;\n g010 *= norm0.y;\n g100 *= norm0.z;\n g110 *= norm0.w;\n vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n g001 *= norm1.x;\n g011 *= norm1.y;\n g101 *= norm1.z;\n g111 *= norm1.w;\n\n float n000 = dot(g000, Pf0);\n float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));\n float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));\n float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));\n float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));\n float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));\n float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));\n float n111 = dot(g111, Pf1);\n\n vec3 fade_xyz = fade(Pf0);\n vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);\n vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);\n float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n return 2.2 * n_xyz;\n}\n\nfloat quadraticOut(float t) {\n return -t * (t – 2.0);\n}\n\nvoid main(void) {\n float stepBase = quadraticOut(min(time, 1.0));\n float width = 0.1;\n // float diff = (1.0 – (position.y / 256.0 + 1.0) / 2.0) * (1.0 – width);\n float diff = length(position.xy) / sqrt(pow(256.0, 2.0) * 2.0) * (1.0 – width);\n float stepPrev = clamp((1.0 – (stepBase – diff + (1.0 – width))) / (width * 0.5), 0.0, 1.0);\n float stepNext = clamp((stepBase – diff) / (width * 0.5), 0.0, 1.0);\n float noise = cnoise(vec3(\n position.x / 2.0,\n position.y / 2.0,\n position.z\n ));\n float radius = 92.0 * noise;\n float vcos = cos(time * 128.0);\n float vsin = sin(time * 256.0);\n vec3 updatePosition = position + vec3(\n vsin * vcos * radius * stepPrev * stepNext,\n vcos * radius * stepPrev * stepNext,\n vsin * vsin * radius * stepPrev * stepNext\n );\n mat4 rotateMat = rotateMatrix(\n radians((rotate.y / resolution.y * 2.0 – 1.0) * -20.0),\n radians((rotate.x / resolution.x * 2.0 – 1.0) * -20.0),\n 0.0\n );\n vUv = uv;\n vStepPrev = stepPrev;\n vStepNext = stepNext;\n vec4 mvPosition = modelViewMatrix * rotateMat * vec4(updatePosition, 1.0);\n gl_PointSize = 2.0 + stepPrev * stepNext * (2000.0 / length(mvPosition.xyz));\n gl_Position = projectionMatrix * mvPosition;\n}\n",
fragmentShader: "precision highp float;\n#define GLSLIFY 1\n\nuniform sampler2D texPrev;\nuniform sampler2D texNext;\n\nvarying vec2 vUv;\nvarying float vStepPrev;\nvarying float vStepNext;\n\nvoid main(void) {\n vec3 n;\n n.xy = gl_PointCoord * 2.0 – 1.0;\n n.z = 1.0 – dot(n.xy, n.xy);\n if (n.z < 0.0) discard;\n vec4 colorPrev = texture2D(texPrev, vUv);\n vec4 colorNext = texture2D(texNext, vUv);\n gl_FragColor = vStepPrev * colorPrev + vStepNext * colorNext;\n}\n"
}));
}
}, {
key: ‘addToScene’,
value: function addToScene(scene) {
scene.add(this.points.obj);
}
}, {
key: ‘render’,
value: function render(time) {
this.uniforms.time.value += time / this.interval;
if (this.uniforms.time.value > 1) {
this.uniforms.time.value = 0;
this.prevNum = this.nextNum;
this.uniforms.texPrev.value = this.textures[this.prevNum];
while (this.nextNum == this.prevNum) {
this.nextNum = Math.floor(Math.random() * this.textures.length);
}
this.uniforms.texNext.value = this.textures[this.nextNum];
}
}
}]);

return ParticlePicture;
}();

exports.default = ParticlePicture;

},{}]},{},[1]);

[/code]

Particle Picture Demo

The post Image Particle Animation Effect appeared first on csshint - A designer hub.

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