name="description" content="particles.js is a lightweight JavaScript library for creating particles...app.js particlesJS('particles-js', { "particles": { "number": { "value": 80, "density": { "enable": true...number 数量 40 particles.number.density.enable boolean true / false particles.number.density.value_area...number 0.25 particles.size.anim.sync boolean true / false particles.line_linked.enable boolean...particles.move.straight boolean 直接移动 true / false particles.move.out_mode string (out
OpenGL ES 粒子(Particles) ?...with empty (NULL) buffer : it will be updated later, each frame. glBufferData(GL_ARRAY_BUFFER, MAX_PARTICLES...with empty (NULL) buffer : it will be updated later, each frame. glBufferData(GL_ARRAY_BUFFER, MAX_PARTICLES...查找生命值结束的粒子: int ParticlesSample::FindUnusedParticle() { for (int i = m_LastUsedParticle; i < MAX_PARTICLES...); glBindBuffer(GL_ARRAY_BUFFER, m_ParticlesColorVboId); glBufferData(GL_ARRAY_BUFFER, MAX_PARTICLES
今天我们来学习一下particles.js Particles.js是一个开源的轻量级JavaScript库,它帮助你创建漂亮的交互式粒子效果。...除此之外,particles.js 还支持响应式设计,可以让效果在不同的设备上呈现出不同的表现。...这个库非常适合用于网站、应用程序和其他数字媒体项目中,以增加互动的效果并吸引用户的注意力 官网地址:particles.js – 一个轻量级、无依赖性和响应迅速的 JavaScript 插件,用于粒子背景..."particlesjs"; 使用CDN链接 https://cdnjs.cloudflare.com/ajax/libs/particlesjs/2.2.2/particles.min.js //...使用
今日在尝试开发一个登录界面时,发现背景是一张图片挺平平无奇,为了让界面更加炫酷,学习使用粒子插件vue-particles 插件安装 npm install vue-particles --save 在...main.js内导入 import VueParticles from 'vue-particles' Vue.use(VueParticles) 在Login.vue内插入代码...<vue-particles color="#409EFF" :particleOpacity="0.7"...hoverMode="grab" :clickEffect="true" clickMode="push" > <vue-particles
上那些类似于星座图的点和线,是由vue-particles生成的,不仅自己动,而且能与用户鼠标事件产生互动。...一直中意这种动态插件,今天有时间,迫不及待试了一波~ 安装插件 npm install vue-particles --save-dev 在main.js文件中全局引入 import VueParticles...from 'vue-particles' Vue.use(VueParticles) 在vue文件中使用 <vue-particles color="#409EFF"...> 将动态粒子作为背景图来用,当有新的div需要呈现时,会发现div是不能覆盖vue-particles 内容的,会依次靠后显示。...因此,加入了position:absolute,当有新div盒子的时候,设置为position:relative #particles-js { width: 100%; height
ParticlePool(length) { particles = new Array(length); for (var i = 0; i < particles.length; i+...; i++) particles[i].update(deltaTime); for (i = 0; i < firstFree; i++) particles[i...; i++) particles[i].draw(context, image); for (i = 0; i < firstFree; i++) particles...= new ParticlePool(settings.particles.length), particleRate = settings.particles.length / settings.particles.duration...point.x = settings.particles.size / 2 + point.x * settings.particles.size / 350; point.y = settings.particles.size
Array(length); for (var i = 0; i < particles.length; i++) particles[i] = new Particle...; i++) particles[i].update(deltaTime); for (i = 0; i < firstFree; i++) particles...; i++) particles[i].draw(context, image); for (i = 0; i < firstFree; i++) particles.../ settings.particles.duration, // particles/sec time; // get point on heart with -PI...particles.update(deltaTime); particles.draw(context, image); } // handle
= new Array(length); for (var i = 0; i < particles.length; i++) particles...particles while (particles[firstActive].age >= duration && firstActive !...= new ParticlePool(settings.particles.length), particleRate = settings.particles.length.../ settings.particles.duration, // particles/sec time; // get point on heart with.../ 2 + point.x * settings.particles.size / 350; point.y = settings.particles.size / 2
; i++) { for (let j = i + 1; j < particles.length; j++) { const dx = particles[i].x - particles...[j].x; const dy = particles[i].y - particles[j].y; const distance = Math.sqrt(dx * dx...[i].x, particles[i].y); ctx.lineTo(particles[j].x, particles[j].y); ctx.strokeStyle...- particles[j].x; const dy = particles[i].y - particles[j].y; const distance = Math.sqrt...[i].x, particles[i].y); ctx.lineTo(particles[j].x, particles[j].y); ctx.strokeStyle
inactive particles while (particles[firstActive].age >= duration && firstActive !...= new ParticlePool(settings.particles.length), particleRate = settings.particles.length.../ settings.particles.duration, // particles/sec time; // get point on heart.../ 2 + point.x * settings.particles.size / 350; point.y = settings.particles.size...); } // update and draw particles particles.update(deltaTime
; particles[i].theta += yaw_rate * delta_t; } else { particles[i].x +...= velocity * delta_t * cos(particles[i].theta); particles[i].y += velocity * delta_t * sin...double x_p = particles[i].x; double y_p = particles[i].y; double theta = particles...; for (int i = 0; i < num_particles; ++i) { new_particles.push_back(particles[index(gen)]...); } particles = new_particles; } 实例 相关代码及完整程序可见YoungGer的Github。
4)Resample Step:根据粒子(Particles)的权重,对所有粒子(Particles)进行重采样,权重越高的粒子有更大的概率生存下来,权重越小的例子生存下来的概率就越低,从而达到优胜劣汰的目的...[i].x = dist_x(gen); particles[i].y = dist_y(gen); particles[i].theta = dist_theta(gen); }...Particles)并根据其权重进行替换的过程。...; } resampled_particles.push_back(particles[current_index]); } particles = resampled_particles...vector particles = pf.particles; int num_particles = particles.size(); double highest_weight
今天直上主题:particles.js A lightweight JavaScript library for creating particles....:参数配置 particles.number.value:粒子的数量 particles.number.density:粒子的稀密程度 particles.number.density.enable:启用粒子的稀密程度...(true 或 false) particles.number.density.value_area:每一个粒子占据的空间(启用粒子密度,才可用) particles.color.value:粒子的颜色...“triangle” “polygon” “star” “image”) particles.opacity.value:粒子的透明度 particles.size.anim.enable:是否启用粒子速度...(true/false) particles.size.anim.speed:粒子动画频率 particles.size.anim.sync:粒子运行速度与动画是否同步 particles.move.speed
* * @param particles_ori Particles before resampling....* * @param particles_ori Particles before resampling....* * @param particles_ori Particles before resampling....* * @param particles_ori Particles before resampling....* @param particles_ori Particles before resampling.
; i++) { particles[i].update(); particles[i].draw(); if (particles[i].size <...= 0.3) { particles.splice(i, 1); i--; } } } canvas.addEventListener...this.y, this.size, 0, Math.PI * 2); ctx.fill(); } } const particles...; i++) { particles[i].update(); particles[i].draw();...if (particles[i].size <= 0.3) { particles.splice(i, 1); i--;
i = 0; i < particles.length; i++) particles[i] = new Particle(); } ParticlePool.prototype.add...; i++) particles[i].update(deltaTime); for (i = 0; i < firstFree; i++) particles...; i++) particles[i].draw(context, image); for (i = 0; i < firstFree; i++) particles...= new ParticlePool(settings.particles.length), particleRate = settings.particles.length...point.x * settings.particles.size) / 350; point.y = settings.particles.size
): self.particles = particles def evolve(self, dt): timestep = 0.00001 nsteps...] Y = [p.y for p in simulator.particles] fig = plt.figure() ax = plt.subplot(111, aspect...] Y = [p.y for p in simulator.particles] line.set_data(X, Y) return line,...): self.particles = particles def evolve(self, dt): timestep = 0.00001 nsteps...] Y = [p.y for p in simulator.particles] fig = plt.figure() ax = plt.subplot(111, aspect
, num_dimensions, max_iter, target_func): self.num_particles = num_particles # 粒子数量 self.num_dimensions...= np.random.uniform(-5, 5, size=(num_particles, num_dimensions)) # 初始化粒子位置 self.velocities =...np.zeros((num_particles, num_dimensions)) # 初始化粒子速度 self.best_positions = np.copy(self.particles..., num_dimensions, max_iter, target_func): self.num_particles = num_particles # 粒子数量 self.num_dimensions...np.zeros((num_particles, num_dimensions)) # 初始化粒子速度 self.best_positions = np.copy(self.particles
self.best_fitness = self.fitness class PSO: def __init__(self, x_min, x_max, y_min, y_max, num_particles...= num_particles self.max_iterations = max_iterations self.particles = [Particle(x_min..., x_max, y_min, y_max) for _ in range(num_particles)] self.best_global_x = self.particles[0]....x self.best_global_y = self.particles[0].y self.best_global_fitness = self.particles...def optimize(self): for i in range(self.max_iterations): for particle in self.particles
COLOURS = [ "#5ee4ff", "#f44033", "#ffeb3b", "#F38630", "#FA6900", "#f403e8", "#F9D423" ]; var particles...>= MAX_PARTICLES) pool.push(particles.shift()); particle = pool.length ?...- 1; i >= 0; i--) { particle = particles[i]; if (particle.alive)...particle.move(); else pool.push(particles.splice(i, 1)[0]); }...- 1; i >= 0; i--) { particles[i].draw(clickparticle); } }; //按下时显示效果,mousedown
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