パーティクルフィールド
数千の点をTHREE.Pointsで一括描画し、マウスで視点が緩やかに動く粒子空間。背景演出やランディングの没入感づくりに向きます。
外部ライブラリ: https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js
ライブデモ
使用例(お題: カフェ MOON BREW)
この技法を「カフェ MOON BREW」というテーマのダミーサイトで実際に使った例です。
HTML
<!-- MOON BREW:立ちのぼる香りの粒子をパーティクルで表現した店舗紹介ヒーロー -->
<section class="mb-aroma" aria-label="MOON BREW 店舗">
<!-- 背景に漂う香りの粒子(マウスで緩やかに視点が動く) -->
<canvas id="scene" class="mb-aroma__canvas" aria-hidden="true"></canvas>
<div class="mb-aroma__fallback" id="mb-fallback" hidden></div>
<header class="mb-bar">
<span class="mb-logo">◐ MOON BREW</span>
<nav class="mb-nav">
<a href="#">焙煎所</a>
<a href="#">アクセス</a>
</nav>
</header>
<div class="mb-aroma__body">
<span class="mb-kicker">ROASTERY & CAFE</span>
<h1 class="mb-title">香りに包まれる、<br>静かな朝の時間。</h1>
<p class="mb-lead">焙煎機のすぐ隣で味わう一杯。<br>窓辺の席で、ゆっくりとどうぞ。</p>
<div class="mb-hours">
<span class="mb-hours__row"><b>平日</b> 8:00 – 20:00</span>
<span class="mb-hours__row"><b>土日</b> 9:00 – 19:00</span>
</div>
</div>
</section>
CSS
/* MOON BREW:暗い焙煎所の中に香りの粒子が舞う */
:root {
--cream: #f5ede1;
--brown: #2b1d12;
--amber: #c98a3b;
}
* { box-sizing: border-box; }
body {
margin: 0;
height: 400px;
font-family: "Hiragino Mincho ProN", "Yu Mincho", "Segoe UI", serif;
background: var(--brown);
}
.mb-aroma {
position: relative;
width: 100%;
height: 400px;
overflow: hidden;
background:
radial-gradient(130% 100% at 50% 0%, #3a281a 0%, #201610 55%, #140d07 100%);
color: var(--cream);
}
.mb-aroma__canvas {
position: absolute;
inset: 0;
width: 100%;
height: 100%;
display: block;
}
/* フォールバック:粒が散ったような点描の背景 */
.mb-aroma__fallback {
position: absolute;
inset: 0;
background:
radial-gradient(2px 2px at 20% 30%, rgba(201, 138, 59, 0.7), transparent),
radial-gradient(2px 2px at 70% 60%, rgba(245, 237, 225, 0.5), transparent),
radial-gradient(2px 2px at 45% 80%, rgba(201, 138, 59, 0.6), transparent),
radial-gradient(2px 2px at 85% 25%, rgba(245, 237, 225, 0.4), transparent);
}
.mb-bar {
position: relative;
z-index: 2;
display: flex;
align-items: center;
justify-content: space-between;
padding: 16px 26px;
}
.mb-logo { font-size: 17px; letter-spacing: 0.14em; font-weight: 700; }
.mb-nav { display: flex; gap: 18px; }
.mb-nav a {
color: rgba(245, 237, 225, 0.82);
text-decoration: none;
font-size: 13px;
letter-spacing: 0.06em;
transition: color 0.2s ease;
}
.mb-nav a:hover { color: var(--amber); }
.mb-aroma__body {
position: relative;
z-index: 2;
max-width: 460px;
padding: 40px 26px;
text-align: center;
margin: 0 auto;
}
.mb-kicker {
font-family: "Segoe UI", system-ui, sans-serif;
font-size: 11px;
letter-spacing: 0.3em;
color: var(--amber);
font-weight: 700;
}
.mb-title {
margin: 14px 0 16px;
font-size: 32px;
line-height: 1.4;
font-weight: 700;
text-shadow: 0 2px 16px rgba(0, 0, 0, 0.5);
}
.mb-lead {
margin: 0 0 24px;
font-size: 14px;
line-height: 1.9;
color: rgba(245, 237, 225, 0.84);
}
.mb-hours {
display: inline-flex;
flex-direction: column;
gap: 6px;
padding: 14px 26px;
border: 1px solid rgba(201, 138, 59, 0.4);
border-radius: 14px;
background: rgba(20, 13, 7, 0.35);
font-family: "Segoe UI", system-ui, sans-serif;
font-size: 13px;
letter-spacing: 0.05em;
}
.mb-hours__row b { color: var(--amber); font-weight: 700; margin-right: 10px; }
JavaScript
// MOON BREW ヒーロー:立ちのぼる香りの粒子。THREE.Pointsで一括描画+マウスで視点が緩やかに動く
(function () {
"use strict";
const canvas = document.getElementById("scene");
const fallback = document.getElementById("mb-fallback");
// Three.js未読込やcanvas不在なら安全にフォールバック表示
if (!canvas || typeof THREE === "undefined") {
if (fallback) fallback.hidden = false;
return;
}
const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let renderer;
try {
renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true });
} catch (e) {
if (fallback) fallback.hidden = false;
return;
}
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, 1, 0.1, 100);
camera.position.set(0, 0, 9);
// 香りの粒:琥珀とクリームを混ぜた点群
const COUNT = 1400;
const positions = new Float32Array(COUNT * 3);
const colors = new Float32Array(COUNT * 3);
const amber = new THREE.Color(0xc98a3b);
const cream = new THREE.Color(0xf5ede1);
for (let i = 0; i < COUNT; i++) {
positions[i * 3] = (Math.random() - 0.5) * 16;
positions[i * 3 + 1] = (Math.random() - 0.5) * 12;
positions[i * 3 + 2] = (Math.random() - 0.5) * 10;
const c = Math.random() < 0.5 ? amber : cream;
colors[i * 3] = c.r; colors[i * 3 + 1] = c.g; colors[i * 3 + 2] = c.b;
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));
const material = new THREE.PointsMaterial({
size: 0.08,
vertexColors: true,
transparent: true,
opacity: 0.85,
depthWrite: false,
});
const points = new THREE.Points(geometry, material);
scene.add(points);
// マウスで視点をゆるやかに動かす
let targetX = 0, targetY = 0;
canvas.addEventListener("pointermove", (e) => {
const r = canvas.getBoundingClientRect();
targetX = ((e.clientX - r.left) / (r.width || 1) - 0.5) * 1.2;
targetY = ((e.clientY - r.top) / (r.height || 1) - 0.5) * 0.8;
});
function resize() {
const w = canvas.clientWidth || 1;
const h = canvas.clientHeight || 1;
renderer.setSize(w, h, false);
camera.aspect = w / h;
camera.updateProjectionMatrix();
}
resize();
window.addEventListener("resize", resize);
let raf = 0;
let running = true;
function animate() {
if (!reduceMotion) {
points.rotation.y += 0.0009;
// 香りが立ちのぼるように上方向へゆっくり流す
const pos = geometry.attributes.position;
for (let i = 0; i < COUNT; i++) {
let y = pos.getY(i) + 0.004;
if (y > 6) y = -6; // 上に抜けたら下から再投入
pos.setY(i, y);
}
pos.needsUpdate = true;
}
// カメラをマウス方向へイージング
camera.position.x += (targetX - camera.position.x) * 0.04;
camera.position.y += (targetY - camera.position.y) * 0.04;
camera.lookAt(0, 0, 0);
renderer.render(scene, camera);
raf = requestAnimationFrame(animate);
}
animate();
document.addEventListener("visibilitychange", () => {
if (document.hidden) {
if (running) { cancelAnimationFrame(raf); running = false; }
} else if (!running) {
running = true;
raf = requestAnimationFrame(animate);
}
});
window.addEventListener("beforeunload", () => cancelAnimationFrame(raf));
})();
コード
HTML
<!-- 奥行きのあるパーティクルフィールド。マウスで視点が緩やかに動く -->
<div class="stage">
<canvas id="particles" aria-label="流れるパーティクルフィールド"></canvas>
<div class="caption">
<span class="badge">Points</span>
<h2>Particle Field</h2>
<p>数千の点を一括描画。背景演出やヒーローに最適</p>
</div>
</div>
CSS
/* 配色変数 */
:root {
--ink: #eaf6ff;
--accent: #4fd6ff;
}
* { margin: 0; padding: 0; box-sizing: border-box; }
body {
font-family: "Segoe UI", system-ui, sans-serif;
overflow: hidden;
}
.stage {
position: relative;
width: 100%;
height: 360px;
/* 深い夜空のグラデーション */
background: linear-gradient(160deg, #03142b 0%, #050a1f 55%, #02060f 100%);
cursor: crosshair;
}
#particles {
display: block;
width: 100%;
height: 100%;
}
.caption {
position: absolute;
left: 28px;
bottom: 24px;
color: var(--ink);
text-shadow: 0 2px 14px rgba(0, 0, 0, .7);
pointer-events: none;
}
.badge {
display: inline-block;
font-size: 11px;
letter-spacing: .14em;
text-transform: uppercase;
padding: 4px 10px;
border-radius: 999px;
background: rgba(79, 214, 255, .18);
border: 1px solid rgba(79, 214, 255, .45);
color: var(--accent);
margin-bottom: 10px;
}
.caption h2 {
font-size: 22px;
font-weight: 700;
}
.caption p {
margin-top: 4px;
font-size: 13px;
opacity: .7;
}
JavaScript
// パーティクルフィールド:THREE.Pointsで数千点を一括描画
(function () {
"use strict";
const canvas = document.getElementById("particles");
if (!canvas || typeof THREE === "undefined") return;
const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
const scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x02060f, 0.055);
const camera = new THREE.PerspectiveCamera(60, 1, 0.1, 100);
camera.position.z = 16;
// ランダムな立方空間に点を配置
const COUNT = 2600;
const positions = new Float32Array(COUNT * 3);
const colors = new Float32Array(COUNT * 3);
const palette = [new THREE.Color(0x4fd6ff), new THREE.Color(0x9d7bff), new THREE.Color(0xff77c8)];
for (let i = 0; i < COUNT; i++) {
const i3 = i * 3;
positions[i3] = (Math.random() - 0.5) * 34;
positions[i3 + 1] = (Math.random() - 0.5) * 24;
positions[i3 + 2] = (Math.random() - 0.5) * 34;
const c = palette[(Math.random() * palette.length) | 0];
colors[i3] = c.r; colors[i3 + 1] = c.g; colors[i3 + 2] = c.b;
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));
const material = new THREE.PointsMaterial({
size: 0.16,
vertexColors: true,
transparent: true,
opacity: 0.9,
depthWrite: false,
blending: THREE.AdditiveBlending,
});
const cloud = new THREE.Points(geometry, material);
scene.add(cloud);
// マウスで視点を緩やかに揺らす
let targetX = 0, targetY = 0;
canvas.addEventListener("pointermove", (e) => {
const r = canvas.getBoundingClientRect();
targetX = ((e.clientX - r.left) / r.width - 0.5) * 2;
targetY = ((e.clientY - r.top) / r.height - 0.5) * 2;
});
function resize() {
const w = canvas.clientWidth || 1;
const h = canvas.clientHeight || 1;
renderer.setSize(w, h, false);
camera.aspect = w / h;
camera.updateProjectionMatrix();
}
resize();
window.addEventListener("resize", resize);
let raf = 0;
function animate() {
if (!reduceMotion) {
cloud.rotation.y += 0.0014;
// 視点をマウス方向へイージング
camera.position.x += (targetX * 4 - camera.position.x) * 0.04;
camera.position.y += (-targetY * 3 - camera.position.y) * 0.04;
camera.lookAt(scene.position);
}
renderer.render(scene, camera);
raf = requestAnimationFrame(animate);
}
animate();
window.addEventListener("beforeunload", () => cancelAnimationFrame(raf));
})();
🤖 AIエージェント用プロンプト
このままコピーしてAIに貼り付け「追加する場所」だけ書き換えればOK
あなたは熟練のフロントエンドエンジニアです。私のWebサイトに「パーティクルフィールド」の効果を追加してください。
# 追加してほしい効果
パーティクルフィールド(WebGL / Three.js)
数千の点をTHREE.Pointsで一括描画し、マウスで視点が緩やかに動く粒子空間。背景演出やランディングの没入感づくりに向きます。
# 追加する場所
👉【ここに対象箇所を記入:例「トップのヒーローセクション」「お問い合わせボタン」「記事カードの一覧」など】
# 参考実装(この見た目・挙動を再現してください)
【HTML】
<!-- 奥行きのあるパーティクルフィールド。マウスで視点が緩やかに動く -->
<div class="stage">
<canvas id="particles" aria-label="流れるパーティクルフィールド"></canvas>
<div class="caption">
<span class="badge">Points</span>
<h2>Particle Field</h2>
<p>数千の点を一括描画。背景演出やヒーローに最適</p>
</div>
</div>
【CSS】
/* 配色変数 */
:root {
--ink: #eaf6ff;
--accent: #4fd6ff;
}
* { margin: 0; padding: 0; box-sizing: border-box; }
body {
font-family: "Segoe UI", system-ui, sans-serif;
overflow: hidden;
}
.stage {
position: relative;
width: 100%;
height: 360px;
/* 深い夜空のグラデーション */
background: linear-gradient(160deg, #03142b 0%, #050a1f 55%, #02060f 100%);
cursor: crosshair;
}
#particles {
display: block;
width: 100%;
height: 100%;
}
.caption {
position: absolute;
left: 28px;
bottom: 24px;
color: var(--ink);
text-shadow: 0 2px 14px rgba(0, 0, 0, .7);
pointer-events: none;
}
.badge {
display: inline-block;
font-size: 11px;
letter-spacing: .14em;
text-transform: uppercase;
padding: 4px 10px;
border-radius: 999px;
background: rgba(79, 214, 255, .18);
border: 1px solid rgba(79, 214, 255, .45);
color: var(--accent);
margin-bottom: 10px;
}
.caption h2 {
font-size: 22px;
font-weight: 700;
}
.caption p {
margin-top: 4px;
font-size: 13px;
opacity: .7;
}
【JavaScript】
// パーティクルフィールド:THREE.Pointsで数千点を一括描画
(function () {
"use strict";
const canvas = document.getElementById("particles");
if (!canvas || typeof THREE === "undefined") return;
const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
const scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x02060f, 0.055);
const camera = new THREE.PerspectiveCamera(60, 1, 0.1, 100);
camera.position.z = 16;
// ランダムな立方空間に点を配置
const COUNT = 2600;
const positions = new Float32Array(COUNT * 3);
const colors = new Float32Array(COUNT * 3);
const palette = [new THREE.Color(0x4fd6ff), new THREE.Color(0x9d7bff), new THREE.Color(0xff77c8)];
for (let i = 0; i < COUNT; i++) {
const i3 = i * 3;
positions[i3] = (Math.random() - 0.5) * 34;
positions[i3 + 1] = (Math.random() - 0.5) * 24;
positions[i3 + 2] = (Math.random() - 0.5) * 34;
const c = palette[(Math.random() * palette.length) | 0];
colors[i3] = c.r; colors[i3 + 1] = c.g; colors[i3 + 2] = c.b;
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));
const material = new THREE.PointsMaterial({
size: 0.16,
vertexColors: true,
transparent: true,
opacity: 0.9,
depthWrite: false,
blending: THREE.AdditiveBlending,
});
const cloud = new THREE.Points(geometry, material);
scene.add(cloud);
// マウスで視点を緩やかに揺らす
let targetX = 0, targetY = 0;
canvas.addEventListener("pointermove", (e) => {
const r = canvas.getBoundingClientRect();
targetX = ((e.clientX - r.left) / r.width - 0.5) * 2;
targetY = ((e.clientY - r.top) / r.height - 0.5) * 2;
});
function resize() {
const w = canvas.clientWidth || 1;
const h = canvas.clientHeight || 1;
renderer.setSize(w, h, false);
camera.aspect = w / h;
camera.updateProjectionMatrix();
}
resize();
window.addEventListener("resize", resize);
let raf = 0;
function animate() {
if (!reduceMotion) {
cloud.rotation.y += 0.0014;
// 視点をマウス方向へイージング
camera.position.x += (targetX * 4 - camera.position.x) * 0.04;
camera.position.y += (-targetY * 3 - camera.position.y) * 0.04;
camera.lookAt(scene.position);
}
renderer.render(scene, camera);
raf = requestAnimationFrame(animate);
}
animate();
window.addEventListener("beforeunload", () => cancelAnimationFrame(raf));
})();
# 外部ライブラリ
https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js
# 守ってほしいこと
- 既存のHTML構造・レイアウト・デザインを壊さないこと。必要に応じてクラス名・色・サイズを私のサイトに合わせて調整してよい。
- クラス名やidが既存と衝突しないよう、必要なら接頭辞で名前空間を分けること。
- レスポンシブ対応と prefers-reduced-motion への配慮を入れること。
- 私のサイトのフレームワーク(React / Vue / 素のHTML など)に合わせて実装すること。不明な場合は素のHTML/CSS/JSで提示し、組み込み手順も説明すること。
- 変更後の確認手順も簡潔に教えてください。