提交 457be139 编写于 作者: A alteredq

Added example of animated textured character exported from Blender.

上级 cd338249
此差异已折叠。
<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - collada - blender</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="../build/Three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/RequestAnimationFrame.js"></script>
<script src="js/Stats.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer, objects;
var particleLight, pointLight;
var dae, skin;
var clock = new THREE.Clock();
var morphs = [];
// Collada model
var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load( 'models/monster.dae', function colladaReady( collada ) {
dae = collada.scene;
skin = collada.skins[ 0 ];
dae.scale.x = dae.scale.y = dae.scale.z = 0.002;
dae.position.x = -1;
dae.updateMatrix();
init();
animate();
} );
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 2, 4, 5 );
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0x000000, 0.035 );
// Add Blender exported Collada model
var loader = new THREE.JSONLoader();
loader.load( "models/animated/monster/monster.js", function ( geometry ) {
// adjust color a bit
var material = geometry.materials[ 0 ];
material.morphTargets = true;
material.color.setHex( 0xffaaaa );
material.ambient.setHex( 0x222222 );
var faceMaterial = new THREE.MeshFaceMaterial();
for ( var i = 0; i < 729; i ++ ) {
// random placement in a grid
var x = ( ( i % 27 ) - 13.5 ) * 2 + THREE.Math.randFloatSpread( 1 );
var z = ( Math.floor( i / 27 ) - 13.5 ) * 2 + THREE.Math.randFloatSpread( 1 );
// leave space for big monster
if ( Math.abs( x ) < 2 && Math.abs( z ) < 2 ) continue;
morph = new THREE.MorphAnimMesh( geometry, faceMaterial );
// one second duration
morph.duration = 1000;
// random animation offset
morph.time = 1000 * Math.random();
var s = THREE.Math.randFloat( 0.00075, 0.001 );
morph.scale.set( s, s, s );
morph.position.set( x, 0, z );
morph.rotation.y = THREE.Math.randFloat( -0.25, 0.25 );
morph.matrixAutoUpdate = false;
morph.updateMatrix();
scene.add( morph );
morphs.push( morph );
}
} );
// Add the COLLADA
scene.add( dae );
// Lights
scene.add( new THREE.AmbientLight( 0xcccccc ) );
pointLight = new THREE.PointLight( 0xff4400, 2, 60 );
pointLight.position.set( 5, 0, 0 );
scene.add( pointLight );
// Renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
// Stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
stats.domElement.children[ 0 ].style.background = "transparent";
stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
// Events
window.addEventListener( 'resize', onWindowResize, false );
}
//
function onWindowResize( event ) {
renderer.setSize( window.innerWidth, window.innerHeight );
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
//
var t = 0;
function animate() {
requestAnimationFrame( animate );
// animate Collada model
if ( t > 30 ) t = 0;
if ( skin ) {
// guess this can be done smarter...
// (Indeed, there are way more frames than needed and interpolation is not used at all
// could be something like - one morph per each skinning pose keyframe, or even less,
// animation could be resampled, morphing interpolation handles sparse keyframes quite well.
// Simple animation cycles like this look ok with 10-15 frames instead of 100 ;)
for ( var i = 0; i < skin.morphTargetInfluences.length; i++ ) {
skin.morphTargetInfluences[ i ] = 0;
}
skin.morphTargetInfluences[ Math.floor( t ) ] = 1;
t += 0.5;
}
// animate morphs
var delta = clock.getDelta();
if ( morphs.length ) {
for ( var i = 0; i < morphs.length; i ++ )
morphs[ i ].updateAnimation( 1000 * delta );
}
render();
stats.update();
}
function render() {
var timer = Date.now() * 0.0005;
camera.position.x = Math.cos( timer ) * 10;
camera.position.y = 4;
camera.position.z = Math.sin( timer ) * 10;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>
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