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457be139
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three.js
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457be139
编写于
11月 23, 2011
作者:
A
alteredq
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差异文件
Added example of animated textured character exported from Blender.
上级
cd338249
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4
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examples/models/animated/monster/monster.blend
examples/models/animated/monster/monster.blend
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examples/models/animated/monster/monster.jpg
examples/models/animated/monster/monster.jpg
+0
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examples/models/animated/monster/monster.js
examples/models/animated/monster/monster.js
+70
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examples/webgl_collada_blender.html
examples/webgl_collada_blender.html
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examples/models/animated/monster/monster.blend
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examples/models/animated/monster/monster.jpg
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examples/webgl_collada_blender.html
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<!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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