提交 acaa0b7a 编写于 作者: G Greg Tatum

mrdoobapproves styling

上级 f62d9318
......@@ -21,22 +21,22 @@
var geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
//Create the skin indices and skin weights
for( var i=0; i < geometry.vertices.length; i++ ) {
for ( var i = 0; i < geometry.vertices.length; i ++ ) {
// Imaginary functions to calculate the indices and weights
var skinIndex = calculateSkinIndex( geometry.vertices, i );
var skinWeight = calculateSkinWeight( geometry.vertices, i );
// Ease between each bone
geometry.skinIndices.push( new THREE.Vector4( skinIndex, skinIndex+1, 0, 0 ) );
geometry.skinWeights.push( new THREE.Vector4( 1-skinWeight, skinWeight, 0, 0 ) );
geometry.skinIndices.push( new THREE.Vector4( skinIndex, skinIndex + 1, 0, 0 ) );
geometry.skinWeights.push( new THREE.Vector4( 1 - skinWeight, skinWeight, 0, 0 ) );
}
var mesh = THREE.SkinnedMesh( geometry, material );
// See example from THREE.Skeleton for the armSkeleton
var rootBone = armSkeleton.bones[0];
var rootBone = armSkeleton.bones[ 0 ];
mesh.add( rootBone );
// Bind the skeleton to the mesh
......@@ -46,8 +46,8 @@
armSkeleton.calculateInverses();
// Move the bones and manipulate the model
armSkeleton.bones[0].rotation.x = -0.1;
armSkeleton.bones[1].rotation.x = 0.2;
armSkeleton.bones[ 0 ].rotation.x = -0.1;
armSkeleton.bones[ 1 ].rotation.x = 0.2;
</code>
......
......@@ -39,25 +39,27 @@
<script src="../../examples/js/controls/OrbitControls.js"></script>
<script>
var gui, scene, camera, renderer, orbit, ambientLight, lights, mesh, bones, skeletonHelper;
var state = {
animateBones : false
};
function initScene () {
gui = new dat.GUI();
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 200 );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 200 );
camera.position.z = 30;
camera.position.y = 30;
renderer = new THREE.WebGLRenderer({antialias: true});
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
orbit = new THREE.OrbitControls( camera, renderer.domElement );
orbit.noZoom = true;
......@@ -65,33 +67,34 @@
scene.add( ambientLight );
lights = [];
lights[0] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[1] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[2] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[0].position.set( 0, 200, 0 );
lights[1].position.set( 100, 200, 100 );
lights[2].position.set( -100, -200, -100 );
lights[ 0 ] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[ 1 ] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[ 2 ] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[ 0 ].position.set( 0, 200, 0 );
lights[ 1 ].position.set( 100, 200, 100 );
lights[ 2 ].position.set( -100, -200, -100 );
scene.add( lights[ 0 ] );
scene.add( lights[ 1 ] );
scene.add( lights[ 2 ] );
scene.add( lights[0] );
scene.add( lights[1] );
scene.add( lights[2] );
window.addEventListener( 'resize', function () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}, false );
initBones();
setupDatGui();
}
function createGeometry ( sizing ) {
var geometry = new THREE.CylinderGeometry(
5, // radiusTop
5, // radiusBottom
......@@ -100,88 +103,90 @@
sizing.segmentCount * 3, // heightSegments
true // openEnded
);
for( var i=0; i < geometry.vertices.length; i++ ) {
var vertex = geometry.vertices[i];
var y = (vertex.y + sizing.halfHeight);
for ( var i = 0; i < geometry.vertices.length; i ++ ) {
var vertex = geometry.vertices[ i ];
var y = ( vertex.y + sizing.halfHeight );
var skinIndex = Math.floor( y / sizing.segmentHeight );
var skinWeight = (y % sizing.segmentHeight) / sizing.segmentHeight;
geometry.skinIndices.push( new THREE.Vector4( skinIndex, skinIndex+1, 0, 0 ) );
geometry.skinWeights.push( new THREE.Vector4( 1-skinWeight, skinWeight, 0, 0 ) );
var skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
geometry.skinIndices.push( new THREE.Vector4( skinIndex, skinIndex + 1, 0, 0 ) );
geometry.skinWeights.push( new THREE.Vector4( 1 - skinWeight, skinWeight, 0, 0 ) );
}
return geometry;
};
function createBones ( sizing ) {
bones = [];
var prevBone = new THREE.Bone();
bones.push( prevBone );
prevBone.position.y = -sizing.halfHeight;
for( var i=0; i < sizing.segmentCount; i++ ) {
for ( var i = 0; i < sizing.segmentCount; i ++ ) {
var bone = new THREE.Bone();
bone.position.y = sizing.segmentHeight;
bones.push( bone );
prevBone.add( bone );
prevBone = bone;
}
return bones;
};
function createMesh ( geometry, bones ) {
var material = new THREE.MeshPhongMaterial({
var material = new THREE.MeshPhongMaterial( {
skinning : true,
color: 0x156289,
emissive: 0x072534,
side: THREE.DoubleSide,
shading: THREE.FlatShading
});
} );
var mesh = new THREE.SkinnedMesh( geometry, material );
var skeleton = new THREE.Skeleton( bones );
mesh.add( bones[0] );
mesh.add( bones[ 0 ] );
mesh.bind( skeleton );
skeleton.calculateInverses();
skeletonHelper = new THREE.SkeletonHelper( mesh );
skeletonHelper.material.linewidth = 2;
scene.add( skeletonHelper );
return mesh;
};
function setupDatGui () {
var folder = gui.addFolder( "General Options" );
folder.add( state, "animateBones" );
folder.__controllers[0].name("Animate Bones");
folder.__controllers[ 0 ].name( "Animate Bones" );
folder.add( mesh, "pose" );
folder.__controllers[1].name(".pose()");
folder.__controllers[ 1 ].name( ".pose()" );
var bones = mesh.skeleton.bones;
for( var i=0; i < bones.length; i++ ) {
var bone = bones[i];
for ( var i = 0; i < bones.length; i ++ ) {
var bone = bones[ i ];
folder = gui.addFolder( "Bone " + i );
folder.add( bone.position, 'x', -10 + bone.position.x, 10 + bone.position.x );
folder.add( bone.position, 'y', -10 + bone.position.y, 10 + bone.position.y );
folder.add( bone.position, 'z', -10 + bone.position.z, 10 + bone.position.z );
......@@ -189,76 +194,76 @@
folder.add( bone.rotation, 'x', -Math.PI * 0.5, Math.PI * 0.5 );
folder.add( bone.rotation, 'y', -Math.PI * 0.5, Math.PI * 0.5 );
folder.add( bone.rotation, 'z', -Math.PI * 0.5, Math.PI * 0.5 );
folder.add( bone.scale, 'x', 0, 2 );
folder.add( bone.scale, 'y', 0, 2 );
folder.add( bone.scale, 'z', 0, 2 );
folder.__controllers[0].name("position.x");
folder.__controllers[1].name("position.y");
folder.__controllers[2].name("position.z");
folder.__controllers[3].name("rotation.x");
folder.__controllers[4].name("rotation.y");
folder.__controllers[5].name("rotation.z");
folder.__controllers[6].name("scale.x");
folder.__controllers[7].name("scale.y");
folder.__controllers[8].name("scale.z");
folder.__controllers[ 0 ].name( "position.x" );
folder.__controllers[ 1 ].name( "position.y" );
folder.__controllers[ 2 ].name( "position.z" );
folder.__controllers[ 3 ].name( "rotation.x" );
folder.__controllers[ 4 ].name( "rotation.y" );
folder.__controllers[ 5 ].name( "rotation.z" );
folder.__controllers[ 6 ].name( "scale.x" );
folder.__controllers[ 7 ].name( "scale.y" );
folder.__controllers[ 8 ].name( "scale.z" );
}
}
function initBones () {
var segmentHeight = 8;
var segmentCount = 4;
var height = segmentHeight * segmentCount;
var halfHeight = height * 0.5;
var sizing = {
segmentHeight : segmentHeight,
segmentCount : segmentCount,
height : height,
halfHeight : halfHeight
};
var geometry = createGeometry( sizing );
var bones = createBones( sizing );
mesh = createMesh( geometry, bones );
mesh.scale.multiplyScalar( 1 );
scene.add( mesh );
};
function render () {
requestAnimationFrame( render );
var time = Date.now() * 0.001;
var bone = mesh;
//Wiggle the bones
if( state.animateBones ) {
for( var i=0; i < mesh.skeleton.bones.length; i++ ) {
mesh.skeleton.bones[i].rotation.z = Math.sin( time ) * 2 / mesh.skeleton.bones.length;
if ( state.animateBones ) {
for ( var i = 0; i < mesh.skeleton.bones.length; i ++ ) {
mesh.skeleton.bones[ i ].rotation.z = Math.sin( time ) * 2 / mesh.skeleton.bones.length;
}
}
skeletonHelper.update();
renderer.render( scene, camera );
};
initScene();
render();
......
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