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b2a2c2c0
编写于
2月 23, 2017
作者:
D
Don McCurdy
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差异文件
Update docs for AnimationMixer and GLTFLoader.
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2 changed file
with
159 addition
and
107 deletion
+159
-107
docs/api/animation/AnimationMixer.html
docs/api/animation/AnimationMixer.html
+149
-97
docs/examples/loaders/GLTFLoader.html
docs/examples/loaders/GLTFLoader.html
+10
-10
未找到文件。
docs/api/animation/AnimationMixer.html
浏览文件 @
b2a2c2c0
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
/>
<base
href=
"../../"
/>
<script
src=
"list.js"
></script>
<script
src=
"page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<head>
<meta
charset=
"utf-8"
/>
<base
href=
"../../"
/>
<script
src=
"list.js"
></script>
<script
src=
"page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
The AnimationMixer is a player for animations on a particular object in the scene.
</div>
<p>
Each available animation sequence is stored as an [page:AnimationClip AnimationClip], and
playback of that clip is controlled with an [page:AnimationClip AnimationAction]. When multiple
objects in the scene are animated independently, one AnimationMixer may be used for each object.
</p>
<h2>
Example
</h2>
<p>
When loading a 3D model that includes animation, many loaders also return a list of
[page:AnimationClip AnimationClip] instances. Each clip represents a specific animation
sequence, and may be played or paused individually.
</p>
<code>
var mesh;
// Create an AnimationMixer, and get the list of AnimationClip instances
var mixer = new THREE.AnimationMixer( mesh );
var clips = mesh.animations;
// Update the mixer on each frame
function update () {
mixer.update( deltaSeconds );
}
// Play a specific animation
var clip = THREE.AnimationClip.findByName( clips, 'dance' );
var action = mixer.clipAction(clip);
action.play();
// Play all animations
clips.forEach( function (clip) {
mixer.clipAction(clip).play();
} );
</code>
<p>
Note that not all model formats include animation (OBJ notably does not), and that only some
THREE.js loaders support [page:AnimationClip AnimationClip] sequences. Several that
<i>
do
</i>
support this animation type:
</p>
<ul>
<li>
[page:ObjectLoader THREE.ObjectLoader]
</li>
<li>
THREE.BVHLoader
</li>
<li>
THREE.FBXLoader
</li>
<li>
THREE.FBXLoader2
</li>
<li>
[page:GLTFLoader THREE.GLTFLoader]
</li>
<li>
THREE.MMDLoader
</li>
<li>
THREE.SEA3DLoader
</li>
</ul>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Object3D root] )
</h3>
<h2>
Properties
</h2>
<h3>
[property:Number time]
</h3>
<h3>
[property:Number timeScale]
</h3>
<h2>
Methods
</h2>
<h3>
[method:AnimationAction clipAction]([page:AnimationClip clip], [page:Object3D optionalRoot])
</h3>
<div>
clip -- AnimationClip
<br
/>
optionalRoot -- Object3D
</div>
<div>
Return an action for a clip, optionally using a custom root target object.
</div>
<h3>
[method:AnimationAction existingAction]([page:AnimationClip clip], [page:Object3D optionalRoot])
</h3>
<div>
clip -- AnimationClip
<br
/>
optionalRoot -- Object3D
</div>
<div>
Return an existing action.
</div>
<h3>
[method:AnimationMixer stopAllAction]()
</h3>
<div>
Deactivates all scheduled actions.
</div>
<h3>
[method:AnimationMixer update]([page:Number deltaTimeMS])
</h3>
<div>
deltaTimeMS -- Time elapsed since last update in milliseconds.
</div>
<div>
Updates the animation with deltaTimeMS.
</div>
<h3>
[method:Object3D getRoot]()
</h3>
<div>
Return this mixer's root target object.
</div>
<h3>
[method:null uncacheClip]([page:AnimationClip clip])
</h3>
<div>
clip -- AnimationClip
</div>
<div>
Free all resources for a clip.
</div>
<h3>
[method:null uncacheRoot]([page:Object3D root])
</h3>
<div>
root -- Object3D
</div>
<div>
Free all resources for a root target object.
</div>
<h3>
[method:null uncacheAction]([page:AnimationClip clip], [page:Object3D optionalRoot])
</h3>
<div>
clip -- AnimationClip
<br
/>
optionalRoot -- Object3D
</div>
<div>
Free all resources for an action.
</div>
<h2>
Source
</h2>
<div
class=
"desc"
>
The AnimationMixer is a player for AnimationClip objects.
</div>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Object3D root] )
</h3>
<h2>
Properties
</h2>
<h3>
[property:Number time]
</h3>
<h3>
[property:Number timeScale]
</h3>
<h2>
Methods
</h2>
<h3>
[method:AnimationAction clipAction]([page:AnimationClip clip], [page:Object3D optionalRoot])
</h3>
<div>
clip -- AnimationClip
<br
/>
optionalRoot -- Object3D
</div>
<div>
Return an action for a clip, optionally using a custom root target object.
</div>
<h3>
[method:AnimationAction existingAction]([page:AnimationClip clip], [page:Object3D optionalRoot])
</h3>
<div>
clip -- AnimationClip
<br
/>
optionalRoot -- Object3D
</div>
<div>
Return an existing action.
</div>
<h3>
[method:AnimationMixer stopAllAction]()
</h3>
<div>
Deactivates all scheduled actions.
</div>
<h3>
[method:AnimationMixer update]([page:Number deltaTimeMS])
</h3>
<div>
deltaTimeMS -- Time elapsed since last update in milliseconds.
</div>
<div>
Updates the animation with deltaTimeMS.
</div>
<h3>
[method:Object3D getRoot]()
</h3>
<div>
Return this mixer's root target object.
</div>
<h3>
[method:null uncacheClip]([page:AnimationClip clip])
</h3>
<div>
clip -- AnimationClip
</div>
<div>
Free all resources for a clip.
</div>
<h3>
[method:null uncacheRoot]([page:Object3D root])
</h3>
<div>
root -- Object3D
</div>
<div>
Free all resources for a root target object.
</div>
<h3>
[method:null uncacheAction]([page:AnimationClip clip], [page:Object3D optionalRoot])
</h3>
<div>
clip -- AnimationClip
<br
/>
optionalRoot -- Object3D
</div>
<div>
Free all resources for an action.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/examples/loaders/GLTFLoader.html
浏览文件 @
b2a2c2c0
...
...
@@ -26,18 +26,18 @@
<h2>
Example
</h2>
<code>
//
i
nstantiate a loader
//
I
nstantiate a loader
var loader = new THREE.GLTFLoader();
//
l
oad a glTF resource
loader.load(
// resource URL
'models/gltf/duck/duck.json',
// Function when resource is loaded
function ( object ) {
scene.add( object.scene )
;
}
);
//
L
oad a glTF resource
loader.load(
'models/gltf/duck/duck.gltf', function ( gltf ) {
scene.add( gltf.scene );
gltf.animations; // Array
<
THREE.AnimationClip
>
gltf.scene; // THREE.Scene
gltf.scenes; // Array
<
THREE.Scene
>
;
gltf.cameras; // Array
<
THREE.Camera
>
}
);
</code>
[example:webgl_loader_gltf]
...
...
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