提交 d1d8606e 编写于 作者: M Mr.doob

Merge branch '3dsmax_exporter' of https://github.com/DoodleIncident/three.js into dev

THREE.UCSCharacter = function() {
var scope = this;
var mesh;
this.scale = 1;
this.root = new THREE.Object3D();
this.numSkins;
this.numMorphs;
this.skins = [];
this.materials = [];
this.morphs = [];
this.onLoadComplete = function () {};
this.loadCounter = 0;
this.loadParts = function ( config ) {
this.numSkins = config.skins.length;
this.numMorphs = config.morphs.length;
// Character geometry + number of skins
this.loadCounter = 1 + config.skins.length;
// SKINS
this.skins = loadTextures( config.baseUrl + "skins/", config.skins );
this.materials = createMaterials( this.skins );
// MORPHS
this.morphs = config.morphs;
// CHARACTER
var loader = new THREE.JSONLoader();
console.log( config.baseUrl + config.character );
loader.load( config.baseUrl + config.character, function( geometry ) {
geometry.computeBoundingBox();
geometry.computeVertexNormals();
THREE.AnimationHandler.add( geometry.animation );
mesh = new THREE.SkinnedMesh( geometry, new THREE.MeshFaceMaterial() );
scope.root.add( mesh );
var bb = geometry.boundingBox;
scope.root.scale.set( config.s, config.s, config.s );
scope.root.position.set( config.x, config.y - bb.min.y * config.s, config.z );
mesh.castShadow = true;
mesh.receiveShadow = true;
animation = new THREE.Animation( mesh, geometry.animation.name );
animation.JITCompile = false;
animation.interpolationType = THREE.AnimationHandler.LINEAR;
animation.play();
scope.setSkin(0);
scope.checkLoadComplete();
} );
};
this.setSkin = function( index ) {
if ( mesh && scope.materials ) {
mesh.material = scope.materials[ index ];
}
};
this.updateMorphs = function( influences ) {
if ( mesh ) {
for ( var i = 0; i < scope.numMorphs; i ++ ) {
mesh.morphTargetInfluences[ i ] = influences[ scope.morphs[ i ] ] / 100;
}
}
}
function loadTextures( baseUrl, textureUrls ) {
var mapping = new THREE.UVMapping();
var textures = [];
for ( var i = 0; i < textureUrls.length; i ++ ) {
textures[ i ] = THREE.ImageUtils.loadTexture( baseUrl + textureUrls[ i ], mapping, scope.checkLoadComplete );
textures[ i ].name = textureUrls[ i ];
}
return textures;
};
function createMaterials( skins ) {
var materials = [];
for ( var i = 0; i < skins.length; i ++ ) {
materials[i] = new THREE.MeshLambertMaterial( {"colorDiffuse" : [0.5880, 0.5880, 0.5880],
"colorAmbient" : [0.5880, 0.5880, 0.5880],
"colorSpecular" : [0.5000, 0.5000, 0.5000],
"color" : 0xeeeeee,
"transparency" : 1.0,
"specularCoef" : 10.0,
"wireframe" : false,
"vertexColors" : false,
"map" : skins[i]} );
materials[i].skinning = true;
materials[i].morphTargets = true;
materials[i].wrapAround = true;
materials[i].perPixel = true;
}
return materials;
}
this.checkLoadComplete = function () {
scope.loadCounter -= 1;
if ( scope.loadCounter === 0 ) {
scope.onLoadComplete();
}
}
}
此差异已折叠。
此差异已折叠。
{
"baseUrl": "models/skinned/UCS/",
"character": "umich_ucs.js",
"skins": ["Asian_Male.jpg", "Black_Female.jpg", "Caucasion_Female.jpg", "Caucasion_Male.jpg", "Highlighted_Muscles.jpg", "Indian_Male.jpg"],
"morphs": ["Obesity", "Femininity", "Musculature", "Age", "Skinniness"],
"x": 0,
"y": -500,
"z": -300,
"s": 30
}
<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - skinning + morphing [knight]</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 {
color: #000;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: #0af;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> webgl - skinning + morphing
- knight by <a href="http://vimeo.com/36113323">apendua</a>
</div>
<script src="../build/three.min.js"></script>
<script src="js/UCSCharacter.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src='js/libs/dat.gui.min.js'></script>
<script src="js/libs/jquery-1.7.1.min.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script>
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var container,stats;
var camera, scene;
var renderer;
var mesh;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var clock = new THREE.Clock();
var gui, skinConfig, morphConfig;
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
camera.position.z = 10000;
camera.position.x = 5000;
camera.position.y = 10000;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0xffffff, 20000, 100000 );
scene.fog.color.setHSL( 0.6, 0, 1 );
scene.add( camera );
// LIGHTS
var ambient = new THREE.AmbientLight( 0x222222 );
scene.add( ambient );
var light = new THREE.DirectionalLight( 0xffffff, 1.6 );
light.position.set( 0, 140, 500 );
light.position.multiplyScalar( 1.1 );
light.color.setHSL( 0.6, 0.075, 1 );
scene.add( light );
light.castShadow = true;
light.shadowMapWidth = 2048;
light.shadowMapHeight = 2048;
var d = 390;
light.shadowCameraLeft = -d * 2;
light.shadowCameraRight = d * 2;
light.shadowCameraTop = d * 1.5;
light.shadowCameraBottom = -d;
light.shadowCameraFar = 3500;
//light.shadowCameraVisible = true;
//
var light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 0, -1, 0 );
light.color.setHSL( 0.25, 0.85, 0.5 );
scene.add( light );
// RENDERER
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
renderer.domElement.style.position = "relative";
renderer.setClearColor( scene.fog.color, 1 );
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.physicallyBasedShading = true;
renderer.shadowMapEnabled = true;
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
stats.domElement.children[ 0 ].children[ 0 ].style.color = "#777";
stats.domElement.children[ 0 ].style.background = "transparent";
stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
// CHARACTER
character = new THREE.UCSCharacter();
character.onLoadComplete = function() {
console.log( "Load Complete" );
console.log( character.numSkins + " skins and " + character.numMorphs + " morphtargets loaded." );
gui = new dat.GUI();
setupSkinsGUI();
setupMorphsGUI();
gui.width = 400;
gui.open();
}
$.getJSON("models/skinned/UCS_config.json", function( config ) {
character.loadParts( config );
scene.add( character.root );
}
);
window.addEventListener( 'resize', onWindowResize, false );
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.center = new THREE.Vector3(0,3000,0);
controls.addEventListener( 'change', render );
}
function setupSkinsGUI() {
var skinGui = gui.addFolder( "Skins" );
skinConfig = {
wireframe: false
};
var skinCallback = function( index ) {
return function () {
character.setSkin( index );
};
}
for ( var i = 0; i < character.numSkins; i++ ) {
var name = character.skins[ i ].name;
skinConfig[ name ] = skinCallback( i );
}
for ( var i = 0; i < character.numSkins; i++ ) {
skinGui.add( skinConfig, character.skins[i].name );
}
skinGui.open();
}
function setupMorphsGUI() {
var morphGui = gui.addFolder( "Morphs" );
morphConfig = {
};
var morphCallback = function( index ) {
return function () {
character.updateMorphs( morphConfig );
}
}
for ( var i = 0; i < character.numMorphs; i ++ ) {
var morphName = character.morphs[ i ];
morphConfig[ morphName ] = 0;
}
for ( var i = 0; i < character.numMorphs; i ++ ) {
morphGui.add( morphConfig, character.morphs[ i ] ).min( 0 ).max( 100 ).onChange( morphCallback( i ) );
}
morphGui.open();
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10;
}
//
function animate() {
requestAnimationFrame( animate );
controls.update();
render();
stats.update();
}
function render() {
var delta = 0.75 * clock.getDelta();
// update skinning
THREE.AnimationHandler.update( delta );
renderer.render( scene, camera );
}
</script>
</body>
</html>
此差异已折叠。
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册