图形化开发(七)01-Three.js之动画——变形动画

图形化开发(七)01-Three.js之动画——变形动画

动画

动画一般可以定义两种:一种是变形动画,另一种是骨骼动画。

变形动画

变形动画的实现就是通过修改当前模型的顶点位置来实现动画。就比如,一个动画需要变动十次才可以实现,那么我们就需要为当前模型的每一个顶点定义每一次所在的位置,Three.js通过每一次修改实现最后的一个动画的整个流程。

  1. 定义模型

    var cubeGeometry = new THREE.BoxGeometry(4, 4, 4); // 正方体
    var cubeMaterial = new THREE.MeshLambertMaterial({morphTargets: true, color: 0x00ffff}); // 材质
    
    // 创建两个影响立方体的变形目标, 动画完成的终极状态
    var cubeTarget1 = new THREE.BoxGeometry(2, 10, 2);   // 瘦高
    var cubeTarget2 = new THREE.BoxGeometry(8, 2, 8); // 矮胖
    
    // 将两个geometry的顶点放入到立方体的morphTargets里面
    cubeGeometry.morphTargets[0] = {name: 'target1', vertices: cubeTarget1.vertices}; // 设定需要变化的终极目标
    cubeGeometry.morphTargets[1] = {name: 'target2', vertices: cubeTarget2.vertices};
    cubeGeometry.computeMorphNormals(); // 告诉threejs我要进行变形动画
    
    cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
    cube.position.set(0, 10, 0);
    
    // 将立方体添加到顶点当中
    scene.add(cube);
    
  2. 调试器绑定update

    //声明一个保存需求修改的相关数据的对象
    gui = {
      influence1:0.01,
      influence2:0.01,
      update : function () {
        cube.morphTargetInfluences[0] = gui.influence1;  // 原生属性, 代表权重,值越大越接近变化目标
        cube.morphTargetInfluences[1] = gui.influence2;
      }
    };
    
    var datGui = new dat.GUI();
    //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
    datGui.add(gui, 'influence1', 0, 1).onChange(gui.update);
    datGui.add(gui, 'influence2', 0, 1).onChange(gui.update);
    

图形化开发(七)01-Three.js之动画——变形动画_第1张图片

实例

效果-变形动画

图形化开发(七)01-Three.js之动画——变形动画_第2张图片

influence.html

DOCTYPE html>
<html lang="zh">
<head>
    <meta charset="UTF-8">
    <title>变形动画案例title>
    <style type="text/css">
        html, body {
            margin: 0;
            height: 100%;
        }

        canvas {
            display: block;
        }

    style>
head>
<body onload="draw();">

body>
<script src="https://cdn.bootcss.com/three.js/92/three.js">script> 
<script src="./control.js">script>
<script src="http://www.wjceo.com/lib/js/libs/stats.min.js">script>
<script src="https://cdn.bootcss.com/dat-gui/0.7.1/dat.gui.min.js">script>
<script>
    var renderer, camera, scene, gui, stats, ambientLight, directionalLight, control;
    var cube;

    function initRender() {
        renderer = new THREE.WebGLRenderer({antialias: true});
        renderer.setSize(window.innerWidth, window.innerHeight);
        //告诉渲染器需要阴影效果
        renderer.shadowMap.enabled = true;
        renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap
        document.body.appendChild(renderer.domElement);
    }

    function initCamera() {
        camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.set(0, 20, 50);
        camera.lookAt(new THREE.Vector3(0, 0, 0));
    }

    function initScene() {
        scene = new THREE.Scene();
    }

    function initGui() {
        //声明一个保存需求修改的相关数据的对象
        gui = {
            influence1:0.01,
            influence2:0.01,
            update : function () {
                cube.morphTargetInfluences[0] = gui.influence1;
                cube.morphTargetInfluences[1] = gui.influence2;
            }
        };

        var datGui = new dat.GUI();
        //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
        datGui.add(gui, 'influence1', 0, 1).onChange(gui.update);
        datGui.add(gui, 'influence2', 0, 1).onChange(gui.update);
    }

    function initLight() {
        ambientLight = new THREE.AmbientLight("#111111");
        scene.add(ambientLight);

        directionalLight = new THREE.DirectionalLight("#ffffff");
        directionalLight.position.set(40, 60, 10);

        directionalLight.shadow.camera.near = 1; //产生阴影的最近距离
        directionalLight.shadow.camera.far = 400; //产生阴影的最远距离
        directionalLight.shadow.camera.left = -50; //产生阴影距离位置的最左边位置
        directionalLight.shadow.camera.right = 50; //最右边
        directionalLight.shadow.camera.top = 50; //最上边
        directionalLight.shadow.camera.bottom = -50; //最下面

        //这两个值决定生成阴影密度 默认512
        directionalLight.shadow.mapSize.height = 1024;
        directionalLight.shadow.mapSize.width = 1024;

        //告诉平行光需要开启阴影投射
        directionalLight.castShadow = true;

        scene.add(directionalLight);
    }

    function initModel() {

        //底部平面
        var planeGeometry = new THREE.PlaneGeometry(100, 100);
        var planeMaterial = new THREE.MeshLambertMaterial({color: 0xaaaaaa, side: THREE.DoubleSide});
        var plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.rotation.x = -0.5 * Math.PI;
        plane.position.y = -.1;
        plane.receiveShadow = true; //可以接收阴影
        scene.add(plane);

        // 创建显示的立方体

        var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
        var cubeMaterial = new THREE.MeshLambertMaterial({morphTargets: true, color: 0x00ffff});  // 暗淡感光材质

        // 创建两个影响立方体的变形目标
        var cubeTarget1 = new THREE.BoxGeometry(2, 10, 2);
        var cubeTarget2 = new THREE.BoxGeometry(8, 2, 8);

        // 将两个geometry的顶点放入到立方体的morphTargets里面
        cubeGeometry.morphTargets[0] = {name: 'target1', vertices: cubeTarget1.vertices};
        cubeGeometry.morphTargets[1] = {name: 'target2', vertices: cubeTarget2.vertices};
        cubeGeometry.computeMorphNormals();

        cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
        cube.position.set(0, 10, 0);

        // 将立方体添加到顶点当中
        scene.add(cube);
    }

    function initStats() {
        stats = new Stats();
        document.body.appendChild(stats.dom);
    }

    function initControl() {
        control = new THREE.OrbitControls(camera, renderer.domElement);
    }

    function render() {

        control.update();

        renderer.render(scene, camera);
    }

    function onWindowResize() {

        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        renderer.setSize(window.innerWidth, window.innerHeight);

    }

    function animate() {
        //更新控制器
        render();

        //更新性能插件
        stats.update();

        requestAnimationFrame(animate);
    }

    function draw() {
        initGui();
        initRender();
        initScene();
        initCamera();
        initLight();
        initModel();
        initStats();

        initControl();

        animate();
        window.onresize = onWindowResize;
    }
script>
html>

你可能感兴趣的:(可视化,动画,html,html5)