mirror of
https://github.com/wahyd4/three.js.git
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It's not perfect, tail is not really looping, but at least there is not big jump for the rest of the body.
175 lines
4.7 KiB
HTML
175 lines
4.7 KiB
HTML
<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js webgl - collada</title>
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<meta charset="utf-8">
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<style type="text/css">
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body {
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font-family: Monospace;
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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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}
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#log { color:#fff; position:absolute; top:50px; text-align:left; display:block; z-index:100; pointer-events:none; }
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</style>
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</head>
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<body>
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<pre id="log"></pre>
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="js/Detector.js"></script>
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<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
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<script type="text/javascript" src="js/Stats.js"></script>
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<script type="text/javascript" src="../src/extras/collada/dae.js"></script>
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<script type="text/javascript">
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var container, stats;
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var camera, scene, renderer, objects;
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var particleLight, pointLight;
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var dae, skin;
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DAE.load( './models/monster.dae', colladaReady );
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function colladaReady( collada ) {
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dae = collada.scene;
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skin = collada.skins[ 0 ];
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dae.scale.x = dae.scale.y = dae.scale.z = 0.002;
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dae.rotation.x = -Math.PI/2;
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dae.updateMatrix();
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init();
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animate();
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}
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.Camera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
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camera.position.x = 2;
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camera.position.y = 2;
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camera.position.z = 3;
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scene = new THREE.Scene();
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// Grid
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var line_material = new THREE.LineBasicMaterial( { color: 0xcccccc, opacity: 0.2 } ),
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geometry = new THREE.Geometry(),
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floor = -0.04, step = 1, size = 14;
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for ( var i = 0; i <= size / step * 2; i ++ ) {
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geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( - size, floor, i * step - size ) ) );
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geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( size, floor, i * step - size ) ) );
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geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( i * step - size, floor, -size ) ) );
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geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( i * step - size, floor, size ) ) );
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}
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var line = new THREE.Line( geometry, line_material, THREE.LinePieces );
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scene.addObject( line );
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// Add the COLLADA
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scene.addObject( dae );
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particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
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scene.addObject( particleLight );
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// Lights
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scene.addLight( new THREE.AmbientLight( 0xcccccc ) );
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var directionalLight = new THREE.DirectionalLight(/*Math.random() * 0xffffff*/0xeeeeee );
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directionalLight.position.x = Math.random() - 0.5;
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directionalLight.position.y = Math.random() - 0.5;
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directionalLight.position.z = Math.random() - 0.5;
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directionalLight.position.normalize();
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scene.addLight( directionalLight );
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pointLight = new THREE.PointLight( 0xffffff, 4 );
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pointLight.position.x = 10000;
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scene.addLight( pointLight );
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renderer = new THREE.WebGLRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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}
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//
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var t = 0;
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function animate() {
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requestAnimationFrame( animate );
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if ( t > 30 ) t = 0;
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if ( skin ) {
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// guess this can be done smarter...
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// (Indeed, there are way more frames than needed and interpolation is not used at all
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// could be something like - one morph per each skinning pose keyframe, or even less,
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// animation could be resampled, morphing interpolation handles sparse keyframes quite well.
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// Simple animation cycles like this look ok with 10-15 frames instead of 100 ;)
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for ( var i = 0; i < skin.morphTargetInfluences.length; i++ ) {
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skin.morphTargetInfluences[ i ] = 0;
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}
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skin.morphTargetInfluences[ Math.floor( t ) ] = 1;
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t += 0.5;
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}
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render();
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stats.update();
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}
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function render() {
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var timer = new Date().getTime() * 0.0005;
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camera.position.x = Math.cos( timer ) * 10;
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camera.position.y = 2;
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camera.position.z = Math.sin( timer ) * 10;
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particleLight.position.x = Math.sin( timer * 4 ) * 3009;
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particleLight.position.y = Math.cos( timer * 5 ) * 4000;
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particleLight.position.z = Math.cos( timer * 4 ) * 3009;
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pointLight.position.x = particleLight.position.x;
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pointLight.position.y = particleLight.position.y;
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pointLight.position.z = particleLight.position.z;
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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