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89 Three.js 匯入dae格式的骨骼繫結動畫模型

var renderer, camera, scene, gui, light, stats, controls, meshHelper, mixer, action; var clock = new THREE.Clock(); function initRender() { renderer = new THREE.WebGLRenderer({antialias: true}); renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(window.innerWidth, window.innerHeight); renderer.setClearColor(0xeeeeee
); renderer.shadowMap.enabled = true; //告訴渲染器需要陰影效果 document.body.appendChild(renderer.domElement); } function initCamera() { camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 200); camera.position.set(5, 10, 15 ); } function
initScene() {
scene = new THREE.Scene(); scene.background = new THREE.Color( 0xa0a0a0 ); scene.fog = new THREE.Fog( 0xa0a0a0, 20, 100 ); } //初始化dat.GUI簡化試驗流程 function initGui() { //宣告一個儲存需求修改的相關資料的物件 gui = { animation: true, helper:true //模型輔助線
}; var datGui = new dat.GUI(); //將設定屬性新增到gui當中,gui.add(物件,屬性,最小值,最大值) datGui.add(gui, "animation").onChange(function (e) { if (e) { action.play(); } else { action.stop(); } }); datGui.add(gui, "helper").onChange(function (e) { meshHelper.visible = e; }) } function initLight() { scene.add(new THREE.AmbientLight(0x444444)); light = new THREE.DirectionalLight(0xffffff); light.position.set(0, 20, 10 ); light.castShadow = true; light.shadow.camera.top = 10; light.shadow.camera.bottom = -10; light.shadow.camera.left = -10; light.shadow.camera.right = 10; //告訴平行光需要開啟陰影投射 light.castShadow = true; scene.add(light); } function initModel() { //輔助工具 var helper = new THREE.AxesHelper(50); scene.add(helper); // 地板 var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 200, 200 ), new THREE.MeshPhongMaterial( { color: 0xffffff, depthWrite: false } ) ); mesh.rotation.x = - Math.PI / 2; mesh.receiveShadow = true; scene.add( mesh ); //新增地板割線 var grid = new THREE.GridHelper( 200, 50, 0x000000, 0x000000 ); grid.material.opacity = 0.2; grid.material.transparent = true; scene.add( grid ); //載入模型 var loader = new THREE.ColladaLoader(); loader.load("/lib/models/collada/stormtrooper/stormtrooper.dae", function (mesh) { console.log(mesh); var obj = mesh.scene; //獲取到模型物件 //新增骨骼輔助 meshHelper = new THREE.SkeletonHelper(obj); scene.add(meshHelper); //設定模型的每個部位都可以投影 obj.traverse( function ( child ) { if ( child.isMesh ) { child.castShadow = true; child.receiveShadow = true; } } ); //AnimationMixer是場景中特定物件的動畫播放器。當場景中的多個物件獨立動畫時,可以為每個物件使用一個AnimationMixer mixer = obj.mixer = new THREE.AnimationMixer(obj); //mixer.clipAction 返回一個可以控制動畫的AnimationAction物件 引數需要一個AnimationClip 物件 //AnimationAction.setDuration 設定一個迴圈所需要的時間,當前設定了一秒 //告訴AnimationAction啟動該動作 action = mixer.clipAction(mesh.animations[0]); action.play(); obj.rotation.z += Math.PI; scene.add(obj); }); } //初始化效能外掛 function initStats() { stats = new Stats(); document.body.appendChild(stats.dom); } function initControls() { controls = new THREE.OrbitControls(camera, renderer.domElement); //設定控制器的中心點 //controls.target.set( 0, 100, 0 ); // 如果使用animate方法時,將此函式刪除 //controls.addEventListener( 'change', render ); // 使動畫迴圈使用時阻尼或自轉 意思是否有慣性 controls.enableDamping = true; //動態阻尼係數 就是滑鼠拖拽旋轉靈敏度 //controls.dampingFactor = 0.25; //是否可以縮放 controls.enableZoom = true; //是否自動旋轉 controls.autoRotate = false; controls.autoRotateSpeed = 0.5; //設定相機距離原點的最遠距離 controls.minDistance = 1; //設定相機距離原點的最遠距離 controls.maxDistance = 2000; //是否開啟右鍵拖拽 controls.enablePan = true; } function render() { var time = clock.getDelta(); if (mixer) { mixer.update(time); } controls.update(); } //視窗變動觸發的函式 function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); } function animate() { //更新控制器 render(); //更新效能外掛 stats.update(); renderer.render(scene, camera); requestAnimationFrame(animate); } function draw() { //相容性判斷 if (!Detector.webgl) Detector.addGetWebGLMessage(); initGui(); initRender(); initScene(); initCamera(); initLight(); initModel(); initControls(); initStats(); animate(); window.onresize = onWindowResize; }