北京SEO

HTML5 3D衣服摇摆动画特效

2019/10/17/09:36:53  阅读:1963  来源:谷歌SEO算法  标签: Google

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这又是一款基于HTML5 Canvas的3D动画杰作,它是一个可以随风飘动的3D衣服摇摆动画特效,非常逼真。当我们将鼠标滑过衣服时,衣服将会出现摇摆的动画,点击鼠标时,衣服将会更加剧烈地摆动。

HTML代码

<div style="width:500px;margin:10px auto"><canvas id="cv" width="480" height="300"></canvas><p>"3D on 2D Canvas" demo</p><p>move cursor to pan / click to swing</p></div>

P3D库JS代码,主要用来处理3D效果的

window.P3D = {texture: null,g: null};P3D.clear = function(f, w, h) {var g = this.g;g.beginPath();g.fillStyle = f;g.fillRect(0, 0, w, h);}P3D.num_cmp = function(a,b){return a-b;}P3D.drawTriangle = function(poss, uvs, shade_clr) {var w = this.texture.width;var h = this.texture.height;var g = this.g;var vAd = [ poss[1].x - poss[0].x , poss[1].y - poss[0].y ];var vBd = [ poss[2].x - poss[0].x , poss[2].y - poss[0].y ];var vA = [ uvs[1].u - uvs[0].u , uvs[1].v - uvs[0].v ];var vB = [ uvs[2].u - uvs[0].u , uvs[2].v - uvs[0].v ];vA[0] *= w;vA[1] *= h;vB[0] *= w;vB[1] *= h;var m = new M22();m._11 = vA[0];m._12 = vA[1];m._21 = vB[0];m._22 = vB[1];var im = m.getInvert();if (!im) return false;var a = im._11 * vAd[0] + im._12 * vBd[0];var b = im._21 * vAd[0] + im._22 * vBd[0];var c = im._11 * vAd[1] + im._12 * vBd[1];var d = im._21 * vAd[1] + im._22 * vBd[1];var wu = uvs[0].u * w;var hv = uvs[0].v * h;var du = wu * a + hv * b;var dv = wu * c + hv * d;g.save();g.beginPath();g.moveTo(poss[0].x, poss[0].y);g.lineTo(poss[1].x, poss[1].y);g.lineTo(poss[2].x, poss[2].y);g.clip();g.transform(a, c, b, d, poss[0].x - du, poss[0].y - dv);// boundsvar bx = [wu, wu+vA[0], wu+vB[0]];var by = [hv, hv+vA[1], hv+vB[1]];bx.sort(P3D.num_cmp);by.sort(P3D.num_cmp);var bw = bx[2] - bx[0];var bh = by[2] - by[0];if ((bx[0]+bw) <= (w-1)) bw++;if ((by[0]+bh) <= (h-1)) bh++;if (bx[0] >= 1) {bx[0]--; bw++;}if (by[0] >= 1) {by[0]--; bh++;}g.drawImage(this.texture, bx[0], by[0], bw, bh, bx[0], by[0], bw, bh);if (shade_clr) {g.fillStyle = shade_clr;g.fillRect(bx[0], by[0], bw, bh);}g.restore();return true;}P3D.drawTestByIndexBuffer = function(pos_buf, ix_buf, culling) {var g = this.g;if ((ix_buf.length%3) != 0)throw "invalid index buffer length!";var len = ix_buf.length/3;var i, ibase, vbase;var poss = [{},{},{}];g.strokeWidth = 1;for (i = 0, ibase = 0;i < len;++i){vbase = ix_buf[ibase++] << 2;poss[0].x = pos_buf[vbase++];poss[0].y = pos_buf[vbase  ];vbase = ix_buf[ibase++] << 2;poss[1].x = pos_buf[vbase++];poss[1].y = pos_buf[vbase  ];vbase = ix_buf[ibase++] << 2;poss[2].x = pos_buf[vbase++];poss[2].y = pos_buf[vbase  ];// z component of cross product < 0 ?var Ax = poss[1].x - poss[0].x;var Ay = poss[1].y - poss[0].y;var Cx = poss[2].x - poss[1].x;var Cy = poss[2].y - poss[1].y;var cull = ( (((Ax * Cy) - (Ay * Cx))*culling) < 0);g.beginPath();g.strokeStyle = cull ? "#592" : "#0f0";g.moveTo(poss[0].x, poss[0].y);g.lineTo(poss[1].x, poss[1].y);g.lineTo(poss[2].x, poss[2].y);g.lineTo(poss[0].x, poss[0].y);g.stroke();}}P3D.drawByIndexBuffer = function(pos_buf, ix_buf, tx_buf, culling, z_clip) {var w, h;var color_polygon = !this.texture;if (this.texture) {w = this.texture.width;h = this.texture.height;}var g = this.g;var m = new M22();if (!culling) culling = 0;if ((ix_buf.length%3) != 0)throw "invalid index buffer length!";var i, ibase, vbase, tbase, poss = [{},{},{}];var len = ix_buf.length/3;var uv_0u, uv_0v, uv_1u, uv_1v, uv_2u, uv_2v;for (i = 0, ibase = 0;i < len;++i){tbase = ix_buf[ibase++] << 1vbase = tbase << 1;poss[0].x = pos_buf[vbase++]; uv_0u = tx_buf[tbase++];poss[0].y = pos_buf[vbase++]; uv_0v = tx_buf[tbase];if (z_clip && (pos_buf[vbase] < 0 || pos_buf[vbase] > 1)) {ibase += 2; continue;}tbase = ix_buf[ibase++] << 1vbase = tbase << 1;poss[1].x = pos_buf[vbase++]; uv_1u = tx_buf[tbase++];poss[1].y = pos_buf[vbase++]; uv_1v = tx_buf[tbase];if (z_clip && (pos_buf[vbase] < 0 || pos_buf[vbase] > 1)) {++ibase; continue;}tbase = ix_buf[ibase++] << 1vbase = tbase << 1;poss[2].x = pos_buf[vbase++]; uv_2u = tx_buf[tbase++];poss[2].y = pos_buf[vbase++]; uv_2v = tx_buf[tbase];if (z_clip && (pos_buf[vbase] < 0 || pos_buf[vbase] > 1)) {continue;}var vAd = [ poss[1].x - poss[0].x , poss[1].y - poss[0].y ];var vBd = [ poss[2].x - poss[0].x , poss[2].y - poss[0].y ];var vCd = [ poss[2].x - poss[1].x , poss[2].y - poss[1].y ];// z component of cross product < 0 ?if( (((vAd[0] * vCd[1]) - (vAd[1] * vCd[0]))*culling) < 0)continue;if (color_polygon) {g.fillStyle = uv_0u;g.beginPath();g.moveTo(poss[0].x, poss[0].y);g.lineTo(poss[1].x, poss[1].y);g.lineTo(poss[2].x, poss[2].y);g.fill();continue;}var vA = [ uv_1u - uv_0u , uv_1v - uv_0v ];var vB = [ uv_2u - uv_0u , uv_2v - uv_0v ];vA[0] *= w;vA[1] *= h;vB[0] *= w;vB[1] *= h;m._11 = vA[0];m._12 = vA[1];m._21 = vB[0];m._22 = vB[1];var im = m.getInvert();if (!im) { continue;}var a = im._11 * vAd[0] + im._12 * vBd[0];var b = im._21 * vAd[0] + im._22 * vBd[0];var c = im._11 * vAd[1] + im._12 * vBd[1];var d = im._21 * vAd[1] + im._22 * vBd[1];var wu = uv_0u * w;var hv = uv_0v * h;var du = wu * a + hv * b;var dv = wu * c + hv * d;g.save();g.beginPath();g.moveTo(poss[0].x, poss[0].y);g.lineTo(poss[1].x, poss[1].y);g.lineTo(poss[2].x, poss[2].y);g.clip();g.transform(a, c, b, d, poss[0].x - du, poss[0].y - dv);// boundsvar bx = [wu, wu+vA[0], wu+vB[0]];var by = [hv, hv+vA[1], hv+vB[1]];bx.sort(P3D.num_cmp);by.sort(P3D.num_cmp);var bw = bx[2] - bx[0];var bh = by[2] - by[0];if ((bx[0]+bw) <= (w-1)) bw++;if ((by[0]+bh) <= (h-1)) bh++;if (bx[0] >= 1) {bx[0]--; bw++;}if (by[0] >= 1) {by[0]--; bh++;}g.drawImage(this.texture, bx[0], by[0], bw, bh, bx[0], by[0], bw, bh);/*if (shade_clr) {g.fillStyle = shade_clr;g.fillRect(bx[0], by[0], bw, bh);}*/g.restore();}}function Vec3(_x, _y, _z){this.x = _x || 0;this.y = _y || 0;this.z = _z || 0;}Vec3.prototype = {zero: function() {this.x = this.y = this.z = 0;},sub: function(v) {this.x -= v.x;this.y -= v.y;this.z -= v.z;return this;},add: function(v) {this.x += v.x;this.y += v.y;this.z += v.z;return this;},copyFrom: function(v) {this.x = v.x;this.y = v.y;this.z = v.z;return this;},norm:function() {return Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z);},normalize: function() {var nrm = Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z);if (nrm != 0){this.x /= nrm;this.y /= nrm;this.z /= nrm;}return this;},smul: function(k) {this.x *= k;this.y *= k;this.z *= k;return this;},dpWith: function(v){return this.x*v.x + this.y*v.y + this.z*v.z;},cp: function(v, w) {this.x = (w.y * v.z) - (w.z * v.y);this.y = (w.z * v.x) - (w.x * v.z);this.z = (w.x * v.y) - (w.y * v.x);return this;},toString: function() {return this.x + ", " + this.y + "," + this.z;}}function M44(cpy){if (cpy)this.copyFrom(cpy);else {this.ident();}}M44.prototype = {ident: function() {  this._12 = this._13 = this._14 = 0;this._21 =       this._23 = this._24 = 0;this._31 = this._32 =       this._34 = 0;this._41 = this._42 = this._43 =       0;this._11 = this._22 = this._33 = this._44 = 1;return this;},copyFrom: function(m) {this._11 = m._11;this._12 = m._12;this._13 = m._13;this._14 = m._14;this._21 = m._21;this._22 = m._22;this._23 = m._23;this._24 = m._24;this._31 = m._31;this._32 = m._32;this._33 = m._33;this._34 = m._34;this._41 = m._41;this._42 = m._42;this._43 = m._43;this._44 = m._44;return this;},transVec3: function(out, x, y, z) {out[0] = x * this._11 + y * this._21 + z * this._31 + this._41;out[1] = x * this._12 + y * this._22 + z * this._32 + this._42;out[2] = x * this._13 + y * this._23 + z * this._33 + this._43;out[3] = x * this._14 + y * this._24 + z * this._34 + this._44;},transVec3Rot: function(out, x, y, z) {out[0] = x * this._11 + y * this._21 + z * this._31;out[1] = x * this._12 + y * this._22 + z * this._32;out[2] = x * this._13 + y * this._23 + z * this._33;},perspectiveLH: function(vw, vh, z_near, z_far) {this._11 = 2.0*z_near/vw;this._12 = 0;this._13 = 0;this._14 = 0;this._21 = 0;this._22 = 2*z_near/vh;this._23 = 0;this._24 = 0;this._31 = 0;this._32 = 0;this._33 = z_far/(z_far-z_near);this._34 = 1;this._41 = 0;this._42 = 0;this._43 = z_near*z_far/(z_near-z_far);this._44 = 0;return this;},lookAtLH: function(aUp, aFrom, aAt) {var aX = new Vec3();var aY = new Vec3();var aZ = new Vec3(aAt.x, aAt.y, aAt.z);aZ.sub(aFrom).normalize();aX.cp(aUp, aZ).normalize();aY.cp(aZ, aX);this._11 = aX.x;  this._12 = aY.x;  this._13 = aZ.x;  this._14 = 0;this._21 = aX.y;  this._22 = aY.y;  this._23 = aZ.y;  this._24 = 0;this._31 = aX.z;  this._32 = aY.z;  this._33 = aZ.z;  this._34 = 0;this._41 = -aFrom.dpWith(aX);this._42 = -aFrom.dpWith(aY);this._43 = -aFrom.dpWith(aZ);this._44 = 1;    return this;},mul: function(A, B) {this._11 = A._11*B._11  +  A._12*B._21  +  A._13*B._31  +  A._14*B._41;this._12 = A._11*B._12  +  A._12*B._22  +  A._13*B._32  +  A._14*B._42;this._13 = A._11*B._13  +  A._12*B._23  +  A._13*B._33  +  A._14*B._43;this._14 = A._11*B._14  +  A._12*B._24  +  A._13*B._34  +  A._14*B._44;this._21 = A._21*B._11  +  A._22*B._21  +  A._23*B._31  +  A._24*B._41;this._22 = A._21*B._12  +  A._22*B._22  +  A._23*B._32  +  A._24*B._42;this._23 = A._21*B._13  +  A._22*B._23  +  A._23*B._33  +  A._24*B._43;this._24 = A._21*B._14  +  A._22*B._24  +  A._23*B._34  +  A._24*B._44;this._31 = A._31*B._11  +  A._32*B._21  +  A._33*B._31  +  A._34*B._41;this._32 = A._31*B._12  +  A._32*B._22  +  A._33*B._32  +  A._34*B._42;this._33 = A._31*B._13  +  A._32*B._23  +  A._33*B._33  +  A._34*B._43;this._34 = A._31*B._14  +  A._32*B._24  +  A._33*B._34  +  A._34*B._44;this._41 = A._41*B._11  +  A._42*B._21  +  A._43*B._31  +  A._44*B._41;this._42 = A._41*B._12  +  A._42*B._22  +  A._43*B._32  +  A._44*B._42;this._43 = A._41*B._13  +  A._42*B._23  +  A._43*B._33  +  A._44*B._43;this._44 = A._41*B._14  +  A._42*B._24  +  A._43*B._34  +  A._44*B._44;return this;},translate: function(x, y, z) {this._11 = 1;  this._12 = 0;  this._13 = 0;  this._14 = 0;this._21 = 0;  this._22 = 1;  this._23 = 0;  this._24 = 0;this._31 = 0;  this._32 = 0;  this._33 = 1;  this._34 = 0;this._41 = x;  this._42 = y;  this._43 = z;  this._44 = 1;return this;},transpose33: function() {var t;t = this._12;this._12 = this._21;this._21 = t;t = this._13;this._13 = this._31;this._31 = t;t = this._23;this._23 = this._32;this._32 = t;return this;},// OpenGL style rotationglRotate: function(angle, x, y, z) {var s = Math.sin( angle );var c = Math.cos( angle );var xx = x * x;var yy = y * y;var zz = z * z;var xy = x * y;var yz = y * z;var zx = z * x;var xs = x * s;var ys = y * s;var zs = z * s;var one_c = 1.0 - c;/*this._11 = (one_c * xx) + c;this._21 = (one_c * xy) - zs;this._31 = (one_c * zx) + ys;this._41 = 0;this._12 = (one_c * xy) + zs;this._22 = (one_c * yy) + c;this._32 = (one_c * yz) - xs;this._42 = 0;this._13 = (one_c * zx) - ys;this._23 = (one_c * yz) + xs;this._33 = (one_c * zz) + c;this._43 = 0;this._14 = 0;this._24 = 0;this._34 = 0;this._44 = 1;*/this._11 = (one_c * xx) + c;this._12 = (one_c * xy) - zs;this._13 = (one_c * zx) + ys;this._14 = 0;this._21 = (one_c * xy) + zs;this._22 = (one_c * yy) + c;this._23 = (one_c * yz) - xs;this._24 = 0;this._31 = (one_c * zx) - ys;this._32 = (one_c * yz) + xs;this._33 = (one_c * zz) + c;this._34 = 0;this._41 = 0;this._42 = 0;this._43 = 0;this._44 = 1;return this;}}// matrix 2x2function M22(){this._11 = 1;this._12 = 0;this._21 = 0;this._22 = 1;}M22.prototype.getInvert = function(){var out = new M22();var det = this._11 * this._22 - this._12 * this._21;if (det > -0.0001 && det < 0.0001)return null;out._11 = this._22 / det;out._22 = this._11 / det;out._12 = -this._12 / det;out._21 = -this._21 / det;return out;}

3D衣服动画JS代码

function ClothApp(){this.canvas = document.getElementById("cv");P3D.g = this.canvas.getContext("2d");var tex = new Image();this.texture1 = tex;tex.onload = function(){ _this.start(); };tex.src = "20090226032826.gif";tex = new Image();this.texture2 = tex;tex.onload = function(){ _this.start(); };tex.src = "20090226032825.png";this.mLoadCount = 2;this.mTickCount = 0;this.G = 0.53;this.G1 = 0.45;this.mProjMat  = null;this.mViewMat  = null;this.mViewFrom = new Vec3();this.mViewFrom.y = -150;this.mViewFrom.z = 1000;this.mViewFromA = (new Vec3()).copyFrom(this.mViewFrom);this.mViewAngle = 0;this.mNLen = 0;this.mNodes = [];this.mRenderTris = null;this.mLTNode = null;this.mRTNode = null;this.mLTNodeV = new Vec3();this.mRTNodeV = new Vec3();this.mWForce = new Vec3();this.frate = 15;var _this = this;}ClothApp.zsortCmp = function(t1, t2) {return t2.sortKey - t1.sortKey;}ClothApp.prototype = {start: function() {if (--this.mLoadCount != 0) return;this.vUP = new Vec3(0,  1, 0);this.vAT = new Vec3(0, 80, 0);this.mViewport = {};this.mViewport.w = 480;this.mViewport.h = 300;this.mViewport.ow = 240;this.mViewport.oh = 150;this.setupTransforms();this.generateCloth(180);this.generateRenderTriangles();var _this = this;this.canvas.addEventListener("mousemove", function(e){_this.onMouseMove(e);}, false);this.canvas.addEventListener("mousedown", function(e){_this.onClick(e);}, false);window.setTimeout(function(){_this.onInterval();}, this.frate);},onInterval: function() {this.mTickCount++;// this.mLTNodeV.z = Math.cos(this.mTickCount*0.1) * 2;this.tick();this.updatePosition();this.draw();var _this = this;window.setTimeout(function(){_this.onInterval();}, this.frate);},onMouseMove: function(e) {if (e.clientX || e.clientX == 0)this.mViewAngle = (e.clientX - 240) * 0.004;if (e.clientY || e.clientY == 0)this.mViewFromA.y = 90 - (e.clientY - 0) * 0.8;},onClick: function(e) {if (e.clientX || e.clientX == 0){this.mWForce.z = -4;this.mWForce.x = (e.clientX - 240) * -0.03;}},tick: function() {this.updateViewTrans(this.mViewAngle);var nlen = this.mNodes.length;var i, nd;for(i = 0;i < nlen;i++){nd = this.mNodes[i];nd.F.x = 0;nd.F.z = 0;if (nd.flags & 4)nd.F.y = -this.G1;elsend.F.y = -this.G;nd.F.add(this.mWForce);}this.mWForce.zero();this.applyTension();for(i = 0;i < nlen;i++){nd = this.mNodes[i];if ((nd.flags&1) != 0) {nd.F.sub(nd.F);}nd.velo.add(nd.F);}this.mLTNode.velo.copyFrom(this.mLTNodeV);this.mRTNode.velo.copyFrom(this.mRTNodeV);},updatePosition: function() {var nlen = this.mNodes.length;var i, nd;for(i = 0;i < nlen;i++){nd = this.mNodes[i];if ((nd.flags&1) != 0) {nd.cv.x = 0;nd.cv.y = 0;nd.cv.z = 0;}nd.pos.add(nd.velo);nd.velo.sub(nd.cv);nd.cv.x = 0;nd.cv.y = 0;nd.cv.z = 0;nd.velo.smul(0.95);}},draw: function() {P3D.clear("#000", this.mViewport.w, this.mViewport.h);this.transformPolygons();this.mRenderTris.sort(ClothApp.zsortCmp);var len = this.mRenderTris.length;var t, sh;for (var i = 0;i < len;i++) {t = this.mRenderTris[i];if (P3D.texture != t.texture)P3D.texture = t.texture;sh = undefined;if (t.lighting && t.shade > 0.01)sh = "rgba(0,0,0,"+t.shade+")";P3D.drawTriangle(t.tposs, t.uvs, sh);}},applyTension: function() {var i, k, nd;var v = new Vec3();var nlen = this.mNodes.length;var naturalLen = this.mNLen;for (k = 0;k < nlen;k++){nd = this.mNodes[k];var F = nd.F;for (i = 0;i < 4;i++){var nbr = nd.links[i];if (!nbr) continue;var len = v.copyFrom(nbr.pos).sub(nd.pos).norm();var dlen = len - naturalLen;if (dlen > 0) {v.smul(dlen * 0.5 / len);F.x += v.x;F.y += v.y;F.z += v.z;nd.cv.add(v.smul(0.8));}}}},setupTransforms: function() {this.mProjMat = new M44();this.mProjMat.perspectiveLH(24, 15, 10, 9000);this.mViewMat = new M44();this.updateViewTrans(0);},updateViewTrans: function(ry) {this.mViewFromA.z = Math.cos(ry) * 380;this.mViewFromA.x = Math.sin(ry) * 380;this.mViewFrom.smul(0.7);this.mViewFrom.x += this.mViewFromA.x * 0.3;this.mViewFrom.y += this.mViewFromA.y * 0.3;this.mViewFrom.z += this.mViewFromA.z * 0.3;this.mViewMat.lookAtLH(this.vUP, this.mViewFrom, this.vAT);},generateCloth: function(base_y) {var cols = 9;var rows = 8;var step   = 22;this.mNLen = step*0.9;var w = (cols-1) * step;var i, k;for (k = 0;k < rows;k++){for (i = 0;i < cols;i++){var nd = new ClothNode();nd.pos.x = -(w/2) + i*step;nd.pos.y = base_y -k*step/2;nd.pos.z = k*16;nd.uv.u = i / (cols-1);nd.uv.v = k / (rows-1);if (i > 0) {var prv_nd = this.mNodes[this.mNodes.length-1];prv_nd.links[1] = nd;nd.links[0] = prv_nd;}if (k > 0) {var up_nd = this.mNodes[this.mNodes.length-cols];up_nd.links[4] = nd;nd.links[3] = up_nd;}if (i != 0 && i != 4 && i != (cols-1))nd.flags |= 4;this.mNodes.push(nd);}}// fix left-top and right-topthis.mNodes[0     ].flags |= 1;this.mNodes[4     ].flags |= 1;this.mNodes[cols-1].flags |= 1;this.mLTNode = this.mNodes[0     ];this.mRTNode = this.mNodes[cols-1];},generateRenderTriangles: function(){if (!this.mRenderTris) this.mRenderTris = [];var i;var nd;var nlen = this.mNodes.length;for(i = 0;i < nlen;i++){nd = this.mNodes[i];if (nd.links[1] && nd.links[1].links[4]) {var t = new RenderTriangle();t.texture = this.texture1;t.poss[0] = nd.pos;t.poss[1] = nd.links[1].pos;t.poss[2] = nd.links[1].links[4].pos;t.uvs[0]  = nd.uv;t.uvs[1]  = nd.links[1].uv;t.uvs[2]  = nd.links[1].links[4].uv;this.mRenderTris.push(t);t = new RenderTriangle();t.texture = this.texture1;t.poss[0] = nd.pos;t.poss[1] = nd.links[1].links[4].pos;t.poss[2] = nd.links[4].pos;t.uvs[0]  = nd.uv;t.uvs[1]  = nd.links[1].links[4].uv;t.uvs[2]  = nd.links[4].uv;this.mRenderTris.push(t);}}this.addBGTriangles(this.mNodes[0].pos.y);},addBGTriangles: function(by) {var cols = 4;var t, x, y, sz = 110;var ox = -(cols*sz)/2;var oz = -(cols*sz)/2;for (y = 0;y < cols;y++) {for (x = 0;x < cols;x++) {var bv = ((x+y)&1) * 0.5;t = new RenderTriangle();t.texture = this.texture2;t.poss[0] = new Vec3(ox + x*sz     , by, oz + y*sz     );t.poss[1] = new Vec3(ox + x*sz + sz, by, oz + y*sz     );t.poss[2] = new Vec3(ox + x*sz     , by, oz + y*sz + sz);t.uvs[0]  = {u:0  , v:bv    };t.uvs[1]  = {u:0.5, v:bv    };t.uvs[2]  = {u:0  , v:bv+0.5};if ((x==1 || x==2) && (y==1 || y==2))this.modifyRoofUV(t, x == 2, bv);t.lighting = false;t.zBias = 0.5;this.mRenderTris.push(t);t = new RenderTriangle();t.texture = this.texture2;t.poss[0] = new Vec3(ox + x*sz     , by, oz + y*sz + sz);t.poss[1] = new Vec3(ox + x*sz + sz, by, oz + y*sz    );t.poss[2] = new Vec3(ox + x*sz + sz, by, oz + y*sz + sz);t.uvs[0]  = {u:0  , v:bv+0.5};t.uvs[1]  = {u:0.5, v:bv    };t.uvs[2]  = {u:0.5, v:bv+0.5};if ((x==1 || x==2) && (y==1 || y==2))this.modifyRoofUV(t, x == 2, bv);t.lighting = false;t.zBias = 0.5;this.mRenderTris.push(t);}}},modifyRoofUV: function(t, rv, bv) {if (rv) {t.uvs[0].u = 0.5 - t.uvs[0].u;t.uvs[1].u = 0.5 - t.uvs[1].u;t.uvs[2].u = 0.5 - t.uvs[2].u;}t.uvs[0].u += 0.5;t.uvs[1].u += 0.5;t.uvs[2].u += 0.5;if (rv) {t.uvs[0].v = 0.5 - t.uvs[0].v + bv + bv;t.uvs[1].v = 0.5 - t.uvs[1].v + bv + bv;t.uvs[2].v = 0.5 - t.uvs[2].v + bv + bv;}},transformPolygons: function() {var trans = new M44();trans.mul(this.mViewMat, this.mProjMat);var hw = this.mViewport.ow;var hh = this.mViewport.oh;var len = this.mRenderTris.length;var t;var spos = [0, 0, 0, 0];for (var i = 0;i < len;i++) {t = this.mRenderTris[i];for (var k = 0;k < 3;k++) {trans.transVec3(spos, t.poss[k].x, t.poss[k].y, t.poss[k].z);var W = spos[3];spos[0] /= W;spos[1] /= W;spos[2] /= W;spos[0] *= this.mViewport.w;spos[1] *= -this.mViewport.h;spos[0] += hw;spos[1] += hh;t.tposs[k].x = spos[0];t.tposs[k].y = spos[1];t.tposs[k].z = spos[2];}var v1 = (new Vec3()).copyFrom(t.poss[1]).sub(t.poss[0]).normalize();var v2 = (new Vec3()).copyFrom(t.poss[2]).sub(t.poss[1]).normalize();var N = (new Vec3()).cp(v1, v2);trans.transVec3Rot(spos, N.x, N.y, N.z);if (t.lighting) {if (spos[2] > 0)t.shade = 0.8else {t.shade = 0.1 - N.y * 0.6;if (t.shade < 0) t.shade = 0;}}t.sortKey = Math.floor( (t.tposs[0].z + t.tposs[1].z + t.tposs[2].z + t.zBias) *1000 );}}}function ClothNode(){this.flags = 0;this.pos  = new Vec3();this.velo = new Vec3();this.cv   = new Vec3();this.F    = new Vec3();this.links = [null, null, null, null];this.uv = {u:0, v:0};}function RenderTriangle(){this.texture = null;this.poss  = new Array(3);this.tposs = [new Vec3(), new Vec3(), new Vec3()];this.uvs = [{u:0, v:0}, {u:0, v:0}, {u:0, v:0}];this.shade = 0;this.lighting = true;this.zBias = 0;this.sortKey = 0;}

以上就是HTML5 3D衣服摇摆动画特效的源码介绍,需要更为深入学习的下载源代码来研究。

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