HTML5 3D衣服摇摆动画特效
这篇文章主要为大家分享了一款HTML5 3D衣服摇摆动画特效,一款基于HTML5 Canvas的3D动画杰作,感兴趣的小伙伴们可以参考一下
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
XML/HTML Code复制内容到剪贴板
- <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
JavaScript Code复制内容到剪贴板
- 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);
- // bounds
- var 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++] << 1
- vbase = 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++] << 1
- vbase = 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++] << 1
- vbase = 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);
- // bounds
- var 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 rotation
- glRotate: 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 2x2
- function 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
JavaScript Code复制内容到剪贴板
- 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;
- else
- nd.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-top
- this.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 = 0.8
- else {
- 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。
很赞哦!()
大图广告(830*140)