threejs 加载两个场景_Three.js 对模型多个动画切换展示(fbx)
Titlemargin:0;height:100%;}canvas {display: block;}varrenderer, camera, scene, gui, light, stats, controls, meshHelper, mixer, action,datGui;var clock = newTHREE.Clock();functioninitRender() {renderer
Title
margin:0;
height:100%;
}
canvas {
display: block;
}
varrenderer, camera, scene, gui, light, stats, controls, meshHelper, mixer, action,datGui;var clock = newTHREE.Clock();functioninitRender() {
renderer= new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xeeeeee);
renderer.shadowMap.enabled= true;//告诉渲染器需要阴影效果
document.body.appendChild(renderer.domElement);
}functioninitCamera() {
camera= new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.set(100, 200, 300);
}functioninitScene() {
scene= newTHREE.Scene();
scene.background= new THREE.Color( 0xa0a0a0);
scene.fog= new THREE.Fog( 0xa0a0a0, 200, 1000);
}//初始化dat.GUI简化试验流程
functioninitGui() {//声明一个保存需求修改的相关数据的对象
gui ={
helper:true //模型辅助线
};
datGui= newdat.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,"helper").onChange(function(e) {
meshHelper.visible=e;
})
}functioninitLight() {
scene.add(new THREE.AmbientLight(0x444444));
light= new THREE.DirectionalLight(0xffffff);
light.position.set(0, 200, 100);
light.castShadow= true;
light.shadow.camera.top= 180;
light.shadow.camera.bottom= -100;
light.shadow.camera.left= -120;
light.shadow.camera.right= 120;//告诉平行光需要开启阴影投射
light.castShadow = true;
scene.add(light);
}functioninitModel() {//辅助工具
var helper = new THREE.AxesHelper(50);
scene.add(helper);//地板
var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0xffffff, depthWrite: false} ) );
mesh.rotation.x= - Math.PI / 2;
mesh.receiveShadow= true;
scene.add( mesh );//添加地板割线
var grid = new THREE.GridHelper( 2000, 20, 0x000000, 0x000000);
grid.material.opacity= 0.2;
grid.material.transparent= true;
scene.add( grid );//加载模型
var loader = newTHREE.FBXLoader();
loader.load("/lib/models/fbx/Naruto.fbx", function(mesh) {
console.log(mesh);//添加骨骼辅助
meshHelper = newTHREE.SkeletonHelper(mesh);
scene.add(meshHelper);//设置模型的每个部位都可以投影
mesh.traverse( function( child ) {if( child.isMesh ) {
child.castShadow= true;
child.receiveShadow= true;
}
} );//AnimationMixer是场景中特定对象的动画播放器。当场景中的多个对象独立动画时,可以为每个对象使用一个AnimationMixer
mixer = mesh.mixer = newTHREE.AnimationMixer(mesh);//mixer.clipAction 返回一个可以控制动画的AnimationAction对象 参数需要一个AnimationClip 对象
//AnimationAction.setDuration 设置一个循环所需要的时间,当前设置了一秒
//告诉AnimationAction启动该动作
//action = mixer.clipAction(mesh.animations[0]);
//action.play();
var actions = []; //所有的动画数组
var animations = datGui.addFolder("animations");for(var i=0; i
createAction(i);
}functioncreateAction(i){
actions[i]=mixer.clipAction(mesh.animations[i]);
gui["action"+i] = function() {for(var j=0; j
actions[j].play();
}else{
actions[j].stop();
}
}
};
animations.add(gui,"action"+i);
}//添加暂停所有动画的按键
gui.stop = function(){for(var i=0; i
actions[i].stop();
}
};
datGui.add(gui,"stop");
mesh.position.y+= 100;
scene.add(mesh);
});
}//初始化性能插件
functioninitStats() {
stats= newStats();
document.body.appendChild(stats.dom);
}functioninitControls() {
controls= newTHREE.OrbitControls(camera, renderer.domElement);//设置控制器的中心点
//controls.target.set( 0, 100, 0 );
//如果使用animate方法时,将此函数删除
//controls.addEventListener( 'change', render );
//使动画循环使用时阻尼或自转 意思是否有惯性
controls.enableDamping = true;//动态阻尼系数 就是鼠标拖拽旋转灵敏度
//controls.dampingFactor = 0.25;
//是否可以缩放
controls.enableZoom = true;//是否自动旋转
controls.autoRotate = false;
controls.autoRotateSpeed= 0.5;//设置相机距离原点的最远距离
controls.minDistance = 1;//设置相机距离原点的最远距离
controls.maxDistance = 2000;//是否开启右键拖拽
controls.enablePan = true;
}functionrender() {var time =clock.getDelta();if(mixer) {
mixer.update(time);
}
controls.update();
}//窗口变动触发的函数
functiononWindowResize() {
camera.aspect= window.innerWidth /window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}functionanimate() {//更新控制器
render();//更新性能插件
stats.update();
renderer.render(scene, camera);
requestAnimationFrame(animate);
}functiondraw() {//兼容性判断
if (!Detector.webgl) Detector.addGetWebGLMessage();
initGui();
initRender();
initScene();
initCamera();
initLight();
initModel();
initControls();
initStats();
animate();
window.οnresize=onWindowResize;
}
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版权声明:本文为CSDN博主「老凯撒的钱」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。
原文链接:https://blog.csdn.net/weixin_30909873/article/details/112037106
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