杰网资源 Design By www.escxy.com
                                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。
在线演示 源码下载
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。
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                                HTML5,3D,衣服摇摆
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                                    稳了!魔兽国服回归的3条重磅消息!官宣时间再确认!
昨天有一位朋友在大神群里分享,自己亚服账号被封号之后居然弹出了国服的封号信息对话框。
这里面让他访问的是一个国服的战网网址,com.cn和后面的zh都非常明白地表明这就是国服战网。
而他在复制这个网址并且进行登录之后,确实是网易的网址,也就是我们熟悉的停服之后国服发布的暴雪游戏产品运营到期开放退款的说明。这是一件比较奇怪的事情,因为以前都没有出现这样的情况,现在突然提示跳转到国服战网的网址,是不是说明了简体中文客户端已经开始进行更新了呢?
                        



