three.js의 animation system Part 2
4509 단어 three.js
개요
three.js에서 animation system을 이해하고 싶었습니다.
풀 스크래치로 해 보았다.
사진
샘플 코드
var clock = new THREE.Clock();
var camera,
controls,
scene,
renderer,
mixer,
helper;
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
if (mixer) mixer.update(clock.getDelta());
helper.update();
renderer.render(scene, camera);
}
function init() {
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(70, 70, 70);
controls = new THREE.OrbitControls(camera);
controls.minDistance = 10;
controls.maxDistance = 100;
scene = new THREE.Scene();
scene.add(new THREE.GridHelper(100, 10));
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0xeeeeee);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
}
var armGeometry = new THREE.CylinderGeometry(5, 5, 40, 3, 4, true);
armGeometry.bones = [{
name: "bone0",
parent: -1,
pos: [0, -20, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}, {
name: "bone1",
parent: 0,
pos: [0, 10, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}, {
name: "bone2",
parent: 1,
pos: [0, 10, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}, {
name: "bone3",
parent: 2,
pos: [0, 10, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}, {
name: "bone4",
parent: 3,
pos: [0, 10, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}];
armGeometry.skinIndices = [
new THREE.Vector4(4, 3, -1, -1),
new THREE.Vector4(4, 3, -1, -1),
new THREE.Vector4(4, 3, -1, -1),
new THREE.Vector4(3, 4, 2, -1),
new THREE.Vector4(3, 4, 2, -1),
new THREE.Vector4(3, 4, 2, -1),
new THREE.Vector4(2, 3, 1, -1),
new THREE.Vector4(2, 3, 1, -1),
new THREE.Vector4(2, 3, 1, -1),
new THREE.Vector4(1, 2, 0, -1),
new THREE.Vector4(1, 2, 0, -1),
new THREE.Vector4(1, 2, 0, -1),
new THREE.Vector4(0, 1, -1, -1),
new THREE.Vector4(0, 1, -1, -1),
new THREE.Vector4(0, 1, -1, -1),
];
armGeometry.skinWeights = [
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.8, .2, 0, 0),
];
var armMaterial = new THREE.MeshNormalMaterial({
skinning: true,
side: THREE.DoubleSide,
shading: THREE.FlatShading,
});
var arm = new THREE.SkinnedMesh(armGeometry, armMaterial);
var waveClip = THREE.AnimationClip.parseAnimation({
hierarchy: [{
}, {
}, {
keys: [{
pos: [0, 10, 0],
rot: new THREE.Quaternion().setFromEuler(new THREE.Euler(- Math.PI / 4, 0, 0)),
scl: [1, 1, 1],
time: 0,
}, {
pos: [0, 10, 0],
rot: new THREE.Quaternion().setFromEuler(new THREE.Euler(Math.PI / 4, 0, 0)),
scl: [1, 1, 1],
time: 1,
}, {
pos: [0, 10, 0],
rot: new THREE.Quaternion().setFromEuler(new THREE.Euler(- Math.PI / 4, 0, 0)),
scl: [1, 1, 1],
time: 2,
}],
}, {
}, {
}]
}, armGeometry.bones);
mixer = new THREE.AnimationMixer(arm);
mixer.clipAction(waveClip).play();
helper = new THREE.SkeletonHelper(arm);
init();
scene.add(arm);
scene.add(helper);
animate();
아티팩트
이상.
Reference
이 문제에 관하여(three.js의 animation system Part 2), 우리는 이곳에서 더 많은 자료를 발견하고 링크를 클릭하여 보았다
https://qiita.com/ohisama@github/items/a3a5f2c5a3faf0a03012
텍스트를 자유롭게 공유하거나 복사할 수 있습니다.하지만 이 문서의 URL은 참조 URL로 남겨 두십시오.
우수한 개발자 콘텐츠 발견에 전념
(Collection and Share based on the CC Protocol.)
샘플 코드
var clock = new THREE.Clock();
var camera,
controls,
scene,
renderer,
mixer,
helper;
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
if (mixer) mixer.update(clock.getDelta());
helper.update();
renderer.render(scene, camera);
}
function init() {
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(70, 70, 70);
controls = new THREE.OrbitControls(camera);
controls.minDistance = 10;
controls.maxDistance = 100;
scene = new THREE.Scene();
scene.add(new THREE.GridHelper(100, 10));
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0xeeeeee);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
}
var armGeometry = new THREE.CylinderGeometry(5, 5, 40, 3, 4, true);
armGeometry.bones = [{
name: "bone0",
parent: -1,
pos: [0, -20, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}, {
name: "bone1",
parent: 0,
pos: [0, 10, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}, {
name: "bone2",
parent: 1,
pos: [0, 10, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}, {
name: "bone3",
parent: 2,
pos: [0, 10, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}, {
name: "bone4",
parent: 3,
pos: [0, 10, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}];
armGeometry.skinIndices = [
new THREE.Vector4(4, 3, -1, -1),
new THREE.Vector4(4, 3, -1, -1),
new THREE.Vector4(4, 3, -1, -1),
new THREE.Vector4(3, 4, 2, -1),
new THREE.Vector4(3, 4, 2, -1),
new THREE.Vector4(3, 4, 2, -1),
new THREE.Vector4(2, 3, 1, -1),
new THREE.Vector4(2, 3, 1, -1),
new THREE.Vector4(2, 3, 1, -1),
new THREE.Vector4(1, 2, 0, -1),
new THREE.Vector4(1, 2, 0, -1),
new THREE.Vector4(1, 2, 0, -1),
new THREE.Vector4(0, 1, -1, -1),
new THREE.Vector4(0, 1, -1, -1),
new THREE.Vector4(0, 1, -1, -1),
];
armGeometry.skinWeights = [
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.8, .2, 0, 0),
];
var armMaterial = new THREE.MeshNormalMaterial({
skinning: true,
side: THREE.DoubleSide,
shading: THREE.FlatShading,
});
var arm = new THREE.SkinnedMesh(armGeometry, armMaterial);
var waveClip = THREE.AnimationClip.parseAnimation({
hierarchy: [{
}, {
}, {
keys: [{
pos: [0, 10, 0],
rot: new THREE.Quaternion().setFromEuler(new THREE.Euler(- Math.PI / 4, 0, 0)),
scl: [1, 1, 1],
time: 0,
}, {
pos: [0, 10, 0],
rot: new THREE.Quaternion().setFromEuler(new THREE.Euler(Math.PI / 4, 0, 0)),
scl: [1, 1, 1],
time: 1,
}, {
pos: [0, 10, 0],
rot: new THREE.Quaternion().setFromEuler(new THREE.Euler(- Math.PI / 4, 0, 0)),
scl: [1, 1, 1],
time: 2,
}],
}, {
}, {
}]
}, armGeometry.bones);
mixer = new THREE.AnimationMixer(arm);
mixer.clipAction(waveClip).play();
helper = new THREE.SkeletonHelper(arm);
init();
scene.add(arm);
scene.add(helper);
animate();
아티팩트
이상.
Reference
이 문제에 관하여(three.js의 animation system Part 2), 우리는 이곳에서 더 많은 자료를 발견하고 링크를 클릭하여 보았다
https://qiita.com/ohisama@github/items/a3a5f2c5a3faf0a03012
텍스트를 자유롭게 공유하거나 복사할 수 있습니다.하지만 이 문서의 URL은 참조 URL로 남겨 두십시오.
우수한 개발자 콘텐츠 발견에 전념
(Collection and Share based on the CC Protocol.)
var clock = new THREE.Clock();
var camera,
controls,
scene,
renderer,
mixer,
helper;
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
if (mixer) mixer.update(clock.getDelta());
helper.update();
renderer.render(scene, camera);
}
function init() {
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(70, 70, 70);
controls = new THREE.OrbitControls(camera);
controls.minDistance = 10;
controls.maxDistance = 100;
scene = new THREE.Scene();
scene.add(new THREE.GridHelper(100, 10));
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0xeeeeee);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
}
var armGeometry = new THREE.CylinderGeometry(5, 5, 40, 3, 4, true);
armGeometry.bones = [{
name: "bone0",
parent: -1,
pos: [0, -20, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}, {
name: "bone1",
parent: 0,
pos: [0, 10, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}, {
name: "bone2",
parent: 1,
pos: [0, 10, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}, {
name: "bone3",
parent: 2,
pos: [0, 10, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}, {
name: "bone4",
parent: 3,
pos: [0, 10, 0],
rotq: [0, 0, 0, 1],
scl: [1, 1, 1],
}];
armGeometry.skinIndices = [
new THREE.Vector4(4, 3, -1, -1),
new THREE.Vector4(4, 3, -1, -1),
new THREE.Vector4(4, 3, -1, -1),
new THREE.Vector4(3, 4, 2, -1),
new THREE.Vector4(3, 4, 2, -1),
new THREE.Vector4(3, 4, 2, -1),
new THREE.Vector4(2, 3, 1, -1),
new THREE.Vector4(2, 3, 1, -1),
new THREE.Vector4(2, 3, 1, -1),
new THREE.Vector4(1, 2, 0, -1),
new THREE.Vector4(1, 2, 0, -1),
new THREE.Vector4(1, 2, 0, -1),
new THREE.Vector4(0, 1, -1, -1),
new THREE.Vector4(0, 1, -1, -1),
new THREE.Vector4(0, 1, -1, -1),
];
armGeometry.skinWeights = [
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.6, .2, .2, 0),
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.8, .2, 0, 0),
new THREE.Vector4(.8, .2, 0, 0),
];
var armMaterial = new THREE.MeshNormalMaterial({
skinning: true,
side: THREE.DoubleSide,
shading: THREE.FlatShading,
});
var arm = new THREE.SkinnedMesh(armGeometry, armMaterial);
var waveClip = THREE.AnimationClip.parseAnimation({
hierarchy: [{
}, {
}, {
keys: [{
pos: [0, 10, 0],
rot: new THREE.Quaternion().setFromEuler(new THREE.Euler(- Math.PI / 4, 0, 0)),
scl: [1, 1, 1],
time: 0,
}, {
pos: [0, 10, 0],
rot: new THREE.Quaternion().setFromEuler(new THREE.Euler(Math.PI / 4, 0, 0)),
scl: [1, 1, 1],
time: 1,
}, {
pos: [0, 10, 0],
rot: new THREE.Quaternion().setFromEuler(new THREE.Euler(- Math.PI / 4, 0, 0)),
scl: [1, 1, 1],
time: 2,
}],
}, {
}, {
}]
}, armGeometry.bones);
mixer = new THREE.AnimationMixer(arm);
mixer.clipAction(waveClip).play();
helper = new THREE.SkeletonHelper(arm);
init();
scene.add(arm);
scene.add(helper);
animate();
이상.
Reference
이 문제에 관하여(three.js의 animation system Part 2), 우리는 이곳에서 더 많은 자료를 발견하고 링크를 클릭하여 보았다 https://qiita.com/ohisama@github/items/a3a5f2c5a3faf0a03012텍스트를 자유롭게 공유하거나 복사할 수 있습니다.하지만 이 문서의 URL은 참조 URL로 남겨 두십시오.
우수한 개발자 콘텐츠 발견에 전념 (Collection and Share based on the CC Protocol.)