web前端|H5教程
HTML5,3D,衣服摇摆
web前端-H5教程
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。
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HTML代码
XML/HTML Code复制内容到剪贴板
“3D on 2D Canvas” demo
move cursor to pan / click to swing
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) = 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] 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] 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] 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) = 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;
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