我有点窘迫:
我想创建一个人体的3D模型,将其嵌入网页并让用户旋转它。
我考虑了一些建模库,CSS,SVG等(我从来没有使用过HTML5 Canvas)但老实说我不确定这是否可行。
另外 - 如果上述情况可能,那么是否可以操纵关节,例如膝盖向上或肘部进入?
我的主要想法是在SVG中构建模型并让模型通过Javascript以36度的步长旋转,然后可以从那里操纵关节。
如果需要,我愿意学习新语言。
提前致谢,希望有人能帮助我。即使告诉我这是不可能的。
约翰
答案 0 :(得分:1)
艰难而美丽的方式:THREEJS。 http://threejs.org/ 简单方法:创建一个图像,每个框架将其设置为容器中的背景,然后相应地更改背景位置(这将允许仅在一个轴上旋转,并且不允许关节操作)。
我建议你学习三个(如果你有足够的时间)他们的例子很棒而且不是那么难。
浏览器支持在您的选择中也起着重要作用,threejs使用canvas,因此它是一个非常新的功能。您可以使用这两种解决方案,在较新的浏览器上使用threejs,使用精灵来使用糟糕的旧版本
答案 1 :(得分:1)
此代码来自three.js,这对此问题非常有用。
<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - cloth simulation</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000;
color: #000;
margin: 0px;
overflow: hidden;
}
#info {
text-align: center;
padding: 10px;
z-index: 10;
width: 100%;
position: absolute;
}
a {
text-decoration: underline;
cursor: pointer;
}
#stats { position: absolute; top:0; left: 0 }
#stats #fps { background: transparent !important }
#stats #fps #fpsText { color: #aaa !important }
#stats #fps #fpsGraph { display: none }
</style>
</head>
<body>
<div id="info">Simple Cloth Simulation<br/>
Verlet integration with Constrains relaxation<br/>
Toggle: <a onclick="rotate = !rotate;">Camera</a> |
<a onclick="wind = !wind;">Wind</a> |
<a onclick="sphere.visible = !sphere.visible;">Ball</a> |
<a onclick="togglePins();">Pins</a>
</div>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/Cloth.js"></script>
<script type="x-shader/x-fragment" id="fragmentShaderDepth">
uniform sampler2D texture;
varying vec2 vUV;
vec4 pack_depth( const in float depth ) {
const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
vec4 res = fract( depth * bit_shift );
res -= res.xxyz * bit_mask;
return res;
}
void main() {
vec4 pixel = texture2D( texture, vUV );
if ( pixel.a < 0.5 ) discard;
gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );
}
</script>
<script type="x-shader/x-vertex" id="vertexShaderDepth">
varying vec2 vUV;
void main() {
vUV = 0.75 * uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script>
/* testing cloth simulation */
var pinsFormation = [];
var pins = [6];
pinsFormation.push( pins );
pins = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 ];
pinsFormation.push( pins );
pins = [ 0 ];
pinsFormation.push( pins );
pins = []; // cut the rope ;)
pinsFormation.push( pins );
pins = [ 0, cloth.w ]; // classic 2 pins
pinsFormation.push( pins );
pins = pinsFormation[ 1 ];
function togglePins() {
pins = pinsFormation[ ~~( Math.random() * pinsFormation.length ) ];
}
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer;
var clothGeometry;
var sphere;
var object, arrow;
var rotate = true;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
// scene
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0xcce0ff, 500, 10000 );
// camera
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.y = 50;
camera.position.z = 1500;
scene.add( camera );
// lights
var light, materials;
scene.add( new THREE.AmbientLight( 0x666666 ) );
light = new THREE.DirectionalLight( 0xdfebff, 1.75 );
light.position.set( 50, 200, 100 );
light.position.multiplyScalar( 1.3 );
light.castShadow = true;
//light.shadowCameraVisible = true;
light.shadowMapWidth = 2048;
light.shadowMapHeight = 2048;
var d = 300;
light.shadowCameraLeft = -d;
light.shadowCameraRight = d;
light.shadowCameraTop = d;
light.shadowCameraBottom = -d;
light.shadowCameraFar = 1000;
light.shadowDarkness = 0.5;
scene.add( light );
light = new THREE.DirectionalLight( 0x3dff0c, 0.35 );
light.position.set( 0, -1, 0 );
scene.add( light );
// cloth material
var clothTexture = THREE.ImageUtils.loadTexture( 'textures/patterns/circuit_pattern.png' );
clothTexture.wrapS = clothTexture.wrapT = THREE.RepeatWrapping;
clothTexture.anisotropy = 16;
var clothMaterial = new THREE.MeshPhongMaterial( { alphaTest: 0.5, ambient: 0xffffff, color: 0xffffff, specular: 0x030303, emissive: 0x111111, shiness: 10, map: clothTexture, side: THREE.DoubleSide } );
// cloth geometry
clothGeometry = new THREE.ParametricGeometry( clothFunction, cloth.w, cloth.h );
clothGeometry.dynamic = true;
clothGeometry.computeFaceNormals();
var uniforms = { texture: { type: "t", value: clothTexture } };
var vertexShader = document.getElementById( 'vertexShaderDepth' ).textContent;
var fragmentShader = document.getElementById( 'fragmentShaderDepth' ).textContent;
// cloth mesh
object = new THREE.Mesh( clothGeometry, clothMaterial );
object.position.set( 0, 0, 0 );
object.castShadow = true;
object.receiveShadow = true;
scene.add( object );
object.customDepthMaterial = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader } );
// sphere
var ballGeo = new THREE.SphereGeometry( ballSize, 20, 20 );
var ballMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff } );
sphere = new THREE.Mesh( ballGeo, ballMaterial );
sphere.castShadow = true;
sphere.receiveShadow = true;
scene.add( sphere );
// arrow
arrow = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ), 50, 0xff0000 );
arrow.position.set( -200, 0, -200 );
// scene.add( arrow );
// ground
var initColor = new THREE.Color( 0x497f13 );
var initTexture = THREE.ImageUtils.generateDataTexture( 1, 1, initColor );
var groundMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, map: initTexture } );
var groundTexture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg", undefined, function() { groundMaterial.map = groundTexture } );
groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping;
groundTexture.repeat.set( 25, 25 );
groundTexture.anisotropy = 16;
var mesh = new THREE.Mesh( new THREE.PlaneGeometry( 20000, 20000 ), groundMaterial );
mesh.position.y = -250;
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );
// poles
var poleGeo = new THREE.BoxGeometry( 5, 375, 5 );
var poleMat = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shiness: 100 } );
var mesh = new THREE.Mesh( poleGeo, poleMat );
mesh.position.x = -125;
mesh.position.y = -62;
mesh.receiveShadow = true;
mesh.castShadow = true;
scene.add( mesh );
var mesh = new THREE.Mesh( poleGeo, poleMat );
mesh.position.x = 125;
mesh.position.y = -62;
mesh.receiveShadow = true;
mesh.castShadow = true;
scene.add( mesh );
var mesh = new THREE.Mesh( new THREE.BoxGeometry( 255, 5, 5 ), poleMat );
mesh.position.y = -250 + 750/2;
mesh.position.x = 0;
mesh.receiveShadow = true;
mesh.castShadow = true;
scene.add( mesh );
var gg = new THREE.BoxGeometry( 10, 10, 10 );
var mesh = new THREE.Mesh( gg, poleMat );
mesh.position.y = -250;
mesh.position.x = 125;
mesh.receiveShadow = true;
mesh.castShadow = true;
scene.add( mesh );
var mesh = new THREE.Mesh( gg, poleMat );
mesh.position.y = -250;
mesh.position.x = -125;
mesh.receiveShadow = true;
mesh.castShadow = true;
scene.add( mesh );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( scene.fog.color );
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMapEnabled = true;
//
stats = new Stats();
container.appendChild( stats.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
sphere.visible = !true
}
//
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
var time = Date.now();
windStrength = Math.cos( time / 7000 ) * 20 + 40;
windForce.set( Math.sin( time / 2000 ), Math.cos( time / 3000 ), Math.sin( time / 1000 ) ).normalize().multiplyScalar( windStrength );
arrow.setLength( windStrength );
arrow.setDirection( windForce );
simulate(time);
render();
stats.update();
}
function render() {
var timer = Date.now() * 0.0002;
var p = cloth.particles;
for ( var i = 0, il = p.length; i < il; i ++ ) {
clothGeometry.vertices[ i ].copy( p[ i ].position );
}
clothGeometry.computeFaceNormals();
clothGeometry.computeVertexNormals();
clothGeometry.normalsNeedUpdate = true;
clothGeometry.verticesNeedUpdate = true;
sphere.position.copy( ballPosition );
if ( rotate ) {
camera.position.x = Math.cos( timer ) * 1500;
camera.position.z = Math.sin( timer ) * 1500;
}
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>