Three JS中已经有一个书面程序。我想在按钮单击事件上添加动画功能。 以及如何在内部窗口中设置按钮。我想在按钮单击事件上调用所有动画。请帮助谢谢。
The same code is in this link of three js
代码在这里
<!DOCTYPE html>
<html lang="en">
<head>
<title>Skinning and morphing</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
color: #222545;
}
a {
color: #2fa1d6;
}
p {
max-width: 600px;
margin-left: auto;
margin-right: auto;
padding: 0 2em;
}
</style>
</head>
<body>
<div class="btn-group">
<button id="walking" class="button" onclick="">Standing</button>
<button id="Idle" class="button" onclick="">Idle</button>
<button id="Standing" class="button" onclick="" >Walking</button>
<button id="Death" class="button" onclick="" >Death</button>
</div>
<script type="module">
import * as THREE from './js/three.module.js';
import Stats from './js/stats.module.js';
import { GUI } from './js/dat.gui.module.js';
import { GLTFLoader } from './js/GLTFLoader.js';
var container, stats, clock, gui, mixer, actions, activeAction, previousAction;
var camera, scene, renderer, model, face;
var api = { state: 'Death' };
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 100 );
camera.position.set( - 5, 3, 10 );
camera.lookAt( new THREE.Vector3( 0, 2, 0 ) );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xe0e0e0 );
scene.fog = new THREE.Fog( 0xe0e0e0, 20, 100 );
clock = new THREE.Clock();
// lights
var light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
light.position.set( 0, 20, 0 );
scene.add( light );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 20, 10 );
scene.add( light );
// ground
var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
mesh.rotation.x = - Math.PI / 2;
scene.add( mesh );
var grid = new THREE.GridHelper( 200, 40, 0x000000, 0x000000 );
grid.material.opacity = 0.2;
grid.material.transparent = true;
scene.add( grid );
// model
var loader = new GLTFLoader();
loader.load( 'models/RobotExpressive.glb', function ( gltf ) {
model = gltf.scene;
scene.add( model );
createGUI( model, gltf.animations );
}, undefined, function ( e ) {
console.error( e );
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.outputEncoding = THREE.sRGBEncoding;
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
// stats
stats = new Stats();
container.appendChild( stats.dom );
}
function createGUI( model, animations ) {
var states = [ 'Idle', 'Walking', 'Running', 'Dance', 'Death', 'Sitting', 'Standing' ];
var emotes = [ 'Jump', 'Yes', 'No', 'Wave', 'Punch', 'ThumbsUp' ];
gui = new GUI();
mixer = new THREE.AnimationMixer( model );
actions = {};
for ( var i = 0; i < animations.length; i ++ ) {
var clip = animations[ i ];
var action = mixer.clipAction( clip );
actions[ clip.name ] = action;
if ( emotes.indexOf( clip.name ) >= 0 || states.indexOf( clip.name ) >= 4 ) {
action.clampWhenFinished = true;
action.loop = THREE.LoopOnce;
}
}
// states
var statesFolder = gui.addFolder( 'States' );
var clipCtrl = statesFolder.add( api, 'state' ).options( states );
clipCtrl.onChange( function () {
fadeToAction( api.state, 0.5 );
} );
statesFolder.open();
// emotes
var emoteFolder = gui.addFolder( 'Emotes' );
function createEmoteCallback( name ) {
api[ name ] = function () {
fadeToAction( name, 0.2 );
mixer.addEventListener( 'finished', restoreState );
};
emoteFolder.add( api, name );
}
function restoreState() {
mixer.removeEventListener( 'finished', restoreState );
fadeToAction( api.state, 0.2 );
}
for ( var i = 0; i < emotes.length; i ++ ) {
createEmoteCallback( emotes[ i ] );
}
emoteFolder.open();
// expressions
face = model.getObjectByName( 'Head_2' );
var expressions = Object.keys( face.morphTargetDictionary );
var expressionFolder = gui.addFolder( 'Expressions' );
for ( var i = 0; i < expressions.length; i ++ ) {
expressionFolder.add( face.morphTargetInfluences, i, 0, 1, 0.01 ).name( expressions[ i ] );
}
activeAction = actions[ 'Death' ];
activeAction.play();
expressionFolder.open();
}
function fadeToAction( name, duration ) { //want to add this animated function on click event
previousAction = activeAction;
activeAction = actions[ name ];
if ( previousAction !== activeAction ) {
previousAction.fadeOut( duration );
}
activeAction
.reset()
.setEffectiveTimeScale( 1 )
.setEffectiveWeight( 1 )
.fadeIn( duration )
.play();
}
document.getElementById("Death").addEventListener("click", fadeToAction('Death',0.5));
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
var dt = clock.getDelta();
if ( mixer ) mixer.update( dt );
requestAnimationFrame( animate );
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
请帮助我该怎么做。非常感谢。
答案 0 :(得分:0)
Three.js使用gui作为dat.gui。
一个简单的按钮将在每次按下时运行一个功能。
function buttonFunction() {
//do button
//stuff here.
}
var params = {
ClickMe: buttonFunction
};
var gui = new GUI();
var folder = gui.addFolder('My folder');
folder.add(params, 'ClickMe');
folder.open();