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Made COLLADA example animation shorter to have single run cycle.

It's not perfect, tail is not really looping, but at least there is not big jump for the rest of the body.
alteredq 14 years ago
parent
commit
674a7c0765
1 changed files with 38 additions and 22 deletions
  1. 38 22
      examples/webgl_collada.html

+ 38 - 22
examples/webgl_collada.html

@@ -22,7 +22,7 @@
 		<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
 		<script type="text/javascript" src="js/Stats.js"></script>
 		<script type="text/javascript" src="../src/extras/collada/dae.js"></script>
-		
+
 		<script type="text/javascript">
 
 			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
@@ -32,12 +32,13 @@
 			var camera, scene, renderer, objects;
 			var particleLight, pointLight;
 			var dae, skin;
-			
-			DAE.load('./models/monster.dae', colladaReady);
-			
-			function colladaReady(collada) {
+
+			DAE.load( './models/monster.dae', colladaReady );
+
+			function colladaReady( collada ) {
+
 				dae = collada.scene;
-				skin = collada.skins[0];
+				skin = collada.skins[ 0 ];
 
 				dae.scale.x = dae.scale.y = dae.scale.z = 0.002;
 				dae.rotation.x = -Math.PI/2;
@@ -45,12 +46,13 @@
 
 				init();
 				animate();
+
 			}
-			
+
 			function init() {
-					
-				container = document.createElement('div');
-				document.body.appendChild(container);
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
 
 				camera = new THREE.Camera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
 				camera.position.x = 2;
@@ -77,25 +79,26 @@
 
 				var line = new THREE.Line( geometry, line_material, THREE.LinePieces );
 				scene.addObject( line );
-				
+
 				// Add the COLLADA
-				scene.addObject(dae);
+
+				scene.addObject( dae );
 
 				particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
 				scene.addObject( particleLight );
 
 				// Lights
 
-				scene.addLight( new THREE.AmbientLight( 0xcccccc) );
+				scene.addLight( new THREE.AmbientLight( 0xcccccc ) );
 
-				var directionalLight = new THREE.DirectionalLight(/*Math.random() * 0xffffff*/0xeeeeee);
+				var directionalLight = new THREE.DirectionalLight(/*Math.random() * 0xffffff*/0xeeeeee );
 				directionalLight.position.x = Math.random() - 0.5;
 				directionalLight.position.y = Math.random() - 0.5;
 				directionalLight.position.z = Math.random() - 0.5;
 				directionalLight.position.normalize();
 				scene.addLight( directionalLight );
 
-				pointLight = new THREE.PointLight( 0xffffff , 4);
+				pointLight = new THREE.PointLight( 0xffffff, 4 );
 				pointLight.position.x = 10000;
 				scene.addLight( pointLight );
 
@@ -112,22 +115,35 @@
 			}
 
 			//
+
 			var t = 0;
 			function animate() {
 
 				requestAnimationFrame( animate );
-				
-				if (t > 101) t = 0;
-				if (skin) {
+
+				if ( t > 30 ) t = 0;
+
+				if ( skin ) {
+
 					// guess this can be done smarter...
-					for (var i = 0; i < skin.morphTargetInfluences.length; i++) {
-						skin.morphTargetInfluences[i] = 0;
+
+					// (Indeed, there are way more frames than needed and interpolation is not used at all
+					//  could be something like - one morph per each skinning pose keyframe, or even less,
+					//  animation could be resampled, morphing interpolation handles sparse keyframes quite well.
+					//  Simple animation cycles like this look ok with 10-15 frames instead of 100 ;)
+
+					for ( var i = 0; i < skin.morphTargetInfluences.length; i++ ) {
+
+						skin.morphTargetInfluences[ i ] = 0;
+
 					}
-					skin.morphTargetInfluences[Math.floor(t)] = 1;
+
+					skin.morphTargetInfluences[ Math.floor( t ) ] = 1;
 
 					t += 0.5;
+
 				}
-				
+
 				render();
 				stats.update();