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