misc_animation_authoring.html 4.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - animation authoring</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. "W" translate | "E" rotate | "R" scale | "+" increase size | "-" decrease size<br />
  12. Press "Q" to toggle world/local space, hold down "Ctrl" to snap to grid
  13. </div>
  14. <script src="js/libs/timeliner_gui.min.js"></script>
  15. <script type="module">
  16. import {
  17. BoxBufferGeometry,
  18. DirectionalLight,
  19. GridHelper,
  20. InterpolateLinear,
  21. InterpolateSmooth,
  22. Math as _Math,
  23. MeshLambertMaterial,
  24. Mesh,
  25. PerspectiveCamera,
  26. QuaternionKeyframeTrack,
  27. Scene,
  28. TextureLoader,
  29. UVMapping,
  30. VectorKeyframeTrack,
  31. WebGLRenderer
  32. } from "../build/three.module.js";
  33. import { TransformControls } from './jsm/controls/TransformControls.js';
  34. import { TimelinerController } from './jsm/animation/TimelinerController.js';
  35. var camera, scene, renderer, control;
  36. init();
  37. render();
  38. function init() {
  39. renderer = new WebGLRenderer( { antialias: true } );
  40. renderer.setPixelRatio( window.devicePixelRatio );
  41. renderer.setSize( window.innerWidth, window.innerHeight );
  42. document.body.appendChild( renderer.domElement );
  43. //
  44. camera = new PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
  45. camera.position.set( 1000, 500, 1000 );
  46. camera.lookAt( 0, 200, 0 );
  47. scene = new Scene();
  48. scene.add( new GridHelper( 1000, 10 ) );
  49. var light = new DirectionalLight( 0xffffff, 2 );
  50. light.position.set( 1, 1, 1 );
  51. scene.add( light );
  52. var texture = new TextureLoader().load( 'textures/crate.gif', render );
  53. texture.mapping = UVMapping;
  54. texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
  55. var geometry = new BoxBufferGeometry( 200, 200, 200 );
  56. var material = new MeshLambertMaterial( { map: texture } );
  57. control = new TransformControls( camera, renderer.domElement );
  58. control.addEventListener( 'change', render );
  59. var mesh = new Mesh( geometry, material );
  60. mesh.name = "MyBox";
  61. scene.add( mesh );
  62. control.attach( mesh );
  63. scene.add( control );
  64. window.addEventListener( 'resize', onWindowResize, false );
  65. window.addEventListener( 'keydown', function ( event ) {
  66. switch ( event.keyCode ) {
  67. case 81: // Q
  68. control.setSpace( control.space === "local" ? "world" : "local" );
  69. break;
  70. case 17: // Ctrl
  71. control.setTranslationSnap( 100 );
  72. control.setRotationSnap( _Math.degToRad( 15 ) );
  73. break;
  74. case 87: // W
  75. control.setMode( "translate" );
  76. break;
  77. case 69: // E
  78. control.setMode( "rotate" );
  79. break;
  80. case 82: // R
  81. control.setMode( "scale" );
  82. break;
  83. case 187:
  84. case 107: // +, =, num+
  85. control.setSize( control.size + 0.1 );
  86. break;
  87. case 189:
  88. case 109: // -, _, num-
  89. control.setSize( Math.max( control.size - 0.1, 0.1 ) );
  90. break;
  91. }
  92. } );
  93. window.addEventListener( 'keyup', function ( event ) {
  94. switch ( event.keyCode ) {
  95. case 17: // Ctrl
  96. control.setTranslationSnap( null );
  97. control.setRotationSnap( null );
  98. break;
  99. }
  100. } );
  101. var trackInfo = [
  102. {
  103. type: VectorKeyframeTrack,
  104. propertyPath: 'MyBox.position',
  105. initialValue: [ 0, 0, 0 ],
  106. interpolation: InterpolateSmooth
  107. },
  108. {
  109. type: QuaternionKeyframeTrack,
  110. propertyPath: 'MyBox.quaternion',
  111. initialValue: [ 0, 0, 0, 1 ],
  112. interpolation: InterpolateLinear
  113. }
  114. ];
  115. new Timeliner( new TimelinerController( scene, trackInfo, render ) );
  116. }
  117. function onWindowResize() {
  118. camera.aspect = window.innerWidth / window.innerHeight;
  119. camera.updateProjectionMatrix();
  120. renderer.setSize( window.innerWidth, window.innerHeight );
  121. render();
  122. }
  123. function render() {
  124. renderer.render( scene, camera );
  125. }
  126. </script>
  127. </body>
  128. </html>