這段代碼來自three.js,這對於這個問題可能有用。
<!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>
有什麼代碼可以使用嗎? –
無我害怕,因爲我不知道從哪裏開始。我不想輸入數據只是爲了找到我使用的技術不起作用,因此我試圖建立我需要儘早使用的技術。 –
我在Twitter上建議使用[threejs.org](http://threejs.org)。如果沒有更好的來自這個線程,我將添加這個答案,因爲它看起來像一個理想的起點:-) –