前言
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高级动画系统
在 Three.js 中,我们可以创建复杂的动画系统来实现丰富的动画效果。本章将介绍如何构建高级动画系统。
动画系统基础
1. 动画管理器
图 19.1: 动画系统示例
// 动画管理器
class AnimationManager {
constructor() {
this.animations = new Map();
this.mixers = new Map();
this.clock = new THREE.Clock();
}
addAnimation(object, name, animation) {
if (!this.mixers.has(object)) {
this.mixers.set(object, new THREE.AnimationMixer(object));
}
const mixer = this.mixers.get(object);
const action = mixer.clipAction(animation);
this.animations.set(name, action);
}
play(name, options = {}) {
const action = this.animations.get(name);
if (action) {
action.reset();
action.setLoop(options.loop || THREE.LoopRepeat);
action.clampWhenFinished = options.clampWhenFinished || false;
action.timeScale = options.timeScale || 1;
action.play();
}
}
crossFade(fromName, toName, duration = 0.5) {
const fromAction = this.animations.get(fromName);
const toAction = this.animations.get(toName);
if (fromAction && toAction) {
fromAction.crossFadeTo(toAction, duration, true);
toAction.play();
}
}
update() {
const delta = this.clock.getDelta();
this.mixers.forEach(mixer => mixer.update(delta));
}
}
2. 动画状态机
// 动画状态机
class AnimationStateMachine {
constructor(animationManager) {
this.manager = animationManager;
this.states = new Map();
this.currentState = null;
this.transitions = new Map();
}
addState(name, animation, options = {}) {
this.states.set(name, {
name,
animation,
options
});
}
addTransition(fromState, toState, condition) {
if (!this.transitions.has(fromState)) {
this.transitions.set(fromState, new Map());
}
this.transitions.get(fromState).set(toState, condition);
}
setState(name) {
const state = this.states.get(name);
if (state) {
if (this.currentState) {
this.manager.crossFade(
this.currentState.name,
state.name,
0.5
);
} else {
this.manager.play(state.name, state.options);
}
this.currentState = state;
}
}
update() {
if (this.currentState) {
const transitions = this.transitions.get(this.currentState.name);
if (transitions) {
for (const [toState, condition] of transitions) {
if (condition()) {
this.setState(toState);
break;
}
}
}
}
}
}
高级动画效果
1. 骨骼动画
// 骨骼动画控制器
class SkeletonAnimationController {
constructor(skeleton) {
this.skeleton = skeleton;
this.bones = skeleton.bones;
this.poses = new Map();
}
addPose(name, positions, rotations) {
this.poses.set(name, {
positions: positions,
rotations: rotations
});
}
applyPose(name, weight = 1) {
const pose = this.poses.get(name);
if (pose) {
this.bones.forEach((bone, index) => {
if (pose.positions[index]) {
bone.position.lerp(pose.positions[index], weight);
}
if (pose.rotations[index]) {
bone.quaternion.slerp(pose.rotations[index], weight);
}
});
}
}
blendPoses(poseA, poseB, weight) {
const pose1 = this.poses.get(poseA);
const pose2 = this.poses.get(poseB);
if (pose1 && pose2) {
this.bones.forEach((bone, index) => {
if (pose1.positions[index] && pose2.positions[index]) {
bone.position.lerpVectors(
pose1.positions[index],
pose2.positions[index],
weight
);
}
if (pose1.rotations[index] && pose2.rotations[index]) {
bone.quaternion.slerpQuaternions(
pose1.rotations[index],
pose2.rotations[index],
weight
);
}
});
}
}
}
2. 变形动画
// 变形动画控制器
class MorphAnimationController {
constructor(mesh) {
this.mesh = mesh;
this.morphTargetInfluences = mesh.morphTargetInfluences;
this.morphTargetDictionary = mesh.morphTargetDictionary;
this.weights = new Map();
}
setWeight(name, weight) {
const index = this.morphTargetDictionary[name];
if (index !== undefined) {
this.weights.set(name, weight);
this.morphTargetInfluences[index] = weight;
}
}
animate(name, from, to, duration, easing = 'linear') {
const index = this.morphTargetDictionary[name];
if (index !== undefined) {
const startTime = Date.now();
const animate = () => {
const elapsed = Date.now() - startTime;
const progress = Math.min(elapsed / duration, 1);
const easedProgress = this.ease(easing, progress);
const weight = from + (to - from) * easedProgress;
this.setWeight(name, weight);
if (progress < 1) {
requestAnimationFrame(animate);
}
};
animate();
}
}
ease(type, t) {
switch (type) {
case 'linear':
return t;
case 'easeInQuad':
return t * t;
case 'easeOutQuad':
return t * (2 - t);
case 'easeInOutQuad':
return t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t;
default:
return t;
}
}
}
实战:创建高级动画系统
让我们创建一个完整的动画系统示例:
// 创建场景
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.set(0, 5, 10);
camera.lookAt(0, 0, 0);
// 创建渲染器
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// 添加光源
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 5, 5);
directionalLight.castShadow = true;
scene.add(directionalLight);
// 创建动画管理器
const animationManager = new AnimationManager();
const stateMachine = new AnimationStateMachine(animationManager);
// 创建角色
const geometry = new THREE.BoxGeometry(1, 2, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const character = new THREE.Mesh(geometry, material);
character.castShadow = true;
scene.add(character);
// 创建动画
const idleAnimation = new THREE.AnimationClip('idle', 1, [
new THREE.KeyframeTrack(
'.position[y]',
[0, 0.5, 1],
[0, 0.1, 0]
)
]);
const walkAnimation = new THREE.AnimationClip('walk', 1, [
new THREE.KeyframeTrack(
'.position[y]',
[0, 0.25, 0.5, 0.75, 1],
[0, 0.1, 0, 0.1, 0]
),
new THREE.KeyframeTrack(
'.rotation[y]',
[0, 0.5, 1],
[0, Math.PI, Math.PI * 2]
)
]);
// 添加动画
animationManager.addAnimation(character, 'idle', idleAnimation);
animationManager.addAnimation(character, 'walk', walkAnimation);
// 添加状态
stateMachine.addState('idle', 'idle', { loop: THREE.LoopRepeat });
stateMachine.addState('walk', 'walk', { loop: THREE.LoopRepeat });
// 添加状态转换
stateMachine.addTransition('idle', 'walk', () => {
return Math.random() > 0.7;
});
stateMachine.addTransition('walk', 'idle', () => {
return Math.random() > 0.7;
});
// 设置初始状态
stateMachine.setState('idle');
// 动画循环
function animate() {
requestAnimationFrame(animate);
// 更新动画
animationManager.update();
stateMachine.update();
// 渲染场景
renderer.render(scene, camera);
}
animate();
// 窗口大小改变时更新
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
练习
- 创建基础动画系统
- 实现状态机
- 添加骨骼动画
- 创建变形动画
下一步学习
在下一章中,我们将学习:
- 跨平台适配
- 性能优化
- 最佳实践
- 项目部署
最后感谢阅读!欢迎关注我,微信公众号:
《鲫小鱼不正经》
。欢迎点赞、收藏、关注,一键三连!!!