web实践4

web实践4

20201303张奕博 2023.1.27

创建胡萝卜
接着,在地面上添加一些胡萝卜 🥕。胡萝卜身体部分是通过四棱柱 CylinderBufferGeometry 实现的,然后通过 BoxBufferGeometry 立方体来实现胡萝卜的两片叶子。场景中可以通过 Carrot 类来添加胡萝卜,本页面示例中是通过循环调用添加了 20 个随机位置的胡萝卜。

export default class Carrot {
constructor() {
this.carrotMesh = new THREE.Group();
this.generate();
}
generate() {
const carrotMat = new THREE.MeshLambertMaterial({
color: 0xd9721e
});
const leafMat = new THREE.MeshLambertMaterial({
color: 0x339e33
});
// 身体
const bodyGeom = new THREE.CylinderBufferGeometry(5, 3, 12, 4, 1);
this.body = new THREE.Mesh(bodyGeom, carrotMat);
// 叶子
const leafGeom = new THREE.BoxBufferGeometry(5, 10, 1, 1);
this.leaf1 = new THREE.Mesh(leafGeom, leafMat);
this.leaf2 = this.leaf1.clone();
// ...
this.carrotMesh.add(this.body);
this.carrotMesh.add(this.leaf1);
this.carrotMesh.add(this.leaf2);
}
};
for (let i = 0; i < 20; i++) {
carrot[i] = new Carrot();
scene.add(carrot[i].carrotMesh);
carrot[i].carrotMesh.position.set(-170 * Math.random() * 3 - 300, -12, 1400 * Math.random() * 1.2 - 900);
}

创建兔子
最后,来创建页面的主角兔子 🐇。兔子全部都是由立方体 BoxBufferGeometry 搭建而成的,整体可以分解为头、眼睛、耳朵、鼻子、嘴、胡须、身体、尾巴、四肢等构成,构建兔子时的核心要素就是各个立方体位置和缩放比例的调整,需要具备一定的审美能力,当然本例中使用的兔子是在 Three.js 社区开源代码的基础上改造的 😂。

完成兔子的整体外形之后,我们通过 gsap 给兔子添加一些运动动画效果和方法以供外部调用,其中 blink() 方法用于眨眼、jump() 方法用于原地跳跃、nod() 方法用于点头、run() 方法用于奔跑、fall() 方法用于边界检测时检测到超出运动范围时使兔子坠落效果等。完成 Rabbit 类后,我们就可以在场景中初始化小兔子。

import { TweenMax, Power0, Power1, Power4, Elastic, Back } from 'gsap';

export default class Rabbit {
constructor() {
this.bodyInitPositions = [];
this.runningCycle = 0;
this.rabbitMesh = new THREE.Group();
this.bodyMesh = new THREE.Group();
this.headMesh = new THREE.Group();
this.generate();
}
generate() {
var bodyMat = new THREE.MeshLambertMaterial({
color: 0x5c6363
});
var tailMat = new THREE.MeshLambertMaterial({
color: 0xc2bebe
});
var nouseMat = new THREE.MeshLambertMaterial({
color: 0xed716d
});
// ...
var pawMat = new THREE.MeshLambertMaterial({
color: 0xbf6970
});
var bodyGeom = new THREE.BoxBufferGeometry(50, 50, 42, 1);
var headGeom = new THREE.BoxBufferGeometry(44, 44, 54, 1);
var earGeom = new THREE.BoxBufferGeometry(5, 60, 10, 1);
var eyeGeom = new THREE.BoxBufferGeometry(20, 20, 8, 1);
var irisGeom = new THREE.BoxBufferGeometry(8, 8, 8, 1);
var mouthGeom = new THREE.BoxBufferGeometry(8, 16, 4, 1);
var mustacheGeom = new THREE.BoxBufferGeometry(0.5, 1, 22, 1);
var spotGeom = new THREE.BoxBufferGeometry(1, 1, 1, 1);
var legGeom = new THREE.BoxBufferGeometry(33, 33, 10, 1);
var pawGeom = new THREE.BoxBufferGeometry(45, 10, 10, 1);
var pawFGeom = new THREE.BoxBufferGeometry(20, 20, 20, 1);
var tailGeom = new THREE.BoxBufferGeometry(20, 20, 20, 1);
var nouseGeom = new THREE.BoxBufferGeometry(20, 20, 15, 1);
var tailGeom = new THREE.BoxBufferGeometry(23, 23, 23, 1);
this.body = new THREE.Mesh(bodyGeom, bodyMat);
this.bodyMesh.add(this.body);
this.head = new THREE.Mesh(headGeom, bodyMat);
this.bodyMesh.add(this.legL);
this.headMesh.add(this.earR);
this.rabbitMesh.add(this.bodyMesh);
this.rabbitMesh.add(this.headMesh);
// ...
}
blink() {
var sp = 0.5 + Math.random();
if (Math.random() > 0.2)
TweenMax.to([this.eyeR.scale, this.eyeL.scale], sp / 8, {
y: 0,
ease: Power1.easeInOut,
yoyo: true,
repeat: 3
});
}
// 跳跃
jump() {
var speed = 10;
var totalSpeed = 10 / speed;
var jumpHeight = 150;
TweenMax.to(this.earL.rotation, totalSpeed / 2, {
z: "+=.3",
ease: Back.easeOut,
yoyo: true,
repeat: 1
});
TweenMax.to(this.earR.rotation, totalSpeed / 2, {
z: "-=.3",
ease: Back.easeOut,
yoyo: true,
repeat: 1
});
// ...
}
// 点头
nod() {}
// 奔跑
run() {}
// 移动
move() {}
// 坠落
fall() {}
// 动作销毁
killNod() {}
killJump() {}
killMove() {}
}


posted @ 2023-01-27 14:06  20201303张奕博  阅读(22)  评论(0编辑  收藏  举报