收场
魔镜魔镜谁的代码写的最好,最烂的是你,最好的不晓得。。。。。
恍惚间进入了梦幻,收场就是Blender
咣当掉下一些超两米的甜甜圈,大喊连忙实现工作不然下一个掉头上
素材解决
我丢
这是哪个过程出了bug
关上Blender一顿拖拽,分和,在磕磕盼盼中管制的了外星来的甜甜圈
看着这甜甜圈仿佛能够吃,离气氛还毛病场景,没有香槟还不能来点烛光
跳动的甜圈
刚好在搭建的three场景中减少一束光,照亮不起眼的床
const directionLight = new THREE.DirectionalLight(0xffffff, 0.4);
scene.add(directionLight);
甜甜圈来吧,到照相机前站着别动,我给你个片段特写
GLTFLoader押着怪异的甜甜圈来了
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.01, 10);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera.position.set(0.3, 0.3, 0.5);
const controls = new OrbitControls(camera, renderer.domElement);
new GLTFLoader().load('../resources/models/donuts.glb', (gltf) => {
console.log(gltf);
scene.add(gltf.scene);
donuts = gltf.scene;
// gltf.scene.traverse((child)=>{
// console.log(child.name);
// })
mixer = new THREE.AnimationMixer(gltf.scene);
const clips = gltf.animations; // 播放所有动画
clips.forEach(function (clip) {
const action = mixer.clipAction(clip);
action.loop = THREE.LoopOnce;
// 停在最初一帧
action.clampWhenFinished = true;
action.play();
});
})
new RGBELoader()
.load('../resources/sky.hdr', function (texture) {
scene.background = texture;
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.render(scene, camera);
});

甜甜圈还在不安分的掉落着,那就洗脑循环吧,不爽也打不着我
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
controls.update();
if (donuts){
donuts.rotation.y += 0.01;
}
if (mixer) {
mixer.update(0.02);
}
}
animate();
这做梦都在实现代码,欢送大家一起相约Threejs ,一起交流学习
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