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