Home > Web Front-end > H5 Tutorial > body text

Detailed introduction on how to implement HTML5 3D clothes swing animation special effects

黄舟
Release: 2017-03-24 16:49:05
Original
3542 people have browsed it

This is another 3D animation masterpiece based on HTML5 Canvas. It is a 3D clothes swing animation special effect that can flutter in the wind, which is very realistic. When we slide the mouse over the clothes, the clothes will have a swinging animation. When we click the mouse, the clothes will swing more violently.

HTML code

<p style="width:500px;margin:10px auto">
	<canvas id="cv" width="480" height="300"></canvas>
	<p>"3D on 2D Canvas" demo</p>
	<p>move cursor to pan / click to swing</p>
</p>
Copy after login

P3D library JS code, mainly used to process 3D effects

window.P3D = {
	texture: null,
	g: null
};

P3D.clear = function(f, w, h) {
	var g = this.g;
	g.beginPath();
	g.fillStyle = f;
	g.fillRect(0, 0, w, h);

}

P3D.num_cmp = function(a,b){return a-b;}

P3D.drawTriangle = function(poss, uvs, shade_clr) {
	var w = this.texture.width;
	var h = this.texture.height;

	var g = this.g;

	var vAd = [ poss[1].x - poss[0].x , poss[1].y - poss[0].y ];
	var vBd = [ poss[2].x - poss[0].x , poss[2].y - poss[0].y ];

	var vA = [ uvs[1].u - uvs[0].u , uvs[1].v - uvs[0].v ];
	var vB = [ uvs[2].u - uvs[0].u , uvs[2].v - uvs[0].v ];

	vA[0] *= w;
	vA[1] *= h;

	vB[0] *= w;
	vB[1] *= h;

	var m = new M22();
	m._11 = vA[0];
	m._12 = vA[1];
	m._21 = vB[0];
	m._22 = vB[1];

	var im = m.getInvert();
	if (!im) return false;

	var a = im._11 * vAd[0] + im._12 * vBd[0];
	var b = im._21 * vAd[0] + im._22 * vBd[0];

	var c = im._11 * vAd[1] + im._12 * vBd[1];
	var d = im._21 * vAd[1] + im._22 * vBd[1];

	var wu = uvs[0].u * w;
	var hv = uvs[0].v * h;
	var du = wu * a + hv * b;
	var dv = wu * c + hv * d;

	g.save();

	g.beginPath();
	g.moveTo(poss[0].x, poss[0].y);
	g.lineTo(poss[1].x, poss[1].y);
	g.lineTo(poss[2].x, poss[2].y);
	g.clip();

	g.transform(a, c, b, d, poss[0].x - du, poss[0].y - dv);

	// bounds
	var bx = [wu, wu+vA[0], wu+vB[0]];
	var by = [hv, hv+vA[1], hv+vB[1]];

	bx.sort(P3D.num_cmp);
	by.sort(P3D.num_cmp);

	var bw = bx[2] - bx[0];
	var bh = by[2] - by[0];

	if ((bx[0]+bw) <= (w-1)) bw++;
	if ((by[0]+bh) <= (h-1)) bh++;
	if (bx[0] >= 1) {bx[0]--; bw++;}
	if (by[0] >= 1) {by[0]--; bh++;}

	g.drawImage(this.texture, bx[0], by[0], bw, bh, bx[0], by[0], bw, bh);

	if (shade_clr) {
		g.fillStyle = shade_clr;
		g.fillRect(bx[0], by[0], bw, bh);
	}

	g.restore();

	return true;
}

P3D.drawTestByIndexBuffer = function(pos_buf, ix_buf, culling) {
	var g = this.g;

	if ((ix_buf.length%3) != 0)
		throw "invalid index buffer length!";

	var len = ix_buf.length/3;

	var i, ibase, vbase;
	var poss = [{},{},{}];
	g.strokeWidth = 1;
	for (i = 0, ibase = 0;i < len;++i)
	{
		vbase = ix_buf[ibase++] << 2;
		poss[0].x = pos_buf[vbase++];
		poss[0].y = pos_buf[vbase  ];

		vbase = ix_buf[ibase++] << 2;
		poss[1].x = pos_buf[vbase++];
		poss[1].y = pos_buf[vbase  ];

		vbase = ix_buf[ibase++] << 2;
		poss[2].x = pos_buf[vbase++];
		poss[2].y = pos_buf[vbase  ];

		// z component of cross product < 0 ?

		var Ax = poss[1].x - poss[0].x;
		var Ay = poss[1].y - poss[0].y;
		var Cx = poss[2].x - poss[1].x;
		var Cy = poss[2].y - poss[1].y;

		var cull = ( (((Ax * Cy) - (Ay * Cx))*culling) < 0);

		g.beginPath();
		g.strokeStyle = cull ? "#592" : "#0f0";
		g.moveTo(poss[0].x, poss[0].y);
		g.lineTo(poss[1].x, poss[1].y);
		g.lineTo(poss[2].x, poss[2].y);
		g.lineTo(poss[0].x, poss[0].y);
		g.stroke();
	}
}

P3D.drawByIndexBuffer = function(pos_buf, ix_buf, tx_buf, culling, z_clip) {
	var w, h;
	var color_polygon = !this.texture;
	if (this.texture) {
		w = this.texture.width;
		h = this.texture.height;
	}

	var g = this.g;
	var m = new M22();

	if (!culling) culling = 0;

	if ((ix_buf.length%3) != 0)
		throw "invalid index buffer length!";

	var i, ibase, vbase, tbase, poss = [{},{},{}];
	var len = ix_buf.length/3;
	var uv_0u, uv_0v, uv_1u, uv_1v, uv_2u, uv_2v;

	for (i = 0, ibase = 0;i < len;++i)
	{
		tbase = ix_buf[ibase++] << 1
		vbase = tbase << 1;
		poss[0].x = pos_buf[vbase++]; uv_0u = tx_buf[tbase++];
		poss[0].y = pos_buf[vbase++]; uv_0v = tx_buf[tbase];
		if (z_clip && (pos_buf[vbase] < 0 || pos_buf[vbase] > 1)) {ibase += 2; continue;}

		tbase = ix_buf[ibase++] << 1
		vbase = tbase << 1;
		poss[1].x = pos_buf[vbase++]; uv_1u = tx_buf[tbase++];
		poss[1].y = pos_buf[vbase++]; uv_1v = tx_buf[tbase];
		if (z_clip && (pos_buf[vbase] < 0 || pos_buf[vbase] > 1)) {++ibase; continue;}

		tbase = ix_buf[ibase++] << 1
		vbase = tbase << 1;
		poss[2].x = pos_buf[vbase++]; uv_2u = tx_buf[tbase++];
		poss[2].y = pos_buf[vbase++]; uv_2v = tx_buf[tbase];
		if (z_clip && (pos_buf[vbase] < 0 || pos_buf[vbase] > 1)) {continue;}

		var vAd = [ poss[1].x - poss[0].x , poss[1].y - poss[0].y ];
		var vBd = [ poss[2].x - poss[0].x , poss[2].y - poss[0].y ];

		var vCd = [ poss[2].x - poss[1].x , poss[2].y - poss[1].y ];

		// z component of cross product < 0 ?
		if( (((vAd[0] * vCd[1]) - (vAd[1] * vCd[0]))*culling) < 0)
			continue;

		if (color_polygon) {
			g.fillStyle = uv_0u;

			g.beginPath();
			g.moveTo(poss[0].x, poss[0].y);
			g.lineTo(poss[1].x, poss[1].y);
			g.lineTo(poss[2].x, poss[2].y);
			g.fill();
			continue;
		}

		var vA = [ uv_1u - uv_0u , uv_1v - uv_0v ];
		var vB = [ uv_2u - uv_0u , uv_2v - uv_0v ];

		vA[0] *= w;
		vA[1] *= h;

		vB[0] *= w;
		vB[1] *= h;

		m._11 = vA[0];
		m._12 = vA[1];
		m._21 = vB[0];
		m._22 = vB[1];

		var im = m.getInvert();
		if (!im) { continue;}

		var a = im._11 * vAd[0] + im._12 * vBd[0];
		var b = im._21 * vAd[0] + im._22 * vBd[0];

		var c = im._11 * vAd[1] + im._12 * vBd[1];
		var d = im._21 * vAd[1] + im._22 * vBd[1];

		var wu = uv_0u * w;
		var hv = uv_0v * h;
		var du = wu * a + hv * b;
		var dv = wu * c + hv * d;

		g.save();

		g.beginPath();
		g.moveTo(poss[0].x, poss[0].y);
		g.lineTo(poss[1].x, poss[1].y);
		g.lineTo(poss[2].x, poss[2].y);
		g.clip();
		g.transform(a, c, b, d, poss[0].x - du, poss[0].y - dv);

		// bounds
		var bx = [wu, wu+vA[0], wu+vB[0]];
		var by = [hv, hv+vA[1], hv+vB[1]];

		bx.sort(P3D.num_cmp);
		by.sort(P3D.num_cmp);

		var bw = bx[2] - bx[0];
		var bh = by[2] - by[0];

		if ((bx[0]+bw) <= (w-1)) bw++;
		if ((by[0]+bh) <= (h-1)) bh++;
		if (bx[0] >= 1) {bx[0]--; bw++;}
		if (by[0] >= 1) {by[0]--; bh++;}

		g.drawImage(this.texture, bx[0], by[0], bw, bh, bx[0], by[0], bw, bh);
/*
		if (shade_clr) {
			g.fillStyle = shade_clr;
			g.fillRect(bx[0], by[0], bw, bh);
		}
*/
		g.restore();

	}

}

function Vec3(_x, _y, _z)
{
	this.x = _x || 0;
	this.y = _y || 0;
	this.z = _z || 0;
}

Vec3.prototype = {
	zero: function() {
		this.x = this.y = this.z = 0;
	},

	sub: function(v) {
		this.x -= v.x;
		this.y -= v.y;
		this.z -= v.z;

		return this;
	},

	add: function(v) {
		this.x += v.x;
		this.y += v.y;
		this.z += v.z;

		return this;
	},

	copyFrom: function(v) {
		this.x = v.x;
		this.y = v.y;
		this.z = v.z;

		return this;
	},

	norm:function() {
		return Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z);
	},

	normalize: function() {
		var nrm = Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z);
		if (nrm != 0)
		{
			this.x /= nrm;
			this.y /= nrm;
			this.z /= nrm;
		}
		return this;
	},

	smul: function(k) {
		this.x *= k;
		this.y *= k;
		this.z *= k;

		return this;
	},

	dpWith: function(v)	{
		return this.x*v.x + this.y*v.y + this.z*v.z;
	},

	cp: function(v, w) {
		this.x = (w.y * v.z) - (w.z * v.y);
		this.y = (w.z * v.x) - (w.x * v.z);
		this.z = (w.x * v.y) - (w.y * v.x);

		return this;
	},

	toString: function() {
		return this.x + ", " + this.y + "," + this.z;
	}
}

function M44(cpy)
{
	if (cpy)
		this.copyFrom(cpy);
	else {
		this.ident();
	}
}

M44.prototype = {
	ident: function() {
			  this._12 = this._13 = this._14 = 0;
		this._21 =       this._23 = this._24 = 0;
		this._31 = this._32 =       this._34 = 0;
		this._41 = this._42 = this._43 =       0;

		this._11 = this._22 = this._33 = this._44 = 1;

		return this;
	},

	copyFrom: function(m) {
		this._11 = m._11;
		this._12 = m._12;
		this._13 = m._13;
		this._14 = m._14;

		this._21 = m._21;
		this._22 = m._22;
		this._23 = m._23;
		this._24 = m._24;

		this._31 = m._31;
		this._32 = m._32;
		this._33 = m._33;
		this._34 = m._34;

		this._41 = m._41;
		this._42 = m._42;
		this._43 = m._43;
		this._44 = m._44;

		return this;
	},

	transVec3: function(out, x, y, z) {
		out[0] = x * this._11 + y * this._21 + z * this._31 + this._41;
		out[1] = x * this._12 + y * this._22 + z * this._32 + this._42;
		out[2] = x * this._13 + y * this._23 + z * this._33 + this._43;
		out[3] = x * this._14 + y * this._24 + z * this._34 + this._44;
	},

	transVec3Rot: function(out, x, y, z) {
		out[0] = x * this._11 + y * this._21 + z * this._31;
		out[1] = x * this._12 + y * this._22 + z * this._32;
		out[2] = x * this._13 + y * this._23 + z * this._33;
	},

	perspectiveLH: function(vw, vh, z_near, z_far) {
		this._11 = 2.0*z_near/vw;
		this._12 = 0;
		this._13 = 0;
		this._14 = 0;

		this._21 = 0;
		this._22 = 2*z_near/vh;
		this._23 = 0;
		this._24 = 0;

		this._31 = 0;
		this._32 = 0;
		this._33 = z_far/(z_far-z_near);
		this._34 = 1;

		this._41 = 0;
		this._42 = 0;
		this._43 = z_near*z_far/(z_near-z_far);
		this._44 = 0;

		return this;
	},

	lookAtLH: function(aUp, aFrom, aAt) {
		var aX = new Vec3();
		var aY = new Vec3();

		var aZ = new Vec3(aAt.x, aAt.y, aAt.z);
		aZ.sub(aFrom).normalize();

		aX.cp(aUp, aZ).normalize();
		aY.cp(aZ, aX);

		this._11 = aX.x;  this._12 = aY.x;  this._13 = aZ.x;  this._14 = 0;
		this._21 = aX.y;  this._22 = aY.y;  this._23 = aZ.y;  this._24 = 0;
		this._31 = aX.z;  this._32 = aY.z;  this._33 = aZ.z;  this._34 = 0;

		this._41 = -aFrom.dpWith(aX);
		this._42 = -aFrom.dpWith(aY);
		this._43 = -aFrom.dpWith(aZ);
		this._44 = 1;

	    return this;
	},

	mul: function(A, B) {
		this._11 = A._11*B._11  +  A._12*B._21  +  A._13*B._31  +  A._14*B._41;
		this._12 = A._11*B._12  +  A._12*B._22  +  A._13*B._32  +  A._14*B._42;
		this._13 = A._11*B._13  +  A._12*B._23  +  A._13*B._33  +  A._14*B._43;
		this._14 = A._11*B._14  +  A._12*B._24  +  A._13*B._34  +  A._14*B._44;

		this._21 = A._21*B._11  +  A._22*B._21  +  A._23*B._31  +  A._24*B._41;
		this._22 = A._21*B._12  +  A._22*B._22  +  A._23*B._32  +  A._24*B._42;
		this._23 = A._21*B._13  +  A._22*B._23  +  A._23*B._33  +  A._24*B._43;
		this._24 = A._21*B._14  +  A._22*B._24  +  A._23*B._34  +  A._24*B._44;

		this._31 = A._31*B._11  +  A._32*B._21  +  A._33*B._31  +  A._34*B._41;
		this._32 = A._31*B._12  +  A._32*B._22  +  A._33*B._32  +  A._34*B._42;
		this._33 = A._31*B._13  +  A._32*B._23  +  A._33*B._33  +  A._34*B._43;
		this._34 = A._31*B._14  +  A._32*B._24  +  A._33*B._34  +  A._34*B._44;

		this._41 = A._41*B._11  +  A._42*B._21  +  A._43*B._31  +  A._44*B._41;
		this._42 = A._41*B._12  +  A._42*B._22  +  A._43*B._32  +  A._44*B._42;
		this._43 = A._41*B._13  +  A._42*B._23  +  A._43*B._33  +  A._44*B._43;
		this._44 = A._41*B._14  +  A._42*B._24  +  A._43*B._34  +  A._44*B._44;

		return this;
	},

	translate: function(x, y, z) {
		this._11 = 1;  this._12 = 0;  this._13 = 0;  this._14 = 0;
		this._21 = 0;  this._22 = 1;  this._23 = 0;  this._24 = 0;
		this._31 = 0;  this._32 = 0;  this._33 = 1;  this._34 = 0;

		this._41 = x;  this._42 = y;  this._43 = z;  this._44 = 1;
		return this;
	},

	transpose33: function() {
		var t;

		t = this._12;
		this._12 = this._21;
		this._21 = t;

		t = this._13;
		this._13 = this._31;
		this._31 = t;

		t = this._23;
		this._23 = this._32;
		this._32 = t;

		return this;
	},

	// OpenGL style rotation
	glRotate: function(angle, x, y, z) {
		var s = Math.sin( angle );
		var c = Math.cos( angle );

		var xx = x * x;
		var yy = y * y;
		var zz = z * z;
		var xy = x * y;
		var yz = y * z;
		var zx = z * x;
		var xs = x * s;
		var ys = y * s;
		var zs = z * s;
		var one_c = 1.0 - c;
/*
		this._11 = (one_c * xx) + c;
		this._21 = (one_c * xy) - zs;
		this._31 = (one_c * zx) + ys;
		this._41 = 0;

		this._12 = (one_c * xy) + zs;
		this._22 = (one_c * yy) + c;
		this._32 = (one_c * yz) - xs;
		this._42 = 0;

		this._13 = (one_c * zx) - ys;
		this._23 = (one_c * yz) + xs;
		this._33 = (one_c * zz) + c;
		this._43 = 0;

		this._14 = 0;
		this._24 = 0;
		this._34 = 0;
		this._44 = 1;
*/

		this._11 = (one_c * xx) + c;
		this._12 = (one_c * xy) - zs;
		this._13 = (one_c * zx) + ys;
		this._14 = 0;

		this._21 = (one_c * xy) + zs;
		this._22 = (one_c * yy) + c;
		this._23 = (one_c * yz) - xs;
		this._24 = 0;

		this._31 = (one_c * zx) - ys;
		this._32 = (one_c * yz) + xs;
		this._33 = (one_c * zz) + c;
		this._34 = 0;

		this._41 = 0;
		this._42 = 0;
		this._43 = 0;
		this._44 = 1;

		return this;
	}

}

// matrix 2x2
function M22()
{
	this._11 = 1;
	this._12 = 0;
	this._21 = 0;
	this._22 = 1;
}

M22.prototype.getInvert = function()
{
	var out = new M22();
	var det = this._11 * this._22 - this._12 * this._21;
	if (det > -0.0001 && det < 0.0001)
		return null;

	out._11 = this._22 / det;
	out._22 = this._11 / det;

	out._12 = -this._12 / det;
	out._21 = -this._21 / det;

	return out;
}
Copy after login

3D clothes animation JS code

function ClothApp()
{
	this.canvas = document.getElementById("cv");

	P3D.g = this.canvas.getContext("2d");

	var tex = new Image();
	this.texture1 = tex;
	tex.onload = function(){ _this.start(); };
	tex.src = "20090226032826.gif";

	tex = new Image();
	this.texture2 = tex;
	tex.onload = function(){ _this.start(); };
	tex.src = "20090226032825.png";

	this.mLoadCount = 2;
	this.mTickCount = 0;

	this.G = 0.53;
	this.G1 = 0.45;
	this.mProjMat  = null;
	this.mViewMat  = null;
	this.mViewFrom = new Vec3();
	this.mViewFrom.y = -150;
	this.mViewFrom.z = 1000;
	this.mViewFromA = (new Vec3()).copyFrom(this.mViewFrom);

	this.mViewAngle = 0;

	this.mNLen = 0;
	this.mNodes = [];
	this.mRenderTris = null;

	this.mLTNode = null;
	this.mRTNode = null;

	this.mLTNodeV = new Vec3();
	this.mRTNodeV = new Vec3();

	this.mWForce = new Vec3();
	this.frate = 15;

	var _this = this;
}

ClothApp.zsortCmp = function(t1, t2) {
	return t2.sortKey - t1.sortKey;
}

ClothApp.prototype = {
	start: function() {
		if (--this.mLoadCount != 0) return;

		this.vUP = new Vec3(0,  1, 0);
		this.vAT = new Vec3(0, 80, 0);

		this.mViewport = {};
		this.mViewport.w = 480;
		this.mViewport.h = 300;
		this.mViewport.ow = 240;
		this.mViewport.oh = 150;
		this.setupTransforms();

		this.generateCloth(180);
		this.generateRenderTriangles();

		var _this = this;
		this.canvas.addEventListener("mousemove", function(e){_this.onMouseMove(e);}, false);
		this.canvas.addEventListener("mousedown", function(e){_this.onClick(e);}, false);

		window.setTimeout(function(){_this.onInterval();}, this.frate);
	},

	onInterval: function() {
		this.mTickCount++;

		// this.mLTNodeV.z = Math.cos(this.mTickCount*0.1) * 2;

		this.tick();
		this.updatePosition();
		this.draw();

		var _this = this;
		window.setTimeout(function(){_this.onInterval();}, this.frate);
	},

	onMouseMove: function(e) {
		if (e.clientX || e.clientX == 0)
			this.mViewAngle = (e.clientX - 240) * 0.004;

		if (e.clientY || e.clientY == 0)
			this.mViewFromA.y = 90 - (e.clientY - 0) * 0.8;
	},

	onClick: function(e) {
		if (e.clientX || e.clientX == 0)
		{
			this.mWForce.z = -4;
			this.mWForce.x = (e.clientX - 240) * -0.03;
		}
	},

	tick: function() {
		this.updateViewTrans(this.mViewAngle);

		var nlen = this.mNodes.length;
		var i, nd;
		for(i = 0;i < nlen;i++)
		{
			nd = this.mNodes[i];
			nd.F.x = 0;
			nd.F.z = 0;
			if (nd.flags & 4)
				nd.F.y = -this.G1;
			else
				nd.F.y = -this.G;

			nd.F.add(this.mWForce);
		}

		this.mWForce.zero();
		this.applyTension();

		for(i = 0;i < nlen;i++)
		{
			nd = this.mNodes[i];

			if ((nd.flags&1) != 0) {
				nd.F.sub(nd.F);
			}

			nd.velo.add(nd.F);
		}

		this.mLTNode.velo.copyFrom(this.mLTNodeV);
		this.mRTNode.velo.copyFrom(this.mRTNodeV);
	},

	updatePosition: function() {
		var nlen = this.mNodes.length;
		var i, nd;
		for(i = 0;i < nlen;i++)
		{
			nd = this.mNodes[i];

			if ((nd.flags&1) != 0) {
				nd.cv.x = 0;
				nd.cv.y = 0;
				nd.cv.z = 0;
			}

			nd.pos.add(nd.velo);
			nd.velo.sub(nd.cv);
			nd.cv.x = 0;
			nd.cv.y = 0;
			nd.cv.z = 0;

			nd.velo.smul(0.95);
		}
	},

	draw: function() {
		P3D.clear("#000", this.mViewport.w, this.mViewport.h);
		this.transformPolygons();

		this.mRenderTris.sort(ClothApp.zsortCmp);
		var len = this.mRenderTris.length;
		var t, sh;
		for (var i = 0;i < len;i++) {
			t = this.mRenderTris[i];

			if (P3D.texture != t.texture)
				P3D.texture = t.texture;

			sh = undefined;
			if (t.lighting && t.shade > 0.01)
				sh = "rgba(0,0,0,"+t.shade+")";
			P3D.drawTriangle(t.tposs, t.uvs, sh);
		}
	},

	applyTension: function() {
		var i, k, nd;
		var v = new Vec3();
		var nlen = this.mNodes.length;
		var naturalLen = this.mNLen;

		for (k = 0;k < nlen;k++)
		{
			nd = this.mNodes[k];
			var F = nd.F;

			for (i = 0;i < 4;i++)
			{
				var nbr = nd.links[i];
				if (!nbr) continue;

				var len = v.copyFrom(nbr.pos).sub(nd.pos).norm();
				var dlen = len - naturalLen;
				if (dlen > 0) {
					v.smul(dlen * 0.5 / len);

					F.x += v.x;
					F.y += v.y;
					F.z += v.z;
					nd.cv.add(v.smul(0.8));
				}
			}
		}	
	},

	setupTransforms: function() {
		this.mProjMat = new M44();
		this.mProjMat.perspectiveLH(24, 15, 10, 9000);

		this.mViewMat = new M44();
		this.updateViewTrans(0);
	},

	updateViewTrans: function(ry) {
		this.mViewFromA.z = Math.cos(ry) * 380;
		this.mViewFromA.x = Math.sin(ry) * 380;

		this.mViewFrom.smul(0.7);
		this.mViewFrom.x += this.mViewFromA.x * 0.3;
		this.mViewFrom.y += this.mViewFromA.y * 0.3;
		this.mViewFrom.z += this.mViewFromA.z * 0.3;

		this.mViewMat.lookAtLH(this.vUP, this.mViewFrom, this.vAT);
	},

	generateCloth: function(base_y) {
		var cols = 9;
		var rows = 8;

		var step   = 22;
		this.mNLen = step*0.9;
		var w = (cols-1) * step;

		var i, k;
		for (k = 0;k < rows;k++)
		{
			for (i = 0;i < cols;i++)
			{
				var nd = new ClothNode();
				nd.pos.x = -(w/2) + i*step;
				nd.pos.y = base_y -k*step/2;
				nd.pos.z = k*16;

				nd.uv.u = i / (cols-1);
				nd.uv.v = k / (rows-1);

				if (i > 0) {
					var prv_nd = this.mNodes[this.mNodes.length-1];
					prv_nd.links[1] = nd;
					nd.links[0] = prv_nd;
				}

				if (k > 0) {
					var up_nd = this.mNodes[this.mNodes.length-cols];
					up_nd.links[4] = nd;
					nd.links[3] = up_nd;
				}

				if (i != 0 && i != 4 && i != (cols-1))
					nd.flags |= 4;

				this.mNodes.push(nd);
			}
		}

		// fix left-top and right-top
		this.mNodes[0     ].flags |= 1;
		this.mNodes[4     ].flags |= 1;
		this.mNodes[cols-1].flags |= 1;

		this.mLTNode = this.mNodes[0     ];
		this.mRTNode = this.mNodes[cols-1];
	},

	generateRenderTriangles: function()
	{
		if (!this.mRenderTris) this.mRenderTris = [];

		var i;
		var nd;
		var nlen = this.mNodes.length;

		for(i = 0;i < nlen;i++)
		{
			nd = this.mNodes[i];
			if (nd.links[1] && nd.links[1].links[4]) {
				var t = new RenderTriangle();
				t.texture = this.texture1;

				t.poss[0] = nd.pos;
				t.poss[1] = nd.links[1].pos;
				t.poss[2] = nd.links[1].links[4].pos;

				t.uvs[0]  = nd.uv;
				t.uvs[1]  = nd.links[1].uv;
				t.uvs[2]  = nd.links[1].links[4].uv;

				this.mRenderTris.push(t);

				t = new RenderTriangle();
				t.texture = this.texture1;

				t.poss[0] = nd.pos;
				t.poss[1] = nd.links[1].links[4].pos;
				t.poss[2] = nd.links[4].pos;

				t.uvs[0]  = nd.uv;
				t.uvs[1]  = nd.links[1].links[4].uv;
				t.uvs[2]  = nd.links[4].uv;

				this.mRenderTris.push(t);
			}
		}

		this.addBGTriangles(this.mNodes[0].pos.y);
	},

	addBGTriangles: function(by) {
		var cols = 4;
		var t, x, y, sz = 110;
		var ox = -(cols*sz)/2;
		var oz = -(cols*sz)/2;

		for (y = 0;y < cols;y++) {
			for (x = 0;x < cols;x++) {
				var bv = ((x+y)&1) * 0.5;
				t = new RenderTriangle();
				t.texture = this.texture2;

				t.poss[0] = new Vec3(ox + x*sz     , by, oz + y*sz     );
				t.poss[1] = new Vec3(ox + x*sz + sz, by, oz + y*sz     );
				t.poss[2] = new Vec3(ox + x*sz     , by, oz + y*sz + sz);

				t.uvs[0]  = {u:0  , v:bv    };
				t.uvs[1]  = {u:0.5, v:bv    };
				t.uvs[2]  = {u:0  , v:bv+0.5};

				if ((x==1 || x==2) && (y==1 || y==2))
					this.modifyRoofUV(t, x == 2, bv);

				t.lighting = false;
				t.zBias = 0.5;
				this.mRenderTris.push(t);

				t = new RenderTriangle();
				t.texture = this.texture2;

				t.poss[0] = new Vec3(ox + x*sz     , by, oz + y*sz + sz);
				t.poss[1] = new Vec3(ox + x*sz + sz, by, oz + y*sz    );
				t.poss[2] = new Vec3(ox + x*sz + sz, by, oz + y*sz + sz);

				t.uvs[0]  = {u:0  , v:bv+0.5};
				t.uvs[1]  = {u:0.5, v:bv    };
				t.uvs[2]  = {u:0.5, v:bv+0.5};

				if ((x==1 || x==2) && (y==1 || y==2))
					this.modifyRoofUV(t, x == 2, bv);

				t.lighting = false;
				t.zBias = 0.5;
				this.mRenderTris.push(t);

			}
		}
	},

	modifyRoofUV: function(t, rv, bv) {
		if (rv) {
			t.uvs[0].u = 0.5 - t.uvs[0].u;
			t.uvs[1].u = 0.5 - t.uvs[1].u;
			t.uvs[2].u = 0.5 - t.uvs[2].u;
		}

		t.uvs[0].u += 0.5;
		t.uvs[1].u += 0.5;
		t.uvs[2].u += 0.5;

		if (rv) {
			t.uvs[0].v = 0.5 - t.uvs[0].v + bv + bv;
			t.uvs[1].v = 0.5 - t.uvs[1].v + bv + bv;
			t.uvs[2].v = 0.5 - t.uvs[2].v + bv + bv;
		}

	},

	transformPolygons: function() {
		var trans = new M44();
		trans.mul(this.mViewMat, this.mProjMat);

		var hw = this.mViewport.ow;
		var hh = this.mViewport.oh;

		var len = this.mRenderTris.length;
		var t;
		var spos = [0, 0, 0, 0];
		for (var i = 0;i < len;i++) {
			t = this.mRenderTris[i];
			for (var k = 0;k < 3;k++) {
				trans.transVec3(spos, t.poss[k].x, t.poss[k].y, t.poss[k].z);

				var W = spos[3];
				spos[0] /= W;
				spos[1] /= W;
				spos[2] /= W;

				spos[0] *= this.mViewport.w;
				spos[1] *= -this.mViewport.h;
				spos[0] += hw;
				spos[1] += hh;

				t.tposs[k].x = spos[0];
				t.tposs[k].y = spos[1];
				t.tposs[k].z = spos[2];
			}

			var v1 = (new Vec3()).copyFrom(t.poss[1]).sub(t.poss[0]).normalize();
			var v2 = (new Vec3()).copyFrom(t.poss[2]).sub(t.poss[1]).normalize();
			var N = (new Vec3()).cp(v1, v2);

			trans.transVec3Rot(spos, N.x, N.y, N.z);

			if (t.lighting) {
				if (spos[2] > 0)
					t.shade = 0.8
				else {
					t.shade = 0.1 - N.y * 0.6;
					if (t.shade < 0) t.shade = 0;
				}
			}

			t.sortKey = Math.floor( (t.tposs[0].z + t.tposs[1].z + t.tposs[2].z + t.zBias) *1000 );
		}
	}
}

function ClothNode()
{
	this.flags = 0;
	this.pos  = new Vec3();
	this.velo = new Vec3();
	this.cv   = new Vec3();
	this.F    = new Vec3();
	this.links = [null, null, null, null];
	this.uv = {u:0, v:0};
}

function RenderTriangle()
{
	this.texture = null;
	this.poss  = new Array(3);
	this.tposs = [new Vec3(), new Vec3(), new Vec3()];
	this.uvs = [{u:0, v:0}, {u:0, v:0}, {u:0, v:0}];
	this.shade = 0;
	this.lighting = true;
	this.zBias = 0;

	this.sortKey = 0;
}
Copy after login

The above is a detailed introduction to how to implement the HTML5 3D clothes swing animation special effects. For more related content, please pay attention to PHP Chinese website (www.php.cn)!

Related articles:

Simple creation of HTML5 page turning text effects

CSS commonly used flip effects

css sample code to implement 3D cube rotation effects

source:php.cn
Statement of this Website
The content of this article is voluntarily contributed by netizens, and the copyright belongs to the original author. This site does not assume corresponding legal responsibility. If you find any content suspected of plagiarism or infringement, please contact admin@php.cn
Popular Tutorials
More>
Latest Downloads
More>
Web Effects
Website Source Code
Website Materials
Front End Template