


HTML5 3D clothes swing animation special effects_html5 tutorial skills
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 swaying animation. When we click the mouse, the clothes will swing more violently.
Online demo Source code download
HTML code
- <div 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>
- div>
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 bra = by[2] - by[0];
- if ((bx[0] bw) <= (w-1)) bw ;
- if ((by[0] bra) <= (h-1)) bra ;
- if (bx[0] >= 1) {bx[0]--; bw ;}
- if (by[0] >= 1) {by[0]--; bra ;}
- g.drawImage(this.texture, bx[0], by[0], bw, bh, bx[0], by[0], bw, bra);
- /*
- 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 스타일 회전
- glRotate: 함수(각도, 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;
- 이._41 = 0;
- this._12 = (one_c * xy) zs;
- this._22 = (one_c * yy) c;
- this._32 = (one_c * yz) - xs;
- 이._42 = 0;
- this._13 = (one_c * zx) - ys;
- this._23 = (one_c * yz) xs;
- this._33 = (one_c * zz) c;
- 이._43 = 0;

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