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开发小菜:
支持IE9以下的吗?
HTML5+CSS3+JQuery打造自定义视频播放器 -
攻城使:
开发Html5必须得下载么,我用dw编写,把文件复制到myec ...
html5开发 myeclipse安装aptana插件 -
疾风鹰狼:
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根据判断浏览器类型屏幕分辨率自动调用不同CSS的代码 -
sardodo:
你好,我想问下,导入例子中的.dae格式模型是可以看到旋转的小 ...
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BIOHAZARDX:
下载学习,初学者膜拜一下。
html5 实现动画(三)
Making an Application with O3D
Make the HTML for the webpage.
Step 1: Setup
...
<script type="text/javascript" src="../o3djs/base.js"></script>
<script type="text/javascript">
o3djs.require('o3djs.util');
o3djs.require('o3djs.math');
...
<body onload="init();">
<div id="o3d" style="width: 800px; height: 600px;"></div>
Step 1: Setup cont. Initialize O3D
//Creates the client area.
function init() {
o3djs.util.makeClients(initStep2);
}
function initStep2(clientElements) {
g_o3dElement = clientElements[0];
g_math = o3djs.math;
g_client = g_o3dElement.client;
g_pack = g_client.createPack();
g_root = g_pack.createObject('Transform');
g_viewInfo = o3djs.rendergraph.createBasicView(
g_pack,
g_root,
g_client.renderGraphRoot);
Set the view and projection matrices
Step 1: Setup Cont. Make a Camera
var g_eye = [15, 25, 50];
var g_target = [0, 10, 0];
var g_up = [0, 1, 0];
function updateProjection() {
g_viewInfo.drawContext.projection =
g_math.matrix4.perspective(
g_math.degToRad(45), // field of view.
g_o3dWidth / g_o3dHeight, // aspect ratio
0.1, // Near plane.
5000); // Far plane.
}
function updateCamera() {
g_viewMatrix = g_math.matrix4.lookAt(g_eye, g_target, g_up);
g_viewInfo.drawContext.view = g_viewMatrix;
}
Make some materials.
Step 2: Put something on the screen.
var redMaterial = o3djs.material.createBasicMaterial(
g_pack,
g_viewInfo,
[0.2, 1, 0.2, 1]); // green
var checkerMaterial = o3djs.material.createMaterialFromFile(
g_pack,
'shaders/checker.shader',
g_viewInfo.performanceDrawList);
g_globalParams =
o3djs.material.createAndBindStandardParams(g_pack);
g_globalParams.lightWorldPos.value = [30, 60, 40];
g_globalParams.lightColor.value = [1, 1, 1, 1];
// Create a ground plane.
var shape = o3djs.primitives.createPlane(
g_pack, checkerMaterial, 100, 100, 10, 10);
var transform = g_pack.createObject('Transform');
transform.parent = g_root;
transform.addShape(shape);
// Create a cylinder.
var shape = o3djs.primitives.createCylinder(
g_pack, redMaterial, 2.5, 5, 20, 1,
g_math.matrix4.translation([0, 2.5, 0]));
g_playerTransform = g_pack.createObject('Transform');
g_playerTransform.parent = g_root;
g_playerTransform.addShape(shape);
Step 3: Let the user move something.
var g_keyDown = []; // which keys are down by key code.
function initStep2(...) {
...
o3djs.event.addEventListener(o3dElement, 'keydown', onKeyDown);
o3djs.event.addEventListener(o3dElement, 'keyup', onKeyUp);
}
function onKeyDown(e) {
g_keyDown[e.keyCode] = true;
}
function onKeyUp(e) {
g_keyDown[e.keyCode] = false;
}
Step 3: Per frame processing.
initStep2(...) {
...
g_client.setRenderCallback(onRender);
}
function onRender(renderEvent) {
var elapsedTime = renderEvent.elapsedTime;
handleMoveKeys(elapsedTime);
};
Step 3: Move something.
function handleMoveKeys(elapsedTime) {
var directionX = 0;
var directionZ = 0;
if (g_keyDown[37] || g_keyDown[65]) { directionX = -1; }
if (g_keyDown[39] || g_keyDown[68]) { directionX = 1; }
if (g_keyDown[38] || g_keyDown[87]) { directionZ = -1; }
if (g_keyDown[40] || g_keyDown[83]) { directionZ = 1; }
g_playerXPosition += directionX;
g_playerZPosition += directionZ;
g_playerTransform.identity();
g_playerTransform.translate(
g_playerXPosition, 0, g_playerZPosition);
}
Step 4: Make it frame rate independent
var MOVE_VELOCITY = 25; // in units per second.
function handleMoveKeys(elapsedTime) {
...
g_playerXPosition += MOVE_VELOCITY * directionX *
elapsedTime;
g_playerZPosition += MOVE_VELOCITY * directionZ *
elapsedTime;
g_playerTransform.identity();
g_playerTransform.translate(
g_playerXPosition, 0, g_playerZPosition);
}
Step 5: Make it move relative to the camera.
function computeMoveMatrixFromViewMatrix(viewMatrix) {
var cameraMatrix = g_math.matrix4.inverse(viewMatrix);
var xAxis = g_math.cross([0, 1, 0],
cameraMatrix[2].slice(0, 3));
var zAxis = g_math.cross(xAxis, [0, 1, 0]);
return [
xAxis.concat(0),
[0, 1, 0, 0],
zAxis.concat(0),
[0, 0, 0, 1]];
}
function updateCamera() {
...
g_moveMatrix = computeMoveMatrixFromViewMatrix(g_viewMatrix);
};
Step 5: Make it move relative to the camera.
function handleMoveKeys(elapsedTime) {
...
var moveTranslation = g_math.matrix4.transformPoint(
g_moveMatrix,
[MOVE_VELOCITY * directionX * elapsedTime,
0,
MOVE_VELOCITY * directionZ * elapsedTime]);
g_playerXPosition += moveTranslation[0];
g_playerZPosition += moveTranslation[2];
g_playerTransform.identity();
g_playerTransform.translate(
g_playerXPosition, 0, g_playerZPosition);
}
Step 6: Make the camera follow the player.
function moveCamera() {
g_target = [g_playerXPosition, 10, g_playerZPosition];
updateCamera();
}
function onRender(renderEvent) {
moveCamera();
};
Step 7: Smooth the camera movement.
function moveCamera() {
var newTarget = [g_playerXPosition, 10, g_playerZPosition];
g_target = g_math.lerpVector(g_target, newTarget, 0.03);
updateCamera();
}
Step 8: Add some action.
function handleMoveKeys(elapsedTime) {
...
if (g_canJump) {
if (g_keyDown[32]) {
g_jumping = true;
g_canJump = false;
g_playerYVelocity = JUMP_VELOCITY;
}
} else {
if (g_jumping) {
g_playerYVelocity += GRAVITY * elapsedTime;
g_playerYPosition += g_playerYVelocity * elapsedTime;
if (g_playerYPosition <= 0) {
g_playerYPosition = 0;
g_jumping = false;
}
} else {
if (!g_keyDown[32]) {
g_canJump = true;
}
}
}
...
g_playerTransform.translate(
g_playerXPosition, g_playerYPosition, g_playerZPosition);
}
Step 9: Add effects.
function initStep2(clientElements) {
...
g_particleSystem = o3djs.particles.createParticleSystem(g_pack, g_viewInfo);
g_poofEmitter = g_particleSystem.createParticleEmitter();
g_poofEmitter.setState(o3djs.particles.ParticleStateIds.ADD);
g_poofEmitter.setColorRamp(
[1, 1, 1, 0.3,
1, 1, 1, 0]);
g_poofEmitter.setParameters({
numParticles: 30,
lifeTime: 0.5,
startTime: 0,
startSize: 5,
endSize: 10,
spinSpeedRange: 10},
function(index, parameters) {
var angle = Math.random() * 2 * Math.PI;
parameters.velocity = g_math.matrix4.transformPoint(
g_math.matrix4.rotationY(angle), [25, 2.5, 0]);
parameters.acceleration = g_math.mulVectorVector(
parameters.velocity, [-1.5, 1, -1.5]);
});
g_poof = g_poofEmitter.createOneShot(g_root);
Step 9: Add Effects
function handleMoveKeys(elapsedTime) {
...
if (g_jumping) {
g_playerYVelocity += GRAVITY * elapsedTime;
g_playerYPosition += g_playerYVelocity * elapsedTime;
if (g_playerYPosition <= 0) {
g_playerYPosition = 0;
g_poof.trigger(
[g_playerXPosition,
g_playerYPosition,
g_playerZPosition]);
g_jumping = false;
}
Step 10: Load a character.
function initStep2(...) {
...
var transform = g_pack.createObject('Transform');
g_playerTransform = transform;
var playerPack = g_client.createPack();
o3djs.scene.loadScene(g_client, playerPack,
g_playerTransform,
'assets/character.o3dtgz', initStep3);
}
function initStep3(playerPack, playerParent, exception) {
o3djs.pack.preparePack(playerPack, g_viewInfo);
o3djs.material.bindParams(playerPack, g_globalParams);
g_playerTransform.parent = g_root;
...
}
Step 11: Orient the character.
var g_playerDirection = 0;
...
function handleMoveKeys(elapsedTime) {
...
if (directionX != 0 || directionZ != 0) {
var moveTranslation = ...
var targetDirection = Math.atan2(moveTranslation[0],
moveTranslation[2]);
g_playerDirection = g_math.lerpRadian(
g_playerDirection, targetDirection, 0.2);
...
}
g_playerTransform.identity();
g_playerTransform.translate(
g_playerXPosition, g_playerYPosition, g_playerZPosition);
g_playerTransform.rotateY(g_playerDirection);
}
Step 12: Animate the character.
var IDLE_START_TIME = 247 / 30;
var IDLE_END_TIME = 573 / 30;
var IDLE_TIME_RANGE = IDLE_END_TIME - IDLE_START_TIME;
var g_animTimer = IDLE_START_TIME;
function initStep2(...) {
...
var paramObject = playerPack.createObject('ParamObject');
g_animParam = paramObject.createParam('animTime',
'ParamFloat');
o3djs.scene.loadScene(g_client, playerPack,
g_playerTransform,
'assets/character.o3dtgz', initStep3,
{opt_animSource: g_animParam});
...
Step 12: Animate the character.
function onRender(renderEvent) {
...
handleAnimation(elapsedTime);
};
function handleAnimation(elapsedTime) {
g_animTimer += elapsedTime;
if (g_animTimer >= IDLE_END_TIME) {
g_animTimer = g_math.modClamp(g_animTimer,
IDLE_TIME_RANGE,
IDLE_START_TIME);
}
g_animParam.value = g_animTimer;
}
Step 13: Add more animation.
Repeat step 12 for various actions.
See step13.html
diff step12.html and step13.html to see what changed.
Step 14: Load a background.
function initStep2(...) {
...
var loader = o3djs.loader.createLoader(initStep3);
loader.loadScene(g_client, playerPack, g_playerTransform,
'assets/character.o3dtgz', prepareScene,
{opt_animSource: g_animParam});
var worldPack = g_client.createPack();
g_worldTransform = worldPack.createObject('Transform');
loader.loadScene(g_client, worldPack, g_worldTransform,
'assets/background.o3dtgz', prepareScene)
loader.finish();
}
function prepareScene(pack, sceneRoot, exception) {
o3djs.pack.preparePack(pack, g_viewInfo);
o3djs.material.bindParams(pack, g_globalParams);
sceneRoot.parent = g_root;
}
function initStep3(...) {
http://code.google.com/apis/o3d
Make the HTML for the webpage.
Step 1: Setup
...
<script type="text/javascript" src="../o3djs/base.js"></script>
<script type="text/javascript">
o3djs.require('o3djs.util');
o3djs.require('o3djs.math');
...
<body onload="init();">
<div id="o3d" style="width: 800px; height: 600px;"></div>
Step 1: Setup cont. Initialize O3D
//Creates the client area.
function init() {
o3djs.util.makeClients(initStep2);
}
function initStep2(clientElements) {
g_o3dElement = clientElements[0];
g_math = o3djs.math;
g_client = g_o3dElement.client;
g_pack = g_client.createPack();
g_root = g_pack.createObject('Transform');
g_viewInfo = o3djs.rendergraph.createBasicView(
g_pack,
g_root,
g_client.renderGraphRoot);
Set the view and projection matrices
Step 1: Setup Cont. Make a Camera
var g_eye = [15, 25, 50];
var g_target = [0, 10, 0];
var g_up = [0, 1, 0];
function updateProjection() {
g_viewInfo.drawContext.projection =
g_math.matrix4.perspective(
g_math.degToRad(45), // field of view.
g_o3dWidth / g_o3dHeight, // aspect ratio
0.1, // Near plane.
5000); // Far plane.
}
function updateCamera() {
g_viewMatrix = g_math.matrix4.lookAt(g_eye, g_target, g_up);
g_viewInfo.drawContext.view = g_viewMatrix;
}
Make some materials.
Step 2: Put something on the screen.
var redMaterial = o3djs.material.createBasicMaterial(
g_pack,
g_viewInfo,
[0.2, 1, 0.2, 1]); // green
var checkerMaterial = o3djs.material.createMaterialFromFile(
g_pack,
'shaders/checker.shader',
g_viewInfo.performanceDrawList);
g_globalParams =
o3djs.material.createAndBindStandardParams(g_pack);
g_globalParams.lightWorldPos.value = [30, 60, 40];
g_globalParams.lightColor.value = [1, 1, 1, 1];
// Create a ground plane.
var shape = o3djs.primitives.createPlane(
g_pack, checkerMaterial, 100, 100, 10, 10);
var transform = g_pack.createObject('Transform');
transform.parent = g_root;
transform.addShape(shape);
// Create a cylinder.
var shape = o3djs.primitives.createCylinder(
g_pack, redMaterial, 2.5, 5, 20, 1,
g_math.matrix4.translation([0, 2.5, 0]));
g_playerTransform = g_pack.createObject('Transform');
g_playerTransform.parent = g_root;
g_playerTransform.addShape(shape);
Step 3: Let the user move something.
var g_keyDown = []; // which keys are down by key code.
function initStep2(...) {
...
o3djs.event.addEventListener(o3dElement, 'keydown', onKeyDown);
o3djs.event.addEventListener(o3dElement, 'keyup', onKeyUp);
}
function onKeyDown(e) {
g_keyDown[e.keyCode] = true;
}
function onKeyUp(e) {
g_keyDown[e.keyCode] = false;
}
Step 3: Per frame processing.
initStep2(...) {
...
g_client.setRenderCallback(onRender);
}
function onRender(renderEvent) {
var elapsedTime = renderEvent.elapsedTime;
handleMoveKeys(elapsedTime);
};
Step 3: Move something.
function handleMoveKeys(elapsedTime) {
var directionX = 0;
var directionZ = 0;
if (g_keyDown[37] || g_keyDown[65]) { directionX = -1; }
if (g_keyDown[39] || g_keyDown[68]) { directionX = 1; }
if (g_keyDown[38] || g_keyDown[87]) { directionZ = -1; }
if (g_keyDown[40] || g_keyDown[83]) { directionZ = 1; }
g_playerXPosition += directionX;
g_playerZPosition += directionZ;
g_playerTransform.identity();
g_playerTransform.translate(
g_playerXPosition, 0, g_playerZPosition);
}
Step 4: Make it frame rate independent
var MOVE_VELOCITY = 25; // in units per second.
function handleMoveKeys(elapsedTime) {
...
g_playerXPosition += MOVE_VELOCITY * directionX *
elapsedTime;
g_playerZPosition += MOVE_VELOCITY * directionZ *
elapsedTime;
g_playerTransform.identity();
g_playerTransform.translate(
g_playerXPosition, 0, g_playerZPosition);
}
Step 5: Make it move relative to the camera.
function computeMoveMatrixFromViewMatrix(viewMatrix) {
var cameraMatrix = g_math.matrix4.inverse(viewMatrix);
var xAxis = g_math.cross([0, 1, 0],
cameraMatrix[2].slice(0, 3));
var zAxis = g_math.cross(xAxis, [0, 1, 0]);
return [
xAxis.concat(0),
[0, 1, 0, 0],
zAxis.concat(0),
[0, 0, 0, 1]];
}
function updateCamera() {
...
g_moveMatrix = computeMoveMatrixFromViewMatrix(g_viewMatrix);
};
Step 5: Make it move relative to the camera.
function handleMoveKeys(elapsedTime) {
...
var moveTranslation = g_math.matrix4.transformPoint(
g_moveMatrix,
[MOVE_VELOCITY * directionX * elapsedTime,
0,
MOVE_VELOCITY * directionZ * elapsedTime]);
g_playerXPosition += moveTranslation[0];
g_playerZPosition += moveTranslation[2];
g_playerTransform.identity();
g_playerTransform.translate(
g_playerXPosition, 0, g_playerZPosition);
}
Step 6: Make the camera follow the player.
function moveCamera() {
g_target = [g_playerXPosition, 10, g_playerZPosition];
updateCamera();
}
function onRender(renderEvent) {
moveCamera();
};
Step 7: Smooth the camera movement.
function moveCamera() {
var newTarget = [g_playerXPosition, 10, g_playerZPosition];
g_target = g_math.lerpVector(g_target, newTarget, 0.03);
updateCamera();
}
Step 8: Add some action.
function handleMoveKeys(elapsedTime) {
...
if (g_canJump) {
if (g_keyDown[32]) {
g_jumping = true;
g_canJump = false;
g_playerYVelocity = JUMP_VELOCITY;
}
} else {
if (g_jumping) {
g_playerYVelocity += GRAVITY * elapsedTime;
g_playerYPosition += g_playerYVelocity * elapsedTime;
if (g_playerYPosition <= 0) {
g_playerYPosition = 0;
g_jumping = false;
}
} else {
if (!g_keyDown[32]) {
g_canJump = true;
}
}
}
...
g_playerTransform.translate(
g_playerXPosition, g_playerYPosition, g_playerZPosition);
}
Step 9: Add effects.
function initStep2(clientElements) {
...
g_particleSystem = o3djs.particles.createParticleSystem(g_pack, g_viewInfo);
g_poofEmitter = g_particleSystem.createParticleEmitter();
g_poofEmitter.setState(o3djs.particles.ParticleStateIds.ADD);
g_poofEmitter.setColorRamp(
[1, 1, 1, 0.3,
1, 1, 1, 0]);
g_poofEmitter.setParameters({
numParticles: 30,
lifeTime: 0.5,
startTime: 0,
startSize: 5,
endSize: 10,
spinSpeedRange: 10},
function(index, parameters) {
var angle = Math.random() * 2 * Math.PI;
parameters.velocity = g_math.matrix4.transformPoint(
g_math.matrix4.rotationY(angle), [25, 2.5, 0]);
parameters.acceleration = g_math.mulVectorVector(
parameters.velocity, [-1.5, 1, -1.5]);
});
g_poof = g_poofEmitter.createOneShot(g_root);
Step 9: Add Effects
function handleMoveKeys(elapsedTime) {
...
if (g_jumping) {
g_playerYVelocity += GRAVITY * elapsedTime;
g_playerYPosition += g_playerYVelocity * elapsedTime;
if (g_playerYPosition <= 0) {
g_playerYPosition = 0;
g_poof.trigger(
[g_playerXPosition,
g_playerYPosition,
g_playerZPosition]);
g_jumping = false;
}
Step 10: Load a character.
function initStep2(...) {
...
var transform = g_pack.createObject('Transform');
g_playerTransform = transform;
var playerPack = g_client.createPack();
o3djs.scene.loadScene(g_client, playerPack,
g_playerTransform,
'assets/character.o3dtgz', initStep3);
}
function initStep3(playerPack, playerParent, exception) {
o3djs.pack.preparePack(playerPack, g_viewInfo);
o3djs.material.bindParams(playerPack, g_globalParams);
g_playerTransform.parent = g_root;
...
}
Step 11: Orient the character.
var g_playerDirection = 0;
...
function handleMoveKeys(elapsedTime) {
...
if (directionX != 0 || directionZ != 0) {
var moveTranslation = ...
var targetDirection = Math.atan2(moveTranslation[0],
moveTranslation[2]);
g_playerDirection = g_math.lerpRadian(
g_playerDirection, targetDirection, 0.2);
...
}
g_playerTransform.identity();
g_playerTransform.translate(
g_playerXPosition, g_playerYPosition, g_playerZPosition);
g_playerTransform.rotateY(g_playerDirection);
}
Step 12: Animate the character.
var IDLE_START_TIME = 247 / 30;
var IDLE_END_TIME = 573 / 30;
var IDLE_TIME_RANGE = IDLE_END_TIME - IDLE_START_TIME;
var g_animTimer = IDLE_START_TIME;
function initStep2(...) {
...
var paramObject = playerPack.createObject('ParamObject');
g_animParam = paramObject.createParam('animTime',
'ParamFloat');
o3djs.scene.loadScene(g_client, playerPack,
g_playerTransform,
'assets/character.o3dtgz', initStep3,
{opt_animSource: g_animParam});
...
Step 12: Animate the character.
function onRender(renderEvent) {
...
handleAnimation(elapsedTime);
};
function handleAnimation(elapsedTime) {
g_animTimer += elapsedTime;
if (g_animTimer >= IDLE_END_TIME) {
g_animTimer = g_math.modClamp(g_animTimer,
IDLE_TIME_RANGE,
IDLE_START_TIME);
}
g_animParam.value = g_animTimer;
}
Step 13: Add more animation.
Repeat step 12 for various actions.
See step13.html
diff step12.html and step13.html to see what changed.
Step 14: Load a background.
function initStep2(...) {
...
var loader = o3djs.loader.createLoader(initStep3);
loader.loadScene(g_client, playerPack, g_playerTransform,
'assets/character.o3dtgz', prepareScene,
{opt_animSource: g_animParam});
var worldPack = g_client.createPack();
g_worldTransform = worldPack.createObject('Transform');
loader.loadScene(g_client, worldPack, g_worldTransform,
'assets/background.o3dtgz', prepareScene)
loader.finish();
}
function prepareScene(pack, sceneRoot, exception) {
o3djs.pack.preparePack(pack, g_viewInfo);
o3djs.material.bindParams(pack, g_globalParams);
sceneRoot.parent = g_root;
}
function initStep3(...) {
http://code.google.com/apis/o3d
发表评论
-
bufferData
2011-07-21 14:30 966/*void*/ bufferData //缓冲区数 ... -
导入支持的格式(Import)
2011-05-31 16:54 2407导入对话框选择格式,你会看到众多导入的格式。3ds m ... -
法线贴图
2011-05-13 11:48 1871本文转自:http://yumi08.jimdo.co ... -
法线向量
2011-05-13 10:20 2476面法线的计算相对来 ... -
ShowWebGL 强大的3D模型查看器
2011-04-12 14:01 5995ShowWebGL http://showwebgl.com ... -
o3d 创建一个平面
2011-03-29 15:27 825var vertexInfo = o3djs.primitiv ... -
o3d 常见几何图形创建
2011-03-29 15:25 10721、基本形状包括: o3djs.primitives.cre ... -
o3D 材质-定义透明材质
2011-03-29 15:20 1055//定义一个为白色并且是透明材质 var material = ... -
o3D 光照设定材质的光反射系数
2011-03-29 15:19 8651、创建材质 2、设定效果 3、创建光源的位置 4、设置材质环 ... -
O3D程序基本结构
2011-03-29 15:13 761创建一个O3D对象 设置全局变量初始化通用库 创建一个O3D ... -
Google 三维 JavaScript API
2011-03-28 15:59 848O3D 是一个开源的Web API,其可以创建相当牛X的基于浏 ... -
3D引擎CopperLicht(二)
2011-03-28 15:14 1339在上一个课程的基础上 ... -
3D引擎CopperLicht
2011-03-28 15:09 1685WebGL是一种3D绘图标准, ... -
o3d 文档原文
2011-03-18 18:00 819Basic TasksThe basic tasks perf ... -
WebGL的框架
2011-03-18 16:23 3803WebGL的框架 WebGL http://www.khro ... -
c3dl 官方教程(二)
2011-03-18 16:13 1858教程#2:一个简单的场景本教程将展示C3DL)的基础知识使用三 ... -
C3DL 官方教程(一)
2011-03-18 15:57 1494本文笔者翻译,如有错误请留言。 教程#1:Web ... -
3D模型导入 CanvasMatrix.js引擎 demo(一)
2011-03-17 17:51 2971为广大html5 3d开发的朋友们演示 代码贴图,请下载附 ... -
c3dl 可以直接导入3dmax文件的3D引擎
2011-03-17 17:41 1087c3dl可以直接在网页代码中使用.dae格式的3dma ... -
o3d 模型导入引擎CanvasMatrix.js
2011-03-17 16:09 1581最近研究3d引擎在html5中的效果实现,需求当然是 ...
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