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" demop>
- 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)
- if ((by[0] 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
- {
- vbase = ix_buf[ibase ]
- poss[0].x = pos_buf[vbase ];
- poss[0].y = pos_buf[vbase ];
- vbase = ix_buf[ibase ]
- poss[1].x = pos_buf[vbase ];
- poss[1].y = pos_buf[vbase ];
- vbase = ix_buf[ibase ]
- poss[2].x = pos_buf[vbase ];
- poss[2].y = pos_buf[vbase ];
- // z component of cross product
- 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)
- 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
- {
- tbase = ix_buf[ibase ]
- vbase = tbase
- 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] 1)) {ibase = 2; continue;}
- tbase = ix_buf[ibase ]
- vbase = tbase
- 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] 1)) { ibase; continue;}
- tbase = ix_buf[ibase ]
- vbase = tbase
- 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] 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
- if( (((vAd[0] * vCd[1]) - (vAd[1] * vCd[0]))*culling)
- 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)
- if ((by[0] 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;

HTML5 brings five key improvements: 1. Semantic tags improve code clarity and SEO effects; 2. Multimedia support simplifies video and audio embedding; 3. Form enhancement simplifies verification; 4. Offline and local storage improves user experience; 5. Canvas and graphics functions enhance the visualization of web pages.

The core features of HTML5 include semantic tags, multimedia support, offline storage and local storage, and form enhancement. 1. Semantic tags such as, etc. to improve code readability and SEO effect. 2. Simplify multimedia embedding with labels. 3. Offline storage and local storage such as ApplicationCache and LocalStorage support network-free operation and data storage. 4. Form enhancement introduces new input types and verification properties to simplify processing and verification.

H5 provides a variety of new features and functions, greatly enhancing the capabilities of front-end development. 1. Multimedia support: embed media through and elements, no plug-ins are required. 2. Canvas: Use elements to dynamically render 2D graphics and animations. 3. Local storage: implement persistent data storage through localStorage and sessionStorage to improve user experience.

H5 and HTML5 are different concepts: HTML5 is a version of HTML, containing new elements and APIs; H5 is a mobile application development framework based on HTML5. HTML5 parses and renders code through the browser, while H5 applications need to run containers and interact with native code through JavaScript.

Key elements of HTML5 include,,,,,, etc., which are used to build modern web pages. 1. Define the head content, 2. Used to navigate the link, 3. Represent the content of independent articles, 4. Organize the page content, 5. Display the sidebar content, 6. Define the footer, these elements enhance the structure and functionality of the web page.

There is no difference between HTML5 and H5, which is the abbreviation of HTML5. 1.HTML5 is the fifth version of HTML, which enhances the multimedia and interactive functions of web pages. 2.H5 is often used to refer to HTML5-based mobile web pages or applications, and is suitable for various mobile devices.

HTML5 is the latest version of the Hypertext Markup Language, standardized by W3C. HTML5 introduces new semantic tags, multimedia support and form enhancements, improving web structure, user experience and SEO effects. HTML5 introduces new semantic tags, such as, ,, etc., to make the web page structure clearer and the SEO effect better. HTML5 supports multimedia elements and no third-party plug-ins are required, improving user experience and loading speed. HTML5 enhances form functions and introduces new input types such as, etc., which improves user experience and form verification efficiency.

How to write clean and efficient HTML5 code? The answer is to avoid common mistakes by semanticizing tags, structured code, performance optimization and avoiding common mistakes. 1. Use semantic tags such as, etc. to improve code readability and SEO effect. 2. Keep the code structured and readable, using appropriate indentation and comments. 3. Optimize performance by reducing unnecessary tags, using CDN and compressing code. 4. Avoid common mistakes, such as the tag not closed, and ensure the validity of the code.


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