OC 猫猫 · 3D 预览(分节腿部与浓密毛发版)
by TurboKoala83652 lines21.1 KB🛠️ Three.js (3D graphics)
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1,maximum-scale=1,user-scalable=no">
<title>OC 猫猫 · 3D 预览(分节腿部与浓密毛发版)</title>
<style>
*{margin:0;padding:0;box-sizing:border-box;}
html,body{width:100%;height:100%;overflow:hidden;background:#2a3240;
font-family:-apple-system,"PingFang SC",sans-serif;
-webkit-user-select:none;user-select:none;
-webkit-tap-highlight-color:transparent;touch-action:none;}
#c{display:block;width:100%;height:100%;}
#hint{position:fixed;left:0;right:0;bottom:26px;text-align:center;
color:rgba(255,255,255,.4);font-size:12px;letter-spacing:2px;
pointer-events:none;}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="hint">拖动旋转 · 双指缩放</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script>
(function(){
'use strict';
/* ================= 渲染器 / 场景 / 相机 ================= */
const canvas = document.getElementById('c');
const renderer = new THREE.WebGLRenderer({canvas, antialias:true});
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
renderer.setSize(innerWidth, innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x2a3240);
const camera = new THREE.PerspectiveCamera(40, innerWidth/innerHeight, 0.1, 100);
/* ================= 灯光 ================= */
scene.add(new THREE.HemisphereLight(0xdfeaff, 0x2a2a30, 1.0));
const key = new THREE.DirectionalLight(0xfff0d8, 1.1);
key.position.set(4, 8, 5);
key.castShadow = true;
key.shadow.mapSize.set(1024, 1024);
key.shadow.camera.left = -5;
key.shadow.camera.right = 5;
key.shadow.camera.top = 5;
key.shadow.camera.bottom = -5;
scene.add(key);
const rim = new THREE.DirectionalLight(0x88bbff, 0.4);
rim.position.set(-5, 4, -4);
scene.add(rim);
/* ================= 地面 ================= */
const groundGeo = new THREE.CircleGeometry(6, 48);
groundGeo.rotateX(-Math.PI/2);
const ground = new THREE.Mesh(groundGeo, new THREE.MeshLambertMaterial({color:0x38424f}));
ground.position.y = -0.01;
ground.receiveShadow = true;
scene.add(ground);
/* ============================================================
🎨 程序化生成毛皮纹理
============================================================ */
function createFurTexture() {
const canvas = document.createElement('canvas');
canvas.width = 512;
canvas.height = 512;
const ctx = canvas.getContext('2d');
ctx.fillStyle = '#E69A4E';
ctx.fillRect(0, 0, 512, 512);
ctx.strokeStyle = '#B0682F';
ctx.lineWidth = 18;
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
for (let i = 0; i < 15; i++) {
ctx.beginPath();
const startY = Math.random() * 512;
ctx.moveTo(-50, startY);
ctx.bezierCurveTo(150, startY - 40, 350, startY + 40, 562, startY - 20);
ctx.stroke();
}
ctx.strokeStyle = '#B0682F';
ctx.lineWidth = 12;
for (let i = 0; i < 3; i++) {
const cx = 120 + Math.random() * 270;
const cy = 120 + Math.random() * 270;
const r = 30 + Math.random() * 40;
ctx.beginPath();
ctx.arc(cx, cy, r, 0, Math.PI * 1.5);
ctx.stroke();
ctx.beginPath();
ctx.arc(cx + r * 0.3, cy - r * 0.3, r * 0.4, 0, Math.PI * 2);
ctx.stroke();
}
ctx.globalAlpha = 0.08;
for (let i = 0; i < 2000; i++) {
const x = Math.random() * 512;
const y = Math.random() * 512;
const len = 2 + Math.random() * 6;
const angle = Math.random() * Math.PI * 2;
ctx.strokeStyle = Math.random() > 0.5 ? '#F6DEBE' : '#8A4E2A';
ctx.lineWidth = 1 + Math.random() * 2;
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x + Math.cos(angle) * len, y + Math.sin(angle) * len);
ctx.stroke();
}
ctx.globalAlpha = 1.0;
const texture = new THREE.CanvasTexture(canvas);
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
return texture;
}
const furTexture = createFurTexture();
/* ============================================================
🐾 通用毛簇铺设函数
============================================================ */
function addFurToEllipsoid(parent, cx, cy, cz, rx, ry, rz, count, matMain, matDark, opts) {
opts = opts || {};
const minY = opts.minY !== undefined ? opts.minY : -1;
const sizeMin = opts.sizeMin || 0.06;
const sizeMax = opts.sizeMax || 0.12;
const embedMin = opts.embedMin || 0.75;
const embedMax = opts.embedMax || 0.92;
for (let i = 0; i < count; i++) {
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
const nx = Math.sin(phi) * Math.cos(theta);
const ny = Math.cos(phi);
const nz = Math.sin(phi) * Math.sin(theta);
if (ny < minY) { i--; continue; }
const embed = embedMin + Math.random() * (embedMax - embedMin);
const px = cx + nx * rx * embed;
const py = cy + ny * ry * embed;
const pz = cz + nz * rz * embed;
const w = sizeMin + Math.random() * (sizeMax - sizeMin);
const h = sizeMin + Math.random() * (sizeMax - sizeMin);
const d = sizeMin + Math.random() * (sizeMax - sizeMin);
const mat = Math.random() < 0.15 ? matDark : matMain;
const fur = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), mat);
fur.position.set(px, py, pz);
fur.rotation.x = Math.random() * Math.PI * 2;
fur.rotation.y = Math.random() * Math.PI * 2;
fur.rotation.z = Math.random() * Math.PI * 2;
parent.add(fur);
}
}
/* ============================================================
🦵 带关节的腿部生成函数(大腿+小腿)
============================================================ */
function createLeg(parent, opts) {
// opts: { x, z, isFront, upperR0, upperR1, upperLen, lowerR0, lowerR1, lowerLen, tiltUpper, tiltLower }
const x = opts.x;
const z = opts.z;
const isFront = opts.isFront;
// 大腿/上臂 的枢轴位于髋/肩位置
const upperPivot = new THREE.Group();
upperPivot.position.set(x, 0.78, z);
upperPivot.rotation.x = opts.tiltUpper;
parent.add(upperPivot);
// 大腿/上臂
const upperGeo = new THREE.CylinderGeometry(opts.upperR1, opts.upperR0, opts.upperLen, 16);
upperGeo.translate(0, -opts.upperLen/2, 0);
const upper = new THREE.Mesh(upperGeo, opts.matBody);
upper.castShadow = true;
upperPivot.add(upper);
// 小腿/前臂 的枢轴(膝盖)
const lowerPivot = new THREE.Group();
lowerPivot.position.y = -opts.upperLen;
lowerPivot.rotation.x = opts.tiltLower;
upperPivot.add(lowerPivot);
// 小腿/前臂
const lowerGeo = new THREE.CylinderGeometry(opts.lowerR1, opts.lowerR0, opts.lowerLen, 16);
lowerGeo.translate(0, -opts.lowerLen/2, 0);
const lower = new THREE.Mesh(lowerGeo, opts.matBody);
lower.castShadow = true;
lowerPivot.add(lower);
// 爪子
const paw = new THREE.Mesh(opts.pawGeo, opts.matLight);
paw.scale.set(1.0, 0.7, 1.35);
paw.position.set(0, -opts.lowerLen - 0.02, 0.05);
paw.rotation.x = 0.12;
lowerPivot.add(paw);
return { upper: upperPivot, lower: lowerPivot };
}
/* ============================================================
OC 猫猫建模 · 分节腿部与浓密毛发版
============================================================ */
function createCat(){
const g = new THREE.Group();
/* ---- 配色 ---- */
const C_MAIN = 0xE69A4E;
const C_LIGHT = 0xF6DEBE;
const C_DARK = 0xB0682F;
const C_LINE = 0x3A2318;
const C_EYE = 0x9BF25B;
/* ---- 材质 ---- */
const matBody = new THREE.MeshLambertMaterial({ map: furTexture });
const matMain = new THREE.MeshLambertMaterial({color: C_MAIN});
const matLight = new THREE.MeshLambertMaterial({color: C_LIGHT});
const matDark = new THREE.MeshLambertMaterial({color: C_DARK});
const matLine = new THREE.MeshLambertMaterial({color: C_LINE});
const matEyeW = new THREE.MeshBasicMaterial({color: 0xFFFFFF});
const matEyeG = new THREE.MeshBasicMaterial({color: C_EYE});
const matEyeB = new THREE.MeshBasicMaterial({color: 0x101014});
/* ============ 躯干 ============ */
const body = new THREE.Mesh(new THREE.SphereGeometry(0.5, 32, 24), matBody);
body.scale.set(0.82, 0.68, 1.15);
body.position.set(0, 0.80, 0);
body.castShadow = true;
g.add(body);
const belly = new THREE.Mesh(new THREE.SphereGeometry(0.42, 32, 24), matLight);
belly.scale.set(0.80, 0.72, 1.05);
belly.position.set(0, 0.72, 0.05);
g.add(belly);
const hip = new THREE.Mesh(new THREE.SphereGeometry(0.42, 32, 24), matBody);
hip.scale.set(0.85, 0.75, 0.90);
hip.position.set(0, 0.82, -0.50);
hip.castShadow = true;
g.add(hip);
const shoulder = new THREE.Mesh(new THREE.SphereGeometry(0.38, 32, 24), matBody);
shoulder.scale.set(0.85, 0.80, 0.95);
shoulder.position.set(0, 0.82, 0.45);
shoulder.castShadow = true;
g.add(shoulder);
const neck = new THREE.Mesh(new THREE.CylinderGeometry(0.22, 0.32, 0.35, 20), matBody);
neck.position.set(0, 1.05, 0.42);
neck.rotation.x = -0.32;
neck.castShadow = true;
g.add(neck);
/* ============ 身体铺毛(加大加密,去掉头部和臀部) ============ */
// 🐾 背部/身体主体:大幅加密,毛发加大
addFurToEllipsoid(g, 0, 0.80, 0, 0.41, 0.34, 0.575, 100, matMain, matDark, {
minY: -0.1, sizeMin: 0.16, sizeMax: 0.30, embedMin: 0.72, embedMax: 0.88
});
// 🐾 肩部:加大加密
addFurToEllipsoid(g, 0, 0.82, 0.45, 0.323, 0.304, 0.361, 45, matMain, matDark, {
minY: -0.2, sizeMin: 0.14, sizeMax: 0.24, embedMin: 0.72, embedMax: 0.88
});
// 🐾 脖颈:加大加密
addFurToEllipsoid(g, 0, 1.05, 0.42, 0.28, 0.20, 0.28, 35, matMain, matDark, {
minY: -0.4, sizeMin: 0.12, sizeMax: 0.22, embedMin: 0.72, embedMax: 0.88
});
/* ============ 头部(不铺毛) ============ */
const matHead = new THREE.MeshLambertMaterial({color: C_MAIN});
const head = new THREE.Mesh(new THREE.SphereGeometry(0.38, 32, 24), matHead);
head.scale.set(1.08, 0.92, 0.98);
head.position.set(0, 1.25, 0.78);
head.castShadow = true;
g.add(head);
const chin = new THREE.Mesh(new THREE.SphereGeometry(0.24, 20, 16), matHead);
chin.scale.set(0.85, 0.65, 0.90);
chin.position.set(0, 1.13, 0.92);
g.add(chin);
// 脸颊毛刺
[-1, 1].forEach(function(sx){
for (let i = 0; i < 4; i++){
const spike = new THREE.Mesh(new THREE.ConeGeometry(0.05, 0.25, 8), matHead);
spike.rotation.z = -sx * (Math.PI/2 + 0.1);
spike.rotation.y = 0.15 * sx;
spike.position.set(0.42*sx, 1.28 - i*0.07, 0.78);
g.add(spike);
}
});
const muzzle = new THREE.Mesh(new THREE.SphereGeometry(0.19, 24, 20), matLight);
muzzle.scale.set(1.20, 0.75, 1.0);
muzzle.position.set(0, 1.12, 1.05);
g.add(muzzle);
const nose = new THREE.Mesh(new THREE.ConeGeometry(0.055, 0.065, 4), matLine);
nose.rotation.x = Math.PI;
nose.rotation.y = Math.PI/4;
nose.position.set(0, 1.16, 1.20);
g.add(nose);
const mouthGeo = new THREE.TorusGeometry(0.06, 0.008, 6, 12, Math.PI);
[-1, 1].forEach(function(sx){
const m = new THREE.Mesh(mouthGeo, matLine);
m.rotation.z = Math.PI/2;
m.rotation.y = Math.PI;
m.position.set(0.055*sx, 1.07, 1.16);
g.add(m);
});
/* ============ 眼睛 ============ */
[-1, 1].forEach(function(sx){
const eyeW = new THREE.Mesh(new THREE.SphereGeometry(0.115, 24, 18), matEyeW);
eyeW.scale.set(1.0, 0.75, 0.45);
eyeW.position.set(0.19*sx, 1.35, 1.06);
eyeW.rotation.z = 0.40 * sx;
g.add(eyeW);
const eyeG = new THREE.Mesh(new THREE.SphereGeometry(0.092, 24, 18), matEyeG);
eyeG.scale.set(0.92, 0.80, 0.45);
eyeG.position.set(0.19*sx, 1.35, 1.09);
eyeG.rotation.z = 0.40 * sx;
g.add(eyeG);
const pupil = new THREE.Mesh(new THREE.SphereGeometry(0.042, 16, 12), matEyeB);
pupil.scale.set(0.40, 1.1, 0.5);
pupil.position.set(0.19*sx, 1.35, 1.13);
g.add(pupil);
const spark = new THREE.Mesh(new THREE.SphereGeometry(0.022, 8, 6), matEyeW);
spark.position.set(0.16*sx, 1.39, 1.15);
g.add(spark);
});
/* ============ 耳朵 ============ */
[-1, 1].forEach(function(sx){
const ear = new THREE.Mesh(new THREE.ConeGeometry(0.18, 0.50, 12), matHead);
ear.position.set(0.28*sx, 1.72, 0.72);
ear.rotation.z = -0.20 * sx;
ear.rotation.x = -0.12;
ear.castShadow = true;
g.add(ear);
const inner = new THREE.Mesh(new THREE.ConeGeometry(0.10, 0.30, 12), matDark);
inner.position.set(0.28*sx, 1.70, 0.76);
inner.rotation.z = -0.20 * sx;
inner.rotation.x = -0.12;
g.add(inner);
const tuft = new THREE.Mesh(new THREE.ConeGeometry(0.05, 0.18, 8), matDark);
tuft.position.set(0.28*sx, 1.99, 0.72);
tuft.rotation.z = -0.25 * sx;
tuft.rotation.x = -0.12;
g.add(tuft);
});
/* ============ 额头 M 纹 ============ */
[-1, 1].forEach(function(sx){
for (let i = 0; i < 3; i++){
const s = new THREE.Mesh(
new THREE.CylinderGeometry(0.012, 0.012, 0.16, 6),
matDark
);
s.rotation.x = Math.PI/2;
s.rotation.z = -0.35 * sx;
s.position.set(0.09*sx, 1.58 - i*0.02, 0.85 - i*0.06);
g.add(s);
}
});
/* ============ 四肢(分大腿+小腿,带膝关节) ============ */
const pawGeo = new THREE.SphereGeometry(0.105, 16, 12);
const legs = [];
// 前腿(较细,微弯)
[1, -1].forEach(function(sign){
const leg = createLeg(g, {
x: 0.28 * sign,
z: 0.5,
isFront: true,
upperR0: 0.105, upperR1: 0.09,
upperLen: 0.32,
lowerR0: 0.085, lowerR1: 0.072,
lowerLen: 0.36,
tiltUpper: 0.12,
tiltLower: -0.20,
matBody: matBody,
matLight: matLight,
pawGeo: pawGeo
});
legs.push(leg);
// 大腿根部铺毛
addFurToEllipsoid(g, 0.28 * sign, 0.80, 0.5, 0.13, 0.13, 0.13, 10, matMain, matDark, {
minY: -0.5, sizeMin: 0.08, sizeMax: 0.14, embedMin: 0.70, embedMax: 0.88
});
});
// 后腿(大腿粗壮,小腿纤细,膝关节明显)
[1, -1].forEach(function(sign){
const leg = createLeg(g, {
x: 0.30 * sign,
z: -0.68,
isFront: false,
upperR0: 0.16, upperR1: 0.13, // 🦵 大腿粗壮
upperLen: 0.36,
lowerR0: 0.095, lowerR1: 0.075, // 🦵 小腿纤细
lowerLen: 0.34,
tiltUpper: 0.15,
tiltLower: -0.28,
matBody: matBody,
matLight: matLight,
pawGeo: pawGeo
});
legs.push(leg);
// 大腿根部铺毛
addFurToEllipsoid(g, 0.30 * sign, 0.82, -0.68, 0.16, 0.16, 0.16, 12, matMain, matDark, {
minY: -0.5, sizeMin: 0.10, sizeMax: 0.16, embedMin: 0.70, embedMax: 0.88
});
});
/* ============================================================
尾巴(细芯大毛簇 + 纹理)
============================================================ */
const tailSegs = [
{ len: 0.30, r0: 0.100, r1: 0.088, ang: -0.75 },
{ len: 0.32, r0: 0.088, r1: 0.075, ang: 0.35 },
{ len: 0.32, r0: 0.075, r1: 0.062, ang: 0.35 },
{ len: 0.30, r0: 0.062, r1: 0.050, ang: 0.3 },
{ len: 0.28, r0: 0.050, r1: 0.038, ang: 0.25 }
];
const tailRoot = new THREE.Group();
tailRoot.position.set(0, 0.85, -0.55);
g.add(tailRoot);
const tailPivots = [];
let attach = tailRoot;
tailSegs.forEach(function(s, i){
const pivot = new THREE.Group();
if (i > 0) pivot.position.y = tailSegs[i-1].len;
pivot.rotation.x = s.ang;
const isTip = (i === tailSegs.length - 1);
const geo = new THREE.CylinderGeometry(s.r1, s.r0, s.len, 16);
geo.translate(0, s.len/2, 0);
const mesh = new THREE.Mesh(geo, isTip ? matLight : matBody);
mesh.castShadow = true;
pivot.add(mesh);
let furCount = 24 - i * 2;
const furMatMain = new THREE.MeshLambertMaterial({color: C_MAIN});
const furMatLight = new THREE.MeshLambertMaterial({color: C_LIGHT});
for (let j = 0; j < furCount; j++) {
const angle = (j / furCount) * Math.PI * 2 + (Math.random() - 0.5) * 0.6;
const sizeMult = isTip ? 0.75 : (1.0 - (i / tailSegs.length) * 0.25);
const baseW = 0.13 + Math.random() * 0.10;
const baseH = 0.20 + Math.random() * 0.20;
const baseD = 0.13 + Math.random() * 0.10;
const w = baseW * sizeMult;
const h = baseH * sizeMult;
const d = baseD * sizeMult;
const furGeo = new THREE.BoxGeometry(w, h, d);
const fur = new THREE.Mesh(furGeo, (i >= 3) ? furMatLight : furMatMain);
const rOffset = s.r0 * (0.5 + Math.random() * 0.5);
let yOffset = isTip ? (s.len * 0.5 + Math.random() * s.len * 0.8) : (s.len * 0.05 + Math.random() * s.len * 0.9);
fur.position.set(Math.cos(angle) * rOffset, yOffset, Math.sin(angle) * rOffset);
const tilt = isTip ? (0.15 + Math.random() * 0.25) : (0.25 + Math.random() * 0.4);
fur.rotation.z = -Math.cos(angle) * tilt;
fur.rotation.x = Math.sin(angle) * tilt;
fur.rotation.y = (Math.random() - 0.5) * 1.0;
pivot.add(fur);
}
if (isTip) {
const tipFurCount = 14;
for (let k = 0; k < tipFurCount; k++) {
const w = 0.12 + Math.random() * 0.10;
const h = 0.18 + Math.random() * 0.20;
const d = 0.12 + Math.random() * 0.10;
const fur = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), furMatLight);
const rOffset = s.r1 * (0.3 + Math.random() * 0.9);
const angle = Math.random() * Math.PI * 2;
const yPos = s.len - 0.06 + Math.random() * 0.16;
fur.position.set(Math.cos(angle) * rOffset, yPos, Math.sin(angle) * rOffset);
fur.rotation.z = (Math.random() - 0.5) * 1.6;
fur.rotation.x = (Math.random() - 0.5) * 1.6;
fur.rotation.y = Math.random() * Math.PI * 2;
pivot.add(fur);
}
const centerFur = new THREE.Mesh(new THREE.BoxGeometry(0.15, 0.28, 0.15), furMatLight);
centerFur.position.set(0, s.len + 0.07, 0);
centerFur.rotation.set(0.3, 0.5, -0.2);
pivot.add(centerFur);
}
attach.add(pivot);
attach = pivot;
tailPivots.push(pivot);
});
return { group: g, legs: legs, tail: tailPivots };
}
/* ================= 实例化 ================= */
const cat = createCat();
scene.add(cat.group);
/* ================= 拖动旋转 / 双指缩放 ================= */
let camDist = 6.5;
let camYaw = Math.PI * 0.25;
let camPitch= 0.3;
let dragging = false;
let lastX = 0, lastY = 0;
let pinchStart = 0, pinchDist0 = 0;
function updateCamera(){
const cx = Math.sin(camYaw) * Math.cos(camPitch) * camDist;
const cy = Math.sin(camPitch) * camDist;
const cz = Math.cos(camYaw) * Math.cos(camPitch) * camDist;
camera.position.set(cx, cy + 1.0, cz);
camera.lookAt(0, 1.0, 0);
}
updateCamera();
canvas.addEventListener('touchstart', function(e){
if (e.touches.length === 1){
dragging = true;
lastX = e.touches[0].clientX;
lastY = e.touches[0].clientY;
} else if (e.touches.length === 2){
dragging = false;
pinchDist0 = Math.hypot(
e.touches[0].clientX - e.touches[1].clientX,
e.touches[0].clientY - e.touches[1].clientY
);
pinchStart = camDist;
}
}, {passive:true});
canvas.addEventListener('touchmove', function(e){
if (e.touches.length === 1 && dragging){
const dx = e.touches[0].clientX - lastX;
const dy = e.touches[0].clientY - lastY;
lastX = e.touches[0].clientX;
lastY = e.touches[0].clientY;
camYaw -= dx * 0.008;
camPitch += dy * 0.006;
camPitch = Math.max(-0.1, Math.min(1.1, camPitch));
updateCamera();
} else if (e.touches.length === 2){
const d = Math.hypot(
e.touches[0].clientX - e.touches[1].clientX,
e.touches[0].clientY - e.touches[1].clientY
);
if (pinchDist0 > 0){
camDist = Math.max(3.5, Math.min(12, pinchStart * pinchDist0 / d));
updateCamera();
}
}
}, {passive:true});
canvas.addEventListener('touchend', function(){ dragging = false; });
/* 桌面端鼠标支持 */
canvas.addEventListener('mousedown', function(e){
dragging = true; lastX = e.clientX; lastY = e.clientY;
});
window.addEventListener('mousemove', function(e){
if (!dragging) return;
const dx = e.clientX - lastX, dy = e.clientY - lastY;
lastX = e.clientX; lastY = e.clientY;
camYaw -= dx * 0.008;
camPitch += dy * 0.006;
camPitch = Math.max(-0.1, Math.min(1.1, camPitch));
updateCamera();
});
window.addEventListener('mouseup', function(){ dragging = false; });
canvas.addEventListener('wheel', function(e){
e.preventDefault();
camDist = Math.max(3.5, Math.min(12, camDist + e.deltaY * 0.004));
updateCamera();
}, {passive:false});
window.addEventListener('resize', function(){
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
});
/* ================= 轻量动画(呼吸 + 尾巴摆动) ================= */
const clock = new THREE.Clock();
function tick(){
const dt = Math.min(clock.getDelta(), 0.05);
const t = clock.getElapsedTime();
cat.group.position.y = Math.sin(t * 1.4) * 0.015;
const bases = [-0.75, 0.35, 0.35, 0.3, 0.25];
for (let i = 0; i < cat.tail.length; i++){
const p = cat.tail[i];
p.rotation.x = bases[i] + Math.sin(t * 2.0 - i * 1.2) * 0.05;
p.rotation.z = Math.sin(t * 1.6 - i * 1.4) * 0.08;
}
renderer.render(scene, camera);
}
renderer.setAnimationLoop(tick);
})();
</script>
</body>
</html>Game Source: OC 猫猫 · 3D 预览(分节腿部与浓密毛发版)
Creator: TurboKoala83
Libraries: three
Complexity: complex (652 lines, 21.1 KB)
The full source code is displayed above on this page.
Remix Instructions
To remix this game, copy the source code above and modify it. Add a ARCADELAB header at the top with "remix_of: oc-3d-turbokoala83-mujkzjks" to link back to the original. Then publish at arcadelab.ai/publish.