OC 猫猫 · 3D 预览
by TurboKoala83442 lines13.5 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</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,.45);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(42, innerWidth/innerHeight, 0.1, 100);
/* ================= 灯光 ================= */
scene.add(new THREE.HemisphereLight(0xdfeaff, 0x2a2a30, 1.0));
const key = new THREE.DirectionalLight(0xfff0d8, 1.15);
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, 0.45);
rim.position.set(-5, 4, -4);
scene.add(rim);
/* ================= 地面(软阴影盘) ================= */
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);
/* ============================================================
OC 猫猫建模
配色取自参考图:橘色虎斑 + 绿眼 + 浅色胸口/爪/尾尖
============================================================ */
function createCat(){
const g = new THREE.Group();
/* ---- 颜色 ---- */
const C_MAIN = 0xE69A4E; // 主体橘
const C_LIGHT = 0xF6DEBE; // 胸口/口鼻/爪/尾尖
const C_DARK = 0xB0682F; // 深橘,用于斑纹/耳内
const C_LINE = 0x3A2318; // 深褐,鼻子/嘴线
const C_EYE = 0x9BF25B; // 亮绿
/* ---- 材质 ---- */
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(0.55, 18, 14), matMain);
body.scale.set(1.0, 0.92, 1.45);
body.position.set(0, 0.86, -0.02);
body.castShadow = true;
g.add(body);
// 后臀(让身体后段更饱满)
const hip = new THREE.Mesh(new THREE.SphereGeometry(0.5, 14, 11), matMain);
hip.scale.set(1.0, 0.95, 1.0);
hip.position.set(0, 0.88, -0.5);
hip.castShadow = true;
g.add(hip);
// 前胸浅色
const chest = new THREE.Mesh(new THREE.SphereGeometry(0.42, 14, 11), matLight);
chest.scale.set(0.95, 0.9, 0.85);
chest.position.set(0, 0.66, 0.44);
g.add(chest);
/* ============ 头部 ============ */
const head = new THREE.Mesh(new THREE.SphereGeometry(0.42, 18, 14), matMain);
head.scale.set(1.18, 1.0, 1.0);
head.position.set(0, 1.26, 0.76);
head.castShadow = true;
g.add(head);
// 脸颊毛簇(每侧 3 根,斜向外)
[-1, 1].forEach(function(sx){
for (let i = 0; i < 3; i++){
const spike = new THREE.Mesh(new THREE.ConeGeometry(0.075, 0.28, 5), matMain);
spike.rotation.z = -sx * (Math.PI/2 + 0.18);
spike.rotation.y = 0.15 * sx;
spike.position.set(0.42*sx, 1.28 - i*0.10, 0.78);
g.add(spike);
}
});
// 口鼻
const muzzle = new THREE.Mesh(new THREE.SphereGeometry(0.22, 14, 11), matLight);
muzzle.scale.set(1.18, 0.86, 1.0);
muzzle.position.set(0, 1.13, 1.03);
g.add(muzzle);
// 鼻子(倒三角感)
const nose = new THREE.Mesh(new THREE.ConeGeometry(0.065, 0.075, 4), matLine);
nose.rotation.x = Math.PI;
nose.rotation.y = Math.PI/4;
nose.position.set(0, 1.19, 1.20);
g.add(nose);
// 嘴线(两条小弧)
const mouthGeo = new THREE.TorusGeometry(0.075, 0.011, 4, 10, 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(0.06*sx, 1.08, 1.16);
g.add(m);
});
/* ============ 眼睛(倒三角凶狠眼型) ============ */
[-1, 1].forEach(function(sx){
// 眼白
const eyeW = new THREE.Mesh(new THREE.SphereGeometry(0.105, 12, 9), matEyeW);
eyeW.scale.set(1.0, 0.82, 0.42);
eyeW.position.set(0.19*sx, 1.36, 1.04);
eyeW.rotation.z = 0.28 * sx;
g.add(eyeW);
// 绿色虹膜
const eyeG = new THREE.Mesh(new THREE.SphereGeometry(0.082, 12, 9), matEyeG);
eyeG.scale.set(0.95, 0.92, 0.42);
eyeG.position.set(0.19*sx, 1.36, 1.07);
eyeG.rotation.z = 0.28 * sx;
g.add(eyeG);
// 竖瞳
const pupil = new THREE.Mesh(new THREE.SphereGeometry(0.038, 8, 6), matEyeB);
pupil.scale.set(0.5, 1.1, 0.4);
pupil.position.set(0.19*sx, 1.36, 1.10);
g.add(pupil);
// 高光
const spark = new THREE.Mesh(new THREE.SphereGeometry(0.02, 6, 5), matEyeW);
spark.position.set(0.155*sx, 1.395, 1.115);
g.add(spark);
});
/* ============ 耳朵 ============ */
[-1, 1].forEach(function(sx){
const ear = new THREE.Mesh(new THREE.ConeGeometry(0.19, 0.5, 6), matMain);
ear.position.set(0.26*sx, 1.72, 0.68);
ear.rotation.z = -0.2 * sx;
ear.rotation.x = -0.12;
ear.castShadow = true;
g.add(ear);
const inner = new THREE.Mesh(new THREE.ConeGeometry(0.105, 0.3, 6), matDark);
inner.position.set(0.26*sx, 1.70, 0.72);
inner.rotation.z = -0.2 * sx;
inner.rotation.x = -0.12;
g.add(inner);
// 耳尖簇毛
const tuft = new THREE.Mesh(new THREE.ConeGeometry(0.055, 0.16, 5), matDark);
tuft.position.set(0.26*sx, 1.98, 0.68);
tuft.rotation.z = -0.24 * sx;
tuft.rotation.x = -0.12;
g.add(tuft);
});
/* ============ 额头 M 形虎斑纹 ============ */
[-1, 1].forEach(function(sx){
for (let i = 0; i < 3; i++){
const s = new THREE.Mesh(
new THREE.CylinderGeometry(0.017, 0.017, 0.18, 4),
matDark
);
s.rotation.x = Math.PI/2;
s.rotation.z = -0.4 * sx;
s.position.set(0.11*sx, 1.56 - i*0.025, 0.90 - i*0.075);
g.add(s);
}
});
/* ============ 四肢 ============ */
const legGeo = new THREE.CylinderGeometry(0.115, 0.095, 0.66, 8);
legGeo.translate(0, -0.33, 0);
const pawGeo = new THREE.SphereGeometry(0.125, 10, 8);
const legs = [];
const legPos = [
[ 0.32, 0.48],
[-0.32, 0.48],
[ 0.34, -0.48],
[-0.34, -0.48]
];
legPos.forEach(function(p){
const leg = new THREE.Mesh(legGeo, matMain);
leg.position.set(p[0], 0.72, p[1]);
leg.castShadow = true;
// 腿上的环纹
const stripe = new THREE.Mesh(
new THREE.CylinderGeometry(0.118, 0.118, 0.055, 8),
matDark
);
stripe.position.y = -0.16;
leg.add(stripe);
// 浅色爪
const paw = new THREE.Mesh(pawGeo, matLight);
paw.scale.set(1.0, 0.72, 1.3);
paw.position.set(0, -0.66, 0.03);
leg.add(paw);
g.add(leg);
legs.push(leg);
});
/* ============ 尾巴(圆柱分段,向后上方弯曲) ============ */
const tailSegs = [
{ len: 0.28, r0: 0.145, r1: 0.125, ang: -1.15 },
{ len: 0.34, r0: 0.125, r1: 0.105, ang: 0.70 },
{ len: 0.34, r0: 0.105, r1: 0.088, ang: 0.60 },
{ len: 0.30, r0: 0.088, r1: 0.072, ang: 0.45 },
{ len: 0.26, r0: 0.072, r1: 0.060, ang: 0.30 }
];
const tailRoot = new THREE.Group();
tailRoot.position.set(0, 1.0, -0.85);
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, 9);
geo.translate(0, s.len/2, 0);
const mesh = new THREE.Mesh(geo, isTip ? matLight : matMain);
mesh.castShadow = true;
pivot.add(mesh);
// 深色环纹(尾尖前两段不画)
if (i < tailSegs.length - 1 && i % 1 === 0){
const ring = new THREE.Mesh(
new THREE.CylinderGeometry(s.r0*1.03, s.r0*1.03, 0.055, 9),
matDark
);
ring.position.y = s.len * 0.55;
pivot.add(ring);
}
// 尾尖圆头
if (isTip){
const cap = new THREE.Mesh(new THREE.SphereGeometry(s.r1, 9, 7), matLight);
cap.position.y = s.len;
pivot.add(cap);
}
attach.add(pivot);
attach = pivot;
tailPivots.push(pivot);
});
/* ============ 躯干侧面的螺旋虎斑 ============ */
[-1, 1].forEach(function(sx){
const spiral = new THREE.Mesh(
new THREE.TorusGeometry(0.155, 0.028, 5, 18),
matDark
);
spiral.scale.set(1, 1, 0.22);
spiral.rotation.y = Math.PI/2;
spiral.position.set(0.5*sx, 0.9, 0.0);
g.add(spiral);
});
/* ============ 背部条纹 ============ */
for (let i = 0; i < 4; i++){
const stripe = new THREE.Mesh(
new THREE.CylinderGeometry(0.024, 0.024, 0.3, 4),
matDark
);
stripe.rotation.x = Math.PI/2;
stripe.rotation.z = 0.4;
stripe.position.set(0, 1.2 - i*0.02, -0.12 - i*0.17);
g.add(stripe);
}
return { group: g, legs: legs, tail: tailPivots };
}
/* ================= 实例化 ================= */
const cat = createCat();
cat.group.position.set(0, 0, 0);
scene.add(cat.group);
/* ================= 拖动旋转 / 双指缩放 ================= */
let camDist = 6.2;
let camYaw = Math.PI * 0.22; // 水平
let camPitch= 0.28; // 俯仰
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 + 1.05, cz);
camera.lookAt(0, 1.05, 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(-0.15, Math.min(1.15, 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(3.2, Math.min(12, pinchStart * pinchDist0 / d));
updateCamera();
}
}
}, {passive:true});
canvas.addEventListener('touchend', function(){ dragging = false; });
/* 桌面端鼠标 */
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(-0.15, Math.min(1.15, camPitch));
updateCamera();
});
window.addEventListener('mouseup', function(){ dragging = false; });
canvas.addEventListener('wheel', function(e){
e.preventDefault();
camDist = Math.max(3.2, 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);
});
/* ================= 循环:轻微呼吸 + 尾巴摇摆 ================= */
const clock = new THREE.Clock();
function tick(){
const dt = Math.min(clock.getDelta(), 0.05);
const t = clock.getElapsedTime();
// 身体轻微呼吸
cat.group.position.y = Math.sin(t * 1.4) * 0.02;
// 尾巴逐级摆动
const bases = [-1.15, 0.70, 0.60, 0.45, 0.30];
for (let i = 0; i < cat.tail.length; i++){
const p = cat.tail[i];
p.rotation.x = bases[i] + Math.sin(t * 2.4 - i * 1.2) * 0.06;
p.rotation.z = Math.sin(t * 1.8 - i * 1.4) * 0.10;
}
renderer.render(scene, camera);
}
renderer.setAnimationLoop(tick);
})();
</script>
</body>
</html>Game Source: OC 猫猫 · 3D 预览
Creator: TurboKoala83
Libraries: three
Complexity: complex (442 lines, 13.5 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" to link back to the original. Then publish at arcadelab.ai/publish.