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					431 lines
				
				10 KiB
			
		
		
			
		
	
	
					431 lines
				
				10 KiB
			| 
								 
											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - additive animation - skinning</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<link type="text/css" rel="stylesheet" href="main.css">
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										<style>
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											a {
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												color: blue;
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											}
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											.control-inactive button {
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												color: #888;
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											}
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										</style>
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									</head>
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									<body>
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										<div id="container"></div>
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										<div id="info">
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											<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Skeletal Additive Animation Blending
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											(model from <a href="https://www.mixamo.com/" target="_blank" rel="noopener">mixamo.com</a>)<br/>
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										</div>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import Stats from 'three/addons/libs/stats.module.js';
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											import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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											import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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											let scene, renderer, camera, stats;
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											let model, skeleton, mixer, clock;
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											const crossFadeControls = [];
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											let currentBaseAction = 'idle';
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											const allActions = [];
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											const baseActions = {
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												idle: { weight: 1 },
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												walk: { weight: 0 },
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												run: { weight: 0 }
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											};
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											const additiveActions = {
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												sneak_pose: { weight: 0 },
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												sad_pose: { weight: 0 },
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												agree: { weight: 0 },
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												headShake: { weight: 0 }
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											};
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											let panelSettings, numAnimations;
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											init();
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											function init() {
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												const container = document.getElementById( 'container' );
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												clock = new THREE.Clock();
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												scene = new THREE.Scene();
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												scene.background = new THREE.Color( 0xa0a0a0 );
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												scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 );
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												const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444 );
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												hemiLight.position.set( 0, 20, 0 );
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												scene.add( hemiLight );
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												const dirLight = new THREE.DirectionalLight( 0xffffff );
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												dirLight.position.set( 3, 10, 10 );
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												dirLight.castShadow = true;
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												dirLight.shadow.camera.top = 2;
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												dirLight.shadow.camera.bottom = - 2;
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												dirLight.shadow.camera.left = - 2;
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												dirLight.shadow.camera.right = 2;
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												dirLight.shadow.camera.near = 0.1;
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												dirLight.shadow.camera.far = 40;
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												scene.add( dirLight );
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												// ground
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												const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
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												mesh.rotation.x = - Math.PI / 2;
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												mesh.receiveShadow = true;
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												scene.add( mesh );
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												const loader = new GLTFLoader();
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												loader.load( 'models/gltf/Xbot.glb', function ( gltf ) {
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													model = gltf.scene;
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													scene.add( model );
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													model.traverse( function ( object ) {
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														if ( object.isMesh ) object.castShadow = true;
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													} );
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													skeleton = new THREE.SkeletonHelper( model );
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													skeleton.visible = false;
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													scene.add( skeleton );
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													const animations = gltf.animations;
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													mixer = new THREE.AnimationMixer( model );
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													numAnimations = animations.length;
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													for ( let i = 0; i !== numAnimations; ++ i ) {
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														let clip = animations[ i ];
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														const name = clip.name;
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														if ( baseActions[ name ] ) {
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															const action = mixer.clipAction( clip );
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															activateAction( action );
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															baseActions[ name ].action = action;
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															allActions.push( action );
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														} else if ( additiveActions[ name ] ) {
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															// Make the clip additive and remove the reference frame
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															THREE.AnimationUtils.makeClipAdditive( clip );
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															if ( clip.name.endsWith( '_pose' ) ) {
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																clip = THREE.AnimationUtils.subclip( clip, clip.name, 2, 3, 30 );
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															}
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															const action = mixer.clipAction( clip );
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															activateAction( action );
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															additiveActions[ name ].action = action;
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															allActions.push( action );
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														}
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													}
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													createPanel();
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													animate();
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												} );
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												renderer = new THREE.WebGLRenderer( { antialias: true } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												renderer.outputEncoding = THREE.sRGBEncoding;
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												renderer.shadowMap.enabled = true;
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												container.appendChild( renderer.domElement );
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												// camera
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												camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 100 );
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												camera.position.set( - 1, 2, 3 );
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												const controls = new OrbitControls( camera, renderer.domElement );
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												controls.enablePan = false;
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												controls.enableZoom = false;
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												controls.target.set( 0, 1, 0 );
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												controls.update();
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												stats = new Stats();
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												container.appendChild( stats.dom );
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												window.addEventListener( 'resize', onWindowResize );
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											}
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											function createPanel() {
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												const panel = new GUI( { width: 310 } );
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												const folder1 = panel.addFolder( 'Base Actions' );
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												const folder2 = panel.addFolder( 'Additive Action Weights' );
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												const folder3 = panel.addFolder( 'General Speed' );
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												panelSettings = {
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													'modify time scale': 1.0
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												};
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												const baseNames = [ 'None', ...Object.keys( baseActions ) ];
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												for ( let i = 0, l = baseNames.length; i !== l; ++ i ) {
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													const name = baseNames[ i ];
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													const settings = baseActions[ name ];
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													panelSettings[ name ] = function () {
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														const currentSettings = baseActions[ currentBaseAction ];
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														const currentAction = currentSettings ? currentSettings.action : null;
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														const action = settings ? settings.action : null;
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														if ( currentAction !== action ) {
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															prepareCrossFade( currentAction, action, 0.35 );
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														}
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													};
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													crossFadeControls.push( folder1.add( panelSettings, name ) );
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												}
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												for ( const name of Object.keys( additiveActions ) ) {
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													const settings = additiveActions[ name ];
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													panelSettings[ name ] = settings.weight;
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													folder2.add( panelSettings, name, 0.0, 1.0, 0.01 ).listen().onChange( function ( weight ) {
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														setWeight( settings.action, weight );
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														settings.weight = weight;
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													} );
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												}
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												folder3.add( panelSettings, 'modify time scale', 0.0, 1.5, 0.01 ).onChange( modifyTimeScale );
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												folder1.open();
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												folder2.open();
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												folder3.open();
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												crossFadeControls.forEach( function ( control ) {
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													control.setInactive = function () {
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														control.domElement.classList.add( 'control-inactive' );
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													};
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													control.setActive = function () {
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														control.domElement.classList.remove( 'control-inactive' );
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													};
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													const settings = baseActions[ control.property ];
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													if ( ! settings || ! settings.weight ) {
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														control.setInactive();
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													}
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												} );
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											}
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											function activateAction( action ) {
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												const clip = action.getClip();
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												const settings = baseActions[ clip.name ] || additiveActions[ clip.name ];
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												setWeight( action, settings.weight );
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												action.play();
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											}
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											function modifyTimeScale( speed ) {
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								 | 
							
												mixer.timeScale = speed;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function prepareCrossFade( startAction, endAction, duration ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// If the current action is 'idle', execute the crossfade immediately;
							 | 
						||
| 
								 | 
							
												// else wait until the current action has finished its current loop
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( currentBaseAction === 'idle' || ! startAction || ! endAction ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													executeCrossFade( startAction, endAction, duration );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													synchronizeCrossFade( startAction, endAction, duration );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Update control colors
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( endAction ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const clip = endAction.getClip();
							 | 
						||
| 
								 | 
							
													currentBaseAction = clip.name;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													currentBaseAction = 'None';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												crossFadeControls.forEach( function ( control ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const name = control.property;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( name === currentBaseAction ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														control.setActive();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														control.setInactive();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function synchronizeCrossFade( startAction, endAction, duration ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												mixer.addEventListener( 'loop', onLoopFinished );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												function onLoopFinished( event ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( event.action === startAction ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														mixer.removeEventListener( 'loop', onLoopFinished );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														executeCrossFade( startAction, endAction, duration );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function executeCrossFade( startAction, endAction, duration ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Not only the start action, but also the end action must get a weight of 1 before fading
							 | 
						||
| 
								 | 
							
												// (concerning the start action this is already guaranteed in this place)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( endAction ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													setWeight( endAction, 1 );
							 | 
						||
| 
								 | 
							
													endAction.time = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( startAction ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// Crossfade with warping
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														startAction.crossFadeTo( endAction, duration, true );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// Fade in
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														endAction.fadeIn( duration );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Fade out
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													startAction.fadeOut( duration );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// This function is needed, since animationAction.crossFadeTo() disables its start action and sets
							 | 
						||
| 
								 | 
							
											// the start action's timeScale to ((start animation's duration) / (end animation's duration))
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function setWeight( action, weight ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												action.enabled = true;
							 | 
						||
| 
								 | 
							
												action.setEffectiveTimeScale( 1 );
							 | 
						||
| 
								 | 
							
												action.setEffectiveWeight( weight );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function onWindowResize() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												camera.aspect = window.innerWidth / window.innerHeight;
							 | 
						||
| 
								 | 
							
												camera.updateProjectionMatrix();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.setSize( window.innerWidth, window.innerHeight );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function animate() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Render loop
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												requestAnimationFrame( animate );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let i = 0; i !== numAnimations; ++ i ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const action = allActions[ i ];
							 | 
						||
| 
								 | 
							
													const clip = action.getClip();
							 | 
						||
| 
								 | 
							
													const settings = baseActions[ clip.name ] || additiveActions[ clip.name ];
							 | 
						||
| 
								 | 
							
													settings.weight = action.getEffectiveWeight();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Get the time elapsed since the last frame, used for mixer update
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const mixerUpdateDelta = clock.getDelta();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Update the animation mixer, the stats panel, and render this frame
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												mixer.update( mixerUpdateDelta );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												stats.update();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								</html>
							 |