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					517 lines
				
				12 KiB
			
		
		
			
		
	
	
					517 lines
				
				12 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 - 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: #f00;
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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 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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											Note: crossfades are possible with blend weights being set to (1,0,0), (0,1,0) or (0,0,1)
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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 { 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 idleAction, walkAction, runAction;
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											let idleWeight, walkWeight, runWeight;
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											let actions, settings;
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											let singleStepMode = false;
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											let sizeOfNextStep = 0;
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											init();
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											function init() {
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												const container = document.getElementById( 'container' );
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												camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
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												camera.position.set( 1, 2, - 3 );
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												camera.lookAt( 0, 1, 0 );
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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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												// scene.add( new THREE.CameraHelper( dirLight.shadow.camera ) );
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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/Soldier.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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													//
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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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													//
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													createPanel();
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													//
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													const animations = gltf.animations;
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													mixer = new THREE.AnimationMixer( model );
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													idleAction = mixer.clipAction( animations[ 0 ] );
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													walkAction = mixer.clipAction( animations[ 3 ] );
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													runAction = mixer.clipAction( animations[ 1 ] );
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													actions = [ idleAction, walkAction, runAction ];
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													activateAllActions();
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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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												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( 'Visibility' );
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												const folder2 = panel.addFolder( 'Activation/Deactivation' );
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												const folder3 = panel.addFolder( 'Pausing/Stepping' );
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												const folder4 = panel.addFolder( 'Crossfading' );
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												const folder5 = panel.addFolder( 'Blend Weights' );
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												const folder6 = panel.addFolder( 'General Speed' );
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												settings = {
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													'show model': true,
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													'show skeleton': false,
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													'deactivate all': deactivateAllActions,
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													'activate all': activateAllActions,
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													'pause/continue': pauseContinue,
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													'make single step': toSingleStepMode,
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													'modify step size': 0.05,
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													'from walk to idle': function () {
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														prepareCrossFade( walkAction, idleAction, 1.0 );
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													},
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													'from idle to walk': function () {
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														prepareCrossFade( idleAction, walkAction, 0.5 );
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													},
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													'from walk to run': function () {
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														prepareCrossFade( walkAction, runAction, 2.5 );
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													},
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													'from run to walk': function () {
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														prepareCrossFade( runAction, walkAction, 5.0 );
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													},
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													'use default duration': true,
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													'set custom duration': 3.5,
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													'modify idle weight': 0.0,
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													'modify walk weight': 1.0,
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													'modify run weight': 0.0,
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													'modify time scale': 1.0
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												};
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												folder1.add( settings, 'show model' ).onChange( showModel );
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												folder1.add( settings, 'show skeleton' ).onChange( showSkeleton );
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												folder2.add( settings, 'deactivate all' );
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												folder2.add( settings, 'activate all' );
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												folder3.add( settings, 'pause/continue' );
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												folder3.add( settings, 'make single step' );
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												folder3.add( settings, 'modify step size', 0.01, 0.1, 0.001 );
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												crossFadeControls.push( folder4.add( settings, 'from walk to idle' ) );
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												crossFadeControls.push( folder4.add( settings, 'from idle to walk' ) );
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												crossFadeControls.push( folder4.add( settings, 'from walk to run' ) );
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												crossFadeControls.push( folder4.add( settings, 'from run to walk' ) );
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												folder4.add( settings, 'use default duration' );
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												folder4.add( settings, 'set custom duration', 0, 10, 0.01 );
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												folder5.add( settings, 'modify idle weight', 0.0, 1.0, 0.01 ).listen().onChange( function ( weight ) {
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													setWeight( idleAction, weight );
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												} );
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												folder5.add( settings, 'modify walk weight', 0.0, 1.0, 0.01 ).listen().onChange( function ( weight ) {
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													setWeight( walkAction, weight );
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												} );
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												folder5.add( settings, 'modify run weight', 0.0, 1.0, 0.01 ).listen().onChange( function ( weight ) {
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													setWeight( runAction, weight );
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												} );
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												folder6.add( settings, '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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												folder4.open();
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												folder5.open();
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												folder6.open();
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											}
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											function showModel( visibility ) {
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												model.visible = visibility;
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											}
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											function showSkeleton( visibility ) {
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												skeleton.visible = visibility;
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											}
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											function modifyTimeScale( speed ) {
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												mixer.timeScale = speed;
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											}
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											function deactivateAllActions() {
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												actions.forEach( function ( action ) {
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													action.stop();
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												} );
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											}
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											function activateAllActions() {
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						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												setWeight( idleAction, settings[ 'modify idle weight' ] );
							 | 
						||
| 
								 | 
							
												setWeight( walkAction, settings[ 'modify walk weight' ] );
							 | 
						||
| 
								 | 
							
												setWeight( runAction, settings[ 'modify run weight' ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												actions.forEach( function ( action ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													action.play();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function pauseContinue() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( singleStepMode ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													singleStepMode = false;
							 | 
						||
| 
								 | 
							
													unPauseAllActions();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( idleAction.paused ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														unPauseAllActions();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														pauseAllActions();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function pauseAllActions() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												actions.forEach( function ( action ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													action.paused = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function unPauseAllActions() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												actions.forEach( function ( action ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													action.paused = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function toSingleStepMode() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												unPauseAllActions();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												singleStepMode = true;
							 | 
						||
| 
								 | 
							
												sizeOfNextStep = settings[ 'modify step size' ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function prepareCrossFade( startAction, endAction, defaultDuration ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Switch default / custom crossfade duration (according to the user's choice)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const duration = setCrossFadeDuration( defaultDuration );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Make sure that we don't go on in singleStepMode, and that all actions are unpaused
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												singleStepMode = false;
							 | 
						||
| 
								 | 
							
												unPauseAllActions();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// If the current action is 'idle' (duration 4 sec), execute the crossfade immediately;
							 | 
						||
| 
								 | 
							
												// else wait until the current action has finished its current loop
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( startAction === idleAction ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													executeCrossFade( startAction, endAction, duration );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													synchronizeCrossFade( startAction, endAction, duration );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function setCrossFadeDuration( defaultDuration ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Switch default crossfade duration <-> custom crossfade duration
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( settings[ 'use default duration' ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													return defaultDuration;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													return settings[ 'set custom duration' ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											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)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												setWeight( endAction, 1 );
							 | 
						||
| 
								 | 
							
												endAction.time = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Crossfade with warping - you can also try without warping by setting the third parameter to false
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												startAction.crossFadeTo( endAction, duration, true );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// 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 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// Called by the render loop
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function updateWeightSliders() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												settings[ 'modify idle weight' ] = idleWeight;
							 | 
						||
| 
								 | 
							
												settings[ 'modify walk weight' ] = walkWeight;
							 | 
						||
| 
								 | 
							
												settings[ 'modify run weight' ] = runWeight;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// Called by the render loop
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function updateCrossFadeControls() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( idleWeight === 1 && walkWeight === 0 && runWeight === 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													crossFadeControls[ 0 ].disable();
							 | 
						||
| 
								 | 
							
													crossFadeControls[ 1 ].enable();
							 | 
						||
| 
								 | 
							
													crossFadeControls[ 2 ].disable();
							 | 
						||
| 
								 | 
							
													crossFadeControls[ 3 ].disable();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( idleWeight === 0 && walkWeight === 1 && runWeight === 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													crossFadeControls[ 0 ].enable();
							 | 
						||
| 
								 | 
							
													crossFadeControls[ 1 ].disable();
							 | 
						||
| 
								 | 
							
													crossFadeControls[ 2 ].enable();
							 | 
						||
| 
								 | 
							
													crossFadeControls[ 3 ].disable();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( idleWeight === 0 && walkWeight === 0 && runWeight === 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													crossFadeControls[ 0 ].disable();
							 | 
						||
| 
								 | 
							
													crossFadeControls[ 1 ].disable();
							 | 
						||
| 
								 | 
							
													crossFadeControls[ 2 ].disable();
							 | 
						||
| 
								 | 
							
													crossFadeControls[ 3 ].enable();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function onWindowResize() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												camera.aspect = window.innerWidth / window.innerHeight;
							 | 
						||
| 
								 | 
							
												camera.updateProjectionMatrix();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.setSize( window.innerWidth, window.innerHeight );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function animate() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Render loop
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												requestAnimationFrame( animate );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												idleWeight = idleAction.getEffectiveWeight();
							 | 
						||
| 
								 | 
							
												walkWeight = walkAction.getEffectiveWeight();
							 | 
						||
| 
								 | 
							
												runWeight = runAction.getEffectiveWeight();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Update the panel values if weights are modified from "outside" (by crossfadings)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												updateWeightSliders();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Enable/disable crossfade controls according to current weight values
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												updateCrossFadeControls();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Get the time elapsed since the last frame, used for mixer update (if not in single step mode)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												let mixerUpdateDelta = clock.getDelta();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// If in single step mode, make one step and then do nothing (until the user clicks again)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( singleStepMode ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													mixerUpdateDelta = sizeOfNextStep;
							 | 
						||
| 
								 | 
							
													sizeOfNextStep = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Update the animation mixer, the stats panel, and render this frame
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												mixer.update( mixerUpdateDelta );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												stats.update();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								</html>
							 |