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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Three.js Bones Browser</title>
<link rel="shortcut icon" href="../../files/favicon.ico" />
<link rel="stylesheet" type="text/css" href="../../files/main.css">
<style>
canvas {
display: block;
width: 100%;
height: 100%;
}
#newWindow {
display: block;
position: absolute;
bottom: 0.3em;
left: 0.5em;
color: #fff;
}
</style>
</head>
<body>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<a id='newWindow' href='./bones-browser.html' target='_blank'>Open in New Window</a>
<script type="module">
import {
Bone,
Color,
CylinderGeometry,
DoubleSide,
Float32BufferAttribute,
MeshPhongMaterial,
PerspectiveCamera,
PointLight,
Scene,
SkinnedMesh,
Skeleton,
SkeletonHelper,
Vector3,
Uint16BufferAttribute,
WebGLRenderer
} from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let gui, scene, camera, renderer, orbit, lights, mesh, bones, skeletonHelper;
const state = {
animateBones: false
};
function initScene() {
gui = new GUI();
scene = new Scene();
scene.background = new Color( 0x444444 );
camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 200 );
camera.position.z = 30;
camera.position.y = 30;
renderer = new WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
orbit = new OrbitControls( camera, renderer.domElement );
orbit.enableZoom = false;
lights = [];
lights[ 0 ] = new PointLight( 0xffffff, 1, 0 );
lights[ 1 ] = new PointLight( 0xffffff, 1, 0 );
lights[ 2 ] = new PointLight( 0xffffff, 1, 0 );
lights[ 0 ].position.set( 0, 200, 0 );
lights[ 1 ].position.set( 100, 200, 100 );
lights[ 2 ].position.set( - 100, - 200, - 100 );
scene.add( lights[ 0 ] );
scene.add( lights[ 1 ] );
scene.add( lights[ 2 ] );
window.addEventListener( 'resize', function () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}, false );
initBones();
setupDatGui();
}
function createGeometry( sizing ) {
const geometry = new CylinderGeometry(
5, // radiusTop
5, // radiusBottom
sizing.height, // height
8, // radiusSegments
sizing.segmentCount * 3, // heightSegments
true // openEnded
);
const position = geometry.attributes.position;
const vertex = new Vector3();
const skinIndices = [];
const skinWeights = [];
for ( let i = 0; i < position.count; i ++ ) {
vertex.fromBufferAttribute( position, i );
const y = ( vertex.y + sizing.halfHeight );
const skinIndex = Math.floor( y / sizing.segmentHeight );
const skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
}
geometry.setAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) );
geometry.setAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) );
return geometry;
}
function createBones( sizing ) {
bones = [];
let prevBone = new Bone();
bones.push( prevBone );
prevBone.position.y = - sizing.halfHeight;
for ( let i = 0; i < sizing.segmentCount; i ++ ) {
const bone = new Bone();
bone.position.y = sizing.segmentHeight;
bones.push( bone );
prevBone.add( bone );
prevBone = bone;
}
return bones;
}
function createMesh( geometry, bones ) {
const material = new MeshPhongMaterial( {
color: 0x156289,
emissive: 0x072534,
side: DoubleSide,
flatShading: true
} );
const mesh = new SkinnedMesh( geometry, material );
const skeleton = new Skeleton( bones );
mesh.add( bones[ 0 ] );
mesh.bind( skeleton );
skeletonHelper = new SkeletonHelper( mesh );
skeletonHelper.material.linewidth = 2;
scene.add( skeletonHelper );
return mesh;
}
function setupDatGui() {
let folder = gui.addFolder( 'General Options' );
folder.add( state, 'animateBones' );
folder.controllers[ 0 ].name( 'Animate Bones' );
folder.add( mesh, 'pose' );
folder.controllers[ 1 ].name( '.pose()' );
const bones = mesh.skeleton.bones;
for ( let i = 0; i < bones.length; i ++ ) {
const bone = bones[ i ];
folder = gui.addFolder( 'Bone ' + i );
folder.add( bone.position, 'x', - 10 + bone.position.x, 10 + bone.position.x );
folder.add( bone.position, 'y', - 10 + bone.position.y, 10 + bone.position.y );
folder.add( bone.position, 'z', - 10 + bone.position.z, 10 + bone.position.z );
folder.add( bone.rotation, 'x', - Math.PI * 0.5, Math.PI * 0.5 );
folder.add( bone.rotation, 'y', - Math.PI * 0.5, Math.PI * 0.5 );
folder.add( bone.rotation, 'z', - Math.PI * 0.5, Math.PI * 0.5 );
folder.add( bone.scale, 'x', 0, 2 );
folder.add( bone.scale, 'y', 0, 2 );
folder.add( bone.scale, 'z', 0, 2 );
folder.controllers[ 0 ].name( 'position.x' );
folder.controllers[ 1 ].name( 'position.y' );
folder.controllers[ 2 ].name( 'position.z' );
folder.controllers[ 3 ].name( 'rotation.x' );
folder.controllers[ 4 ].name( 'rotation.y' );
folder.controllers[ 5 ].name( 'rotation.z' );
folder.controllers[ 6 ].name( 'scale.x' );
folder.controllers[ 7 ].name( 'scale.y' );
folder.controllers[ 8 ].name( 'scale.z' );
}
}
function initBones() {
const segmentHeight = 8;
const segmentCount = 4;
const height = segmentHeight * segmentCount;
const halfHeight = height * 0.5;
const sizing = {
segmentHeight: segmentHeight,
segmentCount: segmentCount,
height: height,
halfHeight: halfHeight
};
const geometry = createGeometry( sizing );
const bones = createBones( sizing );
mesh = createMesh( geometry, bones );
mesh.scale.multiplyScalar( 1 );
scene.add( mesh );
}
function render() {
requestAnimationFrame( render );
const time = Date.now() * 0.001;
//Wiggle the bones
if ( state.animateBones ) {
for ( let i = 0; i < mesh.skeleton.bones.length; i ++ ) {
mesh.skeleton.bones[ i ].rotation.z = Math.sin( time ) * 2 / mesh.skeleton.bones.length;
}
}
renderer.render( scene, camera );
}
initScene();
render();
</script>
</body>
</html>