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516 lines
12 KiB
516 lines
12 KiB
<!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' ] );
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setWeight( walkAction, settings[ 'modify walk weight' ] );
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setWeight( runAction, settings[ 'modify run weight' ] );
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actions.forEach( function ( action ) {
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action.play();
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} );
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}
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function pauseContinue() {
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if ( singleStepMode ) {
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singleStepMode = false;
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unPauseAllActions();
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} else {
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if ( idleAction.paused ) {
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unPauseAllActions();
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} else {
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pauseAllActions();
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}
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}
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}
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function pauseAllActions() {
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actions.forEach( function ( action ) {
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action.paused = true;
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} );
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}
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function unPauseAllActions() {
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actions.forEach( function ( action ) {
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action.paused = false;
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} );
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}
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function toSingleStepMode() {
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unPauseAllActions();
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singleStepMode = true;
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sizeOfNextStep = settings[ 'modify step size' ];
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}
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function prepareCrossFade( startAction, endAction, defaultDuration ) {
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// Switch default / custom crossfade duration (according to the user's choice)
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const duration = setCrossFadeDuration( defaultDuration );
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// Make sure that we don't go on in singleStepMode, and that all actions are unpaused
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singleStepMode = false;
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unPauseAllActions();
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// If the current action is 'idle' (duration 4 sec), execute the crossfade immediately;
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// else wait until the current action has finished its current loop
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if ( startAction === idleAction ) {
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executeCrossFade( startAction, endAction, duration );
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} else {
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synchronizeCrossFade( startAction, endAction, duration );
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}
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}
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function setCrossFadeDuration( defaultDuration ) {
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// Switch default crossfade duration <-> custom crossfade duration
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if ( settings[ 'use default duration' ] ) {
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return defaultDuration;
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} else {
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return settings[ 'set custom duration' ];
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}
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}
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function synchronizeCrossFade( startAction, endAction, duration ) {
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mixer.addEventListener( 'loop', onLoopFinished );
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function onLoopFinished( event ) {
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if ( event.action === startAction ) {
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mixer.removeEventListener( 'loop', onLoopFinished );
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executeCrossFade( startAction, endAction, duration );
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}
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}
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}
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function executeCrossFade( startAction, endAction, duration ) {
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// Not only the start action, but also the end action must get a weight of 1 before fading
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// (concerning the start action this is already guaranteed in this place)
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setWeight( endAction, 1 );
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endAction.time = 0;
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// Crossfade with warping - you can also try without warping by setting the third parameter to false
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startAction.crossFadeTo( endAction, duration, true );
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}
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// This function is needed, since animationAction.crossFadeTo() disables its start action and sets
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// the start action's timeScale to ((start animation's duration) / (end animation's duration))
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function setWeight( action, weight ) {
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action.enabled = true;
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action.setEffectiveTimeScale( 1 );
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action.setEffectiveWeight( weight );
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}
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// Called by the render loop
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function updateWeightSliders() {
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settings[ 'modify idle weight' ] = idleWeight;
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settings[ 'modify walk weight' ] = walkWeight;
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settings[ 'modify run weight' ] = runWeight;
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}
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// Called by the render loop
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function updateCrossFadeControls() {
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if ( idleWeight === 1 && walkWeight === 0 && runWeight === 0 ) {
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crossFadeControls[ 0 ].disable();
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crossFadeControls[ 1 ].enable();
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crossFadeControls[ 2 ].disable();
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crossFadeControls[ 3 ].disable();
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}
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if ( idleWeight === 0 && walkWeight === 1 && runWeight === 0 ) {
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crossFadeControls[ 0 ].enable();
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crossFadeControls[ 1 ].disable();
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crossFadeControls[ 2 ].enable();
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crossFadeControls[ 3 ].disable();
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}
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if ( idleWeight === 0 && walkWeight === 0 && runWeight === 1 ) {
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crossFadeControls[ 0 ].disable();
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crossFadeControls[ 1 ].disable();
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crossFadeControls[ 2 ].disable();
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crossFadeControls[ 3 ].enable();
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}
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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// Render loop
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requestAnimationFrame( animate );
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idleWeight = idleAction.getEffectiveWeight();
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walkWeight = walkAction.getEffectiveWeight();
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runWeight = runAction.getEffectiveWeight();
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// Update the panel values if weights are modified from "outside" (by crossfadings)
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updateWeightSliders();
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// Enable/disable crossfade controls according to current weight values
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updateCrossFadeControls();
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// Get the time elapsed since the last frame, used for mixer update (if not in single step mode)
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let mixerUpdateDelta = clock.getDelta();
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// If in single step mode, make one step and then do nothing (until the user clicks again)
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if ( singleStepMode ) {
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mixerUpdateDelta = sizeOfNextStep;
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sizeOfNextStep = 0;
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}
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// Update the animation mixer, the stats panel, and render this frame
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mixer.update( mixerUpdateDelta );
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stats.update();
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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