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webgl_animation_skinning_blending.html
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webgl_animation_skinning_blending.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - animation - skinning</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #000;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - Skeletal Animation Blending
<br><br> Adjust blend weights to affect the animations that are currently playing.
<br> Cross fades (and warping) blend between 2 animations and end with a single animation.
</div>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/BlendCharacter.js"></script>
<script src="js/BlendCharacterGui.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var blendMesh, camera, scene, renderer, controls;
var clock = new THREE.Clock();
var gui = null;
var isFrameStepping = false;
var timeToStep = 0;
init();
function init() {
container = document.getElementById( 'container' );
scene = new THREE.Scene();
scene.add ( new THREE.AmbientLight( 0xaaaaaa ) );
var light = new THREE.DirectionalLight( 0xffffff, 1.5 );
light.position.set( 0, 0, 1000 );
scene.add( light );
renderer = new THREE.WebGLRenderer( { antialias: true, alpha: false } );
renderer.setClearColor( '#777777', 1 );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = true;
container.appendChild( renderer.domElement );
//
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
// listen for messages from the gui
window.addEventListener( 'start-animation', onStartAnimation );
window.addEventListener( 'stop-animation', onStopAnimation );
window.addEventListener( 'pause-animation', onPauseAnimation );
window.addEventListener( 'step-animation', onStepAnimation );
window.addEventListener( 'weight-animation', onWeightAnimation );
window.addEventListener( 'crossfade', onCrossfade );
window.addEventListener( 'warp', onWarp );
window.addEventListener( 'toggle-lock-camera', onLockCameraToggle );
window.addEventListener( 'toggle-show-skeleton', onShowSkeleton );
window.addEventListener( 'toggle-show-model', onShowModel );
blendMesh = new THREE.BlendCharacter();
blendMesh.load( "models/skinned/marine/marine_anims.js", start );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onStartAnimation( event ) {
var data = event.detail;
blendMesh.stopAll();
// the blend mesh will combine 1 or more animations
for ( var i = 0; i < data.anims.length; ++i ) {
blendMesh.play(data.anims[i], data.weights[i]);
}
isFrameStepping = false;
}
function onStopAnimation( event ) {
blendMesh.stopAll();
isFrameStepping = false;
}
function onPauseAnimation( event ) {
( isFrameStepping ) ? blendMesh.unPauseAll(): blendMesh.pauseAll();
isFrameStepping = false;
}
function onStepAnimation( event ) {
blendMesh.unPauseAll();
isFrameStepping = true;
timeToStep = event.detail.stepSize;
}
function onWeightAnimation(event) {
var data = event.detail;
for ( var i = 0; i < data.anims.length; ++i ) {
blendMesh.applyWeight(data.anims[i], data.weights[i]);
}
}
function onCrossfade(event) {
var data = event.detail;
blendMesh.stopAll();
blendMesh.crossfade( data.from, data.to, data.time );
isFrameStepping = false;
}
function onWarp( event ) {
var data = event.detail;
blendMesh.stopAll();
blendMesh.warp( data.from, data.to, data.time );
isFrameStepping = false;
}
function onLockCameraToggle( event ) {
var shouldLock = event.detail.shouldLock;
controls.enabled = !shouldLock;
}
function onShowSkeleton( event ) {
var shouldShow = event.detail.shouldShow;
blendMesh.showSkeleton( shouldShow );
}
function onShowModel( event ) {
var shouldShow = event.detail.shouldShow;
blendMesh.showModel( shouldShow );
}
function start() {
blendMesh.rotation.y = Math.PI * -135 / 180;
scene.add( blendMesh );
var aspect = window.innerWidth / window.innerHeight;
var radius = blendMesh.geometry.boundingSphere.radius;
camera = new THREE.PerspectiveCamera( 45, aspect, 1, 10000 );
camera.position.set( 0.0, radius, radius * 3.5 );
controls = new THREE.OrbitControls( camera );
controls.target = new THREE.Vector3( 0, radius, 0 );
controls.update();
// Set default weights
blendMesh.animations[ 'idle' ].weight = 1 / 3;
blendMesh.animations[ 'walk' ].weight = 1 / 3;
blendMesh.animations[ 'run' ].weight = 1 / 3;
gui = new BlendCharacterGui(blendMesh.animations);
animate();
}
function animate() {
requestAnimationFrame( animate, renderer.domElement );
// step forward in time based on whether we're stepping and scale
var scale = gui.getTimeScale();
var delta = clock.getDelta();
var stepSize = (!isFrameStepping) ? delta * scale: timeToStep;
// modify blend weights
blendMesh.update( stepSize );
gui.update();
THREE.AnimationHandler.update( stepSize );
renderer.render( scene, camera );
stats.update();
// if we are stepping, consume time
// ( will equal step size next time a single step is desired )
timeToStep = 0;
}
</script>
</body>
</html>