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feat(sample): samples of animation (#115)
Add samples to show how to use skeletal animation and property animation Add sample of how to control the morphtarget animation pdate shadow bias
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import { Object3D, Scene3D, AnimationCurve, Engine3D, AtmosphericComponent, CameraUtil, HoverCameraController, View3D, DirectLight, KelvinUtil, Keyframe, Object3DUtil, Time } from "@orillusion/core"; | ||
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class Sample_AnimCurve { | ||
lightObj3D: Object3D; | ||
scene: Scene3D; | ||
Duck: Object3D; | ||
curve1: AnimationCurve; | ||
curve2: AnimationCurve; | ||
curve3: AnimationCurve; | ||
curve4: AnimationCurve; | ||
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async run() { | ||
await Engine3D.init({ beforeRender: () => this.renderUpdate() }); | ||
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Engine3D.setting.shadow.shadowBound = 100; | ||
Engine3D.setting.shadow.shadowBias = 0.0001; | ||
Engine3D.setting.shadow.pointShadowBias = 0.6; | ||
Engine3D.setting.shadow.debug = true; | ||
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Engine3D.setting.shadow.autoUpdate = true; | ||
Engine3D.setting.shadow.updateFrameRate = 1; | ||
Engine3D.setting.shadow.type = `HARD`; | ||
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this.scene = new Scene3D(); | ||
this.scene.addComponent(AtmosphericComponent); | ||
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let camera = CameraUtil.createCamera3DObject(this.scene); | ||
camera.perspective(60, Engine3D.aspect, 0.01, 5000.0); | ||
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camera.object3D.addComponent(HoverCameraController).setCamera(-30, -25, 400); | ||
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let view = new View3D(); | ||
view.scene = this.scene; | ||
view.camera = camera; | ||
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Engine3D.startRenderView(view); | ||
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await this.initScene(); | ||
} | ||
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async initScene() { | ||
/******** light *******/ | ||
{ | ||
this.lightObj3D = new Object3D(); | ||
this.lightObj3D.rotationX = 15; | ||
this.lightObj3D.rotationY = 110; | ||
this.lightObj3D.rotationZ = 0; | ||
let directLight = this.lightObj3D.addComponent(DirectLight); | ||
directLight.lightColor = KelvinUtil.color_temperature_to_rgb(5355); | ||
directLight.castShadow = true; | ||
directLight.intensity = 10; | ||
this.scene.addChild(this.lightObj3D); | ||
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//create animation curve 1 | ||
this.curve1 = new AnimationCurve(); | ||
this.curve1.addKeyFrame(new Keyframe(0, 1)); | ||
this.curve1.addKeyFrame(new Keyframe(0.5, 2)); | ||
this.curve1.addKeyFrame(new Keyframe(0.7, 2)); | ||
this.curve1.addKeyFrame(new Keyframe(1.0, 1)); | ||
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//create animation curve 2 | ||
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this.curve2 = new AnimationCurve(); | ||
this.curve2.addKeyFrame(new Keyframe(0, 0)); | ||
this.curve2.addKeyFrame(new Keyframe(1, 360)); | ||
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//create animation curve 3 | ||
this.curve3 = new AnimationCurve(); | ||
this.curve3.addKeyFrame(new Keyframe(0, -5)); | ||
this.curve3.addKeyFrame(new Keyframe(0.3, 3)); | ||
this.curve3.addKeyFrame(new Keyframe(0.6, 8)); | ||
this.curve3.addKeyFrame(new Keyframe(0.9, -2)); | ||
this.curve3.addKeyFrame(new Keyframe(1.0, -5)); | ||
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//create animation curve 4 | ||
this.curve4 = new AnimationCurve(); | ||
this.curve4.addKeyFrame(new Keyframe(0, 1)); | ||
this.curve4.addKeyFrame(new Keyframe(0.3, -9)); | ||
this.curve4.addKeyFrame(new Keyframe(0.6, -2)); | ||
this.curve4.addKeyFrame(new Keyframe(0.9, 2)); | ||
this.curve4.addKeyFrame(new Keyframe(1.0, 1)); | ||
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} | ||
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this.scene.addChild(Object3DUtil.GetSingleCube(300, 5, 300, 1, 1, 1)); | ||
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// load a gltf model | ||
this.Duck = (await Engine3D.res.loadGltf('PBR/Duck/Duck.gltf')) as Object3D; | ||
this.Duck.scaleX = this.Duck.scaleY = this.Duck.scaleZ = 0.3; | ||
this.scene.addChild(this.Duck); | ||
} | ||
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renderUpdate() { | ||
//modify animation attribute values to the model | ||
if (this.Duck) { | ||
let time = (Time.time * 0.4 % (1000) / 1000); | ||
this.Duck.y = this.curve1.getValue(time) * 5; | ||
this.Duck.x = this.curve3.getValue(time) * 5; | ||
this.Duck.z = this.curve4.getValue(time) * 5; | ||
this.Duck.rotationY = this.curve2.getValue(time); | ||
} | ||
} | ||
} | ||
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new Sample_AnimCurve().run(); |
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import { GUIHelp } from "@orillusion/debug/GUIHelp"; | ||
import { Object3D, Scene3D, Engine3D, AtmosphericComponent, webGPUContext, HoverCameraController, View3D, DirectLight, KelvinUtil, Vector3, MorphTargetBlender, Entity, CameraUtil } from "@orillusion/core"; | ||
import { GUIUtil } from "@samples/utils/GUIUtil"; | ||
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// Sample of how to control the morphtarget animation | ||
class Sample_MorphTarget { | ||
lightObj3D: Object3D; | ||
scene: Scene3D; | ||
influenceData: { [key: string]: number } = {}; | ||
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async run() { | ||
Engine3D.setting.shadow.shadowBias = 0.0001; | ||
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await Engine3D.init(); | ||
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this.scene = new Scene3D(); | ||
this.scene.addComponent(AtmosphericComponent); | ||
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let camera = CameraUtil.createCamera3DObject(this.scene); | ||
camera.perspective(60, webGPUContext.aspect, 1, 5000.0); | ||
camera.object3D.addComponent(HoverCameraController).setCamera(0, 0, 150); | ||
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this.initDirectLight(); | ||
await this.initMorphModel(); | ||
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let view = new View3D(); | ||
view.scene = this.scene; | ||
view.camera = camera; | ||
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Engine3D.startRenderView(view); | ||
} | ||
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/******** light *******/ | ||
initDirectLight() { | ||
this.lightObj3D = new Object3D(); | ||
this.lightObj3D.rotationX = 21; | ||
this.lightObj3D.rotationY = 108; | ||
this.lightObj3D.rotationZ = 10; | ||
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let directLight = this.lightObj3D.addComponent(DirectLight); | ||
directLight.lightColor = KelvinUtil.color_temperature_to_rgb(5355); | ||
directLight.castShadow = true; | ||
directLight.intensity = 25; | ||
GUIUtil.renderDirLight(directLight, false); | ||
this.scene.addChild(this.lightObj3D); | ||
} | ||
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private async initMorphModel() { | ||
GUIHelp.init(); | ||
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// load lion model | ||
let model = await Engine3D.res.loadGltf('gltfs/glb/lion.glb'); | ||
model.y = -80.0; | ||
model.x = -30.0; | ||
this.scene.addChild(model); | ||
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GUIHelp.addFolder('morph controller'); | ||
// register MorphTargetBlender component | ||
let blendShapeComponent = model.addComponent(MorphTargetBlender); | ||
let targetRenderers = blendShapeComponent.cloneMorphRenderers(); | ||
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// bind influenceData to gui | ||
for (let key in targetRenderers) { | ||
this.influenceData[key] = 0.0; | ||
GUIHelp.add(this.influenceData, key, 0, 1, 0.01).onChange((v) => { | ||
this.influenceData[key] = v; | ||
let list = blendShapeComponent.getMorphRenderersByKey(key); | ||
for (let renderer of list) { | ||
renderer.setMorphInfluence(key, v); | ||
} | ||
}); | ||
} | ||
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GUIHelp.open(); | ||
GUIHelp.endFolder(); | ||
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// print hierarchy | ||
this.printHierarchy(model); | ||
} | ||
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private printHierarchy(obj: Entity, path: string = '') { | ||
console.log(path, obj.name); | ||
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path += '== '; | ||
for (let child of obj.entityChildren) { | ||
this.printHierarchy(child, path); | ||
} | ||
} | ||
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} | ||
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new Sample_MorphTarget().run(); |
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import { GUIHelp } from "@orillusion/debug/GUIHelp"; | ||
import { Object3D, Scene3D, Engine3D, AtmosphericComponent, CameraUtil, webGPUContext, HoverCameraController, View3D, LitMaterial, MeshRenderer, BoxGeometry, DirectLight, KelvinUtil, Object3DUtil } from "@orillusion/core"; | ||
import { GUIUtil } from "@samples/utils/GUIUtil"; | ||
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class Sample_Skeleton { | ||
lightObj3D: Object3D; | ||
scene: Scene3D; | ||
async run() { | ||
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Engine3D.setting.material.materialDebug = false; | ||
Engine3D.setting.material.materialChannelDebug = true; | ||
Engine3D.setting.shadow.autoUpdate = true; | ||
Engine3D.setting.shadow.updateFrameRate = 2; | ||
Engine3D.setting.shadow.shadowBound = 200; | ||
Engine3D.setting.shadow.shadowBias = 0.0001; | ||
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await Engine3D.init(); | ||
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this.scene = new Scene3D(); | ||
this.scene.addComponent(AtmosphericComponent); | ||
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let camera = CameraUtil.createCamera3DObject(this.scene); | ||
camera.perspective(60, Engine3D.aspect, 0.01, 5000.0); | ||
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let ctrl = camera.object3D.addComponent(HoverCameraController); | ||
ctrl.setCamera(0, -45, 100); | ||
ctrl.maxDistance = 1000; | ||
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let view = new View3D(); | ||
view.scene = this.scene; | ||
view.camera = camera; | ||
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Engine3D.startRenderView(view); | ||
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this.initScene(this.scene); | ||
} | ||
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async initScene(scene: Scene3D) { | ||
GUIHelp.init(); | ||
{ | ||
// load model with skeleton animation | ||
let man = await Engine3D.res.loadGltf('gltfs/CesiumMan/CesiumMan_compress.gltf'); | ||
man.scaleX = 30; | ||
man.scaleY = 30; | ||
man.scaleZ = 30; | ||
scene.addChild(man); | ||
} | ||
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/******** floor *******/ | ||
this.scene.addChild(Object3DUtil.GetSingleCube(3000, 1, 3000, 0.5, 0.5, 0.5)); | ||
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/******** light *******/ | ||
{ | ||
this.lightObj3D = new Object3D(); | ||
this.lightObj3D.x = 0; | ||
this.lightObj3D.y = 30; | ||
this.lightObj3D.z = -40; | ||
this.lightObj3D.rotationX = 144; | ||
this.lightObj3D.rotationY = 0; | ||
this.lightObj3D.rotationZ = 0; | ||
let directLight = this.lightObj3D.addComponent(DirectLight); | ||
directLight.lightColor = KelvinUtil.color_temperature_to_rgb(5355); | ||
directLight.castShadow = true; | ||
directLight.intensity = 25; | ||
GUIUtil.renderDirLight(directLight); | ||
scene.addChild(this.lightObj3D); | ||
} | ||
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return true; | ||
} | ||
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} | ||
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new Sample_Skeleton().run(); |
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import { GUIHelp } from "@orillusion/debug/GUIHelp"; | ||
import { Object3D, Scene3D, Engine3D, AtmosphericComponent, CameraUtil, webGPUContext, HoverCameraController, View3D, LitMaterial, MeshRenderer, BoxGeometry, DirectLight, KelvinUtil, Object3DUtil, SkeletonAnimationComponent } from "@orillusion/core"; | ||
import { GUIUtil } from "@samples/utils/GUIUtil"; | ||
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class Sample_Skeleton2 { | ||
lightObj3D: Object3D; | ||
scene: Scene3D; | ||
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async run() { | ||
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Engine3D.setting.shadow.autoUpdate = true; | ||
Engine3D.setting.shadow.updateFrameRate = 2; | ||
Engine3D.setting.shadow.shadowBound = 500; | ||
Engine3D.setting.shadow.shadowBias = 0.0001; | ||
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await Engine3D.init(); | ||
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this.scene = new Scene3D(); | ||
this.scene.addComponent(AtmosphericComponent); | ||
this.scene.exposure = 1; | ||
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let mainCamera = CameraUtil.createCamera3DObject(this.scene); | ||
mainCamera.perspective(60, webGPUContext.aspect, 1, 3000.0); | ||
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let hoverCameraController = mainCamera.object3D.addComponent(HoverCameraController); | ||
hoverCameraController.setCamera(45, -30, 300); | ||
hoverCameraController.maxDistance = 500.0; | ||
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await this.initScene(this.scene); | ||
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let view = new View3D(); | ||
view.scene = this.scene; | ||
view.camera = mainCamera; | ||
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Engine3D.startRenderView(view); | ||
} | ||
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async initScene(scene: Scene3D) { | ||
{ | ||
// load model with skeletion animation | ||
let rootNode = await Engine3D.res.loadGltf('gltfs/glb/Soldier.glb'); | ||
let character = rootNode.getObjectByName('Character') as Object3D; | ||
character.scaleX = 0.3; | ||
character.scaleY = 0.3; | ||
character.scaleZ = 0.3; | ||
character.rotationY = 180; | ||
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// enum animation names | ||
var animName = ['Idel', 'Walk', 'Run', 'TPose']; | ||
let maxCount = 100; | ||
let maxCol = 10; | ||
let maxRow = Math.floor(maxCount / maxCol); | ||
// Clone 100 players to play different animations | ||
for (var i = 0; i < maxCount; i++) { | ||
let cloneObj = character.clone(); | ||
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let row = Math.floor(i / maxCol); | ||
let col = Math.floor(i % maxCol); | ||
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cloneObj.x = (maxCol * -0.5 + col) * 30; | ||
cloneObj.z = (maxRow * -0.5 + row) * 30; | ||
scene.addChild(cloneObj); | ||
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let animation = cloneObj.getComponentsInChild(SkeletonAnimationComponent)[0]; | ||
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if (i < animName.length) { | ||
animation.play(animName[i]); | ||
} else { | ||
let animIndex = Math.floor(Math.random() * 100 % 3); | ||
animation.play(animName[animIndex], -5 + Math.random() * 10); | ||
} | ||
} | ||
} | ||
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/******** floor *******/ | ||
this.scene.addChild(Object3DUtil.GetSingleCube(3000, 1, 3000, 0.5, 0.5, 0.5)); | ||
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/******** light *******/ | ||
{ | ||
this.lightObj3D = new Object3D(); | ||
this.lightObj3D.x = 0; | ||
this.lightObj3D.y = 30; | ||
this.lightObj3D.z = -40; | ||
this.lightObj3D.rotationX = 144; | ||
this.lightObj3D.rotationY = 0; | ||
this.lightObj3D.rotationZ = 0; | ||
let directLight = this.lightObj3D.addComponent(DirectLight); | ||
directLight.lightColor = KelvinUtil.color_temperature_to_rgb(5355); | ||
directLight.castShadow = true; | ||
directLight.intensity = 40; | ||
GUIHelp.init(); | ||
GUIUtil.renderDirLight(directLight); | ||
scene.addChild(this.lightObj3D); | ||
} | ||
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return true; | ||
} | ||
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} | ||
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new Sample_Skeleton2().run(); |
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