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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - animation - walk</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- <style>
- a {
- color: #f00;
- }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Skeletal Animation Walking
- (model from <a href="https://www.mixamo.com/" target="_blank" rel="noopener">mixamo.com</a>)<br/>
- use arrows to control characters
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
- import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
- let scene, renderer, camera, floor, orbitControls;
- let group, followGroup, model, skeleton, mixer, clock;
- let actions;
- const settings = {
- show_skeleton: false,
- fixe_transition: true,
- };
- const PI = Math.PI;
- const PI90 = Math.PI / 2;
- const controls = {
- key: [ 0, 0 ],
- ease: new THREE.Vector3(),
- position: new THREE.Vector3(),
- up: new THREE.Vector3( 0, 1, 0 ),
- rotate: new THREE.Quaternion(),
- current: 'Idle',
- fadeDuration: 0.5,
- runVelocity: 5,
- walkVelocity: 1.8,
- rotateSpeed: 0.05,
- floorDecale: 0,
- };
- init();
- function init() {
- const container = document.getElementById( 'container' );
- camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
- camera.position.set( 0, 2, - 5 );
- //camera.lookAt( 0, 1, 0 );
- clock = new THREE.Clock();
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0x5e5d5d );
- scene.fog = new THREE.Fog( 0x5e5d5d, 2, 20 );
- group = new THREE.Group();
- scene.add( group );
- followGroup = new THREE.Group();
- scene.add( followGroup );
- const dirLight = new THREE.DirectionalLight( 0xffffff, 5 );
- dirLight.position.set( - 2, 5, - 3 );
- dirLight.castShadow = true;
- const cam = dirLight.shadow.camera;
- cam.top = cam.right = 2;
- cam.bottom = cam.left = - 2;
- cam.near = 3;
- cam.far = 8;
- dirLight.shadow.bias = - 0.005;
- dirLight.shadow.radius = 4;
- followGroup.add( dirLight );
- followGroup.add( dirLight.target );
- //scene.add( new THREE.CameraHelper( cam ) );
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- renderer.toneMapping = THREE.ACESFilmicToneMapping;
- renderer.toneMappingExposure = 0.5;
- renderer.shadowMap.enabled = true;
- container.appendChild( renderer.domElement );
- orbitControls = new OrbitControls( camera, renderer.domElement );
- orbitControls.target.set( 0, 1, 0 );
- orbitControls.enableDamping = true;
- orbitControls.enablePan = false;
- orbitControls.maxPolarAngle = PI90 - 0.05;
- orbitControls.update();
- // EVENTS
- window.addEventListener( 'resize', onWindowResize );
- document.addEventListener( 'keydown', onKeyDown );
- document.addEventListener( 'keyup', onKeyUp );
- // DEMO
- new RGBELoader()
- .setPath( 'textures/equirectangular/' )
- .load( 'lobe.hdr', function ( texture ) {
- texture.mapping = THREE.EquirectangularReflectionMapping;
- scene.environment = texture;
- scene.environmentIntensity = 1.5;
- loadModel();
- addFloor();
- } );
- }
- function addFloor() {
- const size = 50;
- const repeat = 16;
- const maxAnisotropy = renderer.capabilities.getMaxAnisotropy();
- const floorT = new THREE.TextureLoader().load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg' );
- floorT.colorSpace = THREE.SRGBColorSpace;
- floorT.repeat.set( repeat, repeat );
- floorT.wrapS = floorT.wrapT = THREE.RepeatWrapping;
- floorT.anisotropy = maxAnisotropy;
- const floorN = new THREE.TextureLoader().load( 'textures/floors/FloorsCheckerboard_S_Normal.jpg' );
- floorN.repeat.set( repeat, repeat );
- floorN.wrapS = floorN.wrapT = THREE.RepeatWrapping;
- floorN.anisotropy = maxAnisotropy;
- const mat = new THREE.MeshStandardMaterial( { map: floorT, normalMap: floorN, normalScale: new THREE.Vector2( 0.5, 0.5 ), color: 0x404040, depthWrite: false, roughness: 0.85 } );
- const g = new THREE.PlaneGeometry( size, size, 50, 50 );
- g.rotateX( - PI90 );
- floor = new THREE.Mesh( g, mat );
- floor.receiveShadow = true;
- scene.add( floor );
- controls.floorDecale = ( size / repeat ) * 4;
- const bulbGeometry = new THREE.SphereGeometry( 0.05, 16, 8 );
- const bulbLight = new THREE.PointLight( 0xffee88, 2, 500, 2 );
- const bulbMat = new THREE.MeshStandardMaterial( { emissive: 0xffffee, emissiveIntensity: 1, color: 0x000000 } );
- bulbLight.add( new THREE.Mesh( bulbGeometry, bulbMat ) );
- bulbLight.position.set( 1, 0.1, - 3 );
- bulbLight.castShadow = true;
- floor.add( bulbLight );
- }
- function loadModel() {
- const loader = new GLTFLoader();
- loader.load( 'models/gltf/Soldier.glb', function ( gltf ) {
- model = gltf.scene;
- group.add( model );
- model.rotation.y = PI;
- group.rotation.y = PI;
- model.traverse( function ( object ) {
- if ( object.isMesh ) {
- if ( object.name == 'vanguard_Mesh' ) {
- object.castShadow = true;
- object.receiveShadow = true;
- object.material.shadowSide = THREE.DoubleSide;
- //object.material.envMapIntensity = 0.5;
- object.material.metalness = 1.0;
- object.material.roughness = 0.2;
- object.material.color.set( 1, 1, 1 );
- object.material.metalnessMap = object.material.map;
- } else {
- object.material.metalness = 1;
- object.material.roughness = 0;
- object.material.transparent = true;
- object.material.opacity = 0.8;
- object.material.color.set( 1, 1, 1 );
- }
- }
- } );
- //
- skeleton = new THREE.SkeletonHelper( model );
- skeleton.visible = false;
- scene.add( skeleton );
- //
- createPanel();
- //
- const animations = gltf.animations;
- mixer = new THREE.AnimationMixer( model );
- actions = {
- Idle: mixer.clipAction( animations[ 0 ] ),
- Walk: mixer.clipAction( animations[ 3 ] ),
- Run: mixer.clipAction( animations[ 1 ] )
- };
- for ( const m in actions ) {
- actions[ m ].enabled = true;
- actions[ m ].setEffectiveTimeScale( 1 );
- if ( m !== 'Idle' ) actions[ m ].setEffectiveWeight( 0 );
- }
- actions.Idle.play();
- animate();
- } );
- }
- function updateCharacter( delta ) {
- const fade = controls.fadeDuration;
- const key = controls.key;
- const up = controls.up;
- const ease = controls.ease;
- const rotate = controls.rotate;
- const position = controls.position;
- const azimuth = orbitControls.getAzimuthalAngle();
- const active = key[ 0 ] === 0 && key[ 1 ] === 0 ? false : true;
- const play = active ? ( key[ 2 ] ? 'Run' : 'Walk' ) : 'Idle';
- // change animation
- if ( controls.current != play ) {
- const current = actions[ play ];
- const old = actions[ controls.current ];
- controls.current = play;
- if ( settings.fixe_transition ) {
- current.reset();
- current.weight = 1.0;
- current.stopFading();
- old.stopFading();
- // synchro if not idle
- if ( play !== 'Idle' ) current.time = old.time * ( current.getClip().duration / old.getClip().duration );
- old._scheduleFading( fade, old.getEffectiveWeight(), 0 );
- current._scheduleFading( fade, current.getEffectiveWeight(), 1 );
- current.play();
- } else {
- setWeight( current, 1.0 );
- old.fadeOut( fade );
- current.reset().fadeIn( fade ).play();
- }
- }
- // move object
- if ( controls.current !== 'Idle' ) {
- // run/walk velocity
- const velocity = controls.current == 'Run' ? controls.runVelocity : controls.walkVelocity;
- // direction with key
- ease.set( key[ 1 ], 0, key[ 0 ] ).multiplyScalar( velocity * delta );
- // calculate camera direction
- const angle = unwrapRad( Math.atan2( ease.x, ease.z ) + azimuth );
- rotate.setFromAxisAngle( up, angle );
- // apply camera angle on ease
- controls.ease.applyAxisAngle( up, azimuth );
- position.add( ease );
- camera.position.add( ease );
- group.position.copy( position );
- group.quaternion.rotateTowards( rotate, controls.rotateSpeed );
- orbitControls.target.copy( position ).add( { x: 0, y: 1, z: 0 } );
- followGroup.position.copy( position );
- // Move the floor without any limit
- const dx = ( position.x - floor.position.x );
- const dz = ( position.z - floor.position.z );
- if ( Math.abs( dx ) > controls.floorDecale ) floor.position.x += dx;
- if ( Math.abs( dz ) > controls.floorDecale ) floor.position.z += dz;
- }
- if ( mixer ) mixer.update( delta );
- orbitControls.update();
- }
- function unwrapRad( r ) {
- return Math.atan2( Math.sin( r ), Math.cos( r ) );
- }
- function createPanel() {
- const panel = new GUI( { width: 310 } );
- panel.add( settings, 'show_skeleton' ).onChange( ( b ) => {
- skeleton.visible = b;
- } );
- panel.add( settings, 'fixe_transition' );
- }
- function setWeight( action, weight ) {
- action.enabled = true;
- action.setEffectiveTimeScale( 1 );
- action.setEffectiveWeight( weight );
- }
- function onKeyDown( event ) {
- const key = controls.key;
- switch ( event.code ) {
- case 'ArrowUp': case 'KeyW': case 'KeyZ': key[ 0 ] = - 1; break;
- case 'ArrowDown': case 'KeyS': key[ 0 ] = 1; break;
- case 'ArrowLeft': case 'KeyA': case 'KeyQ': key[ 1 ] = - 1; break;
- case 'ArrowRight': case 'KeyD': key[ 1 ] = 1; break;
- case 'ShiftLeft' : case 'ShiftRight' : key[ 2 ] = 1; break;
- }
- }
- function onKeyUp( event ) {
- const key = controls.key;
- switch ( event.code ) {
- case 'ArrowUp': case 'KeyW': case 'KeyZ': key[ 0 ] = key[ 0 ] < 0 ? 0 : key[ 0 ]; break;
- case 'ArrowDown': case 'KeyS': key[ 0 ] = key[ 0 ] > 0 ? 0 : key[ 0 ]; break;
- case 'ArrowLeft': case 'KeyA': case 'KeyQ': key[ 1 ] = key[ 1 ] < 0 ? 0 : key[ 1 ]; break;
- case 'ArrowRight': case 'KeyD': key[ 1 ] = key[ 1 ] > 0 ? 0 : key[ 1 ]; break;
- case 'ShiftLeft' : case 'ShiftRight' : key[ 2 ] = 0; break;
- }
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- // Render loop
- const delta = clock.getDelta();
- updateCharacter( delta );
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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