webgl_loader_sea3d_bvh_retarget.html 6.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - sea3d / bvh / retarget</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Exported by <a href="https://github.com/sunag/sea3d" target="_blank" rel="noopener">SEA3D Exporter</a>. Asset by <a href="http://www.turbosquid.com/3d-models/soccer-player-max-free/307330" target="_blank" rel="noopener">Trivision</a><br/>
  12. Runtime retarget of BVH Animation to SEA3D Skeleton
  13. </div>
  14. <script type="module">
  15. import {
  16. Vector3,
  17. Color,
  18. Clock,
  19. Group,
  20. Object3D,
  21. AnimationMixer,
  22. SkeletonHelper,
  23. PerspectiveCamera,
  24. Scene,
  25. WebGLRenderer
  26. } from "../build/three.module.js";
  27. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  28. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  29. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  30. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  31. import { MaskPass } from './jsm/postprocessing/MaskPass.js';
  32. import { CopyShader } from './jsm/shaders/CopyShader.js';
  33. import { ColorCorrectionShader } from './jsm/shaders/ColorCorrectionShader.js';
  34. import { VignetteShader } from './jsm/shaders/VignetteShader.js';
  35. import { BVHLoader } from './jsm/loaders/BVHLoader.js';
  36. import { SEA3D } from './jsm/loaders/sea3d/SEA3DLoader.js';
  37. import './jsm/loaders/sea3d/SEA3DLZMA.js'; // sea3d lzma extension
  38. import { SkeletonUtils } from './jsm/utils/SkeletonUtils.js';
  39. import Stats from './jsm/libs/stats.module.js';
  40. console.log( "Visit https://github.com/sunag/sea3d to all codes and builds under development." );
  41. var container, stats;
  42. var camera, scene, renderer, composer, player, hat;
  43. var loader, options;
  44. var bvhSkeletonHelper, bvhMixer;
  45. // Initialize Three.JS
  46. init();
  47. //
  48. // SEA3D Loader
  49. //
  50. loader = new SEA3D( {
  51. autoPlay: false, // Auto play animations
  52. container: scene, // Container to add models
  53. multiplier: .6 // Light multiplier
  54. } );
  55. loader.onComplete = function ( ) {
  56. // Get the first camera from SEA3D Studio
  57. // use loader.get... to get others objects
  58. var cam = loader.cameras[ 0 ];
  59. camera.position.copy( cam.position );
  60. camera.rotation.copy( cam.rotation );
  61. new OrbitControls( camera, renderer.domElement );
  62. // get meshes
  63. player = loader.getMesh( "Player" );
  64. hat = loader.getMesh( "Hat" );
  65. hat.visible = false;
  66. loadBVH();
  67. animate();
  68. };
  69. loader.load( './models/sea3d/skin.tjs.sea' );
  70. //
  71. options = {
  72. hip: "hip",
  73. // left is SEA3D bone names and right BVH bone names
  74. names: {
  75. "Base HumanPelvis": "hip",
  76. "Base HumanSpine3": "abdomen",
  77. "Base HumanRibcage": "chest",
  78. "Base HumanHead": "head",
  79. "Base HumanRUpperarm": "rShldr",
  80. "Base HumanRForearm1": "rForeArm",
  81. "Base HumanRPalm": "rHand",
  82. "Base HumanLUpperarm": "lShldr",
  83. "Base HumanLForearm1": "lForeArm",
  84. "Base HumanLPalm": "lHand",
  85. "Base HumanRThigh": "rThigh",
  86. "Base HumanRCalf1": "rShin",
  87. "Base HumanRFoot": "rFoot",
  88. "Base HumanLThigh": "lThigh",
  89. "Base HumanLCalf1": "lShin",
  90. "Base HumanLFoot": "lFoot"
  91. }
  92. };
  93. //
  94. function loadBVH() {
  95. var loader = new BVHLoader();
  96. loader.load( "models/bvh/pirouette.bvh", function ( result ) {
  97. bvhSkeletonHelper = new SkeletonHelper( result.skeleton.bones[ 0 ] );
  98. bvhSkeletonHelper.skeleton = result.skeleton; // allow animation mixer to bind to SkeletonHelper directly
  99. var boneContainer = new Group();
  100. boneContainer.add( result.skeleton.bones[ 0 ] );
  101. boneContainer.position.z = - 100;
  102. boneContainer.position.y = - 100;
  103. scene.add( bvhSkeletonHelper );
  104. scene.add( boneContainer );
  105. // get offsets when it is in T-Pose
  106. options.offsets = SkeletonUtils.getSkeletonOffsets( player, bvhSkeletonHelper, options );
  107. // play animation
  108. bvhMixer = new AnimationMixer( bvhSkeletonHelper );
  109. bvhMixer.clipAction( result.clip ).setEffectiveWeight( 1.0 ).play();
  110. } );
  111. }
  112. function init() {
  113. scene = new Scene();
  114. scene.background = new Color( 0x333333 );
  115. container = document.createElement( 'div' );
  116. document.body.appendChild( container );
  117. camera = new PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20000 );
  118. camera.position.set( 1000, - 300, 1000 );
  119. renderer = new WebGLRenderer();
  120. renderer.setPixelRatio( window.devicePixelRatio );
  121. renderer.setSize( window.innerWidth, window.innerHeight );
  122. container.appendChild( renderer.domElement );
  123. stats = new Stats();
  124. container.appendChild( stats.dom );
  125. // post-processing
  126. composer = new EffectComposer( renderer );
  127. var renderPass = new RenderPass( scene, camera );
  128. var copyPass = new ShaderPass( CopyShader );
  129. composer.addPass( renderPass );
  130. var vh = 1.4, vl = 1.2;
  131. var colorCorrectionPass = new ShaderPass( ColorCorrectionShader );
  132. colorCorrectionPass.uniforms[ "powRGB" ].value = new Vector3( vh, vh, vh );
  133. colorCorrectionPass.uniforms[ "mulRGB" ].value = new Vector3( vl, vl, vl );
  134. composer.addPass( colorCorrectionPass );
  135. var vignettePass = new ShaderPass( VignetteShader );
  136. vignettePass.uniforms[ "darkness" ].value = 1.0;
  137. composer.addPass( vignettePass );
  138. composer.addPass( copyPass );
  139. // events
  140. window.addEventListener( 'resize', onWindowResize, false );
  141. }
  142. function onWindowResize() {
  143. camera.aspect = window.innerWidth / window.innerHeight;
  144. camera.updateProjectionMatrix();
  145. composer.setSize( window.innerWidth, window.innerHeight );
  146. renderer.setSize( window.innerWidth, window.innerHeight );
  147. }
  148. //
  149. var clock = new Clock();
  150. function animate() {
  151. var delta = clock.getDelta();
  152. requestAnimationFrame( animate );
  153. // Update SEA3D Animations
  154. SEA3D.AnimationHandler.update( delta );
  155. if ( bvhMixer ) {
  156. bvhMixer.update( delta );
  157. SkeletonUtils.retarget( player, bvhSkeletonHelper, options );
  158. }
  159. render( delta );
  160. stats.update();
  161. }
  162. function render( dlt ) {
  163. //renderer.render( scene, camera );
  164. composer.render( dlt );
  165. }
  166. </script>
  167. </body>
  168. </html>
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