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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>Verge3D 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">
<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://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> - Skeletal Animation Blending
(model from <a href="https://www.mixamo.com/" target="_blank" rel="noopener">mixamo.com</a>)<br/>
Note: crossfades are possible with blend weights being set to (1,0,0), (0,1,0) or (0,0,1)
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import Stats from 'v3d/addons/libs/stats.module.js';
import { GUI } from 'v3d/addons/libs/lil-gui.module.min.js';
import { GLTFLoader } from 'v3d/addons/loaders/GLTFLoader.js';
let scene, renderer, camera, stats;
let model, skeleton, mixer, clock;
const crossFadeControls = [];
let idleAction, walkAction, runAction;
let idleWeight, walkWeight, runWeight;
let actions, settings;
let singleStepMode = false;
let sizeOfNextStep = 0;
init();
function init() {
const container = document.getElementById('container');
camera = new v3d.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(1, 2, -3);
camera.lookAt(0, 1, 0);
clock = new v3d.Clock();
scene = new v3d.Scene();
scene.background = new v3d.Color(0xa0a0a0);
scene.fog = new v3d.Fog(0xa0a0a0, 10, 50);
const hemiLight = new v3d.HemisphereLight(0xffffff, 0x444444);
hemiLight.position.set(0, 20, 0);
scene.add(hemiLight);
const dirLight = new v3d.DirectionalLight(0xffffff);
dirLight.position.set(- 3, 10, -10);
dirLight.castShadow = true;
dirLight.shadow.camera.top = 2;
dirLight.shadow.camera.bottom = -2;
dirLight.shadow.camera.left = -2;
dirLight.shadow.camera.right = 2;
dirLight.shadow.camera.near = 0.1;
dirLight.shadow.camera.far = 40;
scene.add(dirLight);
// scene.add(new v3d.CameraHelper(dirLight.shadow.camera));
// ground
const mesh = new v3d.Mesh(new v3d.PlaneGeometry(100, 100), new v3d.MeshPhongMaterial({ color: 0x999999, depthWrite: false }));
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add(mesh);
const loader = new GLTFLoader();
loader.load('models/gltf/Soldier.glb', function(gltf) {
model = gltf.scene;
scene.add(model);
model.traverse(function(object) {
if (object.isMesh) object.castShadow = true;
});
//
skeleton = new v3d.SkeletonHelper(model);
skeleton.visible = false;
scene.add(skeleton);
//
createPanel();
//
const animations = gltf.animations;
mixer = new v3d.AnimationMixer(model);
idleAction = mixer.clipAction(animations[0]);
walkAction = mixer.clipAction(animations[3]);
runAction = mixer.clipAction(animations[1]);
actions = [idleAction, walkAction, runAction];
activateAllActions();
animate();
});
renderer = new v3d.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputEncoding = v3d.sRGBEncoding;
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
stats = new Stats();
container.appendChild(stats.dom);
window.addEventListener('resize', onWindowResize);
}
function createPanel() {
const panel = new GUI({ width: 310 });
const folder1 = panel.addFolder('Visibility');
const folder2 = panel.addFolder('Activation/Deactivation');
const folder3 = panel.addFolder('Pausing/Stepping');
const folder4 = panel.addFolder('Crossfading');
const folder5 = panel.addFolder('Blend Weights');
const folder6 = panel.addFolder('General Speed');
settings = {
'show model': true,
'show skeleton': false,
'deactivate all': deactivateAllActions,
'activate all': activateAllActions,
'pause/continue': pauseContinue,
'make single step': toSingleStepMode,
'modify step size': 0.05,
'from walk to idle': function() {
prepareCrossFade(walkAction, idleAction, 1.0);
},
'from idle to walk': function() {
prepareCrossFade(idleAction, walkAction, 0.5);
},
'from walk to run': function() {
prepareCrossFade(walkAction, runAction, 2.5);
},
'from run to walk': function() {
prepareCrossFade(runAction, walkAction, 5.0);
},
'use default duration': true,
'set custom duration': 3.5,
'modify idle weight': 0.0,
'modify walk weight': 1.0,
'modify run weight': 0.0,
'modify time scale': 1.0
};
folder1.add(settings, 'show model').onChange(showModel);
folder1.add(settings, 'show skeleton').onChange(showSkeleton);
folder2.add(settings, 'deactivate all');
folder2.add(settings, 'activate all');
folder3.add(settings, 'pause/continue');
folder3.add(settings, 'make single step');
folder3.add(settings, 'modify step size', 0.01, 0.1, 0.001);
crossFadeControls.push(folder4.add(settings, 'from walk to idle'));
crossFadeControls.push(folder4.add(settings, 'from idle to walk'));
crossFadeControls.push(folder4.add(settings, 'from walk to run'));
crossFadeControls.push(folder4.add(settings, 'from run to walk'));
folder4.add(settings, 'use default duration');
folder4.add(settings, 'set custom duration', 0, 10, 0.01);
folder5.add(settings, 'modify idle weight', 0.0, 1.0, 0.01).listen().onChange(function(weight) {
setWeight(idleAction, weight);
});
folder5.add(settings, 'modify walk weight', 0.0, 1.0, 0.01).listen().onChange(function(weight) {
setWeight(walkAction, weight);
});
folder5.add(settings, 'modify run weight', 0.0, 1.0, 0.01).listen().onChange(function(weight) {
setWeight(runAction, weight);
});
folder6.add(settings, 'modify time scale', 0.0, 1.5, 0.01).onChange(modifyTimeScale);
folder1.open();
folder2.open();
folder3.open();
folder4.open();
folder5.open();
folder6.open();
}
function showModel(visibility) {
model.visible = visibility;
}
function showSkeleton(visibility) {
skeleton.visible = visibility;
}
function modifyTimeScale(speed) {
mixer.timeScale = speed;
}
function deactivateAllActions() {
actions.forEach(function(action) {
action.stop();
});
}
function activateAllActions() {
setWeight(idleAction, settings['modify idle weight']);
setWeight(walkAction, settings['modify walk weight']);
setWeight(runAction, settings['modify run weight']);
actions.forEach(function(action) {
action.play();
});
}
function pauseContinue() {
if (singleStepMode) {
singleStepMode = false;
unPauseAllActions();
} else {
if (idleAction.paused) {
unPauseAllActions();
} else {
pauseAllActions();
}
}
}
function pauseAllActions() {
actions.forEach(function(action) {
action.paused = true;
});
}
function unPauseAllActions() {
actions.forEach(function(action) {
action.paused = false;
});
}
function toSingleStepMode() {
unPauseAllActions();
singleStepMode = true;
sizeOfNextStep = settings['modify step size'];
}
function prepareCrossFade(startAction, endAction, defaultDuration) {
// Switch default / custom crossfade duration (according to the user's choice)
const duration = setCrossFadeDuration(defaultDuration);
// Make sure that we don't go on in singleStepMode, and that all actions are unpaused
singleStepMode = false;
unPauseAllActions();
// If the current action is 'idle' (duration 4 sec), execute the crossfade immediately;
// else wait until the current action has finished its current loop
if (startAction === idleAction) {
executeCrossFade(startAction, endAction, duration);
} else {
synchronizeCrossFade(startAction, endAction, duration);
}
}
function setCrossFadeDuration(defaultDuration) {
// Switch default crossfade duration <-> custom crossfade duration
if (settings['use default duration']) {
return defaultDuration;
} else {
return settings['set custom duration'];
}
}
function synchronizeCrossFade(startAction, endAction, duration) {
mixer.addEventListener('loop', onLoopFinished);
function onLoopFinished(event) {
if (event.action === startAction) {
mixer.removeEventListener('loop', onLoopFinished);
executeCrossFade(startAction, endAction, duration);
}
}
}
function executeCrossFade(startAction, endAction, duration) {
// Not only the start action, but also the end action must get a weight of 1 before fading
// (concerning the start action this is already guaranteed in this place)
setWeight(endAction, 1);
endAction.time = 0;
// Crossfade with warping - you can also try without warping by setting the third parameter to false
startAction.crossFadeTo(endAction, duration, true);
}
// This function is needed, since animationAction.crossFadeTo() disables its start action and sets
// the start action's timeScale to ((start animation's duration) / (end animation's duration))
function setWeight(action, weight) {
action.enabled = true;
action.setEffectiveTimeScale(1);
action.setEffectiveWeight(weight);
}
// Called by the render loop
function updateWeightSliders() {
settings['modify idle weight'] = idleWeight;
settings['modify walk weight'] = walkWeight;
settings['modify run weight'] = runWeight;
}
// Called by the render loop
function updateCrossFadeControls() {
if (idleWeight === 1 && walkWeight === 0 && runWeight === 0) {
crossFadeControls[0].disable();
crossFadeControls[1].enable();
crossFadeControls[2].disable();
crossFadeControls[3].disable();
}
if (idleWeight === 0 && walkWeight === 1 && runWeight === 0) {
crossFadeControls[0].enable();
crossFadeControls[1].disable();
crossFadeControls[2].enable();
crossFadeControls[3].disable();
}
if (idleWeight === 0 && walkWeight === 0 && runWeight === 1) {
crossFadeControls[0].disable();
crossFadeControls[1].disable();
crossFadeControls[2].disable();
crossFadeControls[3].enable();
}
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
// Render loop
requestAnimationFrame(animate);
idleWeight = idleAction.getEffectiveWeight();
walkWeight = walkAction.getEffectiveWeight();
runWeight = runAction.getEffectiveWeight();
// Update the panel values if weights are modified from "outside" (by crossfadings)
updateWeightSliders();
// Enable/disable crossfade controls according to current weight values
updateCrossFadeControls();
// Get the time elapsed since the last frame, used for mixer update (if not in single step mode)
let mixerUpdateDelta = clock.getDelta();
// If in single step mode, make one step and then do nothing (until the user clicks again)
if (singleStepMode) {
mixerUpdateDelta = sizeOfNextStep;
sizeOfNextStep = 0;
}
// Update the animation mixer, the stats panel, and render this frame
mixer.update(mixerUpdateDelta);
stats.update();
renderer.render(scene, camera);
}
</script>
</body>
</html>