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webgl_animation_skinning_blending

对应 three.js 示例地址

仅需关注 init 函数的内容,其他部分都是示例小程序所使用的描述配置。

js
import * as THREE from "three";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_animation_skinning_blending",
  useLoaders: [GLTFLoader],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- Skeletal Animation Blending (model from"
      },
      {
        tag: "a",
        link: "https://www.mixamo.com/",
        content: "mixamo.com"
      },
      {
        tag: "text",
        content: ")"
      }
    ],
    [
      {
        tag: "text",
        content: "Note: crossfades are possible with blend weights being set to (1,0,0), (0,1,0) or (0,0,1)"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    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() {
      camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 100);
      camera.position.set(1, 2, -3);
      camera.lookAt(0, 1, 0);
      clock = new THREE.Clock();
      scene = new THREE.Scene();
      scene.background = new THREE.Color(10526880);
      scene.fog = new THREE.Fog(10526880, 10, 50);
      const hemiLight = new THREE.HemisphereLight(16777215, 9276813, 3);
      hemiLight.position.set(0, 20, 0);
      scene.add(hemiLight);
      const dirLight = new THREE.DirectionalLight(16777215, 3);
      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);
      const mesh = new THREE.Mesh(
        new THREE.PlaneGeometry(100, 100),
        new THREE.MeshPhongMaterial({ color: 13355979, 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 THREE.SkeletonHelper(model);
        skeleton.visible = false;
        scene.add(skeleton);
        createPanel();
        const animations = gltf.animations;
        mixer = new THREE.AnimationMixer(model);
        idleAction = mixer.clipAction(animations[0]);
        walkAction = mixer.clipAction(animations[3]);
        runAction = mixer.clipAction(animations[1]);
        actions = [idleAction, walkAction, runAction];
        activateAllActions();
        renderer.setAnimationLoop(animate);
      });
      renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.shadowMap.enabled = true;
      stats = new Stats(renderer);
      window.addEventListener("resize", onWindowResize);
      needToDispose(renderer, scene);
    }
    function createPanel() {
      const panel = new GUI();
      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);
        },
        "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);
        },
        "use default duration": true,
        "set custom duration": 3.5,
        "modify idle weight": 0,
        "modify walk weight": 1,
        "modify run weight": 0,
        "modify time scale": 1
      };
      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, 1e-3);
      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, 1, 0.01).listen().onChange(function(weight) {
        setWeight(idleAction, weight);
      });
      folder5.add(settings, "modify walk weight", 0, 1, 0.01).listen().onChange(function(weight) {
        setWeight(walkAction, weight);
      });
      folder5.add(settings, "modify run weight", 0, 1, 0.01).listen().onChange(function(weight) {
        setWeight(runAction, weight);
      });
      folder6.add(settings, "modify time scale", 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) {
      const duration = setCrossFadeDuration(defaultDuration);
      singleStepMode = false;
      unPauseAllActions();
      if (startAction === idleAction) {
        executeCrossFade(startAction, endAction, duration);
      } else {
        synchronizeCrossFade(startAction, endAction, duration);
      }
    }
    function setCrossFadeDuration(defaultDuration) {
      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) {
      setWeight(endAction, 1);
      endAction.time = 0;
      startAction.crossFadeTo(endAction, duration, true);
    }
    function setWeight(action, weight) {
      action.enabled = true;
      action.setEffectiveTimeScale(1);
      action.setEffectiveWeight(weight);
    }
    function updateWeightSliders() {
      settings["modify idle weight"] = idleWeight;
      settings["modify walk weight"] = walkWeight;
      settings["modify run weight"] = runWeight;
    }
    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() {
      idleWeight = idleAction.getEffectiveWeight();
      walkWeight = walkAction.getEffectiveWeight();
      runWeight = runAction.getEffectiveWeight();
      updateWeightSliders();
      updateCrossFadeControls();
      let mixerUpdateDelta = clock.getDelta();
      if (singleStepMode) {
        mixerUpdateDelta = sizeOfNextStep;
        sizeOfNextStep = 0;
      }
      mixer.update(mixerUpdateDelta);
      renderer.render(scene, camera);
      stats.update();
    }
  }
};
export {
  exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
 * 官网示例的多端使用封装把版本
 * */
export interface OfficialExampleInfo extends MiniProgramMeta {
  /*** 示例名称(保持和官网一致)*/
  name: string;
  /** main */
  init: (context: LoadContext) => void;
}

export interface LoadContext {
  //为了减少官方代码的改动,实际上等同于 canvas
  window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
  /** HTMLCanvasElement */
  canvas: any;
  /** https://www.npmjs.com/package/lil-gui */
  GUI: any;
  /**
   * https://www.npmjs.com/package/stats.js
   * 也可以使用其他受支持的版本
   * */
  Stats: any;
  /** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
  needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);

  /**基于 raq 的通用封装 */
  useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };

  /** 显示加载模态框 */
  requestLoading(text?: string): Promise<void>;

  /** 隐藏加载模态框*/
  cancelLoading(): void;

  /** 保存文件的通用封装*/
  saveFile(
    fileName: string,
    data: ArrayBuffer | TypedArray | DataView | string
  ): Promise<string | null>;

  /** 示例使用 DracoDecoder 时的资源路径 */
  DecoderPath: {
    GLTF: string;
    STANDARD: string;
  };

  /** 为资源路径拼上 CDN 前缀 */
  withCDNPrefix(path: string): string;

  /**
   * 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
   * 正常情况(web) 可直接使用 THREE.VideoTexture
   * */
  getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;

  /**
   * 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
   * 正常情况(web) 可参考示例 webgl_materials_video_webcam
   * */
  getCameraTexture(): { isVideoTexture: true };

  /** 用于动态修改 info 中的占位符*/
  bindInfoText(template: `$${string}$`, initValue?: string): { value: string };

  /** 分屏控件对应的事件回调 */
  onSlideStart(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideEnd(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}

export type VideoOptions = {
  src: string;
  /** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
  width: number;
  /** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
  height: number;
  loop?: boolean;
  autoplay?: boolean;
  muted?: boolean;
};

/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
  /** 用于统计加载相关信息 */
  useLoaders: Loader[];
  /** 通用 info */
  info: TagItem[][];
  /** 特殊 info */
  infoPanel?: {
    left?: [string, string][];
    right?: [string, string][];
  };
  /** 分屏控件配置 */
  needSlider?: {
    /** 方向 */
    direction?: 'horizontal' | 'vertical';
    /** 初始偏移 0-100 */
    initPosition?: number;
  };
  /** 操作摇杆控件 */
  needArrowControls?: boolean;
  /** 默认需要的画布类型 */
  canvasType?: '2d' | 'webgl' | 'webgl2';
  /** 为保持效果一致所需要的画布样式 */
  canvasStyle?: {
    bgColor?: string;
    width?: number | string;
    height?: number | string;
  };
  /** 部分示例需要在加载前进行一些提示 */
  initAfterConfirm?: {
    /**
     * 提示类型
     * @default 'default'
     * */
    type?: 'warning' | 'default';
    text: string[];
  };
}

export interface BaseTag<T extends string> {
  tag: T;
  content: string;
}

export interface ATag extends BaseTag<'a'> {
  link: string;
}

export type TextTag = BaseTag<'text'>;

export type TagItem = TextTag | ATag;