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;