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webgl_animation_skinning_ik

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 { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { TransformControls } from "three/examples/jsm/controls/TransformControls.js";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
import { CCDIKSolver, CCDIKHelper } from "three/examples/jsm/animation/CCDIKSolver.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_animation_skinning_ik",
  useLoaders: [GLTFLoader, DRACOLoader],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- webgl - inverse kinematics"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, DecoderPath }) => {
    let scene, camera, renderer, orbitControls, transformControls;
    let mirrorSphereCamera;
    const OOI = {};
    let IKSolver;
    let stats, gui, conf;
    const v0 = new THREE.Vector3();
    init();
    async function init() {
      conf = {
        followSphere: false,
        turnHead: true,
        ik_solver: true,
        update: updateIK
      };
      scene = new THREE.Scene();
      scene.fog = new THREE.FogExp2(16777215, 0.17);
      scene.background = new THREE.Color(16777215);
      camera = new THREE.PerspectiveCamera(55, window.innerWidth / window.innerHeight, 1e-3, 5e3);
      camera.position.set(0.9728517749133652, 1.1044765132727201, 0.7316689528482836);
      camera.lookAt(scene.position);
      window.addEventListener("resize", onWindowResize, false);
      const ambientLight = new THREE.AmbientLight(16777215, 8);
      scene.add(ambientLight);
      const dracoLoader = new DRACOLoader();
      dracoLoader.setDecoderPath(DecoderPath.GLTF);
      const gltfLoader = new GLTFLoader();
      gltfLoader.setDRACOLoader(dracoLoader);
      const gltf = await gltfLoader.loadAsync("models/gltf/kira.glb");
      gltf.scene.traverse((n) => {
        if (n.name === "head") OOI.head = n;
        if (n.name === "lowerarm_l") OOI.lowerarm_l = n;
        if (n.name === "Upperarm_l") OOI.Upperarm_l = n;
        if (n.name === "hand_l") OOI.hand_l = n;
        if (n.name === "target_hand_l") OOI.target_hand_l = n;
        if (n.name === "boule") OOI.sphere = n;
        if (n.name === "Kira_Shirt_left") OOI.kira = n;
      });
      scene.add(gltf.scene);
      const targetPosition = OOI.sphere.position.clone();
      OOI.hand_l.attach(OOI.sphere);
      const cubeRenderTarget = new THREE.WebGLCubeRenderTarget(1024);
      mirrorSphereCamera = new THREE.CubeCamera(0.05, 50, cubeRenderTarget);
      scene.add(mirrorSphereCamera);
      const mirrorSphereMaterial = new THREE.MeshBasicMaterial({
        envMap: cubeRenderTarget.texture
      });
      OOI.sphere.material = mirrorSphereMaterial;
      OOI.kira.add(OOI.kira.skeleton.bones[0]);
      const iks = [
        {
          target: 22,
          // "target_hand_l"
          effector: 6,
          // "hand_l"
          links: [
            {
              index: 5,
              // "lowerarm_l"
              rotationMin: new THREE.Vector3(1.2, -1.8, -0.4),
              rotationMax: new THREE.Vector3(1.7, -1.1, 0.3)
            },
            {
              index: 4,
              // "Upperarm_l"
              rotationMin: new THREE.Vector3(0.1, -0.7, -1.8),
              rotationMax: new THREE.Vector3(1.1, 0, -1.4)
            }
          ]
        }
      ];
      IKSolver = new CCDIKSolver(OOI.kira, iks);
      const ccdikhelper = new CCDIKHelper(OOI.kira, iks, 0.01);
      scene.add(ccdikhelper);
      gui = new GUI();
      gui.add(conf, "followSphere").name("follow sphere");
      gui.add(conf, "turnHead").name("turn head");
      gui.add(conf, "ik_solver").name("IK auto update");
      gui.add(conf, "update").name("IK manual update()");
      gui.open();
      renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      orbitControls = new OrbitControls(camera, renderer.domElement);
      orbitControls.minDistance = 0.2;
      orbitControls.maxDistance = 1.5;
      orbitControls.enableDamping = true;
      orbitControls.target.copy(targetPosition);
      transformControls = new TransformControls(camera, renderer.domElement);
      transformControls.size = 0.75;
      transformControls.showX = false;
      transformControls.space = "world";
      transformControls.attach(OOI.target_hand_l);
      if (transformControls.isObject3D) {
        scene.add(transformControls);
      } else {
        const gizmo = transformControls.getHelper();
        scene.add(gizmo);
      }
      transformControls.addEventListener("mouseDown", () => orbitControls.enabled = false);
      transformControls.addEventListener("mouseUp", () => orbitControls.enabled = true);
      stats = new Stats(renderer);
      needToDispose(() => [
        renderer,
        scene,
        orbitControls,
        transformControls,
        mirrorSphereCamera,
        gltfLoader,
        dracoLoader
      ]);
    }
    function animate() {
      if (OOI.sphere && mirrorSphereCamera) {
        OOI.sphere.visible = false;
        OOI.sphere.getWorldPosition(mirrorSphereCamera.position);
        mirrorSphereCamera.update(renderer, scene);
        OOI.sphere.visible = true;
      }
      if (OOI.sphere && conf.followSphere) {
        OOI.sphere.getWorldPosition(v0);
        orbitControls.target.lerp(v0, 0.1);
      }
      if (OOI.head && OOI.sphere && conf.turnHead) {
        OOI.sphere.getWorldPosition(v0);
        OOI.head.lookAt(v0);
        OOI.head.rotation.set(
          OOI.head.rotation.x,
          OOI.head.rotation.y + Math.PI,
          OOI.head.rotation.z
        );
      }
      if (conf.ik_solver) {
        updateIK();
      }
      orbitControls.update();
      renderer.render(scene, camera);
      stats.update();
    }
    function updateIK() {
      if (IKSolver) IKSolver.update();
      scene.traverse(function(object) {
        if (object.isSkinnedMesh) object.computeBoundingSphere();
      });
    }
    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer == null ? void 0 : renderer.setSize(window.innerWidth, window.innerHeight);
    }
  }
};
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;