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webgl_animation_skinning_morph

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_morph",
  useLoaders: [GLTFLoader],
  info: [
    [
      { tag: "a", link: "https://threejs.org", content: "three.js" },
      { tag: "text", content: "webgl - skinning and morphing" }
    ],
    [
      { tag: "text", content: "Model by" },
      { tag: "a", link: "https://www.patreon.com/quaternius", content: "Tomás Laulhé" },
      { tag: "text", content: ", modifications by" },
      { tag: "a", link: "https://donmccurdy.com/", content: "Don McCurdy" },
      { tag: "text", content: ". CC0." }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let stats, clock, gui, mixer, actions, activeAction, previousAction;
    let camera, scene, renderer, model, face;
    const api = { state: "Walking" };
    init();
    function init() {
      camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.25, 100);
      camera.position.set(-5, 3, 10);
      camera.lookAt(0, 2, 0);
      scene = new THREE.Scene();
      scene.background = new THREE.Color(14737632);
      scene.fog = new THREE.Fog(14737632, 20, 100);
      clock = new THREE.Clock();
      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(0, 20, 10);
      scene.add(dirLight);
      const mesh = new THREE.Mesh(
        new THREE.PlaneGeometry(2e3, 2e3),
        new THREE.MeshPhongMaterial({ color: 13355979, depthWrite: false })
      );
      mesh.rotation.x = -Math.PI / 2;
      scene.add(mesh);
      const grid = new THREE.GridHelper(200, 40, 0, 0);
      grid.material.opacity = 0.2;
      grid.material.transparent = true;
      scene.add(grid);
      const loader = new GLTFLoader();
      loader.load(
        "models/gltf/RobotExpressive/RobotExpressive.glb",
        function(gltf) {
          model = gltf.scene;
          scene.add(model);
          createGUI(model, gltf.animations);
        },
        void 0,
        function(e) {
          console.error(e);
        }
      );
      renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      window.addEventListener("resize", onWindowResize);
      stats = new Stats(renderer);
      needToDispose(renderer, scene);
    }
    function createGUI(model2, animations) {
      const states = ["Idle", "Walking", "Running", "Dance", "Death", "Sitting", "Standing"];
      const emotes = ["Jump", "Yes", "No", "Wave", "Punch", "ThumbsUp"];
      gui = new GUI();
      mixer = new THREE.AnimationMixer(model2);
      actions = {};
      for (let i = 0; i < animations.length; i++) {
        const clip = animations[i];
        const action = mixer.clipAction(clip);
        actions[clip.name] = action;
        if (emotes.indexOf(clip.name) >= 0 || states.indexOf(clip.name) >= 4) {
          action.clampWhenFinished = true;
          action.loop = THREE.LoopOnce;
        }
      }
      const statesFolder = gui.addFolder("States");
      const clipCtrl = statesFolder.add(api, "state").options(states);
      clipCtrl.onChange(function() {
        fadeToAction(api.state, 0.5);
      });
      statesFolder.open();
      const emoteFolder = gui.addFolder("Emotes");
      function createEmoteCallback(name) {
        api[name] = function() {
          fadeToAction(name, 0.2);
          mixer.addEventListener("finished", restoreState);
        };
        emoteFolder.add(api, name);
      }
      function restoreState() {
        mixer.removeEventListener("finished", restoreState);
        fadeToAction(api.state, 0.2);
      }
      for (let i = 0; i < emotes.length; i++) {
        createEmoteCallback(emotes[i]);
      }
      emoteFolder.open();
      face = model2.getObjectByName("Head_4");
      const expressions = Object.keys(face.morphTargetDictionary);
      const expressionFolder = gui.addFolder("Expressions");
      for (let i = 0; i < expressions.length; i++) {
        expressionFolder.add(face.morphTargetInfluences, i, 0, 1, 0.01).name(expressions[i]);
      }
      activeAction = actions["Walking"];
      activeAction.play();
      expressionFolder.open();
    }
    function fadeToAction(name, duration) {
      previousAction = activeAction;
      activeAction = actions[name];
      if (previousAction !== activeAction) {
        previousAction.fadeOut(duration);
      }
      activeAction.reset().setEffectiveTimeScale(1).setEffectiveWeight(1).fadeIn(duration).play();
    }
    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
    }
    function animate() {
      const dt = clock.getDelta();
      if (mixer) mixer.update(dt);
      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;