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434 lines
11 KiB
HTML
434 lines
11 KiB
HTML
2 months ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - animation - walk</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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<style>
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a {
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color: #f00;
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}
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Skeletal Animation Walking
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(model from <a href="https://www.mixamo.com/" target="_blank" rel="noopener">mixamo.com</a>)<br/>
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use arrows to control characters
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
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let scene, renderer, camera, floor, orbitControls;
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let group, followGroup, model, skeleton, mixer, clock;
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let actions;
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const settings = {
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show_skeleton: false,
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fixe_transition: true,
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};
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const PI = Math.PI;
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const PI90 = Math.PI / 2;
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const controls = {
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key: [ 0, 0 ],
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ease: new THREE.Vector3(),
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position: new THREE.Vector3(),
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up: new THREE.Vector3( 0, 1, 0 ),
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rotate: new THREE.Quaternion(),
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current: 'Idle',
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fadeDuration: 0.5,
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runVelocity: 5,
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walkVelocity: 1.8,
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rotateSpeed: 0.05,
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floorDecale: 0,
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};
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init();
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function init() {
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const container = document.getElementById( 'container' );
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
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camera.position.set( 0, 2, - 5 );
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//camera.lookAt( 0, 1, 0 );
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clock = new THREE.Clock();
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x5e5d5d );
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scene.fog = new THREE.Fog( 0x5e5d5d, 2, 20 );
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group = new THREE.Group();
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scene.add( group );
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followGroup = new THREE.Group();
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scene.add( followGroup );
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const dirLight = new THREE.DirectionalLight( 0xffffff, 5 );
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dirLight.position.set( - 2, 5, - 3 );
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dirLight.castShadow = true;
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const cam = dirLight.shadow.camera;
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cam.top = cam.right = 2;
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cam.bottom = cam.left = - 2;
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cam.near = 3;
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cam.far = 8;
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dirLight.shadow.bias = - 0.005;
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dirLight.shadow.radius = 4;
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followGroup.add( dirLight );
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followGroup.add( dirLight.target );
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//scene.add( new THREE.CameraHelper( cam ) );
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 0.5;
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renderer.shadowMap.enabled = true;
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container.appendChild( renderer.domElement );
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orbitControls = new OrbitControls( camera, renderer.domElement );
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orbitControls.target.set( 0, 1, 0 );
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orbitControls.enableDamping = true;
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orbitControls.enablePan = false;
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orbitControls.maxPolarAngle = PI90 - 0.05;
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orbitControls.update();
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// EVENTS
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window.addEventListener( 'resize', onWindowResize );
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document.addEventListener( 'keydown', onKeyDown );
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document.addEventListener( 'keyup', onKeyUp );
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// DEMO
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new RGBELoader()
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.setPath( 'textures/equirectangular/' )
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.load( 'lobe.hdr', function ( texture ) {
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texture.mapping = THREE.EquirectangularReflectionMapping;
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scene.environment = texture;
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scene.environmentIntensity = 1.5;
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loadModel();
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addFloor();
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} );
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}
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function addFloor() {
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const size = 50;
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const repeat = 16;
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const maxAnisotropy = renderer.capabilities.getMaxAnisotropy();
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const floorT = new THREE.TextureLoader().load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg' );
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floorT.colorSpace = THREE.SRGBColorSpace;
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floorT.repeat.set( repeat, repeat );
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floorT.wrapS = floorT.wrapT = THREE.RepeatWrapping;
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floorT.anisotropy = maxAnisotropy;
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const floorN = new THREE.TextureLoader().load( 'textures/floors/FloorsCheckerboard_S_Normal.jpg' );
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floorN.repeat.set( repeat, repeat );
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floorN.wrapS = floorN.wrapT = THREE.RepeatWrapping;
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floorN.anisotropy = maxAnisotropy;
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const mat = new THREE.MeshStandardMaterial( { map: floorT, normalMap: floorN, normalScale: new THREE.Vector2( 0.5, 0.5 ), color: 0x404040, depthWrite: false, roughness: 0.85 } );
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const g = new THREE.PlaneGeometry( size, size, 50, 50 );
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g.rotateX( - PI90 );
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floor = new THREE.Mesh( g, mat );
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floor.receiveShadow = true;
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scene.add( floor );
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controls.floorDecale = ( size / repeat ) * 4;
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const bulbGeometry = new THREE.SphereGeometry( 0.05, 16, 8 );
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const bulbLight = new THREE.PointLight( 0xffee88, 2, 500, 2 );
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const bulbMat = new THREE.MeshStandardMaterial( { emissive: 0xffffee, emissiveIntensity: 1, color: 0x000000 } );
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bulbLight.add( new THREE.Mesh( bulbGeometry, bulbMat ) );
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bulbLight.position.set( 1, 0.1, - 3 );
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bulbLight.castShadow = true;
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floor.add( bulbLight );
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}
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function loadModel() {
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const loader = new GLTFLoader();
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loader.load( 'models/gltf/Soldier.glb', function ( gltf ) {
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model = gltf.scene;
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group.add( model );
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model.rotation.y = PI;
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group.rotation.y = PI;
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model.traverse( function ( object ) {
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if ( object.isMesh ) {
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if ( object.name == 'vanguard_Mesh' ) {
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object.castShadow = true;
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object.receiveShadow = true;
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object.material.shadowSide = THREE.DoubleSide;
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//object.material.envMapIntensity = 0.5;
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object.material.metalness = 1.0;
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object.material.roughness = 0.2;
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object.material.color.set( 1, 1, 1 );
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object.material.metalnessMap = object.material.map;
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} else {
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object.material.metalness = 1;
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object.material.roughness = 0;
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object.material.transparent = true;
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object.material.opacity = 0.8;
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object.material.color.set( 1, 1, 1 );
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}
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}
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} );
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//
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skeleton = new THREE.SkeletonHelper( model );
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skeleton.visible = false;
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scene.add( skeleton );
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//
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createPanel();
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//
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const animations = gltf.animations;
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mixer = new THREE.AnimationMixer( model );
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actions = {
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Idle: mixer.clipAction( animations[ 0 ] ),
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Walk: mixer.clipAction( animations[ 3 ] ),
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Run: mixer.clipAction( animations[ 1 ] )
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};
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for ( const m in actions ) {
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actions[ m ].enabled = true;
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actions[ m ].setEffectiveTimeScale( 1 );
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if ( m !== 'Idle' ) actions[ m ].setEffectiveWeight( 0 );
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}
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actions.Idle.play();
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animate();
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} );
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}
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function updateCharacter( delta ) {
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const fade = controls.fadeDuration;
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const key = controls.key;
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const up = controls.up;
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const ease = controls.ease;
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const rotate = controls.rotate;
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const position = controls.position;
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const azimuth = orbitControls.getAzimuthalAngle();
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const active = key[ 0 ] === 0 && key[ 1 ] === 0 ? false : true;
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const play = active ? ( key[ 2 ] ? 'Run' : 'Walk' ) : 'Idle';
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// change animation
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if ( controls.current != play ) {
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const current = actions[ play ];
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const old = actions[ controls.current ];
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controls.current = play;
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if ( settings.fixe_transition ) {
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current.reset();
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current.weight = 1.0;
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current.stopFading();
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old.stopFading();
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// synchro if not idle
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if ( play !== 'Idle' ) current.time = old.time * ( current.getClip().duration / old.getClip().duration );
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old._scheduleFading( fade, old.getEffectiveWeight(), 0 );
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current._scheduleFading( fade, current.getEffectiveWeight(), 1 );
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current.play();
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} else {
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setWeight( current, 1.0 );
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old.fadeOut( fade );
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current.reset().fadeIn( fade ).play();
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}
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}
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// move object
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if ( controls.current !== 'Idle' ) {
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// run/walk velocity
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const velocity = controls.current == 'Run' ? controls.runVelocity : controls.walkVelocity;
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// direction with key
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ease.set( key[ 1 ], 0, key[ 0 ] ).multiplyScalar( velocity * delta );
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// calculate camera direction
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const angle = unwrapRad( Math.atan2( ease.x, ease.z ) + azimuth );
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rotate.setFromAxisAngle( up, angle );
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// apply camera angle on ease
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controls.ease.applyAxisAngle( up, azimuth );
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position.add( ease );
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camera.position.add( ease );
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group.position.copy( position );
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group.quaternion.rotateTowards( rotate, controls.rotateSpeed );
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orbitControls.target.copy( position ).add( { x: 0, y: 1, z: 0 } );
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followGroup.position.copy( position );
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// Move the floor without any limit
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const dx = ( position.x - floor.position.x );
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const dz = ( position.z - floor.position.z );
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if ( Math.abs( dx ) > controls.floorDecale ) floor.position.x += dx;
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if ( Math.abs( dz ) > controls.floorDecale ) floor.position.z += dz;
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}
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if ( mixer ) mixer.update( delta );
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orbitControls.update();
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}
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function unwrapRad( r ) {
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return Math.atan2( Math.sin( r ), Math.cos( r ) );
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}
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function createPanel() {
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const panel = new GUI( { width: 310 } );
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panel.add( settings, 'show_skeleton' ).onChange( ( b ) => {
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skeleton.visible = b;
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} );
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panel.add( settings, 'fixe_transition' );
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}
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function setWeight( action, weight ) {
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action.enabled = true;
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action.setEffectiveTimeScale( 1 );
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action.setEffectiveWeight( weight );
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}
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function onKeyDown( event ) {
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const key = controls.key;
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switch ( event.code ) {
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case 'ArrowUp': case 'KeyW': case 'KeyZ': key[ 0 ] = - 1; break;
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case 'ArrowDown': case 'KeyS': key[ 0 ] = 1; break;
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case 'ArrowLeft': case 'KeyA': case 'KeyQ': key[ 1 ] = - 1; break;
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case 'ArrowRight': case 'KeyD': key[ 1 ] = 1; break;
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case 'ShiftLeft' : case 'ShiftRight' : key[ 2 ] = 1; break;
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}
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}
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function onKeyUp( event ) {
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const key = controls.key;
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switch ( event.code ) {
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case 'ArrowUp': case 'KeyW': case 'KeyZ': key[ 0 ] = key[ 0 ] < 0 ? 0 : key[ 0 ]; break;
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case 'ArrowDown': case 'KeyS': key[ 0 ] = key[ 0 ] > 0 ? 0 : key[ 0 ]; break;
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case 'ArrowLeft': case 'KeyA': case 'KeyQ': key[ 1 ] = key[ 1 ] < 0 ? 0 : key[ 1 ]; break;
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case 'ArrowRight': case 'KeyD': key[ 1 ] = key[ 1 ] > 0 ? 0 : key[ 1 ]; break;
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case 'ShiftLeft' : case 'ShiftRight' : key[ 2 ] = 0; break;
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}
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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// Render loop
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const delta = clock.getDelta();
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updateCharacter( delta );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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