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earthquake_3d_viewer_front/three/examples/webgl_animation_walk.html

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HTML

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