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earthquake_3d_viewer_front/three/examples/webgpu_animation_retargetin...

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<html lang="en">
<head>
<title>three.js webgpu - animation retargeting</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">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - animation retargeting
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.webgpu.js",
"three/webgpu": "../build/three.webgpu.js",
"three/tsl": "../build/three.tsl.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { color, screenUV, hue, reflector, time, Fn, vec2, length, atan, float, sin, cos, vec3, sub, mul, pow, blendDodge, normalWorldGeometry } from 'three/tsl';
import Stats from 'three/addons/libs/stats.module.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
const [ sourceModel, targetModel ] = await Promise.all( [
new Promise( ( resolve, reject ) => {
new GLTFLoader().load( './models/gltf/Michelle.glb', resolve, undefined, reject );
} ),
new Promise( ( resolve, reject ) => {
new GLTFLoader().load( './models/gltf/Soldier.glb', resolve, undefined, reject );
} )
] );
//
const clock = new THREE.Clock();
const stats = new Stats();
document.body.appendChild( stats.dom );
export const lightSpeed = /*#__PURE__*/ Fn( ( [ suv_immutable ] ) => {
// forked from https://www.shadertoy.com/view/7ly3D1
const suv = vec2( suv_immutable );
const uv = vec2( length( suv ), atan( suv.y, suv.x ) );
const offset = float( float( .1 ).mul( sin( uv.y.mul( 10. ).sub( time.mul( .6 ) ) ) ).mul( cos( uv.y.mul( 48. ).add( time.mul( .3 ) ) ) ).mul( cos( uv.y.mul( 3.7 ).add( time ) ) ) );
const rays = vec3( vec3( sin( uv.y.mul( 150. ).add( time ) ).mul( .5 ).add( .5 ) ).mul( vec3( sin( uv.y.mul( 80. ).sub( time.mul( 0.6 ) ) ).mul( .5 ).add( .5 ) ) ).mul( vec3( sin( uv.y.mul( 45. ).add( time.mul( 0.8 ) ) ).mul( .5 ).add( .5 ) ) ).mul( vec3( sub( 1., cos( uv.y.add( mul( 22., time ).sub( pow( uv.x.add( offset ), .3 ).mul( 60. ) ) ) ) ) ) ).mul( vec3( uv.x.mul( 2. ) ) ) );
return rays;
} ).setLayout( {
name: 'lightSpeed',
type: 'vec3',
inputs: [
{ name: 'suv', type: 'vec2' }
]
} );
// scene
const scene = new THREE.Scene();
// background
const coloredVignette = screenUV.distance( .5 ).mix( hue( color( 0x0175ad ), time.mul( .1 ) ), hue( color( 0x02274f ), time.mul( .5 ) ) );
const lightSpeedEffect = lightSpeed( normalWorldGeometry ).clamp();
const lightSpeedSky = normalWorldGeometry.y.remapClamp( - .1, 1 ).mix( 0, lightSpeedEffect );
const composedBackground = blendDodge( coloredVignette, lightSpeedSky );
scene.backgroundNode = composedBackground;
//
const helpers = new THREE.Group();
helpers.visible = false;
scene.add( helpers );
const light = new THREE.HemisphereLight( 0xe9c0a5, 0x0175ad, 5 );
scene.add( light );
const dirLight = new THREE.DirectionalLight( 0xfff9ea, 4 );
dirLight.position.set( 2, 5, 2 );
scene.add( dirLight );
const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, .25, 50 );
camera.position.set( 0, 1, 4 );
// add models to scene
scene.add( sourceModel.scene );
scene.add( targetModel.scene );
// reposition models
sourceModel.scene.position.x -= .8;
targetModel.scene.position.x += .7;
targetModel.scene.position.z -= .1;
// reajust model
targetModel.scene.scale.setScalar( .01 );
// flip model
sourceModel.scene.rotation.y = Math.PI / 2;
targetModel.scene.rotation.y = - Math.PI / 2;
// retarget
const source = getSource( sourceModel );
const mixer = retargetModel( source, targetModel );
// floor
const reflection = reflector();
reflection.target.rotateX( - Math.PI / 2 );
scene.add( reflection.target );
const floorMaterial = new THREE.NodeMaterial();
floorMaterial.colorNode = reflection;
floorMaterial.opacity = .2;
floorMaterial.transparent = true;
const floor = new THREE.Mesh( new THREE.BoxGeometry( 50, .001, 50 ), floorMaterial );
floor.receiveShadow = true;
floor.position.set( 0, 0, 0 );
scene.add( floor );
// renderer
const renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.toneMapping = THREE.NeutralToneMapping;
renderer.setAnimationLoop( animate );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 3;
controls.maxDistance = 12;
controls.target.set( 0, 1, 0 );
controls.maxPolarAngle = Math.PI / 2;
const gui = new GUI();
gui.add( helpers, 'visible' ).name( 'helpers' );
//
function getSource( sourceModel ) {
const clip = sourceModel.animations[ 0 ];
const helper = new THREE.SkeletonHelper( sourceModel.scene );
helpers.add( helper );
const skeleton = new THREE.Skeleton( helper.bones );
const mixer = new THREE.AnimationMixer( sourceModel.scene );
mixer.clipAction( sourceModel.animations[ 0 ] ).play();
return { clip, skeleton, mixer };
}
function retargetModel( sourceModel, targetModel ) {
const targetSkin = targetModel.scene.children[ 0 ].children[ 0 ];
const targetSkelHelper = new THREE.SkeletonHelper( targetModel.scene );
helpers.add( targetSkelHelper );
const rotateCW45 = new THREE.Matrix4().makeRotationY( THREE.MathUtils.degToRad( 45 ) );
const rotateCCW180 = new THREE.Matrix4().makeRotationY( THREE.MathUtils.degToRad( - 180 ) );
const rotateCW180 = new THREE.Matrix4().makeRotationY( THREE.MathUtils.degToRad( 180 ) );
const rotateFoot = new THREE.Matrix4().makeRotationFromEuler( new THREE.Euler( THREE.MathUtils.degToRad( 45 ), THREE.MathUtils.degToRad( 180 ), THREE.MathUtils.degToRad( 0 ) ) );
const retargetOptions = {
// specify the name of the source's hip bone.
hip: 'mixamorigHips',
// specify the influence of the source's hip bone.
// use ( 0, 1, 0 ) to ignore xz hip movement.
//hipInfluence: new THREE.Vector3( 0, 1, 0 ),
// specify an animation range in seconds.
//trim: [ 3.0, 4.0 ],
// preserve the scale of the target model
scale: 1 / targetModel.scene.scale.y,
// offset target bones -> { targetBoneName: offsetMatrix }
localOffsets: {
mixamorigLeftShoulder: rotateCW45,
mixamorigRightShoulder: rotateCCW180,
mixamorigLeftArm: rotateCW45,
mixamorigRightArm: rotateCCW180,
mixamorigLeftForeArm: rotateCW45,
mixamorigRightForeArm: rotateCCW180,
mixamorigLeftHand: rotateCW45,
mixamorigRightHand: rotateCCW180,
mixamorigLeftUpLeg: rotateCW180,
mixamorigRightUpLeg: rotateCW180,
mixamorigLeftLeg: rotateCW180,
mixamorigRightLeg: rotateCW180,
mixamorigLeftFoot: rotateFoot,
mixamorigRightFoot: rotateFoot,
mixamorigLeftToeBase: rotateCW180,
mixamorigRightToeBase: rotateCW180
},
// Map of target's bone names to source's bone names -> { targetBoneName: sourceBoneName }
names: {
mixamorigHips: 'mixamorigHips',
mixamorigSpine: 'mixamorigSpine',
mixamorigSpine2: 'mixamorigSpine2',
mixamorigHead: 'mixamorigHead',
mixamorigLeftShoulder: 'mixamorigLeftShoulder',
mixamorigRightShoulder: 'mixamorigRightShoulder',
mixamorigLeftArm: 'mixamorigLeftArm',
mixamorigRightArm: 'mixamorigRightArm',
mixamorigLeftForeArm: 'mixamorigLeftForeArm',
mixamorigRightForeArm: 'mixamorigRightForeArm',
mixamorigLeftHand: 'mixamorigLeftHand',
mixamorigRightHand: 'mixamorigRightHand',
mixamorigLeftUpLeg: 'mixamorigLeftUpLeg',
mixamorigRightUpLeg: 'mixamorigRightUpLeg',
mixamorigLeftLeg: 'mixamorigLeftLeg',
mixamorigRightLeg: 'mixamorigRightLeg',
mixamorigLeftFoot: 'mixamorigLeftFoot',
mixamorigRightFoot: 'mixamorigRightFoot',
mixamorigLeftToeBase: 'mixamorigLeftToeBase',
mixamorigRightToeBase: 'mixamorigRightToeBase'
}
};
const retargetedClip = SkeletonUtils.retargetClip( targetSkin, sourceModel.skeleton, sourceModel.clip, retargetOptions );
// Apply the mixer directly to the SkinnedMesh, not any
// ancestor node, because that's what
// SkeletonUtils.retargetClip outputs the clip to be
// compatible with.
const mixer = new THREE.AnimationMixer( targetSkin );
mixer.clipAction( retargetedClip ).play();
return mixer;
}
window.onresize = function () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
};
function animate() {
const delta = clock.getDelta();
source.mixer.update( delta );
mixer.update( delta );
controls.update();
stats.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>