This repository has been archived by the owner on Nov 18, 2024. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 37
/
webgl_animation_skinning_blending.html
516 lines (323 loc) · 13.2 KB
/
webgl_animation_skinning_blending.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D webgl - animation - skinning</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://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> - Skeletal Animation Blending
(model from <a href="https://www.mixamo.com/" target="_blank" rel="noopener">mixamo.com</a>)<br/>
Note: crossfades are possible with blend weights being set to (1,0,0), (0,1,0) or (0,0,1)
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import Stats from 'v3d/addons/libs/stats.module.js';
import { GUI } from 'v3d/addons/libs/lil-gui.module.min.js';
import { GLTFLoader } from 'v3d/addons/loaders/GLTFLoader.js';
let scene, renderer, camera, stats;
let model, skeleton, mixer, clock;
const crossFadeControls = [];
let idleAction, walkAction, runAction;
let idleWeight, walkWeight, runWeight;
let actions, settings;
let singleStepMode = false;
let sizeOfNextStep = 0;
init();
function init() {
const container = document.getElementById('container');
camera = new v3d.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(1, 2, -3);
camera.lookAt(0, 1, 0);
clock = new v3d.Clock();
scene = new v3d.Scene();
scene.background = new v3d.Color(0xa0a0a0);
scene.fog = new v3d.Fog(0xa0a0a0, 10, 50);
const hemiLight = new v3d.HemisphereLight(0xffffff, 0x444444);
hemiLight.position.set(0, 20, 0);
scene.add(hemiLight);
const dirLight = new v3d.DirectionalLight(0xffffff);
dirLight.position.set(- 3, 10, -10);
dirLight.castShadow = true;
dirLight.shadow.camera.top = 2;
dirLight.shadow.camera.bottom = -2;
dirLight.shadow.camera.left = -2;
dirLight.shadow.camera.right = 2;
dirLight.shadow.camera.near = 0.1;
dirLight.shadow.camera.far = 40;
scene.add(dirLight);
// scene.add(new v3d.CameraHelper(dirLight.shadow.camera));
// ground
const mesh = new v3d.Mesh(new v3d.PlaneGeometry(100, 100), new v3d.MeshPhongMaterial({ color: 0x999999, depthWrite: false }));
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add(mesh);
const loader = new GLTFLoader();
loader.load('models/gltf/Soldier.glb', function(gltf) {
model = gltf.scene;
scene.add(model);
model.traverse(function(object) {
if (object.isMesh) object.castShadow = true;
});
//
skeleton = new v3d.SkeletonHelper(model);
skeleton.visible = false;
scene.add(skeleton);
//
createPanel();
//
const animations = gltf.animations;
mixer = new v3d.AnimationMixer(model);
idleAction = mixer.clipAction(animations[0]);
walkAction = mixer.clipAction(animations[3]);
runAction = mixer.clipAction(animations[1]);
actions = [idleAction, walkAction, runAction];
activateAllActions();
animate();
});
renderer = new v3d.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputEncoding = v3d.sRGBEncoding;
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
stats = new Stats();
container.appendChild(stats.dom);
window.addEventListener('resize', onWindowResize);
}
function createPanel() {
const panel = new GUI({ width: 310 });
const folder1 = panel.addFolder('Visibility');
const folder2 = panel.addFolder('Activation/Deactivation');
const folder3 = panel.addFolder('Pausing/Stepping');
const folder4 = panel.addFolder('Crossfading');
const folder5 = panel.addFolder('Blend Weights');
const folder6 = panel.addFolder('General Speed');
settings = {
'show model': true,
'show skeleton': false,
'deactivate all': deactivateAllActions,
'activate all': activateAllActions,
'pause/continue': pauseContinue,
'make single step': toSingleStepMode,
'modify step size': 0.05,
'from walk to idle': function() {
prepareCrossFade(walkAction, idleAction, 1.0);
},
'from idle to walk': function() {
prepareCrossFade(idleAction, walkAction, 0.5);
},
'from walk to run': function() {
prepareCrossFade(walkAction, runAction, 2.5);
},
'from run to walk': function() {
prepareCrossFade(runAction, walkAction, 5.0);
},
'use default duration': true,
'set custom duration': 3.5,
'modify idle weight': 0.0,
'modify walk weight': 1.0,
'modify run weight': 0.0,
'modify time scale': 1.0
};
folder1.add(settings, 'show model').onChange(showModel);
folder1.add(settings, 'show skeleton').onChange(showSkeleton);
folder2.add(settings, 'deactivate all');
folder2.add(settings, 'activate all');
folder3.add(settings, 'pause/continue');
folder3.add(settings, 'make single step');
folder3.add(settings, 'modify step size', 0.01, 0.1, 0.001);
crossFadeControls.push(folder4.add(settings, 'from walk to idle'));
crossFadeControls.push(folder4.add(settings, 'from idle to walk'));
crossFadeControls.push(folder4.add(settings, 'from walk to run'));
crossFadeControls.push(folder4.add(settings, 'from run to walk'));
folder4.add(settings, 'use default duration');
folder4.add(settings, 'set custom duration', 0, 10, 0.01);
folder5.add(settings, 'modify idle weight', 0.0, 1.0, 0.01).listen().onChange(function(weight) {
setWeight(idleAction, weight);
});
folder5.add(settings, 'modify walk weight', 0.0, 1.0, 0.01).listen().onChange(function(weight) {
setWeight(walkAction, weight);
});
folder5.add(settings, 'modify run weight', 0.0, 1.0, 0.01).listen().onChange(function(weight) {
setWeight(runAction, weight);
});
folder6.add(settings, 'modify time scale', 0.0, 1.5, 0.01).onChange(modifyTimeScale);
folder1.open();
folder2.open();
folder3.open();
folder4.open();
folder5.open();
folder6.open();
}
function showModel(visibility) {
model.visible = visibility;
}
function showSkeleton(visibility) {
skeleton.visible = visibility;
}
function modifyTimeScale(speed) {
mixer.timeScale = speed;
}
function deactivateAllActions() {
actions.forEach(function(action) {
action.stop();
});
}
function activateAllActions() {
setWeight(idleAction, settings['modify idle weight']);
setWeight(walkAction, settings['modify walk weight']);
setWeight(runAction, settings['modify run weight']);
actions.forEach(function(action) {
action.play();
});
}
function pauseContinue() {
if (singleStepMode) {
singleStepMode = false;
unPauseAllActions();
} else {
if (idleAction.paused) {
unPauseAllActions();
} else {
pauseAllActions();
}
}
}
function pauseAllActions() {
actions.forEach(function(action) {
action.paused = true;
});
}
function unPauseAllActions() {
actions.forEach(function(action) {
action.paused = false;
});
}
function toSingleStepMode() {
unPauseAllActions();
singleStepMode = true;
sizeOfNextStep = settings['modify step size'];
}
function prepareCrossFade(startAction, endAction, defaultDuration) {
// Switch default / custom crossfade duration (according to the user's choice)
const duration = setCrossFadeDuration(defaultDuration);
// Make sure that we don't go on in singleStepMode, and that all actions are unpaused
singleStepMode = false;
unPauseAllActions();
// If the current action is 'idle' (duration 4 sec), execute the crossfade immediately;
// else wait until the current action has finished its current loop
if (startAction === idleAction) {
executeCrossFade(startAction, endAction, duration);
} else {
synchronizeCrossFade(startAction, endAction, duration);
}
}
function setCrossFadeDuration(defaultDuration) {
// Switch default crossfade duration <-> custom crossfade duration
if (settings['use default duration']) {
return defaultDuration;
} else {
return settings['set custom duration'];
}
}
function synchronizeCrossFade(startAction, endAction, duration) {
mixer.addEventListener('loop', onLoopFinished);
function onLoopFinished(event) {
if (event.action === startAction) {
mixer.removeEventListener('loop', onLoopFinished);
executeCrossFade(startAction, endAction, duration);
}
}
}
function executeCrossFade(startAction, endAction, duration) {
// Not only the start action, but also the end action must get a weight of 1 before fading
// (concerning the start action this is already guaranteed in this place)
setWeight(endAction, 1);
endAction.time = 0;
// Crossfade with warping - you can also try without warping by setting the third parameter to false
startAction.crossFadeTo(endAction, duration, true);
}
// This function is needed, since animationAction.crossFadeTo() disables its start action and sets
// the start action's timeScale to ((start animation's duration) / (end animation's duration))
function setWeight(action, weight) {
action.enabled = true;
action.setEffectiveTimeScale(1);
action.setEffectiveWeight(weight);
}
// Called by the render loop
function updateWeightSliders() {
settings['modify idle weight'] = idleWeight;
settings['modify walk weight'] = walkWeight;
settings['modify run weight'] = runWeight;
}
// Called by the render loop
function updateCrossFadeControls() {
if (idleWeight === 1 && walkWeight === 0 && runWeight === 0) {
crossFadeControls[0].disable();
crossFadeControls[1].enable();
crossFadeControls[2].disable();
crossFadeControls[3].disable();
}
if (idleWeight === 0 && walkWeight === 1 && runWeight === 0) {
crossFadeControls[0].enable();
crossFadeControls[1].disable();
crossFadeControls[2].enable();
crossFadeControls[3].disable();
}
if (idleWeight === 0 && walkWeight === 0 && runWeight === 1) {
crossFadeControls[0].disable();
crossFadeControls[1].disable();
crossFadeControls[2].disable();
crossFadeControls[3].enable();
}
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
// Render loop
requestAnimationFrame(animate);
idleWeight = idleAction.getEffectiveWeight();
walkWeight = walkAction.getEffectiveWeight();
runWeight = runAction.getEffectiveWeight();
// Update the panel values if weights are modified from "outside" (by crossfadings)
updateWeightSliders();
// Enable/disable crossfade controls according to current weight values
updateCrossFadeControls();
// Get the time elapsed since the last frame, used for mixer update (if not in single step mode)
let mixerUpdateDelta = clock.getDelta();
// If in single step mode, make one step and then do nothing (until the user clicks again)
if (singleStepMode) {
mixerUpdateDelta = sizeOfNextStep;
sizeOfNextStep = 0;
}
// Update the animation mixer, the stats panel, and render this frame
mixer.update(mixerUpdateDelta);
stats.update();
renderer.render(scene, camera);
}
</script>
</body>
</html>