效果图:
代码解析:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - additive 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: blue;
}
.control-inactive button {
color: #888;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Skeletal Additive Animation Blending
(model from <a href="https://www.mixamo.com/" target="_blank" rel="noopener">mixamo.com</a>)<br/>
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js'; //右上角的前端交互界面
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
let scene, renderer, camera, stats;
let model, skeleton, mixer, clock;
const crossFadeControls = [];
let currentBaseAction = 'idle';
const allActions = [];
const baseActions = { //第一个控制面板的值
idle: { weight: 1 },
walk: { weight: 0 },
run: { weight: 0 }
};
const additiveActions = { //添加到右上角交互的选项
sneak_pose: { weight: 0 },
sad_pose: { weight: 0 },
agree: { weight: 0 },
headShake: { weight: 0 }
};
let panelSettings, numAnimations;
init();
function init() {
const container = document.getElementById( 'container' );
clock = new THREE.Clock();
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xa0a0a0 );
/*
1. 线性雾,密度随着距离的增加呈线性增长。参数为:雾的颜色,开始的地方,浓度的加深程度。
scene.fog = new THREE.Fog(0xffffff, 0.015, 100);
2.指数雾,密度随距离呈指数级增长。参数为:雾的颜色,浓度
scene.fog = new THREE. FogExp2 (0xffffff, 0.015);
*/
scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 ); //雾化效果,可以渲染出一层雾气,隐层远处的的物体,
const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d, 3 ); //半球光,从天空到地面两个颜色之间的渐变,与物体材质的颜色作叠加后得到最终的颜色效果。
hemiLight.position.set( 0, 20, 0 );
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );//方向光,常常用来表现太阳光照的效果。(颜色,强度)
dirLight.position.set( 3, 10, 10 );
dirLight.castShadow = true; //此属性设置为 true 灯光将投射阴影,需要通过调整让阴影看起来正确。 (代价比较高)
// 设置一些shadow属性来正确的显示模型的阴影
dirLight.shadow.camera.top = 2;
dirLight.shadow.camera.bottom = - 2; //.shadow对象,用于计算该平行光产生的阴影
dirLight.shadow.camera.left = - 2;
dirLight.shadow.camera.right = 2;
dirLight.shadow.camera.near = 0.1;
dirLight.shadow.camera.far = 40;
scene.add( dirLight );
// ground
/*
PlaneGeometry:生成平面几何体的类
MeshPhongMaterial:具有镜面高光的光泽表面的材质
*/
const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), new THREE.MeshPhongMaterial( { color: 0xcbcbcb, depthWrite: false } ) ); //生成的是视觉上的地面
mesh.rotation.x = - Math.PI / 2; //改变角度
mesh.receiveShadow = true; //设置接收阴影效果的模型 对应castShadow:产生阴影的模型(该demo中应该让引入的人体模型设置castShadow)
scene.add( mesh );
const loader = new GLTFLoader();
loader.load( 'models/gltf/Xbot.glb', function ( gltf ) { //引入模型
model = gltf.scene;
scene.add( model );
model.traverse( function ( object ) { //遍历模型所有节点设置可以产生阴影
if ( object.isMesh ) object.castShadow = true; //可以产生阴影
} );
skeleton = new THREE.SkeletonHelper( model ); // SkeletonHelper会可视化参数模型对象所包含的所有骨骼关节,从效果上本demo里面实是骨骼的连接线
skeleton.visible = false;
scene.add( skeleton );
const animations = gltf.animations; //获取动画,模型中带了动画(包括idle、run等,即设定的baseActions)
console.log(animations,'animations===')
mixer = new THREE.AnimationMixer( model );//动画帧播放器
numAnimations = animations.length;
for ( let i = 0; i !== numAnimations; ++ i ) {
let clip = animations[ i ]; //遍历模型动画
const name = clip.name;//动画名称
if ( baseActions[ name ] ) {
const action = mixer.clipAction( clip ); //动画对象
activateAction( action );
baseActions[ name ].action = action; //baseActions添加上我们模型中的动画
allActions.push( action );
} else if ( additiveActions[ name ] ) {//同样的给additiveActions 赋值上动画
// Make the clip additive and remove the reference frame
//将给定动画剪辑的关键帧转换为附加格式。
THREE.AnimationUtils.makeClipAdditive( clip );
if ( clip.name.endsWith( '_pose' ) ) {
// subclip:创建一个新的片段,仅包含所给定帧之间的原始剪辑片段。.subclip ( clip : AnimationClip, name : String, startFrame : Number, endFrame : Number, fps : Number ) : AnimationClip
// 去掉这行,可以看到我们改变Pose的时候任人物一直抖动 应该是从模型中的动画帧中取出了2-3的动画帧(取1-2发现人物是站直没有变化,说明模型给的动画是站直和弯下的连续动画,所以取出弯下的动画帧)
clip = THREE.AnimationUtils.subclip( clip, clip.name, 2, 3, 30 );
}
const action = mixer.clipAction( clip );
activateAction( action ); //赋值前对动画帧进行处理,设置属性时间等属性
additiveActions[ name ].action = action;//赋值
allActions.push( action );
}
}
createPanel(); //创建右上角的控制面板,调试器
animate(); //动画
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true; //显示阴影,设置为false,则不显示阴影了
container.appendChild( renderer.domElement );
// camera
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 100 );
camera.position.set( - 1, 2, 3 );
const controls = new OrbitControls( camera, renderer.domElement );
controls.enablePan = false;//禁止右键拖拽
controls.enableZoom = false;//禁止缩放
// controls.enableRotate = false; //禁止旋转
controls.target.set( 0, 1, 0 ); //对应的就是相机的.lookAt()观察目标,
controls.update(); //相机空间内部会执行camera.lookAt(controls.target)
stats = new Stats(); //性能监视器,可以看到帧率
container.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize );
}
function createPanel() {
const panel = new GUI( { width: 310 } );//调试器
// 创建右上角的调试器分组,可以看到分为三组
const folder1 = panel.addFolder( 'Base Actions' ); //.addFolder创建一个分组,可以将同一对象的属性创建在同一个分组中
const folder2 = panel.addFolder( 'Additive Action Weights' );
const folder3 = panel.addFolder( 'General Speed' );
panelSettings = {
'modify time scale': 1.0
};
const baseNames = [ 'None', ...Object.keys( baseActions ) ];
for ( let i = 0, l = baseNames.length; i !== l; ++ i ) {
const name = baseNames[ i ];
const settings = baseActions[ name ];
panelSettings[ name ] = function () { //直接设置的动画,所以点击的时候就运行动画了不用监听
const currentSettings = baseActions[ currentBaseAction ];
const currentAction = currentSettings ? currentSettings.action : null;
const action = settings ? settings.action : null;
if ( currentAction !== action ) {
prepareCrossFade( currentAction, action, 0.35 );
}
};
crossFadeControls.push( folder1.add( panelSettings, name ) ); //第一个面板的每个按钮都添加到里面
}
for ( const name of Object.keys( additiveActions ) ) {
const settings = additiveActions[ name ];
panelSettings[ name ] = settings.weight;
//添加控制面板,并监听change事件
folder2.add( panelSettings, name, 0.0, 1.0, 0.01 ).listen().onChange( function ( weight ) {
setWeight( settings.action, weight );
settings.weight = weight;
} );
}
folder3.add( panelSettings, 'modify time scale', 0.0, 1.5, 0.01 ).onChange( modifyTimeScale );
folder1.open();//展开状态
folder2.open();
folder3.open();
crossFadeControls.forEach( function ( control ) {//注:gui控制面板是正常元素,不是canvas
control.setInactive = function () { //没选中的元素设置类名
control.domElement.classList.add( 'control-inactive' );
};
control.setActive = function () {//选中的时候移除类名
control.domElement.classList.remove( 'control-inactive' );
};
const settings = baseActions[ control.property ];
if ( ! settings || ! settings.weight ) {
control.setInactive();
}
} );
}
function activateAction( action ) {
const clip = action.getClip(); //返回存有此动作的动画数据的剪辑
const settings = baseActions[ clip.name ] || additiveActions[ clip.name ];
setWeight( action, settings.weight );//给动画设置权重等属性
action.play();
}
function modifyTimeScale( speed ) {
mixer.timeScale = speed; //时间(time)的比例因子. 值为0时会使动画暂停。值为负数时动画会反向执行。默认值是1。
}
/*
*/
function prepareCrossFade( startAction, endAction, duration ) {
// If the current action is 'idle', execute the crossfade immediately;
// else wait until the current action has finished its current loop
//如果当前动作为'idle',立即执行crossfade;
//否则等待当前动作完成当前循环
if ( currentBaseAction === 'idle' || ! startAction || ! endAction ) {
executeCrossFade( startAction, endAction, duration ); //设置淡入淡出效果
} else {
synchronizeCrossFade( startAction, endAction, duration );
}
// Update control colors
if ( endAction ) {
const clip = endAction.getClip();
currentBaseAction = clip.name;
} else {
currentBaseAction = 'None';
}
//给第一个控制面板的设置激活状态
crossFadeControls.forEach( function ( control ) {
const name = control.property;
if ( name === currentBaseAction ) {
control.setActive();
} else {
control.setInactive();
}
} );
}
function synchronizeCrossFade( startAction, endAction, duration ) {
mixer.addEventListener( 'loop', onLoopFinished );//这个动作结束调用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)
if ( endAction ) {
setWeight( endAction, 1 );
endAction.time = 0;
if ( startAction ) {
// Crossfade with warping
// 在传入的时间段内,让此动作淡出,同时让另外一个动作淡入
startAction.crossFadeTo( endAction, duration, true );
} else {
// Fade in
//在传入的时间间隔内,逐渐将此动作的权重(weight)由0升到1。淡入
endAction.fadeIn( duration );
}
} else {
// Fade out
//淡出
startAction.fadeOut( duration );
}
}
// 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 ) {
// 相关参数解释地址:http://localhost:8080/docs/?q=setWeight#api/zh/animation/AnimationAction.getEffectiveWeight
action.enabled = true; //如果改成false 那么我们改变weights可以看到没有变化
action.setEffectiveTimeScale( 1 ); //设置时间比例
/*
如果启用属性(enabled)为true, 那么有效权重(一个内部属性) 也会被设为该值; 否则有效权重 (直接影响当前动画)将会被设为0
启用值enabled不会被自动改为false。
enabled:设置为false,会禁用动作,true允许动作
*/
action.setEffectiveWeight( weight );//设置权重,权重:动作的影响程度,0-1 可以用来混合多个动作,默认值为1
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
// 动画
function animate() {
// Render loop
requestAnimationFrame( animate );
for ( let i = 0; i !== numAnimations; ++ i ) {
const action = allActions[ i ];
const clip = action.getClip();
const settings = baseActions[ clip.name ] || additiveActions[ clip.name ];
settings.weight = action.getEffectiveWeight();
}
// Get the time elapsed since the last frame, used for mixer update
const mixerUpdateDelta = clock.getDelta();
// Update the animation mixer, the stats panel, and render this frame
mixer.update( mixerUpdateDelta );
stats.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>