<script type="module">
import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';//帧率
import { GUI } from './jsm/libs/dat.gui.module.js';//GUI界面
import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';//3d模型导入插件
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 THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 1, 2, - 3 );
camera.lookAt( 0, 1, 0 );//相机看的目标点
clock = new THREE.Clock();//时间
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xa0a0a0 );
scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 );
const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444 );//半球光(天空光,地表反射光,光照强度)
hemiLight.position.set( 0, 20, 0 );
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0xffffff );//平行太阳光
dirLight.position.set( - 3, 10, - 10 );
dirLight.castShadow = true;// 产生动态阴影
//阴影产生面积(left — 摄像机视锥体左侧面。
// right — 摄像机视锥体右侧面。
// top — 摄像机视锥体上侧面。
// bottom — 摄像机视锥体下侧面。)
dirLight.shadow.camera.top = 2;
dirLight.shadow.camera.bottom = - 2;
dirLight.shadow.camera.left = - 2;
dirLight .shadow.camera.right = 2;
// near — 摄像机视锥体近端面。
// far — 摄像机视锥体远端面。
dirLight.shadow.camera.near = 0.1;
dirLight.shadow.camera.far = 40;
scene.add( dirLight );
// scene.add( new THREE.CameraHelper( dirLight.shadow.camera ) );
// ground
//PlaneGeometry(平面几何体) MeshPhongMaterial(一种用于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: 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 THREE.SkeletonHelper( model );//骨骼材质
skeleton.visible = false;
scene.add( skeleton );
//
createPanel();
//
const animations = gltf.animations;//model导入的动画,为一个数组对象
mixer = new THREE.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 THREE.WebGLRenderer( { antialias: true } );//WebGRL渲染图形,antialias为抗锯齿属性
renderer.setPixelRatio( window.devicePixelRatio );//设置设备像素比,window.devicePixelRatio为浏览器的像素属性
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.outputEncoding = THREE.sRGBEncoding;//将render颜色渲染模式从linear转化成sRGBEncoding(色差补偿)(Gamma矫正) https://cloud.tencent.com/developer/article/1543647
renderer.shadowMap.enabled = true;//使用阴影贴图
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize );
}
//GUI配置
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();
crossFadeControls.forEach( function ( control ) {
control.classList1 = control.domElement.parentElement.parentElement.classList;
control.classList2 = control.domElement.previousElementSibling.classList;
control.setDisabled = function () {
control.classList1.add( 'no-pointer-events' );
control.classList2.add( 'control-disabled' );
};
control.setEnabled = function () {
control.classList1.remove( 'no-pointer-events' );
control.classList2.remove( 'control-disabled' );
};
} );
}
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() {
crossFadeControls.forEach( function ( control ) {
control.setDisabled();
} );
if ( idleWeight === 1 && walkWeight === 0 && runWeight === 0 ) {
crossFadeControls[ 1 ].setEnabled();
}
if ( idleWeight === 0 && walkWeight === 1 && runWeight === 0 ) {
crossFadeControls[ 0 ].setEnabled();
crossFadeControls[ 2 ].setEnabled();
}
if ( idleWeight === 0 && walkWeight === 0 && runWeight === 1 ) {
crossFadeControls[ 3 ].setEnabled();
}
}
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>
初探Threejs
这是从
three.js官网上的 (model from
mixamo.com)copy下来的代码,加了自己的注释!应该算半个原创吧~