目录
这一篇的主要是介绍用到的SkeletonHelper(模拟骨骼),AnimationUtils(一个提供各种动画辅助方法的对象),本片案例的重点在于动画处理部分。
1 SkeletonHelper
用来模拟骨骼 Skeleton 的辅助对象. 该辅助对象使用 LineBasicMaterial 材质
1.1构造函数
SkeletonHelper( object : Object3D )
object -- 通常是 SkinnedMesh的实例. 实际上, 只要子级存在Bones的任何 Object3D 的实例都可以,(参考 Object3D.children).
1.2 属性
.bones : Array
辅助对象使用 Lines 渲染的骨数组.
.isSkeletonHelper : Boolean
只读属性,用以检查该给定对象是否是 SkeletonHelper.
构造函数传入的对象.
2 打印model和animals及动作数量
console.log(model);
console.log(animations);
可以看到包含了7个动画。
3 动画部分分析
3.1 AnimationUtils
一个提供各种动画辅助方法的对象,内部使用。(附加动画脚本处用到了THREE.AnimationUtils的makeClipAdditive方法和subclip方法)
.makeClipAdditive ( targetClip : AnimationClip, referenceFrame : Number, referenceClip : AnimationClip, fps : Number ) : AnimationClip
将给定动画剪辑的关键帧转换为加法格式。
.subclip ( clip : AnimationClip, name : String, startFrame : Number, endFrame : Number, fps : Number ) : AnimationClip
创建一个新的片段,仅包含所给定帧之间的原始剪辑片段。
3.2 UI处理动画切换逻辑
3.2.1 基础动画部分
console.log(Object.keys( baseActions ));
console.log(panelSettings);
3.2.2 附加动作部分
3.2.3 速度
//速度
folder3.add( panelSettings, 'modify time scale', 0.0, 1.5, 0.01 ).onChange( modifyTimeScale );
3.3 AnimationClip
动画剪辑(AnimationClip)是一个可重用的关键帧轨道集,它代表动画。
3.4 AnimationAction
AnimationActions 用来调度存储在AnimationClips中的动画。
说明: AnimationAction的大多数方法都可以链式调用
5 全部脚本加注释
<!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="../three.js-r163/examples/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": "../three.js-r163//build/three.module.js",
"three/addons/": "../three.js-r163/examples//jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
//性能检测
import Stats from 'three/addons/libs/stats.module.js';
//UI
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
//控制器
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
//模型加载器
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
let scene, renderer, camera, stats;
//模型, 骨骼辅助对象,动画混合器 , clock对象用于跟踪时间
let model, skeleton, mixer, clock;
//交叉淡入淡出控件组
const crossFadeControls = [];
//当前基础动作
let currentBaseAction = 'idle';
//AnimationObjectGroup 接收共享动画状态的一组对象
//所有动作
const allActions = [];
//基础动作
const baseActions = {
idle: { weight: 1 },
walk: { weight: 0 },
run: { weight: 0 }
};
//附加的动作
const additiveActions = {
sneak_pose: { weight: 0 },
sad_pose: { weight: 0 },
agree: { weight: 0 },
headShake: { weight: 0 }
};
// 设置面板,动画数量
let panelSettings, numAnimations;
init();
function init() {
const container = document.getElementById( 'container' );
clock = new THREE.Clock();
//场景
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xa0a0a0 );
scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 );
//灯
const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d, 3 );
hemiLight.position.set( 0, 20, 0 );
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
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 );
// ground 地面
const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), new THREE.MeshPhongMaterial( { color: 0xcbcbcb, depthWrite: false } ) );
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );
//模型加载
const loader = new GLTFLoader();
loader.load( '../three.js-r163/examples/models/gltf/Xbot.glb', function ( gltf ) {
model = gltf.scene;
scene.add( model );
console.log(model);
model.traverse( function ( object ) {
if ( object.isMesh ) object.castShadow = true;//对象是否被渲染到阴影贴图中
} );
//用来模拟骨骼 Skeleton 的辅助对象. 该辅助对象使用 LineBasicMaterial 材质
skeleton = new THREE.SkeletonHelper( model );
skeleton.visible = false;//先不显示
scene.add( skeleton );
//动画
const animations = gltf.animations;
console.log(animations);
mixer = new THREE.AnimationMixer( model );
numAnimations = animations.length;
console.log(numAnimations);
for ( let i = 0; i !== numAnimations; ++ i ) {
let clip = animations[ i ];
const name = clip.name;
//如果是基础动作
if ( baseActions[ name ] ) {
const action = mixer.clipAction( clip );//返回所传入的剪辑参数的AnimationAction
//AnimationActions 用来调度存储在AnimationClips中的动画
activateAction( action );
baseActions[ name ].action = action;
allActions.push( action );
}
//如果是附加动作
else if ( additiveActions[ name ] ) {
// Make the clip additive and remove the reference frame
//一个提供各种动画辅助方法的对象,内部使用
//动画剪辑 将给定动画片段的关键帧转换为附加格式。
THREE.AnimationUtils.makeClipAdditive( clip );
if ( clip.name.endsWith( '_pose' ) ) {
// 动画剪辑 创建一个新片段,仅包含给定帧之间原始片段的片段。 开始帧 结束帧 帧数
//创建一个新的片段,仅包含所给定帧之间的原始剪辑片段
clip = THREE.AnimationUtils.subclip( clip, clip.name, 2, 3, 30 );
}
const action = mixer.clipAction( clip );
activateAction( action );
additiveActions[ name ].action = action;
allActions.push( action );
}
}
createPanel();
animate();
} );
//渲染器
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
container.appendChild( renderer.domElement );
// camera 相机
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 100 );
camera.position.set( - 1, 2, 3 );
//控制器
const controls = new OrbitControls( camera, renderer.domElement );
controls.enablePan = false;
controls.enableZoom = false;
controls.target.set( 0, 1, 0 );
controls.update();
//性能检测
stats = new Stats();
container.appendChild( stats.dom );
//窗口大小监听
window.addEventListener( 'resize', onWindowResize );
}
//UI 面板 操作动画
function createPanel() {
const panel = new GUI( { width: 310 } );
const folder0= panel.addFolder( '骨骼' );//
const folder1 = panel.addFolder( 'Base Actions' );//基础动画部分
const folder2 = panel.addFolder( 'Additive Action Weights' ); //附加的动作
const folder3 = panel.addFolder( 'General Speed' ); //速度
folder0.add(skeleton,'visible',false);
panelSettings = {
'modify time scale': 1.0
}; //
console.log(Object.keys( baseActions ));
const baseNames = [ 'None', ...Object.keys( baseActions ) ];//把基础动作的名字放在数组里
for ( let i = 0, l = baseNames.length; i !== l; ++ i ) {
const name = baseNames[ i ];
const settings = baseActions[ name ];
//方法
panelSettings[ name ] = function () {
const currentSettings = baseActions[ currentBaseAction ];
const currentAction = currentSettings ? currentSettings.action : null;
const action = settings ? settings.action : null;
if ( currentAction !== action ) {
//准备淡入淡出
prepareCrossFade( currentAction, action, 0.35 );
}
};
//console.log(folder1.add( panelSettings, name));
crossFadeControls.push( folder1.add( panelSettings, name) );//放入数组
}
panelSettings['测试']=function(){
console.log("测试");
//executeCrossFade(baseActions[currentBaseAction].action,baseActions['run'].action,0.35);
//prepareCrossFade(baseActions[currentBaseAction].action,baseActions['run'].action,0.35);
}
folder1.add( panelSettings, '测试')
//crossFadeControls.push(folder1.add( panelSettings, '测试'));
//附加动作部分
for ( const name of Object.keys( additiveActions ) ) {
const settings = additiveActions[ name ];
panelSettings[ name ] = settings.weight;
folder2.add( panelSettings, name, 0.0, 1.0, 0.01 ).listen().onChange( function ( weight ) {
setWeight( settings.action, weight );//设置权重
settings.weight = weight;//动作的影响程度 (取值范围[0, 1]). 0 (无影响)到1(完全影响)之间的值可以用来混合多个动作。默认值是1
} );
}
//速度
folder3.add( panelSettings, 'modify time scale', 0.0, 1.5, 0.01 ).onChange( modifyTimeScale );
//console.log(panelSettings);
folder1.open();
folder2.open();
folder3.open();
//控制文字明暗
crossFadeControls.forEach( function ( control ) {
//绑定setInactive方法 暗
control.setInactive = function () {
//console.log( control, 11);
control.domElement.classList.add( 'control-inactive' );
};
//绑定setActive方法 明
control.setActive = function () {
//console.log(control,22);
control.domElement.classList.remove( 'control-inactive' );
};
const settings = baseActions[ control.property ];//获取每个基础动作
console.log( control.property, ! settings || ! settings.weight );
if ( ! settings || ! settings.weight ) {
//console.log(control,33);
control.setInactive();//设置为暗
}
} );
}
//AnimationActions 用来调度存储在AnimationClips中的动画
function activateAction( action ) {
//getClip () : AnimationClip返回存有此动作的动画数据的剪辑
const clip = action.getClip();
const settings = baseActions[ clip.name ] || additiveActions[ clip.name ];
//设置权重
setWeight( action, settings.weight );
action.play();//播放动作
}
function modifyTimeScale( speed ) {
mixer.timeScale = speed;
}
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 );
} else {
synchronizeCrossFade( startAction, endAction, duration );
}
// Update control colors
if ( endAction ) {
const clip = endAction.getClip();//返回存有此动作的动画数据的剪辑
currentBaseAction = clip.name;//当前动画名字
} else {
currentBaseAction = 'None';
}
crossFadeControls.forEach( function ( control ) {
const name = control.property;//property属性 获取对应的动画名称
//当前动画
if ( name === currentBaseAction ) {
console.log(name +'亮');
control.setActive();//亮
} else {
control.setInactive();//文字变暗
}
} );
}
//同步淡入淡出
function synchronizeCrossFade( startAction, endAction, duration ) {
mixer.addEventListener( 'loop', onLoopFinished );//循环
function onLoopFinished( event ) {
if ( event.action === startAction ) {
mixer.removeEventListener( 'loop', onLoopFinished );//移除startAction监听
executeCrossFade( startAction, endAction, duration );
}
}
}
//执行淡入淡出
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)
//不仅开始动作,结束动作的权重也必须为1
//(关于启动动作,这个地方已经保证了)
if ( endAction ) {
setWeight( endAction, 1 );
endAction.time = 0;
if ( startAction ) {
// Crossfade with warping 淡入淡出
//在传入的时间段内, 让此动作淡出(fade out),同时让另一个动作淡入。此方法可链式调用。
//如果warpBoolean值是true, 额外的 warping (时间比例的渐变)将会被应用。
//说明: 与 fadeIn/fadeOut一样, 淡入淡出动作开始/结束时的权重是1.
startAction.crossFadeTo( endAction, duration, true );//个人理解是startAction谈出 endAction淡入
} 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。此方法可链式调用
endAction.fadeIn( duration );//
}
} else {
// Fade out
//在传入的时间间隔内,逐渐将此动作的权重(weight)由1降至0。此方法可链式调用
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))
//这个函数是必需的,因为animationAction.crossFadeTo()会禁用它的开始动作和设置
//开始动作的时间刻度到((开始动画的持续时间)/(结束动画的持续时间))
function setWeight( action, weight ) {
action.enabled = true;
//.setEffectiveTimeScale ( timeScale : Number ) : this
//设置时间比例(timeScale)以及停用所有的变形)。 此方法可以链式调用。
//如果暂停 (paused)值为false, 有效的时间比例(一个内部属性) 也会被设为该值; 否则有效时间比例 (直接影响当前动画 将会被设为0.
//说明: 如果时间比例.timeScale 被此方法设为0,暂停值paused不会被自动改为true。
action.setEffectiveTimeScale( 1 );
//.setEffectiveWeight ( weight : Number ) : this
//设置权重(weight)以及停止所有淡入淡出。该方法可以链式调用。
//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.
//说明: 如果该方法将权重weight值设为0,启用值enabled不会被自动改为false。
action.setEffectiveWeight( weight );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
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 ];//设置
settings.weight = action.getEffectiveWeight();//权重
}
// 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 );//动画更新
stats.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>