webgl_loader_sea3d_bvh.html 7.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - sea3d / bvh</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Exported by <a href="https://github.com/sunag/sea3d" target="_blank" rel="noopener">SEA3D Exporter</a>. Asset by <a href="http://www.turbosquid.com/3d-models/soccer-player-max-free/307330" target="_blank" rel="noopener">Trivision</a><br/>
  12. Runtime convertion of BVH Animation to SEA3D Skeleton Animation
  13. </div>
  14. <script type="module">
  15. import {
  16. Vector3,
  17. Color,
  18. Matrix4,
  19. Euler,
  20. Math,
  21. Clock,
  22. Group,
  23. Object3D,
  24. AnimationMixer,
  25. SkeletonHelper,
  26. PerspectiveCamera,
  27. Scene,
  28. WebGLRenderer
  29. } from "../build/three.module.js";
  30. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  31. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  32. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  33. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  34. import { MaskPass } from './jsm/postprocessing/MaskPass.js';
  35. import { CopyShader } from './jsm/shaders/CopyShader.js';
  36. import { ColorCorrectionShader } from './jsm/shaders/ColorCorrectionShader.js';
  37. import { VignetteShader } from './jsm/shaders/VignetteShader.js';
  38. import { BVHLoader } from './jsm/loaders/BVHLoader.js';
  39. import { SEA3D } from './jsm/loaders/sea3d/SEA3DLoader.js';
  40. import './jsm/loaders/sea3d/SEA3DLZMA.js'; // sea3d lzma extension
  41. import { SkeletonUtils } from './jsm/utils/SkeletonUtils.js';
  42. import Stats from './jsm/libs/stats.module.js';
  43. console.log( "Visit https://github.com/sunag/sea3d to all codes and builds under development." );
  44. var container, stats;
  45. var camera, scene, renderer, composer, player, hat;
  46. var loader;
  47. var bvhSkeletonHelper, bvhMixer;
  48. // Initialize Three.JS
  49. init();
  50. //
  51. // SEA3D Loader
  52. //
  53. loader = new SEA3D( {
  54. autoPlay: true, // Auto play animations
  55. container: scene, // Container to add models
  56. multiplier: .6 // Light multiplier
  57. } );
  58. loader.onComplete = function ( ) {
  59. // Get the first camera from SEA3D Studio
  60. // use loader.get... to get others objects
  61. var cam = loader.cameras[ 0 ];
  62. camera.position.copy( cam.position );
  63. camera.rotation.copy( cam.rotation );
  64. new OrbitControls( camera, renderer.domElement );
  65. // get meshes
  66. player = loader.getMesh( "Player" );
  67. hat = loader.getMesh( "Hat" );
  68. hat.visible = false;
  69. loadBVH();
  70. animate();
  71. };
  72. loader.load( './models/sea3d/skin.tjs.sea' );
  73. //
  74. function bvhToSEA3D( result ) {
  75. var options = {
  76. useFirstFramePosition: true,
  77. preserveHipPosition: false,
  78. hip: "hip",
  79. // left is SEA3D bone names and right BVH bone names
  80. names: {
  81. "Base HumanPelvis": "hip",
  82. "Base HumanSpine3": "abdomen",
  83. "Base HumanRibcage": "chest",
  84. "Base HumanHead": "head",
  85. "Base HumanRUpperarm": "rShldr",
  86. "Base HumanRForearm1": "rForeArm",
  87. "Base HumanRPalm": "rHand",
  88. "Base HumanLUpperarm": "lShldr",
  89. "Base HumanLForearm1": "lForeArm",
  90. "Base HumanLPalm": "lHand",
  91. "Base HumanRThigh": "rThigh",
  92. "Base HumanRCalf1": "rShin",
  93. "Base HumanRFoot": "rFoot",
  94. "Base HumanLThigh": "lThigh",
  95. "Base HumanLCalf1": "lShin",
  96. "Base HumanLFoot": "lFoot"
  97. },
  98. };
  99. // Automatic offset: get offsets when it is in T-Pose
  100. options.offsets = SkeletonUtils.getSkeletonOffsets( player, bvhSkeletonHelper, options );
  101. /*
  102. // Manual offsets: compensates the difference in skeletons ( T-Pose )
  103. options.offsets = {
  104. "lShldr": new Matrix4().makeRotationFromEuler(
  105. new Euler(
  106. 0,
  107. Math.degToRad( - 45 ),
  108. Math.degToRad( - 80 )
  109. )
  110. ),
  111. "rShldr": new Matrix4().makeRotationFromEuler(
  112. new Euler(
  113. 0,
  114. Math.degToRad( 45 ),
  115. Math.degToRad( 80 )
  116. )
  117. ),
  118. "lFoot": new Matrix4().makeRotationFromEuler(
  119. new Euler(
  120. 0,
  121. Math.degToRad( 15 ),
  122. 0
  123. )
  124. ),
  125. "rFoot": new Matrix4().makeRotationFromEuler(
  126. new Euler(
  127. 0,
  128. Math.degToRad( 15 ),
  129. 0
  130. )
  131. )
  132. };
  133. */
  134. var clip = SkeletonUtils.retargetClip( player, result.skeleton, result.clip, options );
  135. clip.name = "dance";
  136. clip = SEA3D.AnimationClip.fromClip( clip );
  137. player.addAnimation( new SEA3D.Animation( clip ) );
  138. player.play( "dance" );
  139. }
  140. function loadBVH() {
  141. var loader = new BVHLoader();
  142. loader.load( "models/bvh/pirouette.bvh", function ( result ) {
  143. bvhSkeletonHelper = new SkeletonHelper( result.skeleton.bones[ 0 ] );
  144. bvhSkeletonHelper.skeleton = result.skeleton; // allow animation mixer to bind to SkeletonHelper directly
  145. var boneContainer = new Group();
  146. boneContainer.add( result.skeleton.bones[ 0 ] );
  147. boneContainer.position.y = - 100;
  148. scene.add( bvhSkeletonHelper );
  149. scene.add( boneContainer );
  150. // play animation
  151. bvhMixer = new AnimationMixer( bvhSkeletonHelper );
  152. bvhMixer.clipAction( result.clip ).setEffectiveWeight( 1.0 ).play();
  153. bvhToSEA3D( result );
  154. } );
  155. }
  156. function init() {
  157. scene = new Scene();
  158. scene.background = new Color( 0x333333 );
  159. container = document.createElement( 'div' );
  160. document.body.appendChild( container );
  161. camera = new PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20000 );
  162. camera.position.set( 1000, - 300, 1000 );
  163. renderer = new WebGLRenderer();
  164. renderer.setPixelRatio( window.devicePixelRatio );
  165. renderer.setSize( window.innerWidth, window.innerHeight );
  166. container.appendChild( renderer.domElement );
  167. stats = new Stats();
  168. container.appendChild( stats.dom );
  169. // post-processing
  170. composer = new EffectComposer( renderer );
  171. var renderPass = new RenderPass( scene, camera );
  172. var copyPass = new ShaderPass( CopyShader );
  173. composer.addPass( renderPass );
  174. var vh = 1.4, vl = 1.2;
  175. var colorCorrectionPass = new ShaderPass( ColorCorrectionShader );
  176. colorCorrectionPass.uniforms[ "powRGB" ].value = new Vector3( vh, vh, vh );
  177. colorCorrectionPass.uniforms[ "mulRGB" ].value = new Vector3( vl, vl, vl );
  178. composer.addPass( colorCorrectionPass );
  179. var vignettePass = new ShaderPass( VignetteShader );
  180. vignettePass.uniforms[ "darkness" ].value = 1.0;
  181. composer.addPass( vignettePass );
  182. composer.addPass( copyPass );
  183. // events
  184. window.addEventListener( 'resize', onWindowResize, false );
  185. }
  186. function onWindowResize() {
  187. camera.aspect = window.innerWidth / window.innerHeight;
  188. camera.updateProjectionMatrix();
  189. composer.setSize( window.innerWidth, window.innerHeight );
  190. renderer.setSize( window.innerWidth, window.innerHeight );
  191. }
  192. //
  193. var clock = new Clock();
  194. function animate() {
  195. var delta = clock.getDelta();
  196. requestAnimationFrame( animate );
  197. // Update SEA3D Animations
  198. SEA3D.AnimationHandler.update( delta );
  199. if ( bvhMixer ) bvhMixer.update( delta );
  200. render( delta );
  201. stats.update();
  202. }
  203. function render( dlt ) {
  204. //renderer.render( scene, camera );
  205. composer.render( dlt );
  206. }
  207. </script>
  208. </body>
  209. </html>