bones-browser.html 6.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8">
  5. <title>Three.js Bones Browser</title>
  6. <link rel="shortcut icon" href="../../files/favicon.ico" />
  7. <link rel="stylesheet" type="text/css" href="../../files/main.css">
  8. <style>
  9. canvas { width: 100%; height: 100% }
  10. #newWindow {
  11. display: block;
  12. position: absolute;
  13. bottom: 0.3em;
  14. left: 0.5em;
  15. color: #fff;
  16. }
  17. </style>
  18. </head>
  19. <body>
  20. <a id='newWindow' href='./bones-browser.html' target='_blank'>Open in New Window</a>
  21. <script type="module">
  22. import {
  23. Bone,
  24. Color,
  25. CylinderBufferGeometry,
  26. DoubleSide,
  27. Float32BufferAttribute,
  28. MeshPhongMaterial,
  29. PerspectiveCamera,
  30. PointLight,
  31. Scene,
  32. SkinnedMesh,
  33. Skeleton,
  34. SkeletonHelper,
  35. Vector3,
  36. Uint16BufferAttribute,
  37. WebGLRenderer
  38. } from "../../build/three.module.js";
  39. import { GUI } from '../../examples/jsm/libs/dat.gui.module.js';
  40. import { OrbitControls } from '../../examples/jsm/controls/OrbitControls.js';
  41. var gui, scene, camera, renderer, orbit, lights, mesh, bones, skeletonHelper;
  42. var state = {
  43. animateBones: false
  44. };
  45. function initScene() {
  46. gui = new GUI();
  47. scene = new Scene();
  48. scene.background = new Color( 0x444444 );
  49. camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 200 );
  50. camera.position.z = 30;
  51. camera.position.y = 30;
  52. renderer = new WebGLRenderer( { antialias: true } );
  53. renderer.setPixelRatio( window.devicePixelRatio );
  54. renderer.setSize( window.innerWidth, window.innerHeight );
  55. document.body.appendChild( renderer.domElement );
  56. orbit = new OrbitControls( camera, renderer.domElement );
  57. orbit.enableZoom = false;
  58. lights = [];
  59. lights[ 0 ] = new PointLight( 0xffffff, 1, 0 );
  60. lights[ 1 ] = new PointLight( 0xffffff, 1, 0 );
  61. lights[ 2 ] = new PointLight( 0xffffff, 1, 0 );
  62. lights[ 0 ].position.set( 0, 200, 0 );
  63. lights[ 1 ].position.set( 100, 200, 100 );
  64. lights[ 2 ].position.set( - 100, - 200, - 100 );
  65. scene.add( lights[ 0 ] );
  66. scene.add( lights[ 1 ] );
  67. scene.add( lights[ 2 ] );
  68. window.addEventListener( 'resize', function () {
  69. camera.aspect = window.innerWidth / window.innerHeight;
  70. camera.updateProjectionMatrix();
  71. renderer.setSize( window.innerWidth, window.innerHeight );
  72. }, false );
  73. initBones();
  74. setupDatGui();
  75. }
  76. function createGeometry( sizing ) {
  77. var geometry = new CylinderBufferGeometry(
  78. 5, // radiusTop
  79. 5, // radiusBottom
  80. sizing.height, // height
  81. 8, // radiusSegments
  82. sizing.segmentCount * 3, // heightSegments
  83. true // openEnded
  84. );
  85. var position = geometry.attributes.position;
  86. var vertex = new Vector3();
  87. var skinIndices = [];
  88. var skinWeights = [];
  89. for ( var i = 0; i < position.count; i ++ ) {
  90. vertex.fromBufferAttribute( position, i );
  91. var y = ( vertex.y + sizing.halfHeight );
  92. var skinIndex = Math.floor( y / sizing.segmentHeight );
  93. var skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
  94. skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
  95. skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
  96. }
  97. geometry.addAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) );
  98. geometry.addAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) );
  99. return geometry;
  100. }
  101. function createBones( sizing ) {
  102. bones = [];
  103. var prevBone = new Bone();
  104. bones.push( prevBone );
  105. prevBone.position.y = - sizing.halfHeight;
  106. for ( var i = 0; i < sizing.segmentCount; i ++ ) {
  107. var bone = new Bone();
  108. bone.position.y = sizing.segmentHeight;
  109. bones.push( bone );
  110. prevBone.add( bone );
  111. prevBone = bone;
  112. }
  113. return bones;
  114. }
  115. function createMesh( geometry, bones ) {
  116. var material = new MeshPhongMaterial( {
  117. skinning: true,
  118. color: 0x156289,
  119. emissive: 0x072534,
  120. side: DoubleSide,
  121. flatShading: true
  122. } );
  123. var mesh = new SkinnedMesh( geometry, material );
  124. var skeleton = new Skeleton( bones );
  125. mesh.add( bones[ 0 ] );
  126. mesh.bind( skeleton );
  127. skeletonHelper = new SkeletonHelper( mesh );
  128. skeletonHelper.material.linewidth = 2;
  129. scene.add( skeletonHelper );
  130. return mesh;
  131. }
  132. function setupDatGui() {
  133. var folder = gui.addFolder( "General Options" );
  134. folder.add( state, "animateBones" );
  135. folder.__controllers[ 0 ].name( "Animate Bones" );
  136. folder.add( mesh, "pose" );
  137. folder.__controllers[ 1 ].name( ".pose()" );
  138. var bones = mesh.skeleton.bones;
  139. for ( var i = 0; i < bones.length; i ++ ) {
  140. var bone = bones[ i ];
  141. folder = gui.addFolder( "Bone " + i );
  142. folder.add( bone.position, 'x', - 10 + bone.position.x, 10 + bone.position.x );
  143. folder.add( bone.position, 'y', - 10 + bone.position.y, 10 + bone.position.y );
  144. folder.add( bone.position, 'z', - 10 + bone.position.z, 10 + bone.position.z );
  145. folder.add( bone.rotation, 'x', - Math.PI * 0.5, Math.PI * 0.5 );
  146. folder.add( bone.rotation, 'y', - Math.PI * 0.5, Math.PI * 0.5 );
  147. folder.add( bone.rotation, 'z', - Math.PI * 0.5, Math.PI * 0.5 );
  148. folder.add( bone.scale, 'x', 0, 2 );
  149. folder.add( bone.scale, 'y', 0, 2 );
  150. folder.add( bone.scale, 'z', 0, 2 );
  151. folder.__controllers[ 0 ].name( "position.x" );
  152. folder.__controllers[ 1 ].name( "position.y" );
  153. folder.__controllers[ 2 ].name( "position.z" );
  154. folder.__controllers[ 3 ].name( "rotation.x" );
  155. folder.__controllers[ 4 ].name( "rotation.y" );
  156. folder.__controllers[ 5 ].name( "rotation.z" );
  157. folder.__controllers[ 6 ].name( "scale.x" );
  158. folder.__controllers[ 7 ].name( "scale.y" );
  159. folder.__controllers[ 8 ].name( "scale.z" );
  160. }
  161. }
  162. function initBones() {
  163. var segmentHeight = 8;
  164. var segmentCount = 4;
  165. var height = segmentHeight * segmentCount;
  166. var halfHeight = height * 0.5;
  167. var sizing = {
  168. segmentHeight: segmentHeight,
  169. segmentCount: segmentCount,
  170. height: height,
  171. halfHeight: halfHeight
  172. };
  173. var geometry = createGeometry( sizing );
  174. var bones = createBones( sizing );
  175. mesh = createMesh( geometry, bones );
  176. mesh.scale.multiplyScalar( 1 );
  177. scene.add( mesh );
  178. }
  179. function render() {
  180. requestAnimationFrame( render );
  181. var time = Date.now() * 0.001;
  182. //Wiggle the bones
  183. if ( state.animateBones ) {
  184. for ( var i = 0; i < mesh.skeleton.bones.length; i ++ ) {
  185. mesh.skeleton.bones[ i ].rotation.z = Math.sin( time ) * 2 / mesh.skeleton.bones.length;
  186. }
  187. }
  188. renderer.render( scene, camera );
  189. }
  190. initScene();
  191. render();
  192. </script>
  193. </body>
  194. </html>