webgl_loader_sea3d_bvh.html 7.3 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. Clock,
  19. Group,
  20. AnimationMixer,
  21. SkeletonHelper,
  22. PerspectiveCamera,
  23. Scene,
  24. WebGLRenderer
  25. } from "../build/three.module.js";
  26. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  27. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  28. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  29. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  30. import { CopyShader } from './jsm/shaders/CopyShader.js';
  31. import { ColorCorrectionShader } from './jsm/shaders/ColorCorrectionShader.js';
  32. import { VignetteShader } from './jsm/shaders/VignetteShader.js';
  33. import { BVHLoader } from './jsm/loaders/BVHLoader.js';
  34. import { SEA3D } from './jsm/loaders/sea3d/SEA3DLoader.js';
  35. import './jsm/loaders/sea3d/SEA3DLZMA.js'; // sea3d lzma extension
  36. import { SkeletonUtils } from './jsm/utils/SkeletonUtils.js';
  37. import Stats from './jsm/libs/stats.module.js';
  38. console.log( "Visit https://github.com/sunag/sea3d to all codes and builds under development." );
  39. var container, stats;
  40. var camera, scene, renderer, composer, player, hat;
  41. var loader;
  42. var bvhSkeletonHelper, bvhMixer;
  43. // Initialize Three.JS
  44. init();
  45. //
  46. // SEA3D Loader
  47. //
  48. loader = new SEA3D( {
  49. autoPlay: true, // Auto play animations
  50. container: scene, // Container to add models
  51. multiplier: .6 // Light multiplier
  52. } );
  53. loader.onComplete = function ( ) {
  54. // Get the first camera from SEA3D Studio
  55. // use loader.get... to get others objects
  56. var cam = loader.cameras[ 0 ];
  57. camera.position.copy( cam.position );
  58. camera.rotation.copy( cam.rotation );
  59. new OrbitControls( camera, renderer.domElement );
  60. // get meshes
  61. player = loader.getMesh( "Player" );
  62. hat = loader.getMesh( "Hat" );
  63. hat.visible = false;
  64. loadBVH();
  65. animate();
  66. };
  67. loader.load( './models/sea3d/skin.tjs.sea' );
  68. //
  69. function bvhToSEA3D( result ) {
  70. var options = {
  71. useFirstFramePosition: true,
  72. preserveHipPosition: false,
  73. hip: "hip",
  74. // left is SEA3D bone names and right BVH bone names
  75. names: {
  76. "Base HumanPelvis": "hip",
  77. "Base HumanSpine3": "abdomen",
  78. "Base HumanRibcage": "chest",
  79. "Base HumanHead": "head",
  80. "Base HumanRUpperarm": "rShldr",
  81. "Base HumanRForearm1": "rForeArm",
  82. "Base HumanRPalm": "rHand",
  83. "Base HumanLUpperarm": "lShldr",
  84. "Base HumanLForearm1": "lForeArm",
  85. "Base HumanLPalm": "lHand",
  86. "Base HumanRThigh": "rThigh",
  87. "Base HumanRCalf1": "rShin",
  88. "Base HumanRFoot": "rFoot",
  89. "Base HumanLThigh": "lThigh",
  90. "Base HumanLCalf1": "lShin",
  91. "Base HumanLFoot": "lFoot"
  92. },
  93. };
  94. // Automatic offset: get offsets when it is in T-Pose
  95. options.offsets = SkeletonUtils.getSkeletonOffsets( player, bvhSkeletonHelper, options );
  96. /*
  97. // Manual offsets: compensates the difference in skeletons ( T-Pose )
  98. options.offsets = {
  99. "lShldr": new Matrix4().makeRotationFromEuler(
  100. new Euler(
  101. 0,
  102. Math.degToRad( - 45 ),
  103. Math.degToRad( - 80 )
  104. )
  105. ),
  106. "rShldr": new Matrix4().makeRotationFromEuler(
  107. new Euler(
  108. 0,
  109. Math.degToRad( 45 ),
  110. Math.degToRad( 80 )
  111. )
  112. ),
  113. "lFoot": new Matrix4().makeRotationFromEuler(
  114. new Euler(
  115. 0,
  116. Math.degToRad( 15 ),
  117. 0
  118. )
  119. ),
  120. "rFoot": new Matrix4().makeRotationFromEuler(
  121. new Euler(
  122. 0,
  123. Math.degToRad( 15 ),
  124. 0
  125. )
  126. )
  127. };
  128. */
  129. var clip = SkeletonUtils.retargetClip( player, result.skeleton, result.clip, options );
  130. clip.name = "dance";
  131. clip = SEA3D.AnimationClip.fromClip( clip );
  132. player.addAnimation( new SEA3D.Animation( clip ) );
  133. player.play( "dance" );
  134. }
  135. function loadBVH() {
  136. var loader = new BVHLoader();
  137. loader.load( "models/bvh/pirouette.bvh", function ( result ) {
  138. bvhSkeletonHelper = new SkeletonHelper( result.skeleton.bones[ 0 ] );
  139. bvhSkeletonHelper.skeleton = result.skeleton; // allow animation mixer to bind to SkeletonHelper directly
  140. var boneContainer = new Group();
  141. boneContainer.add( result.skeleton.bones[ 0 ] );
  142. boneContainer.position.y = - 100;
  143. scene.add( bvhSkeletonHelper );
  144. scene.add( boneContainer );
  145. // play animation
  146. bvhMixer = new AnimationMixer( bvhSkeletonHelper );
  147. bvhMixer.clipAction( result.clip ).setEffectiveWeight( 1.0 ).play();
  148. bvhToSEA3D( result );
  149. } );
  150. }
  151. function init() {
  152. scene = new Scene();
  153. scene.background = new Color( 0x333333 );
  154. container = document.createElement( 'div' );
  155. document.body.appendChild( container );
  156. camera = new PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20000 );
  157. camera.position.set( 1000, - 300, 1000 );
  158. renderer = new WebGLRenderer();
  159. renderer.setPixelRatio( window.devicePixelRatio );
  160. renderer.setSize( window.innerWidth, window.innerHeight );
  161. container.appendChild( renderer.domElement );
  162. stats = new Stats();
  163. container.appendChild( stats.dom );
  164. // post-processing
  165. composer = new EffectComposer( renderer );
  166. var renderPass = new RenderPass( scene, camera );
  167. var copyPass = new ShaderPass( CopyShader );
  168. composer.addPass( renderPass );
  169. var vh = 1.4, vl = 1.2;
  170. var colorCorrectionPass = new ShaderPass( ColorCorrectionShader );
  171. colorCorrectionPass.uniforms[ "powRGB" ].value = new Vector3( vh, vh, vh );
  172. colorCorrectionPass.uniforms[ "mulRGB" ].value = new Vector3( vl, vl, vl );
  173. composer.addPass( colorCorrectionPass );
  174. var vignettePass = new ShaderPass( VignetteShader );
  175. vignettePass.uniforms[ "darkness" ].value = 1.0;
  176. composer.addPass( vignettePass );
  177. composer.addPass( copyPass );
  178. // events
  179. window.addEventListener( 'resize', onWindowResize, false );
  180. }
  181. function onWindowResize() {
  182. camera.aspect = window.innerWidth / window.innerHeight;
  183. camera.updateProjectionMatrix();
  184. composer.setSize( window.innerWidth, window.innerHeight );
  185. renderer.setSize( window.innerWidth, window.innerHeight );
  186. }
  187. //
  188. var clock = new Clock();
  189. function animate() {
  190. var delta = clock.getDelta();
  191. requestAnimationFrame( animate );
  192. // Update SEA3D Animations
  193. SEA3D.AnimationHandler.update( delta );
  194. if ( bvhMixer ) bvhMixer.update( delta );
  195. render( delta );
  196. stats.update();
  197. }
  198. function render( dlt ) {
  199. //renderer.render( scene, camera );
  200. composer.render( dlt );
  201. }
  202. </script>
  203. </body>
  204. </html>