bones-browser.html 6.8 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 {
  10. display: block;
  11. width: 100%;
  12. height: 100%;
  13. }
  14. #newWindow {
  15. display: block;
  16. position: absolute;
  17. bottom: 0.3em;
  18. left: 0.5em;
  19. color: #fff;
  20. }
  21. </style>
  22. </head>
  23. <body>
  24. <script type="importmap">
  25. {
  26. "imports": {
  27. "three": "../../build/three.module.js",
  28. "three/addons/": "../../examples/jsm/"
  29. }
  30. }
  31. </script>
  32. <a id='newWindow' href='./bones-browser.html' target='_blank'>Open in New Window</a>
  33. <script type="module">
  34. import {
  35. Bone,
  36. Color,
  37. CylinderGeometry,
  38. DirectionalLight,
  39. DoubleSide,
  40. Float32BufferAttribute,
  41. MeshPhongMaterial,
  42. PerspectiveCamera,
  43. Scene,
  44. SkinnedMesh,
  45. Skeleton,
  46. SkeletonHelper,
  47. Vector3,
  48. Uint16BufferAttribute,
  49. WebGLRenderer
  50. } from 'three';
  51. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  52. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  53. let gui, scene, camera, renderer, orbit, lights, mesh, bones, skeletonHelper;
  54. const state = {
  55. animateBones: false
  56. };
  57. function initScene() {
  58. gui = new GUI();
  59. scene = new Scene();
  60. scene.background = new Color( 0x444444 );
  61. camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 200 );
  62. camera.position.z = 30;
  63. camera.position.y = 30;
  64. renderer = new WebGLRenderer( { antialias: true } );
  65. renderer.setPixelRatio( window.devicePixelRatio );
  66. renderer.setSize( window.innerWidth, window.innerHeight );
  67. document.body.appendChild( renderer.domElement );
  68. orbit = new OrbitControls( camera, renderer.domElement );
  69. orbit.enableZoom = false;
  70. lights = [];
  71. lights[ 0 ] = new DirectionalLight( 0xffffff, 3 );
  72. lights[ 1 ] = new DirectionalLight( 0xffffff, 3 );
  73. lights[ 2 ] = new DirectionalLight( 0xffffff, 3 );
  74. lights[ 0 ].position.set( 0, 200, 0 );
  75. lights[ 1 ].position.set( 100, 200, 100 );
  76. lights[ 2 ].position.set( - 100, - 200, - 100 );
  77. scene.add( lights[ 0 ] );
  78. scene.add( lights[ 1 ] );
  79. scene.add( lights[ 2 ] );
  80. window.addEventListener( 'resize', function () {
  81. camera.aspect = window.innerWidth / window.innerHeight;
  82. camera.updateProjectionMatrix();
  83. renderer.setSize( window.innerWidth, window.innerHeight );
  84. }, false );
  85. initBones();
  86. setupDatGui();
  87. }
  88. function createGeometry( sizing ) {
  89. const geometry = new CylinderGeometry(
  90. 5, // radiusTop
  91. 5, // radiusBottom
  92. sizing.height, // height
  93. 8, // radiusSegments
  94. sizing.segmentCount * 3, // heightSegments
  95. true // openEnded
  96. );
  97. const position = geometry.attributes.position;
  98. const vertex = new Vector3();
  99. const skinIndices = [];
  100. const skinWeights = [];
  101. for ( let i = 0; i < position.count; i ++ ) {
  102. vertex.fromBufferAttribute( position, i );
  103. const y = ( vertex.y + sizing.halfHeight );
  104. const skinIndex = Math.floor( y / sizing.segmentHeight );
  105. const skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
  106. skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
  107. skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
  108. }
  109. geometry.setAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) );
  110. geometry.setAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) );
  111. return geometry;
  112. }
  113. function createBones( sizing ) {
  114. bones = [];
  115. let prevBone = new Bone();
  116. bones.push( prevBone );
  117. prevBone.position.y = - sizing.halfHeight;
  118. for ( let i = 0; i < sizing.segmentCount; i ++ ) {
  119. const bone = new Bone();
  120. bone.position.y = sizing.segmentHeight;
  121. bones.push( bone );
  122. prevBone.add( bone );
  123. prevBone = bone;
  124. }
  125. return bones;
  126. }
  127. function createMesh( geometry, bones ) {
  128. const material = new MeshPhongMaterial( {
  129. color: 0x156289,
  130. emissive: 0x072534,
  131. side: DoubleSide,
  132. flatShading: true
  133. } );
  134. const mesh = new SkinnedMesh( geometry, material );
  135. const skeleton = new Skeleton( bones );
  136. mesh.add( bones[ 0 ] );
  137. mesh.bind( skeleton );
  138. skeletonHelper = new SkeletonHelper( mesh );
  139. skeletonHelper.material.linewidth = 2;
  140. scene.add( skeletonHelper );
  141. return mesh;
  142. }
  143. function setupDatGui() {
  144. let folder = gui.addFolder( 'General Options' );
  145. folder.add( state, 'animateBones' );
  146. folder.controllers[ 0 ].name( 'Animate Bones' );
  147. folder.add( mesh, 'pose' );
  148. folder.controllers[ 1 ].name( '.pose()' );
  149. const bones = mesh.skeleton.bones;
  150. for ( let i = 0; i < bones.length; i ++ ) {
  151. const bone = bones[ i ];
  152. folder = gui.addFolder( 'Bone ' + i );
  153. folder.add( bone.position, 'x', - 10 + bone.position.x, 10 + bone.position.x );
  154. folder.add( bone.position, 'y', - 10 + bone.position.y, 10 + bone.position.y );
  155. folder.add( bone.position, 'z', - 10 + bone.position.z, 10 + bone.position.z );
  156. folder.add( bone.rotation, 'x', - Math.PI * 0.5, Math.PI * 0.5 );
  157. folder.add( bone.rotation, 'y', - Math.PI * 0.5, Math.PI * 0.5 );
  158. folder.add( bone.rotation, 'z', - Math.PI * 0.5, Math.PI * 0.5 );
  159. folder.add( bone.scale, 'x', 0, 2 );
  160. folder.add( bone.scale, 'y', 0, 2 );
  161. folder.add( bone.scale, 'z', 0, 2 );
  162. folder.controllers[ 0 ].name( 'position.x' );
  163. folder.controllers[ 1 ].name( 'position.y' );
  164. folder.controllers[ 2 ].name( 'position.z' );
  165. folder.controllers[ 3 ].name( 'rotation.x' );
  166. folder.controllers[ 4 ].name( 'rotation.y' );
  167. folder.controllers[ 5 ].name( 'rotation.z' );
  168. folder.controllers[ 6 ].name( 'scale.x' );
  169. folder.controllers[ 7 ].name( 'scale.y' );
  170. folder.controllers[ 8 ].name( 'scale.z' );
  171. }
  172. }
  173. function initBones() {
  174. const segmentHeight = 8;
  175. const segmentCount = 4;
  176. const height = segmentHeight * segmentCount;
  177. const halfHeight = height * 0.5;
  178. const sizing = {
  179. segmentHeight: segmentHeight,
  180. segmentCount: segmentCount,
  181. height: height,
  182. halfHeight: halfHeight
  183. };
  184. const geometry = createGeometry( sizing );
  185. const bones = createBones( sizing );
  186. mesh = createMesh( geometry, bones );
  187. mesh.scale.multiplyScalar( 1 );
  188. scene.add( mesh );
  189. }
  190. function render() {
  191. requestAnimationFrame( render );
  192. const time = Date.now() * 0.001;
  193. //Wiggle the bones
  194. if ( state.animateBones ) {
  195. for ( let i = 0; i < mesh.skeleton.bones.length; i ++ ) {
  196. mesh.skeleton.bones[ i ].rotation.z = Math.sin( time ) * 2 / mesh.skeleton.bones.length;
  197. }
  198. }
  199. renderer.render( scene, camera );
  200. }
  201. initScene();
  202. render();
  203. </script>
  204. </body>
  205. </html>