webgl_loader_sea3d_bvh_retarget.html 6.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - sea3d / bvh / retarget</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. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #000;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. #info {
  15. color: #fff;
  16. position: absolute;
  17. top: 10px;
  18. width: 100%;
  19. text-align: center;
  20. z-index: 100;
  21. display:block;
  22. }
  23. a { color: white }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="info">
  28. <a href="http://threejs.org" target="_blank" rel="noopener">Three.JS</a> - Exported by <a href="https://github.com/sunag/sea3d" style="color:#FFFFFF" target="_blank" rel="noopener">SEA3D Exporter</a>. Asset by <a href="http://www.turbosquid.com/3d-models/soccer-player-max-free/307330" style="color:#FFFFFF" target="_blank" rel="noopener">Trivision</a>
  29. <br/>
  30. <br/>Runtime retarget of BVH Animation to SEA3D Skeleton
  31. </div>
  32. <script src="../build/three.js"></script>
  33. <script src="js/controls/OrbitControls.js"></script>
  34. <script src="js/postprocessing/EffectComposer.js"></script>
  35. <script src="js/postprocessing/RenderPass.js"></script>
  36. <script src="js/postprocessing/ShaderPass.js"></script>
  37. <script src="js/postprocessing/MaskPass.js"></script>
  38. <script src="js/shaders/CopyShader.js"></script>
  39. <script src="js/shaders/ColorCorrectionShader.js"></script>
  40. <script src="js/shaders/VignetteShader.js"></script>
  41. <script src="js/loaders/sea3d/SEA3D.js"></script>
  42. <script src="js/loaders/sea3d/SEA3DLZMA.js"></script>
  43. <script src="js/loaders/sea3d/SEA3DLoader.js"></script>
  44. <script src="js/loaders/BVHLoader.js"></script>
  45. <script src="js/utils/SkeletonUtils.js"></script>
  46. <script src="js/WebGL.js"></script>
  47. <script src="js/libs/stats.min.js"></script>
  48. <script>
  49. if ( WEBGL.isWebGLAvailable() === false ) {
  50. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  51. }
  52. console.log( "Visit https://github.com/sunag/sea3d to all codes and builds under development." );
  53. var container, stats;
  54. var camera, scene, renderer, composer, player, hat;
  55. var loader, options;
  56. var bvhSkeletonHelper, bvhMixer;
  57. // Initialize Three.JS
  58. init();
  59. //
  60. // SEA3D Loader
  61. //
  62. loader = new THREE.SEA3D( {
  63. autoPlay: false, // Auto play animations
  64. container: scene, // Container to add models
  65. multiplier: .6 // Light multiplier
  66. } );
  67. loader.onComplete = function ( ) {
  68. // Get the first camera from SEA3D Studio
  69. // use loader.get... to get others objects
  70. var cam = loader.cameras[ 0 ];
  71. camera.position.copy( cam.position );
  72. camera.rotation.copy( cam.rotation );
  73. new THREE.OrbitControls( camera );
  74. // get meshes
  75. player = loader.getMesh( "Player" );
  76. hat = loader.getMesh( "Hat" );
  77. hat.visible = false;
  78. loadBVH();
  79. animate();
  80. };
  81. loader.load( './models/sea3d/skin.tjs.sea' );
  82. //
  83. options = {
  84. hip: "hip",
  85. // left is SEA3D bone names and right BVH bone names
  86. names: {
  87. "Base HumanPelvis": "hip",
  88. "Base HumanSpine3": "abdomen",
  89. "Base HumanRibcage": "chest",
  90. "Base HumanHead": "head",
  91. "Base HumanRUpperarm": "rShldr",
  92. "Base HumanRForearm1": "rForeArm",
  93. "Base HumanRPalm": "rHand",
  94. "Base HumanLUpperarm": "lShldr",
  95. "Base HumanLForearm1": "lForeArm",
  96. "Base HumanLPalm": "lHand",
  97. "Base HumanRThigh": "rThigh",
  98. "Base HumanRCalf1": "rShin",
  99. "Base HumanRFoot": "rFoot",
  100. "Base HumanLThigh": "lThigh",
  101. "Base HumanLCalf1": "lShin",
  102. "Base HumanLFoot": "lFoot"
  103. }
  104. };
  105. //
  106. function loadBVH() {
  107. var loader = new THREE.BVHLoader();
  108. loader.load( "models/bvh/pirouette.bvh", function ( result ) {
  109. bvhSkeletonHelper = new THREE.SkeletonHelper( result.skeleton.bones[ 0 ] );
  110. bvhSkeletonHelper.skeleton = result.skeleton; // allow animation mixer to bind to SkeletonHelper directly
  111. var boneContainer = new THREE.Group();
  112. boneContainer.add( result.skeleton.bones[ 0 ] );
  113. boneContainer.position.z = - 100;
  114. boneContainer.position.y = - 100;
  115. scene.add( bvhSkeletonHelper );
  116. scene.add( boneContainer );
  117. // get offsets when it is in T-Pose
  118. options.offsets = THREE.SkeletonUtils.getSkeletonOffsets( player, bvhSkeletonHelper, options );
  119. // play animation
  120. bvhMixer = new THREE.AnimationMixer( bvhSkeletonHelper );
  121. bvhMixer.clipAction( result.clip ).setEffectiveWeight( 1.0 ).play();
  122. } );
  123. }
  124. function init() {
  125. scene = new THREE.Scene();
  126. scene.background = new THREE.Color( 0x333333 );
  127. container = document.createElement( 'div' );
  128. document.body.appendChild( container );
  129. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20000 );
  130. camera.position.set( 1000, - 300, 1000 );
  131. renderer = new THREE.WebGLRenderer();
  132. renderer.setPixelRatio( window.devicePixelRatio );
  133. renderer.setSize( window.innerWidth, window.innerHeight );
  134. container.appendChild( renderer.domElement );
  135. stats = new Stats();
  136. container.appendChild( stats.dom );
  137. // post-processing
  138. composer = new THREE.EffectComposer( renderer );
  139. var renderPass = new THREE.RenderPass( scene, camera );
  140. var copyPass = new THREE.ShaderPass( THREE.CopyShader );
  141. composer.addPass( renderPass );
  142. var vh = 1.4, vl = 1.2;
  143. var colorCorrectionPass = new THREE.ShaderPass( THREE.ColorCorrectionShader );
  144. colorCorrectionPass.uniforms[ "powRGB" ].value = new THREE.Vector3( vh, vh, vh );
  145. colorCorrectionPass.uniforms[ "mulRGB" ].value = new THREE.Vector3( vl, vl, vl );
  146. composer.addPass( colorCorrectionPass );
  147. var vignettePass = new THREE.ShaderPass( THREE.VignetteShader );
  148. vignettePass.uniforms[ "darkness" ].value = 1.0;
  149. composer.addPass( vignettePass );
  150. composer.addPass( copyPass );
  151. // events
  152. window.addEventListener( 'resize', onWindowResize, false );
  153. }
  154. function onWindowResize() {
  155. camera.aspect = window.innerWidth / window.innerHeight;
  156. camera.updateProjectionMatrix();
  157. composer.setSize( window.innerWidth, window.innerHeight );
  158. renderer.setSize( window.innerWidth, window.innerHeight );
  159. }
  160. //
  161. var clock = new THREE.Clock();
  162. function animate() {
  163. var delta = clock.getDelta();
  164. requestAnimationFrame( animate );
  165. // Update SEA3D Animations
  166. THREE.SEA3D.AnimationHandler.update( delta );
  167. if ( bvhMixer ) {
  168. bvhMixer.update( delta );
  169. THREE.SkeletonUtils.retarget( player, bvhSkeletonHelper, options );
  170. }
  171. render( delta );
  172. stats.update();
  173. }
  174. function render( dlt ) {
  175. //renderer.render( scene, camera );
  176. composer.render( dlt );
  177. }
  178. </script>
  179. </body>
  180. </html>