webgl_loader_sea3d_bvh.html 7.8 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. <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 convertion of BVH Animation to SEA3D Skeleton Animation
  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;
  56. var bvhSkeletonHelper, bvhMixer;
  57. // Initialize Three.JS
  58. init();
  59. //
  60. // SEA3D Loader
  61. //
  62. loader = new THREE.SEA3D( {
  63. autoPlay: true, // 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, renderer.domElement );
  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. function bvhToSEA3D( result ) {
  84. var options = {
  85. useFirstFramePosition: true,
  86. preserveHipPosition: false,
  87. hip: "hip",
  88. // left is SEA3D bone names and right BVH bone names
  89. names: {
  90. "Base HumanPelvis": "hip",
  91. "Base HumanSpine3": "abdomen",
  92. "Base HumanRibcage": "chest",
  93. "Base HumanHead": "head",
  94. "Base HumanRUpperarm": "rShldr",
  95. "Base HumanRForearm1": "rForeArm",
  96. "Base HumanRPalm": "rHand",
  97. "Base HumanLUpperarm": "lShldr",
  98. "Base HumanLForearm1": "lForeArm",
  99. "Base HumanLPalm": "lHand",
  100. "Base HumanRThigh": "rThigh",
  101. "Base HumanRCalf1": "rShin",
  102. "Base HumanRFoot": "rFoot",
  103. "Base HumanLThigh": "lThigh",
  104. "Base HumanLCalf1": "lShin",
  105. "Base HumanLFoot": "lFoot"
  106. },
  107. };
  108. // Automatic offset: get offsets when it is in T-Pose
  109. options.offsets = THREE.SkeletonUtils.getSkeletonOffsets( player, bvhSkeletonHelper, options );
  110. /*
  111. // Manual offsets: compensates the difference in skeletons ( T-Pose )
  112. options.offsets = {
  113. "lShldr": new THREE.Matrix4().makeRotationFromEuler(
  114. new THREE.Euler(
  115. 0,
  116. THREE.Math.degToRad( - 45 ),
  117. THREE.Math.degToRad( - 80 )
  118. )
  119. ),
  120. "rShldr": new THREE.Matrix4().makeRotationFromEuler(
  121. new THREE.Euler(
  122. 0,
  123. THREE.Math.degToRad( 45 ),
  124. THREE.Math.degToRad( 80 )
  125. )
  126. ),
  127. "lFoot": new THREE.Matrix4().makeRotationFromEuler(
  128. new THREE.Euler(
  129. 0,
  130. THREE.Math.degToRad( 15 ),
  131. 0
  132. )
  133. ),
  134. "rFoot": new THREE.Matrix4().makeRotationFromEuler(
  135. new THREE.Euler(
  136. 0,
  137. THREE.Math.degToRad( 15 ),
  138. 0
  139. )
  140. )
  141. };
  142. */
  143. var clip = THREE.SkeletonUtils.retargetClip( player, result.skeleton, result.clip, options );
  144. clip.name = "dance";
  145. clip = THREE.SEA3D.AnimationClip.fromClip( clip );
  146. player.addAnimation( new THREE.SEA3D.Animation( clip ) );
  147. player.play( "dance" );
  148. }
  149. function loadBVH() {
  150. var loader = new THREE.BVHLoader();
  151. loader.load( "models/bvh/pirouette.bvh", function ( result ) {
  152. bvhSkeletonHelper = new THREE.SkeletonHelper( result.skeleton.bones[ 0 ] );
  153. bvhSkeletonHelper.skeleton = result.skeleton; // allow animation mixer to bind to SkeletonHelper directly
  154. var boneContainer = new THREE.Group();
  155. boneContainer.add( result.skeleton.bones[ 0 ] );
  156. boneContainer.position.y = - 100;
  157. scene.add( bvhSkeletonHelper );
  158. scene.add( boneContainer );
  159. // play animation
  160. bvhMixer = new THREE.AnimationMixer( bvhSkeletonHelper );
  161. bvhMixer.clipAction( result.clip ).setEffectiveWeight( 1.0 ).play();
  162. bvhToSEA3D( result );
  163. } );
  164. }
  165. function init() {
  166. scene = new THREE.Scene();
  167. scene.background = new THREE.Color( 0x333333 );
  168. container = document.createElement( 'div' );
  169. document.body.appendChild( container );
  170. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20000 );
  171. camera.position.set( 1000, - 300, 1000 );
  172. renderer = new THREE.WebGLRenderer();
  173. renderer.setPixelRatio( window.devicePixelRatio );
  174. renderer.setSize( window.innerWidth, window.innerHeight );
  175. container.appendChild( renderer.domElement );
  176. stats = new Stats();
  177. container.appendChild( stats.dom );
  178. // post-processing
  179. composer = new THREE.EffectComposer( renderer );
  180. var renderPass = new THREE.RenderPass( scene, camera );
  181. var copyPass = new THREE.ShaderPass( THREE.CopyShader );
  182. composer.addPass( renderPass );
  183. var vh = 1.4, vl = 1.2;
  184. var colorCorrectionPass = new THREE.ShaderPass( THREE.ColorCorrectionShader );
  185. colorCorrectionPass.uniforms[ "powRGB" ].value = new THREE.Vector3( vh, vh, vh );
  186. colorCorrectionPass.uniforms[ "mulRGB" ].value = new THREE.Vector3( vl, vl, vl );
  187. composer.addPass( colorCorrectionPass );
  188. var vignettePass = new THREE.ShaderPass( THREE.VignetteShader );
  189. vignettePass.uniforms[ "darkness" ].value = 1.0;
  190. composer.addPass( vignettePass );
  191. composer.addPass( copyPass );
  192. // events
  193. window.addEventListener( 'resize', onWindowResize, false );
  194. }
  195. function onWindowResize() {
  196. camera.aspect = window.innerWidth / window.innerHeight;
  197. camera.updateProjectionMatrix();
  198. composer.setSize( window.innerWidth, window.innerHeight );
  199. renderer.setSize( window.innerWidth, window.innerHeight );
  200. }
  201. //
  202. var clock = new THREE.Clock();
  203. function animate() {
  204. var delta = clock.getDelta();
  205. requestAnimationFrame( animate );
  206. // Update SEA3D Animations
  207. THREE.SEA3D.AnimationHandler.update( delta );
  208. if ( bvhMixer ) bvhMixer.update( delta );
  209. render( delta );
  210. stats.update();
  211. }
  212. function render( dlt ) {
  213. //renderer.render( scene, camera );
  214. composer.render( dlt );
  215. }
  216. </script>
  217. </body>
  218. </html>