目录
编辑
1 骨架工具(SkeletonUtils)
1.1 clone方法
2 蒙皮网格(SkinnedMesh)
3 自测
4 webgl_animation_multiple.html全部脚本
1 骨架工具(SkeletonUtils)
用于操控 Skeleton、 SkinnedMesh、和 Bone 的实用方法。
SkeletonUtils 是一个附加组件,必须显式导入。 See Installation / Addons.
import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
1.1 clone方法
//.clone ( object : Object3D ) : Object3D
///克隆给定对象及其后代,确保任何 SkinnedMesh 实例都与其骨骼正确关联。同时,骨骼也会被克隆,且必须是传递给此方法的物体的后代。而其他数据,如几何形状和材料,是通过引用来实现重复使用的
2 蒙皮网格(SkinnedMesh)
console.log('model:',model);
console.log('动画:',animations);
3 自测
测试蒙皮网格的一些脚本
只把蒙皮添加到scene里:
把model和蒙皮都添加到scene里:
把骨骼加到场景里
把雾的一行注掉,加上控制器,鼠标滚动视角边远看着是如下图所示:
修正模型大小:
model3.bindMode = THREE.DetachedBindMode;//注掉后模型也会变大
参考博客:
深度解析3D骨骼系统中骨骼运动对几何体顶点运动的影响
介绍了 D骨骼系统中骨骼几何体顶点的影响。
console.log(params);
这里是UI切换时的参数打印
4 webgl_animation_multiple.html全部脚本
<!DOCTYPE html>
<html lang="en"><head><title>Multiple animated skinned meshes</title><meta charset="utf-8"><meta content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0" name="viewport"><link type="text/css" rel="stylesheet" href="main.css"></head><body><div id="info">This demo shows the usage of <strong>SkeletonUtils.clone()</strong> and how to setup a shared skeleton.<br/>Soldier model from <a href="https://www.mixamo.com" target="_blank" rel="noopener">https://www.mixamo.com</a>.</div><script type="importmap">{"imports": {"three": "../build/three.module.js","three/addons/": "./jsm/"}}</script><script type="module">import * as THREE from 'three';//gltf模型下载器import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';//骨架工具import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';//uiimport { GUI } from 'three/addons/libs/lil-gui.module.min.js';//控制器//控制器import { OrbitControls } from 'three/addons/controls/OrbitControls.js';let camera, scene, renderer, clock;let model, animations;let controls;const mixers = [], objects = [];const params = {sharedSkeleton: false};init();animate();function init() {//相机camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );camera.position.set( 2, 3, - 6 );camera.lookAt( 0, 1, 0 );clock = new THREE.Clock();//场景scene = new THREE.Scene();scene.background = new THREE.Color( 0xa0a0a0 );//scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 );//半球光 (不能投射阴影)const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d, 3 );hemiLight.position.set( 0, 20, 0 );scene.add( hemiLight );//模拟的太阳const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );dirLight.position.set( - 3, 10, - 10 );dirLight.castShadow = true;dirLight.shadow.camera.top = 4;dirLight.shadow.camera.bottom = - 4;dirLight.shadow.camera.left = - 4;dirLight.shadow.camera.right = 4;dirLight.shadow.camera.near = 0.1;dirLight.shadow.camera.far = 40;scene.add( dirLight );// scene.add( new THREE.CameraHelper( dirLight.shadow.camera ) );// ground 地面const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 200, 200 ), new THREE.MeshPhongMaterial( { color: 0xcbcbcb, depthWrite: false } ) );mesh.rotation.x = - Math.PI / 2;mesh.receiveShadow = true;scene.add( mesh );const loader = new GLTFLoader();loader.load( 'models/gltf/Soldier.glb', function ( gltf ) {model = gltf.scene;animations = gltf.animations;console.log('model:',model);console.log('动画:',animations);model.traverse( function ( object ) {if ( object.isMesh ) object.castShadow = true;} );setupDefaultScene();//测试// const shareSkinnedMesh = model.getObjectByName( 'vanguard_Mesh' ); //获取蒙皮// const shareSkinnedMesh2 = model.getObjectByName( 'vanguard_visor' ); //获取蒙皮// const sharedSkeleton = shareSkinnedMesh.skeleton; //.skeleton 用于表示蒙皮网格中骨骼的层次结构的Skeleton(骨架)// const sharedParentBone = model.getObjectByName( 'mixamorigHips' );//骨骼// scene.add( sharedParentBone );// model.scale.setScalar( 0.01 );// model.rotation.x = - Math.PI * 0.5; //这没起作用// scene.add(model);// const model1=shareSkinnedMesh.clone()// model1.bindMode = THREE.DetachedBindMode;// shareSkinnedMesh.clone().position.x=1;// const identity = new THREE.Matrix4();//骨骼的变换// model1.bind( sharedSkeleton, identity );//绑定// model1.position.x = - 2;// model1.scale.setScalar( 0.01 );// model1.rotation.x = - Math.PI * 0.5; //变正常了// scene.add(model1);} );//渲染器renderer = new THREE.WebGLRenderer( { antialias: true } );renderer.setPixelRatio( window.devicePixelRatio );renderer.setSize( window.innerWidth, window.innerHeight );renderer.shadowMap.enabled = true;document.body.appendChild( renderer.domElement );controls=new OrbitControls(camera, renderer.domElement);window.addEventListener( 'resize', onWindowResize );//UI部分const gui = new GUI();gui.add( params, 'sharedSkeleton' ).onChange( function () {clearScene();//console.log(params);if ( params.sharedSkeleton === true ) {setupSharedSkeletonScene();} else {setupDefaultScene();}} );gui.open();}function clearScene() {for ( const mixer of mixers ) {mixer.stopAllAction();//停止所有动作}mixers.length = 0;//for ( const object of objects ) {scene.remove( object );scene.traverse( function ( child ) {//蒙皮网格 SkinnedMesh//.skeleton 用于表示蒙皮网格中骨骼的层次结构的Skeleton(骨架)//dispose 释放该实例分配的GPU相关资源。每当您的应用程序中不再使用此实例时,请调用此方法if ( child.isSkinnedMesh ) child.skeleton.dispose();} );}}function setupDefaultScene() {// three cloned models with independent skeletons.三个具有单个共享骨架的克隆模型。// each model can have its own animation state 每个模型都可以有自己的动画状态//.clone ( object : Object3D ) : Object3D
//克隆给定对象及其后代,确保任何 SkinnedMesh 实例都与其骨骼正确关联。同时,骨骼也会被克隆,且必须是传递给此方法的物体的后代。而其他数据,如几何形状和材料,是通过引用来实现重复使用的。const model1 = SkeletonUtils.clone( model );const model2 = SkeletonUtils.clone( model );const model3 = SkeletonUtils.clone( model );const model4 = SkeletonUtils.clone( model );model1.position.x = - 2;model2.position.x = 0;model3.position.x = 2;model4.position.z = 2;
//分别获取每个的动画混合器const mixer1 = new THREE.AnimationMixer( model1 );const mixer2 = new THREE.AnimationMixer( model2 );const mixer3 = new THREE.AnimationMixer( model3 );const mixer4 = new THREE.AnimationMixer( model4 );mixer1.clipAction( animations[ 0 ] ).play(); // idlemixer2.clipAction( animations[ 1 ] ).play(); // runmixer3.clipAction( animations[ 3 ] ).play(); // walkmixer4.clipAction( animations[ 2 ] ).play(); //Tposescene.add( model1, model2, model3,model4 );//加到场景里objects.push( model1, model2, model3, model4);mixers.push( mixer1, mixer2, mixer3, mixer4);}function setupSharedSkeletonScene() {// three cloned models with a single shared skeleton. 三个具有单个共享骨架的克隆模型。// all models share the same animation state 。所有模型共享相同的动画状态const sharedModel = SkeletonUtils.clone( model );const shareSkinnedMesh = sharedModel.getObjectByName( 'vanguard_Mesh' ); //获取蒙皮const sharedSkeleton = shareSkinnedMesh.skeleton; //.skeleton 用于表示蒙皮网格中骨骼的层次结构的Skeleton(骨架)const sharedParentBone = sharedModel.getObjectByName( 'mixamorigHips' );//骨骼scene.add( sharedParentBone ); // the bones need to be in the scene for the animation to work 骨骼需要在场景中才能使动画工作const model1 = shareSkinnedMesh.clone();//这里是对蒙皮进行克隆const model2 = shareSkinnedMesh.clone();const model3 = shareSkinnedMesh.clone();const model4 = shareSkinnedMesh.clone();//bindMode表示蒙皮网格 与骷髅共享相同的世界空间model1.bindMode = THREE.DetachedBindMode; 绑定模式model2.bindMode = THREE.DetachedBindMode;model3.bindMode = THREE.DetachedBindMode;//注掉后模型也会变大model4.bindMode = THREE.DetachedBindMode;const identity = new THREE.Matrix4();// 绑定的矩阵model1.bind( sharedSkeleton, identity );//绑定model2.bind( sharedSkeleton, identity );model3.bind( sharedSkeleton, identity );model4.bind( sharedSkeleton, identity );model1.position.x = - 2;model2.position.x = 0;model3.position.x = 2;model4.position.z = 2;// apply transformation from the glTF asset 应用glTF资产的转换model1.scale.setScalar( 0.01 );model1.rotation.x = - Math.PI * 0.5;model2.scale.setScalar( 0.01 );model2.rotation.x = - Math.PI * 0.5;model3.scale.setScalar( 0.01 );model3.rotation.x = - Math.PI * 0.5;model4.scale.setScalar( 0.01 );model4.rotation.x = - Math.PI * 0.5;const mixer = new THREE.AnimationMixer( sharedParentBone );mixer.clipAction( animations[ 1 ] ).play();scene.add( sharedParentBone, model1, model2, model3 , model4);objects.push( sharedParentBone, model1, model2, model3, model4 );mixers.push( mixer );}function onWindowResize() {camera.aspect = window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();renderer.setSize( window.innerWidth, window.innerHeight );}function animate() {requestAnimationFrame( animate );const delta = clock.getDelta();for ( const mixer of mixers ) mixer.update( delta );renderer.render( scene, camera );controls.update();}</script></body></html>