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339 | import * as THREE from 'three'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import { RGBELoader } from 'three/examples/jsm/loaders/RGBELoader'
import Stats from 'three/examples/jsm/libs/stats.module'
import * as CANNON from 'cannon-es'
import CannonDebugRenderer from './utils/cannonDebugRenderer'
const v = new THREE.Vector3()
const q = new THREE.Quaternion()
let earingLeft: Earing
let earingRight: Earing
let neckBone: THREE.Bone
let skeletonCollider: SkeletonCollider
let mixer: THREE.AnimationMixer
let modelReady = false
class SkeletonCollider {
bones: THREE.Bone[] = []
material = new THREE.MeshBasicMaterial({
color: 0xff0000,
wireframe: true,
depthTest: false,
})
constructor(object: THREE.Group, world: CANNON.World) {
object.traverse((child) => {
if ((child as THREE.Bone).isBone) {
if (child.parent && child.parent.type === 'Bone') {
const body = new CANNON.Body({ mass: 0 })
switch (child.name) {
case 'mixamorigHeadTop_End':
body.addShape(
new CANNON.Sphere(0.065),
new CANNON.Vec3(0, 0.07, 0.01)
)
body.addShape(
new CANNON.Sphere(0.045),
new CANNON.Vec3(0, 0.03, 0.035)
)
body.addShape(
new CANNON.Sphere(0.02),
new CANNON.Vec3(0, 0, 0.068)
)
break
case 'mixamorigHead':
body.addShape(
new CANNON.Sphere(0.04),
new CANNON.Vec3(0, 0.02, 0.01)
)
break
case 'mixamorigLeftShoulder':
body.addShape(
new CANNON.Box(
new CANNON.Vec3(0.05, 0.025, 0.01)
),
new CANNON.Vec3(0.05, 0.12, -0.03),
new CANNON.Quaternion(0, -0.3, -0.3, 1)
)
case 'mixamorigRightShoulder':
body.addShape(
new CANNON.Box(
new CANNON.Vec3(0.05, 0.025, 0.01)
),
new CANNON.Vec3(-0.05, 0.13, -0.035),
new CANNON.Quaternion(0, 0.3, 0.3, 1)
)
break
}
if (body.shapes.length) {
world.addBody(body)
this.bones.push(child as THREE.Bone)
child.userData.body = body
}
}
}
})
}
update() {
this.bones.forEach((b) => {
if (b.parent) {
b.parent.getWorldPosition(v)
b.userData.body.position.set(v.x, v.y, v.z)
b.parent.getWorldQuaternion(q)
b.userData.body.quaternion.set(q.x, q.y, q.z, q.w)
}
})
}
}
class Earing {
earing: THREE.Mesh
link1Mesh: THREE.Mesh
link2Mesh: THREE.Mesh
link3Mesh: THREE.Mesh
earLobeBody: CANNON.Body
link1Body: CANNON.Body
link2Body: CANNON.Body
link3Body: CANNON.Body
constructor(bone: THREE.Bone, world: CANNON.World, offset: THREE.Vector3) {
const material = new THREE.MeshStandardMaterial({
color: 0xffffff,
roughness: 0,
metalness: 1.0,
flatShading: true,
})
this.earing = new THREE.Mesh(new THREE.SphereGeometry(0.005), material)
this.earing.position.copy(offset)
// offset is world coords, but bone is transformed several times due to hierarchy,
// so using `attach` method, instead of `add` to convert offset world to local transform
bone.attach(this.earing)
this.link1Mesh = new THREE.Mesh(
new THREE.SphereGeometry(0.01),
material
)
scene.add(this.link1Mesh)
this.link2Mesh = this.link1Mesh.clone()
scene.add(this.link2Mesh)
this.link3Mesh = this.link1Mesh.clone()
scene.add(this.link3Mesh)
const earLobeShape = new CANNON.Sphere(0.005)
this.earLobeBody = new CANNON.Body({ mass: 0 })
this.earLobeBody.addShape(earLobeShape)
this.earLobeBody.position.x = offset.x
this.earLobeBody.position.y = offset.y
this.earLobeBody.position.z = offset.z
world.addBody(this.earLobeBody)
const link1Shape = new CANNON.Sphere(0.005)
this.link1Body = new CANNON.Body({ mass: 1 })
this.link1Body.addShape(link1Shape)
this.link1Body.position.x = offset.x
this.link1Body.position.y = offset.y - 0.015
this.link1Body.position.z = offset.z
world.addBody(this.link1Body)
const link2Shape = new CANNON.Sphere(0.005)
this.link2Body = new CANNON.Body({ mass: 1 })
this.link2Body.addShape(link2Shape)
this.link2Body.position.x = offset.x
this.link2Body.position.y = offset.y - 0.04
this.link2Body.position.z = offset.z
world.addBody(this.link2Body)
const link3Shape = new CANNON.Sphere(0.005)
this.link3Body = new CANNON.Body({ mass: 1 })
this.link3Body.addShape(link3Shape)
this.link3Body.position.x = offset.x
this.link3Body.position.y = offset.y - 0.06
this.link3Body.position.z = offset.z
world.addBody(this.link3Body)
const distanceConstraint1 = new CANNON.DistanceConstraint(
this.earLobeBody,
this.link1Body,
0.015
)
world.addConstraint(distanceConstraint1)
const distanceConstraint2 = new CANNON.DistanceConstraint(
this.link1Body,
this.link2Body,
0.02
)
world.addConstraint(distanceConstraint2)
const distanceConstraint3 = new CANNON.DistanceConstraint(
this.link2Body,
this.link3Body,
0.02
)
world.addConstraint(distanceConstraint3)
}
update() {
this.earing.getWorldPosition(v)
this.earLobeBody.position.set(v.x, v.y, v.z)
this.earing.getWorldQuaternion(q)
this.earLobeBody.quaternion.set(q.x, q.y, q.z, q.w)
this.link1Mesh.position.set(
this.link1Body.position.x,
this.link1Body.position.y,
this.link1Body.position.z
)
this.link1Mesh.quaternion.set(
this.link1Body.quaternion.x,
this.link1Body.quaternion.y,
this.link1Body.quaternion.z,
this.link1Body.quaternion.w
)
this.link2Mesh.position.set(
this.link2Body.position.x,
this.link2Body.position.y,
this.link2Body.position.z
)
this.link2Mesh.quaternion.set(
this.link2Body.quaternion.x,
this.link2Body.quaternion.y,
this.link2Body.quaternion.z,
this.link2Body.quaternion.w
)
this.link3Mesh.position.set(
this.link3Body.position.x,
this.link3Body.position.y,
this.link3Body.position.z
)
this.link3Mesh.quaternion.set(
this.link3Body.quaternion.x,
this.link3Body.quaternion.y,
this.link3Body.quaternion.z,
this.link3Body.quaternion.w
)
}
}
const scene = new THREE.Scene()
new RGBELoader().load('img/kloppenheim_06_puresky_1k.hdr', function (texture) {
texture.mapping = THREE.EquirectangularReflectionMapping
scene.environment = texture
})
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.01,
100
)
camera.position.set(0.025, 1.25, 0.25)
const renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
const world = new CANNON.World()
world.gravity.set(0, -9.82, 0)
const loader = new GLTFLoader()
await loader.loadAsync('models/eve.glb').then((gltf) => {
mixer = new THREE.AnimationMixer(gltf.scene)
scene.add(gltf.scene)
skeletonCollider = new SkeletonCollider(gltf.scene, world)
const headBone = gltf.scene.getObjectByName('mixamorigHead') as THREE.Bone
earingRight = new Earing(
headBone,
world,
new THREE.Vector3(-0.055, 1.25, -0.02)
)
earingLeft = new Earing(
headBone,
world,
new THREE.Vector3(0.055, 1.25, -0.02)
)
neckBone = gltf.scene.getObjectByName('mixamorigNeck') as THREE.Bone
})
loader.load('models/eve@idle.glb', (gltf) => {
// remove the animation track that controls the mixamorigNeck quaternion
// so that I can control it with the mouse.
// Otherwise the mixer overrides it.
let i = 0
const tracks = gltf.animations[0].tracks
while (i < tracks.length) {
if (tracks[i].name === 'mixamorigNeck.quaternion') {
tracks.splice(i, 1)
} else {
++i
}
}
mixer.clipAction(gltf.animations[0]).play()
;(document.getElementById('spinner') as HTMLDivElement).style.display =
'none'
modelReady = true
})
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
}
window.addEventListener('resize', onWindowResize, false)
const mouse = new THREE.Vector2()
function onMouseMove(event: MouseEvent) {
mouse.set(
(event.clientX / renderer.domElement.clientWidth) * 2 - 1,
-(event.clientY / renderer.domElement.clientHeight) * 2 + 1
)
neckBone && neckBone.lookAt(mouse.x - 0.1, mouse.y + 1.1, 1)
}
renderer.domElement.addEventListener('mousemove', onMouseMove, false)
const stats = new Stats()
document.body.appendChild(stats.dom)
const clock = new THREE.Clock()
let delta
const cannonDebugRenderer = new CannonDebugRenderer(scene, world)
function animate() {
if (modelReady) {
delta = Math.min(clock.getDelta(), 0.1)
skeletonCollider.update()
earingLeft.update()
earingRight.update()
mixer.update(delta)
world.step(delta)
// uncomment to see the physics collision shapes
//cannonDebugRenderer.update()
}
renderer.render(scene, camera)
stats.update()
}
renderer.setAnimationLoop(animate)
|