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Kick Boxing

Description

Attaching a CANNON.Body to part of an animated gLTF model.

When the model is animated, the Cannon body moves along with it, and it collides with other Cannon bodies within the scene.

Note that I've also added a wireframe sphere that matches the Cannon body so that you can visualise where it is easier.

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Example Script

./src/client/client.ts

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import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import Stats from 'three/examples/jsm/libs/stats.module'
import * as CANNON from 'cannon-es'
import TWEEN from '@tweenjs/tween.js'

const scene = new THREE.Scene()
const axesHelper = new THREE.AxesHelper(5)
scene.add(axesHelper)

const light1 = new THREE.SpotLight(0xffffff, 100)
light1.position.set(2.5, 5, 2.5)
light1.angle = Math.PI / 4
light1.penumbra = 0.5
light1.castShadow = true
light1.shadow.mapSize.width = 1024
light1.shadow.mapSize.height = 1024
light1.shadow.camera.near = 0.5
light1.shadow.camera.far = 20
scene.add(light1)

const light2 = new THREE.SpotLight(0xffffff, 100)
light2.position.set(-2.5, 5, 2.5)
light2.angle = Math.PI / 4
light2.penumbra = 0.5
light2.castShadow = true
light2.shadow.mapSize.width = 1024
light2.shadow.mapSize.height = 1024
light2.shadow.camera.near = 0.5
light2.shadow.camera.far = 20
scene.add(light2)

const camera = new THREE.PerspectiveCamera(
    75,
    window.innerWidth / window.innerHeight,
    0.01,
    1000
)
camera.position.set(0.8, 1.4, 1.0)

const renderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.shadowMap.enabled = true
document.body.appendChild(renderer.domElement)

const controls = new OrbitControls(camera, renderer.domElement)
controls.screenSpacePanning = true
controls.target.set(0, 1, 0)

let sceneMeshes = new Array()

const world = new CANNON.World()
world.gravity.set(0, -9.82, 0)

const planeGeometry = new THREE.PlaneGeometry(25, 25)
const texture = new THREE.TextureLoader().load('img/grid.png')
const plane: THREE.Mesh = new THREE.Mesh(
    planeGeometry,
    new THREE.MeshPhongMaterial({ map: texture })
)
plane.rotateX(-Math.PI / 2)
plane.receiveShadow = true
scene.add(plane)

const planeShape = new CANNON.Plane()
const planeBody = new CANNON.Body({ mass: 0 })
planeBody.addShape(planeShape)
planeBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2)
world.addBody(planeBody)

const cubeMeshes: THREE.Mesh[] = []
const cubeBodies: CANNON.Body[] = []

for (let i = 0; i < 10; i++) {
    const mesh = new THREE.Mesh(
        new THREE.BoxGeometry(2, 2, 2),
        new THREE.MeshPhongMaterial({ map: texture })
    )
    mesh.position.x = Math.floor(Math.random() * 10) - 5
    mesh.position.z = Math.floor(Math.random() * 10) - 5
    mesh.position.y = 5 + i
    mesh.castShadow = true
    scene.add(mesh)
    cubeMeshes.push(mesh)
    sceneMeshes.push(mesh)
    const shape = new CANNON.Box(new CANNON.Vec3(1, 1, 1))
    const body = new CANNON.Body({ mass: 1 })
    body.addShape(shape)
    body.position.x = mesh.position.x
    body.position.y = mesh.position.y
    body.position.z = mesh.position.z
    cubeBodies.push(body)
    world.addBody(body)
}

const gltfLoader = new GLTFLoader()

let leftFoot: THREE.Object3D
let leftFootMesh: THREE.Object3D
let leftFootBody: CANNON.Body

function addLeftFootBox() {
    leftFootMesh = new THREE.Mesh(
        new THREE.SphereGeometry(0.2),
        new THREE.MeshBasicMaterial({ wireframe: true, color: 0x00ff00 })
    )
    leftFootMesh.position.set(0, 0, 0)
    scene.add(leftFootMesh)

    const leftFootShape = new CANNON.Sphere(0.2)
    leftFootBody = new CANNON.Body({ mass: 1 })
    leftFootBody.addShape(leftFootShape)
    leftFootBody.position.x = 0
    leftFootBody.position.y = 10
    leftFootBody.position.z = 0
    world.addBody(leftFootBody)
}

let mixer: THREE.AnimationMixer
let modelReady = false
let modelMesh: THREE.Object3D
let animationActions: THREE.AnimationAction[] = []
let activeAction: THREE.AnimationAction
let lastAction: THREE.AnimationAction

gltfLoader.load(
    'models/Kachujin.glb',
    (gltf) => {
        gltf.scene.traverse(function (child) {
            if ((child as THREE.Mesh).isMesh) {
                let m = child as THREE.Mesh
                m.castShadow = true
                m.frustumCulled = false
                m.geometry.computeVertexNormals()
            }
            if (child.name === 'LeftFoot') {
                leftFoot = child
            }
        })

        mixer = new THREE.AnimationMixer(gltf.scene)

        let animationAction = mixer.clipAction((gltf as any).animations[0])
        animationActions.push(animationAction)
        activeAction = animationActions[0]

        scene.add(gltf.scene)
        modelMesh = gltf.scene

        //add an animation from another file
        gltfLoader.load(
            'models/Kachujin@kick.glb',
            (gltf) => {
                console.log('loaded Kachujin kick')
                let animationAction = mixer.clipAction(
                    (gltf as any).animations[0]
                )
                animationActions.push(animationAction)

                //add an animation from another file
                gltfLoader.load(
                    'models/Kachujin@walking.glb',
                    (gltf) => {
                        console.log('loaded Kachujin walking')
                        ;(gltf as any).animations[0].tracks.shift() //delete the specific track that moves the object forward while running
                        let animationAction = mixer.clipAction(
                            (gltf as any).animations[0]
                        )
                        animationActions.push(animationAction)

                        modelReady = true
                    },
                    (xhr) => {
                        console.log((xhr.loaded / xhr.total) * 100 + '% loaded')
                    },
                    (error) => {
                        console.log(error)
                    }
                )
            },
            (xhr) => {
                console.log((xhr.loaded / xhr.total) * 100 + '% loaded')
            },
            (error) => {
                console.log(error)
            }
        )

        addLeftFootBox()
    },
    (xhr) => {
        console.log((xhr.loaded / xhr.total) * 100 + '% loaded')
    },
    (error) => {
        console.log(error)
    }
)

window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight
    camera.updateProjectionMatrix()
    renderer.setSize(window.innerWidth, window.innerHeight)
    render()
}

const raycaster = new THREE.Raycaster()
const targetQuaternion = new THREE.Quaternion()

renderer.domElement.addEventListener('dblclick', onDoubleClick, false)
function onDoubleClick(event: MouseEvent) {
    const mouse = {
        x: (event.clientX / renderer.domElement.clientWidth) * 2 - 1,
        y: -(event.clientY / renderer.domElement.clientHeight) * 2 + 1,
    }
    raycaster.setFromCamera(mouse, camera)

    const intersects = raycaster.intersectObjects(sceneMeshes, false)

    if (intersects.length > 0) {
        //get the normal of the point
        const p = intersects[0].point
        const n = (intersects[0].face as THREE.Face).normal

        const rotationMatrixObject = new THREE.Matrix4().extractRotation(
            intersects[0].object.matrixWorld
        )
        const normalWorld = n.clone().applyMatrix4(rotationMatrixObject)

        p.y = 0
        let walkToPoint = p.clone()
        walkToPoint = walkToPoint.addScaledVector(normalWorld, 1)
        walkToPoint.y = 0
        const distance = modelMesh.position.distanceTo(walkToPoint)

        const rotationMatrix = new THREE.Matrix4()
        rotationMatrix.lookAt(walkToPoint, modelMesh.position, modelMesh.up)
        targetQuaternion.setFromRotationMatrix(rotationMatrix)

        setAction(animationActions[2])

        TWEEN.removeAll()
        new TWEEN.Tween(modelMesh.position)
            .to(
                {
                    x: walkToPoint.x,
                    y: walkToPoint.y,
                    z: walkToPoint.z,
                },
                (1000 / 2.2) * distance
            ) //walks 2 meters a second * the distance
            .onUpdate(() => {
                controls.target.set(
                    modelMesh.position.x,
                    modelMesh.position.y + 1,
                    modelMesh.position.z
                )
                light1.target = modelMesh
                light2.target = modelMesh
            })
            .start()
            .onComplete(() => {
                rotationMatrix.lookAt(p, modelMesh.position, modelMesh.up)
                targetQuaternion.setFromRotationMatrix(rotationMatrix)
                setAction(animationActions[1])
                activeAction.clampWhenFinished = true
                activeAction.loop = THREE.LoopOnce
            })
    }
}

const stats = new Stats()
document.body.appendChild(stats.dom)

const setAction = (toAction: THREE.AnimationAction) => {
    if (toAction != activeAction) {
        lastAction = activeAction
        activeAction = toAction
        lastAction.fadeOut(0.2)
        activeAction.reset()
        activeAction.fadeIn(0.2)
        activeAction.play()
    }
}

const clock = new THREE.Clock()

function animate() {
    requestAnimationFrame(animate)

    controls.update()

    let delta = clock.getDelta()
    if (delta > 0.1) delta = 0.1
    world.step(delta)

    if (modelReady) {
        mixer.update(delta)

        if (!modelMesh.quaternion.equals(targetQuaternion)) {
            modelMesh.quaternion.rotateTowards(targetQuaternion, delta * 10)
        }
    }

    TWEEN.update()

    cubeMeshes.forEach((m, i) => {
        m.position.set(
            cubeBodies[i].position.x,
            cubeBodies[i].position.y,
            cubeBodies[i].position.z
        )
        m.quaternion.set(
            cubeBodies[i].quaternion.x,
            cubeBodies[i].quaternion.y,
            cubeBodies[i].quaternion.z,
            cubeBodies[i].quaternion.w
        )
    })

    if (leftFootMesh) {
        leftFoot.getWorldPosition(leftFootMesh.position)

        leftFootBody.position.x = leftFootMesh.position.x
        leftFootBody.position.y = leftFootMesh.position.y
        leftFootBody.position.z = leftFootMesh.position.z
        leftFootBody.quaternion.x = leftFootMesh.quaternion.x
        leftFootBody.quaternion.y = leftFootMesh.quaternion.y
        leftFootBody.quaternion.z = leftFootMesh.quaternion.z
        leftFootBody.quaternion.w = leftFootMesh.quaternion.w
        leftFootBody.velocity.set(0, 0, 0)
        leftFootBody.angularVelocity.set(0, 0, 0)
    }

    render()

    stats.update()
}

function render() {
    renderer.render(scene, camera)
}
animate()

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