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Using tween.js with the THREE.AnimationMixer

Video Lecture

Using tween.js with the THREE.AnimationMixer Using tween.js with the THREE.AnimationMixer

Description

In this lesson, I will demonstrate using a mixture of the concepts demonstrated in the previous lessons GLTF Animations, Raycaster, tween.js and SpotLight Shadow

I will import a GLTF model, import several animations clips, add the RayCaster and tween the location of the GLTF model to the clicked mouse coordinates so that the model animates to the new location.

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Start 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 { GUI } from 'dat.gui'
import TWEEN from '@tweenjs/tween.js'

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

const light1 = new THREE.PointLight(0xffffff, 100) //new THREE.SpotLight(0xffffff, 100);
light1.position.set(2.5, 5, 2.5)
// light1.angle = Math.PI / 8
// 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.PointLight(0xffffff, 100) //new THREE.SpotLight(0xffffff, 100);
light2.position.set(-2.5, 5, 2.5)
// light2.angle = Math.PI / 8
// 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,
    0.1,
    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.enableDamping = true
controls.target.set(0, 1, 0)

// const sceneMeshes: THREE.Mesh[] = []

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

let mixer: THREE.AnimationMixer
let modelReady = false
//let modelMesh: THREE.Object3D
const animationActions: THREE.AnimationAction[] = []
let activeAction: THREE.AnimationAction
let lastAction: THREE.AnimationAction
const gltfLoader = new GLTFLoader()

gltfLoader.load(
    'models/vanguard.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
        //     }
        // })

        mixer = new THREE.AnimationMixer(gltf.scene)

        const animationAction = mixer.clipAction((gltf as any).animations[0])
        animationActions.push(animationAction)
        animationsFolder.add(animations, 'default')
        activeAction = animationActions[0]

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

        //add an animation from another file
        gltfLoader.load(
            'models/[email protected]',
            (gltf) => {
                console.log('loaded samba')
                const animationAction = mixer.clipAction(
                    (gltf as any).animations[0]
                )
                animationActions.push(animationAction)
                animationsFolder.add(animations, 'samba')

                //add an animation from another file
                gltfLoader.load(
                    'models/[email protected]',
                    (gltf) => {
                        console.log('loaded bellydance')
                        const animationAction = mixer.clipAction(
                            (gltf as any).animations[0]
                        )
                        animationActions.push(animationAction)
                        animationsFolder.add(animations, 'bellydance')

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

                                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)
                    }
                )
            },
            (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)
    }
)

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) {

//         const p = intersects[0].point

//         //const distance = modelMesh.position.distanceTo(p)

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

//         // setAction(animationActions[3])

//         //TWEEN.removeAll()
//         new TWEEN.Tween(modelMesh.position)
//             .to({
//                 x: p.x,
//                 y: p.y,
//                 z: p.z
//             }, 1000 ) /// 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(() => setAction(animationActions[2]))
//     }
// }

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

const animations = {
    default: function () {
        setAction(animationActions[0])
    },
    samba: function () {
        setAction(animationActions[1])
    },
    bellydance: function () {
        setAction(animationActions[2])
    },
    goofyrunning: function () {
        setAction(animationActions[3])
    },
}

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

const gui = new GUI()
const animationsFolder = gui.addFolder('Animations')
animationsFolder.open()

const clock = new THREE.Clock()
let delta = 0

function animate() {
    requestAnimationFrame(animate)

    controls.update()

    if (modelReady) {
        delta = clock.getDelta()
        mixer.update(delta)

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

    TWEEN.update()

    render()

    stats.update()
}

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

animate()

Final 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 { GUI } from 'dat.gui'
import TWEEN from '@tweenjs/tween.js'

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

const light1 = new THREE.SpotLight(0xffffff, 100)
light1.position.set(2.5, 5, 2.5)
light1.angle = Math.PI / 8
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 / 8
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,
    0.1,
    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.enableDamping = true
controls.target.set(0, 1, 0)

const sceneMeshes: THREE.Mesh[] = []

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

let mixer: THREE.AnimationMixer
let modelReady = false
let modelMesh: THREE.Object3D
const animationActions: THREE.AnimationAction[] = []
let activeAction: THREE.AnimationAction
let lastAction: THREE.AnimationAction
const gltfLoader = new GLTFLoader()

gltfLoader.load(
    'models/vanguard.glb',
    (gltf) => {
        gltf.scene.traverse(function (child) {
            if ((child as THREE.Mesh).isMesh) {
                const m = child as THREE.Mesh
                m.castShadow = true
                m.frustumCulled = false
            }
        })

        mixer = new THREE.AnimationMixer(gltf.scene)

        const animationAction = mixer.clipAction((gltf as any).animations[0])
        animationActions.push(animationAction)
        animationsFolder.add(animations, 'default')
        activeAction = animationActions[0]

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

        //add an animation from another file
        gltfLoader.load(
            'models/[email protected]',
            (gltf) => {
                console.log('loaded samba')
                const animationAction = mixer.clipAction(
                    (gltf as any).animations[0]
                )
                animationActions.push(animationAction)
                animationsFolder.add(animations, 'samba')

                //add an animation from another file
                gltfLoader.load(
                    'models/[email protected]',
                    (gltf) => {
                        console.log('loaded bellydance')
                        const animationAction = mixer.clipAction(
                            (gltf as any).animations[0]
                        )
                        animationActions.push(animationAction)
                        animationsFolder.add(animations, 'bellydance')

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

                                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)
                    }
                )
            },
            (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)
    }
)

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()
const mouse = new THREE.Vector2()

function onDoubleClick(event: MouseEvent) {
    mouse.set(
        (event.clientX / renderer.domElement.clientWidth) * 2 - 1,
        -(event.clientY / renderer.domElement.clientHeight) * 2 + 1
    )
    raycaster.setFromCamera(mouse, camera)

    const intersects = raycaster.intersectObjects(sceneMeshes, false)

    if (intersects.length > 0) {
        const p = intersects[0].point

        const distance = modelMesh.position.distanceTo(p)

        //modelMesh.lookAt(p)

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

        setAction(animationActions[3])

        TWEEN.removeAll()
        new TWEEN.Tween(modelMesh.position)
            .to(
                {
                    x: p.x,
                    y: p.y,
                    z: p.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(() => {
                setAction(animationActions[2])
                activeAction.clampWhenFinished = true
                activeAction.loop = THREE.LoopOnce
            })
    }
}
renderer.domElement.addEventListener('dblclick', onDoubleClick, false)

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

const animations = {
    default: function () {
        setAction(animationActions[0])
    },
    samba: function () {
        setAction(animationActions[1])
    },
    bellydance: function () {
        setAction(animationActions[2])
    },
    goofyrunning: function () {
        setAction(animationActions[3])
    },
}

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

const gui = new GUI()
const animationsFolder = gui.addFolder('Animations')
animationsFolder.open()

const clock = new THREE.Clock()
let delta = 0

function animate() {
    requestAnimationFrame(animate)

    controls.update()

    if (modelReady) {
        delta = clock.getDelta()
        mixer.update(delta)

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

    TWEEN.update()

    render()

    stats.update()
}

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

animate()

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