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.

Start Code

./src/server/server.ts

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import express from "express"
import path from "path"
import http from "http"

const port: number = 3000

class App {
    private server: http.Server
    private port: number

    constructor(port: number) {
        this.port = port
        const app = express()
        app.use(express.static(path.join(__dirname, '../client')))
        app.use('/build/three.module.js', express.static(path.join(__dirname, '../../node_modules/three/build/three.module.js')))
        app.use('/jsm/controls/OrbitControls', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/controls/OrbitControls.js')))
        app.use('/jsm/loaders/GLTFLoader', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/loaders/GLTFLoader.js')))
        app.use('/jsm/libs/stats.module', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/libs/stats.module.js')))
        app.use('/jsm/libs/dat.gui.module', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/libs/dat.gui.module.js')))
        app.use('/jsm/libs/tween.module.min', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/libs/tween.module.min.js')))

        this.server = new http.Server(app);
    }

    public Start() {
        this.server.listen(this.port, () => {
            console.log( `Server listening on port ${this.port}.` )
        })
    }
}

new App(port).Start()

./src/client/client.ts

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import * as THREE from '/build/three.module.js'
import { OrbitControls } from '/jsm/controls/OrbitControls'
import { GLTFLoader } from '/jsm/loaders/GLTFLoader'
import Stats from '/jsm/libs/stats.module'
import { GUI } from '/jsm/libs/dat.gui.module'
import { TWEEN } from '/jsm/libs/tween.module.min'

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

var light1 = new THREE.PointLight(); //new THREE.SpotLight();
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);

var light2 = new THREE.PointLight(); //new THREE.SpotLight();
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: THREE.PerspectiveCamera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.01, 1000)
camera.position.set(0.8, 1.4, 1.0)

const renderer: THREE.WebGLRenderer = 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 = []

// const planeGeometry: THREE.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)
// sceneMeshes.push(plane)

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

gltfLoader.load(
    'models/vanguard.glb',
    (gltf) => {

        // gltf.scene.traverse(function (child) {
        //     if ((<THREE.Mesh>child).isMesh) {
        //         let m = <THREE.Mesh>child
        //         m.castShadow = true
        //         //m.frustumCulled = false;
        //         //m.geometry.computeVertexNormals()
        //     }
        // })

        mixer = new THREE.AnimationMixer(gltf.scene)

        let 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/vanguard@samba.glb',
            (gltf) => {
                console.log("loaded samba")
                let animationAction = mixer.clipAction((gltf as any).animations[0]);
                animationActions.push(animationAction)
                animationsFolder.add(animations, "samba")

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

                        //add an animation from another file
                        gltfLoader.load('models/vanguard@goofyrunning.glb',
                            (gltf) => {
                                console.log("loaded goofyrunning");
                                (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)
                                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) {
//     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 = Stats()
document.body.appendChild(stats.dom)

var 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(.2)
        activeAction.reset()
        activeAction.fadeIn(.2)
        activeAction.play()
    }
}

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

const clock: THREE.Clock = new THREE.Clock()

var animate = function () {
    requestAnimationFrame(animate)

    controls.update()

    if (modelReady) {
        mixer.update(clock.getDelta());

        // if (!modelMesh.quaternion.equals(targetQuaternion)) {
        //     modelMesh.quaternion.rotateTowards(targetQuaternion, clock.getDelta() * 1000);
        // }
    }

    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 '/build/three.module.js'
import { OrbitControls } from '/jsm/controls/OrbitControls'
import { GLTFLoader } from '/jsm/loaders/GLTFLoader'
import Stats from '/jsm/libs/stats.module'
import { GUI } from '/jsm/libs/dat.gui.module'
import { TWEEN } from '/jsm/libs/tween.module.min'

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

var light1 = new THREE.SpotLight();
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);

var light2 = new THREE.SpotLight();
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: THREE.PerspectiveCamera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.01, 1000)
camera.position.set(0.8, 1.4, 1.0)

const renderer: THREE.WebGLRenderer = 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 = []

const planeGeometry: THREE.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)
sceneMeshes.push(plane)

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

gltfLoader.load(
    'models/vanguard.glb',
    (gltf) => {

        gltf.scene.traverse(function (child) {
            if ((<THREE.Mesh>child).isMesh) {
                let m = <THREE.Mesh>child
                m.castShadow = true
                m.frustumCulled = false;
                m.geometry.computeVertexNormals()
            }
        })

        mixer = new THREE.AnimationMixer(gltf.scene)

        let 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/vanguard@samba.glb',
            (gltf) => {
                console.log("loaded samba")
                let animationAction = mixer.clipAction((gltf as any).animations[0]);
                animationActions.push(animationAction)
                animationsFolder.add(animations, "samba")

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

                        //add an animation from another file
                        gltfLoader.load('models/vanguard@goofyrunning.glb',
                            (gltf) => {
                                console.log("loaded goofyrunning");
                                (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)
                                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) {
    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);

        //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
            })
    }
}

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

var 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(.2)
        activeAction.reset()
        activeAction.fadeIn(.2)
        activeAction.play()
    }
}

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

const clock: THREE.Clock = new THREE.Clock()

var animate = function () {
    requestAnimationFrame(animate)

    controls.update()

    const delta = clock.getDelta()

    if (modelReady) {
        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();