Three.js用SkinedMesh创建蒙皮 (1)

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蒙皮(skin)是3D动画中常用的一种为模型添加骨骼的技术,由于骨骼与模型是相互独立的,为了让骨骼驱动模型性运动,把模型绑定到骨骼上的技术称之为蒙皮。蒙皮被广泛应用于3D动画制作或者3D游戏中的角色对象,很多模型制作软件都有带这一功能,例如3Dmax和blender,而由它们创建出来的动画模型利用unity这样的游戏引擎,可以用于各种各样的客户端游戏和动画,这已经有一套相当成熟的体系,而对于Web端来说,复现3D建模软件创建的模型动画也是可行的,可以利用相关的图形引擎(例如Three.js和babylon.js)的模型对应的Loader加载,并将动画信息解析出来,然后执行动画即可。那还有没有一种可能就是,在web端直接使用js编程实现蒙皮,让模型动起来?答案是可以的,Three.js提供了这样一种功能,THREE.SkinedMesh,用于创建蒙皮网格几何,然后通过骨架绑定使几何对象实现动画的效果,这里先来看一下利SkinedMesh做出来的demo的效果:

下面是这个demo的代码:

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Title</title>
	<style>
		body {
			margin: 0;
			overflow: hidden;
		}
	</style>
</head>
<body>
	<script type="module">
		import {
			Bone,
			Color,
			CylinderBufferGeometry,
			DoubleSide,
			Float32BufferAttribute,
			MeshPhongMaterial,
			PerspectiveCamera,
			PointLight,
			Scene,
			SkinnedMesh,
			Skeleton,
			SkeletonHelper,
			Vector3,
			Uint16BufferAttribute,
			WebGLRenderer
		} from "../build/three.module.js";

		import { GUI } from './../examples/jsm/libs/dat.gui.module.js';
		import Stats from './../examples/jsm/libs/stats.module.js';
		import { OrbitControls } from "../examples/jsm/controls/OrbitControls.js";

		let gui, stats, scene, camera, renderer, orbit, lights, mesh, bones, skeletonHelper;

		let state = {
			animateBones: false,
			wireframe: false
		};

		// 初始化场景
		function initScene() {

			gui = new GUI();

			stats = new Stats();
			document.body.appendChild( stats.domElement );

			scene = new Scene();
			scene.background = new Color( 0x444444 );

			camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 200 );
			camera.position.z = 30;
			camera.position.y = 30;

			renderer = new WebGLRenderer( { antialias: true } );
			renderer.setPixelRatio( window.devicePixelRatio );
			renderer.setSize( window.innerWidth, window.innerHeight );
			document.body.appendChild( renderer.domElement );

			orbit = new OrbitControls( camera, renderer.domElement );
			orbit.enableZoom = true;
			orbit.enableKeys = false;

			lights = [];
			lights[ 0 ] = new PointLight( 0xffffff, 1, 0 );
			lights[ 1 ] = new PointLight( 0xffffff, 1, 0 );
			lights[ 2 ] = new PointLight( 0xffffff, 1, 0 );

			lights[ 0 ].position.set( 0, 200, 0 );
			lights[ 1 ].position.set( 100, 200, 100 );
			lights[ 2 ].position.set( - 100, - 200, - 100 );

			scene.add( lights[ 0 ] );
			scene.add( lights[ 1 ] );
			scene.add( lights[ 2 ] );

			window.addEventListener( 'resize', function () {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}, false );

			initBones();
			setupDatGui();

		}

		// 创建几何
		function createGeometry( sizing ) {

			let geometry = new CylinderBufferGeometry( 5, 5, sizing.height, 20, sizing.segmentCount * 6, true );

			let position = geometry.attributes.position;

			let vertex = new Vector3();

			let skinIndices = []; // 蒙皮索引数组
			let skinWeights = []; // 蒙皮权值

			for ( let i = 0; i < position.count; i ++ ) {

				vertex.fromBufferAttribute( position, i );
				let y = ( vertex.y + sizing.halfHeight );

				let skinIndex = Math.floor( y / sizing.segmentHeight );
				let skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;

				skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
				skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );

			}

			geometry.addAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) );
			geometry.addAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) );

			return geometry;

		}

		// 创建骨骼
		function createBones( sizing ) {

			bones = [];

			let prevBone = new Bone();
			bones.push( prevBone );
			prevBone.position.y = - sizing.halfHeight;

			for ( let i = 0; i < sizing.segmentCount; i ++ ) {

				let bone = new Bone();
				bone.position.y = sizing.segmentHeight;
				bones.push( bone );
				prevBone.add( bone );
				prevBone = bone;

			}

			return bones;

		}

		// 创建几何
		function createMesh( geometry, bones ) {

			let material = new MeshPhongMaterial( {
				skinning: true,
				color: 0x156289,
				emissive: 0x072534,
				side: DoubleSide,
				flatShading: true
			} );
			let mesh = new SkinnedMesh( geometry,	material );
			let skeleton = new Skeleton( bones );

			mesh.add( bones[ 0 ] ); // 绑定骨骼

			mesh.bind( skeleton ); // 绑定骨架

			skeletonHelper = new SkeletonHelper( mesh );
			skeletonHelper.material.linewidth = 2;
			scene.add( skeletonHelper );

			return mesh;

		}

		function setupDatGui() {

			let folder = gui.addFolder( "General Options" );

			folder.add( state, "animateBones" );
			folder.__controllers[ 0 ].name( "Animate Bones" );

			folder.add( mesh, "pose" );
			folder.__controllers[ 1 ].name( ".pose()" );

			folder.add( state, "wireframe" ).onChange( ( e ) => {

				mesh.material.wireframe = e;

			} );

			let bones = mesh.skeleton.bones;

			for ( let i = 0; i < bones.length; i ++ ) {

				let bone = bones[ i ];

				folder = gui.addFolder( "Bone " + i );

				folder.add( bone.position, 'x', - 10 + bone.position.x, 10 + bone.position.x );
				folder.add( bone.position, 'y', - 10 + bone.position.y, 10 + bone.position.y );
				folder.add( bone.position, 'z', - 10 + bone.position.z, 10 + bone.position.z );

				folder.add( bone.rotation, 'x', - Math.PI * 0.5, Math.PI * 0.5 );
				folder.add( bone.rotation, 'y', - Math.PI * 0.5, Math.PI * 0.5 );
				folder.add( bone.rotation, 'z', - Math.PI * 0.5, Math.PI * 0.5 );

				folder.add( bone.scale, 'x', 0, 2 );
				folder.add( bone.scale, 'y', 0, 2 );
				folder.add( bone.scale, 'z', 0, 2 );

				folder.__controllers[ 0 ].name( "position.x" );
				folder.__controllers[ 1 ].name( "position.y" );
				folder.__controllers[ 2 ].name( "position.z" );

				folder.__controllers[ 3 ].name( "rotation.x" );
				folder.__controllers[ 4 ].name( "rotation.y" );
				folder.__controllers[ 5 ].name( "rotation.z" );

				folder.__controllers[ 6 ].name( "scale.x" );
				folder.__controllers[ 7 ].name( "scale.y" );
				folder.__controllers[ 8 ].name( "scale.z" );

			}

		}

		// 绑定骨骼
		function initBones() {

			let segmentHeight = 8;
			let segmentCount = 4;
			let height = segmentHeight * segmentCount;
			let halfHeight = height * 0.5;

			let sizing = {
				segmentHeight: segmentHeight,
				segmentCount: segmentCount,
				height: height,
				halfHeight: halfHeight
			};

			let geometry = createGeometry( sizing );
			let bones = createBones( sizing );
			mesh = createMesh( geometry, bones );

			mesh.scale.multiplyScalar( 1 );
			scene.add( mesh );

		}

		function render() {

			requestAnimationFrame( render );

			let time = Date.now() * 0.001;

			//Wiggle the bones
			if ( state.animateBones ) {

				for ( let i = 0; i < mesh.skeleton.bones.length; i ++ ) {

					mesh.skeleton.bones[ i ].rotation.z = Math.sin( time ) * 2 / mesh.skeleton.bones.length;

				}

			}

			renderer.render( scene, camera );

			stats.update();

		}

		initScene();
		render();

	</script>

</body>
</html>

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转载自blog.csdn.net/qq_37338983/article/details/102980225