threeJS-Helper13-SkeletonHelper(骨骼显示助手)

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本章节学习的内容可以从的官方文档中找到。本博客部分代码和模型从官网案例中提取

涉及的知识点博主已经从three源码库里面摘要出来放在对应的注释里面

今天学习Helper里面的SkeletonHelper助手!

涉及知识点:平行光、平面、GLTF模型加载、动画、阴影、环境放射、OrbitControls控制对象等,不懂可以先忽略,后期会讲!

效果图:

代码:

<html>

<head>
    <title>threeJS-Helper13-SkeletonHelper(骨骼显示助手)</title>
    <style>
        body {
            background-color: #000;
            margin: 0px;
            overflow: hidden;
        }

        canvas {
            width: 100%;
            height: 100%
        }
    </style>
</head>

<body>
    <script src="../../../build/three.js"></script>
    <script src="../../js/loaders/GLTFLoader.js"></script>
    <script src="../../js/lights/RectAreaLightUniformsLib.js"></script>
    <script src="../../js/controls/OrbitControls.js"></script>
    <script>
        var camera, scene, renderer, geometry, material, animate, controls; //常用变量
        var cube, dirLight, helper; //自定义对象变量
        var target = new THREE.Vector3(0, 0, 0);
        var model, skeleton, mixer, clock;
        var crossFadeControls = [];
        var idleAction, walkAction, runAction;
        var idleWeight, walkWeight, runWeight;
        var actions, settings;
        var singleStepMode = false;
        var sizeOfNextStep = 0;
        init();
        animate();

        function init() {
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0xcfcfcf);

            clock = new THREE.Clock();
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
            camera.position.set(0, 100, 150);
            camera.lookAt(target);
            camera.updateProjectionMatrix(); //相机更新

            var ambient = new THREE.AmbientLight(0xffffff, 0.1);
            scene.add(ambient);

            dirLight = new THREE.DirectionalLight(0xffffff);
            dirLight.position.set(-30, 120, -100);
            dirLight.castShadow = true;
            dirLight.shadow.camera.top = 100;
            dirLight.shadow.camera.bottom = -100;
            dirLight.shadow.camera.left = -100;
            dirLight.shadow.camera.right = 100;
            dirLight.shadow.camera.near = 0.1;
            dirLight.shadow.camera.far = 500;
            scene.add(dirLight);

            var mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(200, 200), new THREE.MeshPhongMaterial({
                color: 0x9cfcf99,
                depthWrite: false
            }));
            mesh.rotation.x = -Math.PI / 2;
            mesh.position.set(0, -20, 0)
            mesh.receiveShadow = true;
            scene.add(mesh);

            // PolarGridHelper( radius:标网格的半径, radials:径向线的数量, circles:圆圈数, 
            // divisions:每个圆圈使用的线段数, color1:用于网格元素的第一种颜色, color2:用于网格元素的第一种颜色 )
            var radius = 100;
            var radials = 16;
            var circles = 8;
            var divisions = 64;
            var PolarGridHelper = new THREE.PolarGridHelper(radius, radials, circles, divisions);
            PolarGridHelper.position.set(0, -20, 0)
            scene.add(PolarGridHelper)

            renderer = new THREE.WebGLRenderer({
                antialias: true
            });
            renderer.setPixelRatio(window.devicePixelRatio);
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.shadowMap.enabled = true;
            renderer.shadowMap.type = THREE.PCFSoftShadowMap;
            renderer.gammaInput = true;
            renderer.gammaOutput = true;
            document.body.appendChild(renderer.domElement);

            //OrbitControls控件操作模块
            controls = new THREE.OrbitControls(camera, renderer.domElement);
            controls.autoRotate = true;
            controls.autoRotateSpeed = 0.5;
            controls.addEventListener('change', function () {
                renderer.render(scene, camera);
            });

            // BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments )
            geometry = new THREE.BoxGeometry(30, 30, 30, 3, 3, 3);
            material = new THREE.MeshStandardMaterial({
                color: 0xcfcfcf,
                wireframe: false,
                castShadow: true,
                receiveShadow: true,
                roughness: 0, //表面放射粗糙度
                metalness: 0 //金属感

            }); //wireframe默认为false
            // 右边立方体
            cube = new THREE.Mesh(geometry, material);
            cube.position.set(30, 0, 20);
            scene.add(cube);

            // 左边立方体
            var matStdObjects = new THREE.MeshStandardMaterial({
                color: 0xA0cf00,
                roughness: 0,
                metalness: 0.6
            });
            var mshStdBox = new THREE.Mesh(geometry, matStdObjects);
            mshStdBox.position.set(-30, 0, 20);
            mshStdBox.rotation.set(0, Math.PI / 2.0, 0);
            mshStdBox.castShadow = true;
            mshStdBox.receiveShadow = true;
            scene.add(mshStdBox);

            loadModel(); //添加任务模型
        }

        function loadModel() {
            var loader = new THREE.GLTFLoader();
            loader.load('../../models/gltf/Soldier.glb', function (gltf) {
                model = gltf.scene;
                scene.add(model);
                model.traverse(function (object) {
                    if (object.isMesh) {
                        object.castShadow = true;
                        console.log(object);
                    }
                });
                model.rotation.y = -Math.PI;
                model.scale.set(50, 50, 50);

                // 骨骼显示助手
                skeleton = new THREE.SkeletonHelper(model);
                scene.add(skeleton);

                var animations = gltf.animations;
                mixer = new THREE.AnimationMixer(model);

                idleAction = mixer.clipAction(animations[0]);
                walkAction = mixer.clipAction(animations[3]);
                runAction = mixer.clipAction(animations[1]);
                actions = [idleAction, walkAction, runAction];
                actions[1].play();
                animate();
            });
        }

        function activateAllActions() {
            actions.forEach(function (action) {
                action.play();
            });
        }

        function animate() {
            requestAnimationFrame(animate);
            var mixerUpdateDelta = clock.getDelta();
            if (mixer) mixer.update(mixerUpdateDelta);
            if (controls) controls.update();
            cube.rotation.y += 0.01;
            renderer.render(scene, camera);
        };
    </script>
</body>

</html>

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转载自blog.csdn.net/weixin_39452320/article/details/84946662