mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-30 01:14:57 +01:00
271 lines
5.0 KiB
JavaScript
Executable File
271 lines
5.0 KiB
JavaScript
Executable File
/**
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* @author Michael Guerrero / http://realitymeltdown.com
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*/
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THREE.BlendCharacter = function () {
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this.animations = {};
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this.weightSchedule = [];
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this.warpSchedule = [];
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this.load = function ( url, onLoad ) {
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var scope = this;
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var loader = new THREE.JSONLoader();
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loader.load( url, function( geometry, materials ) {
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var originalMaterial = materials[ 0 ];
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originalMaterial.skinning = true;
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THREE.SkinnedMesh.call( scope, geometry, originalMaterial );
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// Create the animations
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for ( var i = 0; i < geometry.animations.length; ++ i ) {
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var animName = geometry.animations[ i ].name;
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scope.animations[ animName ] = new THREE.Animation( scope, geometry.animations[ i ] );
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}
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// Create the debug visualization
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scope.skeletonHelper = new THREE.SkeletonHelper( scope );
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scope.skeletonHelper.material.linewidth = 3;
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scope.add( scope.skeletonHelper );
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scope.showSkeleton( false );
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// Loading is complete, fire the callback
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if ( onLoad !== undefined ) onLoad();
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} );
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};
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this.update = function( dt ) {
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for ( var i = this.weightSchedule.length - 1; i >= 0; -- i ) {
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var data = this.weightSchedule[ i ];
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data.timeElapsed += dt;
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// If the transition is complete, remove it from the schedule
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if ( data.timeElapsed > data.duration ) {
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data.anim.weight = data.endWeight;
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this.weightSchedule.splice( i, 1 );
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// If we've faded out completely, stop the animation
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if ( data.anim.weight == 0 ) {
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data.anim.stop( 0 );
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}
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} else {
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// interpolate the weight for the current time
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data.anim.weight = data.startWeight + (data.endWeight - data.startWeight) * data.timeElapsed / data.duration;
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}
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}
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this.updateWarps( dt );
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this.skeletonHelper.update();
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};
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this.updateWarps = function( dt ) {
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// Warping modifies the time scale over time to make 2 animations of different
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// lengths match. This is useful for smoothing out transitions that get out of
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// phase such as between a walk and run cycle
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for ( var i = this.warpSchedule.length - 1; i >= 0; -- i ) {
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var data = this.warpSchedule[ i ];
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data.timeElapsed += dt;
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if ( data.timeElapsed > data.duration ) {
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data.to.weight = 1;
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data.to.timeScale = 1;
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data.from.weight = 0;
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data.from.timeScale = 1;
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data.from.stop( 0 );
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this.warpSchedule.splice( i, 1 );
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} else {
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var alpha = data.timeElapsed / data.duration;
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var fromLength = data.from.data.length;
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var toLength = data.to.data.length;
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var fromToRatio = fromLength / toLength;
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var toFromRatio = toLength / fromLength;
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// scale from each time proportionally to the other animation
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data.from.timeScale = ( 1 - alpha ) + fromToRatio * alpha;
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data.to.timeScale = alpha + toFromRatio * ( 1 - alpha );
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data.from.weight = 1 - alpha;
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data.to.weight = alpha;
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}
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}
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}
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this.play = function(animName, weight) {
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this.animations[ animName ].play( 0, weight );
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};
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this.crossfade = function( fromAnimName, toAnimName, duration ) {
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var fromAnim = this.animations[ fromAnimName ];
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var toAnim = this.animations[ toAnimName ];
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fromAnim.play( 0, 1 );
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toAnim.play( 0, 0 );
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this.weightSchedule.push( {
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anim: fromAnim,
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startWeight: 1,
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endWeight: 0,
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timeElapsed: 0,
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duration: duration
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} );
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this.weightSchedule.push( {
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anim: toAnim,
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startWeight: 0,
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endWeight: 1,
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timeElapsed: 0,
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duration: duration
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} );
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};
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this.warp = function( fromAnimName, toAnimName, duration ) {
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var fromAnim = this.animations[ fromAnimName ];
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var toAnim = this.animations[ toAnimName ];
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fromAnim.play( 0, 1 );
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toAnim.play( 0, 0 );
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this.warpSchedule.push( {
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from: fromAnim,
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to: toAnim,
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timeElapsed: 0,
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duration: duration
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} );
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};
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this.applyWeight = function(animName, weight) {
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this.animations[ animName ].weight = weight;
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};
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this.pauseAll = function() {
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for ( var a in this.animations ) {
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if ( this.animations[ a ].isPlaying ) {
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this.animations[ a ].stop();
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}
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}
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};
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this.unPauseAll = function() {
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for ( var a in this.animations ) {
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if ( this.animations[ a ].isPlaying && this.animations[ a ].isPaused ) {
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this.animations[ a ].pause();
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}
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}
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};
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this.stopAll = function() {
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for ( a in this.animations ) {
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if ( this.animations[ a ].isPlaying ) {
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this.animations[ a ].stop(0);
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}
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this.animations[ a ].weight = 0;
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}
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this.weightSchedule.length = 0;
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this.warpSchedule.length = 0;
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}
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this.showSkeleton = function( boolean ) {
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this.skeletonHelper.visible = boolean;
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}
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this.showModel = function( boolean ) {
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this.visible = boolean;
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}
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};
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THREE.BlendCharacter.prototype = Object.create( THREE.SkinnedMesh.prototype );
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THREE.BlendCharacter.prototype.constructor = THREE.BlendCharacter;
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THREE.BlendCharacter.prototype.getForward = function() {
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var forward = new THREE.Vector3();
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return function() {
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// pull the character's forward basis vector out of the matrix
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forward.set(
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-this.matrix.elements[ 8 ],
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-this.matrix.elements[ 9 ],
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-this.matrix.elements[ 10 ]
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);
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return forward;
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}
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}
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