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skinned.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Three.js Bones Browser</title>
<style>
@font-face {
font-family: 'inconsolata';
src: url('../files/inconsolata.woff') format('woff');
font-weight: normal;
font-style: normal;
}
body {
margin:0;
font-family: 'inconsolata';
font-size: 15px;
line-height: 18px;
overflow: hidden;
}
canvas { width: 100%; height: 100% }
#newWindow {
display: block;
position: absolute;
bottom: 0.3em;
left: 0.5em;
color: #fff;
}
</style>
</head>
<body>
<script src="Utils/js/three.min.js"></script>
<script src='Utils/js/dat.gui.min.js'></script>
<script type="module">
import {OrbitControls} from './Utils/js/mod/OrbitControls.js';
var gui, scene, camera, renderer, orbit, lights, mesh, bones, skeletonHelper;
var state = {
animateBones: false
};
function initScene() {
gui = new dat.GUI();
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 200 );
camera.position.z = 30;
camera.position.y = 30;
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0x000000, 1 );
document.body.appendChild( renderer.domElement );
orbit = new OrbitControls( camera, renderer.domElement );
orbit.enableZoom = false;
lights = [];
lights[ 0 ] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[ 1 ] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[ 2 ] = new THREE.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();
}
function createGeometry( sizing ) {
var geometry = new THREE.CylinderBufferGeometry(
5, // radiusTop
5, // radiusBottom
sizing.height, // height
8, // radiusSegments
sizing.segmentCount * 3, // heightSegments
true // openEnded
);
var position = geometry.attributes.position;
var vertex = new THREE.Vector3();
var skinIndices = [];
var skinWeights = [];
for ( var i = 0; i < position.count; i ++ ) {
vertex.fromBufferAttribute( position, i );
var y = ( vertex.y + sizing.halfHeight );
var skinIndex = Math.floor( y / sizing.segmentHeight );
var skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
}
geometry.addAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
geometry.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );
return geometry;
}
function createBones( sizing ) {
bones = [];
var prevBone = new THREE.Bone();
bones.push( prevBone );
prevBone.position.y = - sizing.halfHeight;
for ( var i = 0; i < sizing.segmentCount; i ++ ) {
var bone = new THREE.Bone();
bone.position.y = sizing.segmentHeight;
bones.push( bone );
prevBone.add( bone );
prevBone = bone;
}
return bones;
}
function createMesh( geometry, bones ) {
var material = new THREE.MeshPhongMaterial( {
skinning: true,
color: 0x156289,
emissive: 0x072534,
side: THREE.DoubleSide,
flatShading: true
} );
var mesh = new THREE.SkinnedMesh( geometry, material );
var skeleton = new THREE.Skeleton( bones );
mesh.add( bones[ 0 ] );
mesh.bind( skeleton );
skeletonHelper = new THREE.SkeletonHelper( mesh );
skeletonHelper.material.linewidth = 2;
scene.add( skeletonHelper );
return mesh;
}
function setupDatGui() {
var folder = gui.addFolder( "General Options" );
folder.add( state, "animateBones" );
folder.__controllers[ 0 ].name( "Animate Bones" );
folder.add( mesh, "pose" );
folder.__controllers[ 1 ].name( ".pose()" );
var bones = mesh.skeleton.bones;
for ( var i = 0; i < bones.length; i ++ ) {
var 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" );
}
}
function initBones() {
var segmentHeight = 8;
var segmentCount = 4;
var height = segmentHeight * segmentCount;
var halfHeight = height * 0.5;
var sizing = {
segmentHeight: segmentHeight,
segmentCount: segmentCount,
height: height,
halfHeight: halfHeight
};
var geometry = createGeometry( sizing );
var bones = createBones( sizing );
mesh = createMesh( geometry, bones );
mesh.scale.multiplyScalar( 1 );
scene.add( mesh );
}
function render() {
requestAnimationFrame( render );
var time = Date.now() * 0.001;
//Wiggle the bones
if ( state.animateBones ) {
for ( var 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 );
}
initScene();
render();
</script>
</body>
</html>