mirror of
https://github.com/tengge1/ShadowEditor.git
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183 lines
3.5 KiB
JavaScript
183 lines
3.5 KiB
JavaScript
/**
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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.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.ObjectLoader();
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loader.load( url, function( loadedObject ) {
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// The exporter does not currently allow exporting a skinned mesh by itself
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// so we must fish it out of the hierarchy it is embedded in (scene)
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loadedObject.traverse( function( object ) {
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if ( object instanceof THREE.SkinnedMesh ) {
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scope.skinnedMesh = object;
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}
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} );
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THREE.SkinnedMesh.call( scope, scope.skinnedMesh.geometry, scope.skinnedMesh.material );
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// If we didn't successfully find the mesh, bail out
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if ( scope.skinnedMesh == undefined ) {
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console.log( 'unable to find skinned mesh in ' + url );
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return;
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}
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scope.material.skinning = true;
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scope.mixer = new THREE.AnimationMixer( scope );
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// Create the animations
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for ( var i = 0; i < scope.geometry.animations.length; ++ i ) {
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scope.mixer.clipAction( scope.geometry.animations[ i ] );
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}
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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.loadJSON = 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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var mixer = new THREE.AnimationMixer( scope );
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scope.mixer = mixer;
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// Create the animations
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for ( var i = 0; i < geometry.animations.length; ++ i ) {
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mixer.clipAction( geometry.animations[ i ] );
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}
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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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this.mixer.update( dt );
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};
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this.play = function( animName, weight ) {
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//console.log("play('%s', %f)", animName, weight);
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return this.mixer.clipAction( animName ).
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setEffectiveWeight( weight ).play();
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};
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this.crossfade = function( fromAnimName, toAnimName, duration ) {
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this.mixer.stopAllAction();
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var fromAction = this.play( fromAnimName, 1 );
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var toAction = this.play( toAnimName, 1 );
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fromAction.crossFadeTo( toAction, duration, false );
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};
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this.warp = function( fromAnimName, toAnimName, duration ) {
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this.mixer.stopAllAction();
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var fromAction = this.play( fromAnimName, 1 );
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var toAction = this.play( toAnimName, 1 );
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fromAction.crossFadeTo( toAction, duration, true );
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};
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this.applyWeight = function( animName, weight ) {
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this.mixer.clipAction( animName ).setEffectiveWeight( weight );
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};
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this.getWeight = function( animName ) {
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return this.mixer.clipAction( animName ).getEffectiveWeight();
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};
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this.pauseAll = function() {
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this.mixer.timeScale = 0;
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};
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this.unPauseAll = function() {
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this.mixer.timeScale = 1;
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};
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this.stopAll = function() {
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this.mixer.stopAllAction();
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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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