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script.js
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script.js
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(function () {
// Set our main variables
let scene,
renderer,
camera,
model, // Our character
neck, // Reference to the neck bone in the skeleton
waist, // Reference to the waist bone in the skeleton
possibleAnims, // Animations found in our file
mixer, // THREE.js animations mixer
idle, // Idle, the default state our character returns to
clock = new THREE.Clock(), // Used for anims, which run to a clock instead of frame rate
currentlyAnimating = false, // Used to check whether characters neck is being used in another anim
raycaster = new THREE.Raycaster(), // Used to detect the click on our character
loaderAnim = document.getElementById('js-loader');
init();
function init() {
const MODEL_PATH = 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1376484/stacy_lightweight.glb';
const canvas = document.querySelector('#c');
const backgroundColor = 0x000;
// Init the scene
scene = new THREE.Scene();
scene.background = new THREE.Color(backgroundColor);
scene.fog = new THREE.Fog(backgroundColor, 60, 100);
// Init the renderer
renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.shadowMap.enabled = true;
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
// Add a camera
camera = new THREE.PerspectiveCamera(
50,
window.innerWidth / window.innerHeight,
0.1,
1000);
camera.position.z = 20;
camera.position.x = 0;
camera.position.y = -3;
let stacy_txt = new THREE.TextureLoader().load('https://s3-us-west-2.amazonaws.com/s.cdpn.io/1376484/stacy.jpg');
stacy_txt.flipY = false;
const stacy_mtl = new THREE.MeshPhongMaterial({
map: stacy_txt,
color: 0xffffff,
skinning: true });
var loader = new THREE.GLTFLoader();
loader.load(
MODEL_PATH,
function (gltf) {
model = gltf.scene;
let fileAnimations = gltf.animations;
model.traverse(o => {
if (o.isMesh) {
o.castShadow = true;
o.receiveShadow = true;
o.material = stacy_mtl;
}
// Reference the neck and waist bones
if (o.isBone && o.name === 'mixamorigNeck') {
neck = o;
}
if (o.isBone && o.name === 'mixamorigSpine') {
waist = o;
}
if (o.isBone && o.name === 'mixamorigLeftHand') {
hand = o;
}
});
model.scale.set(7, 7, 7);
model.position.y = -11;
scene.add(model);
loaderAnim.remove();
mixer = new THREE.AnimationMixer(model);
let clips = fileAnimations.filter(val => val.name !== 'idle');
possibleAnims = clips.map(val => {
let clip = THREE.AnimationClip.findByName(clips, val.name);
clip.tracks.splice(3, 3);
clip.tracks.splice(9, 3);
clip = mixer.clipAction(clip);
return clip;
});
let idleAnim = THREE.AnimationClip.findByName(fileAnimations, 'idle');
let waveAnim = THREE.AnimationClip.findByName(fileAnimations, 'wave');
idleAnim.tracks.splice(3, 3);
idleAnim.tracks.splice(9, 3);
waveAnim.tracks.splice(3, 3);
waveAnim.tracks.splice(9, 3);
idle = mixer.clipAction(idleAnim);
idle.play();
let waveAction = mixer.clipAction(waveAnim);
possibleAnims.push(waveAction); // Add to possibleAnims array
},
undefined, // We don't need this function
function (error) {
console.error(error);
});
function raycast(e, touch = false) {
// ... (previous code) ...
if (intersects[0]) {
var object = intersects[0].object;
if (object.name === 'stacy') {
if (!currentlyAnimating) {
currentlyAnimating = true;
// Move the character to a new location
moveCharacterToNewLocation();
// Play the animation after moving to the new location
playOnClick();
}
}
}
}
function playWaveAnimation() {
// Check if the animation is not already playing
if (!currentlyAnimating) {
currentlyAnimating = true;
// Play the hand wave animation
let anim = possibleAnims.findIndex(clip => clip.getClip().name === 'wave');
playModifierAnimation(idle, 0.25, possibleAnims[anim], 0.25);
// After the animation is done, return to idle
setTimeout(function () {
idle.play();
currentlyAnimating = false;
}, possibleAnims[anim].getClip().duration * 1000 - 500);
}
}
// Add lights
let hemiLight = new THREE.HemisphereLight(0xffffff, 0xffffff, 0.81);
hemiLight.position.set(0, 50, 0);
// Add hemisphere light to scene
scene.add(hemiLight);
let d = 8.25;
let dirLight = new THREE.DirectionalLight(0xffffff, 0.54);
dirLight.position.set(-8, 12, 8);
dirLight.castShadow = true;
dirLight.shadow.mapSize = new THREE.Vector2(1024, 1024);
dirLight.shadow.camera.near = 0.1;
dirLight.shadow.camera.far = 1500;
dirLight.shadow.camera.left = d * -1;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.top = d;
dirLight.shadow.camera.bottom = d * -1;
// Add directional Light to scene
scene.add(dirLight);
// Floor
let floorGeometry = new THREE.PlaneGeometry(5000, 5000, 1, 1);
let floorMaterial = new THREE.MeshPhongMaterial({
color: 0x000,
shininess: 0
});
let floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.rotation.x = -0.5 * Math.PI;
floor.receiveShadow = true;
floor.position.y = -11;
scene.add(floor);
let geometry = new THREE.SphereGeometry(8, 32, 32);
let material = new THREE.MeshBasicMaterial({ color: 0x000 }); // 0xf2ce2e
let sphere = new THREE.Mesh(geometry, material);
sphere.position.z = -15;
sphere.position.y = -2.5;
sphere.position.x = -0.25;
scene.add(sphere);
}
function update() {
if (mixer) {
mixer.update(clock.getDelta());
}
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
requestAnimationFrame(update);
}
update();
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
let width = window.innerWidth;
let height = window.innerHeight;
let canvasPixelWidth = canvas.width / window.devicePixelRatio;
let canvasPixelHeight = canvas.height / window.devicePixelRatio;
const needResize =
canvasPixelWidth !== width || canvasPixelHeight !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
window.addEventListener('click', e => raycast(e));
window.addEventListener('touchend', e => raycast(e, true));
function raycast(e, touch = false) {
var mouse = {};
if (touch) {
mouse.x = 2 * (e.changedTouches[0].clientX / window.innerWidth) - 1;
mouse.y = 1 - 2 * (e.changedTouches[0].clientY / window.innerHeight);
} else {
mouse.x = 2 * (e.clientX / window.innerWidth) - 1;
mouse.y = 1 - 2 * (e.clientY / window.innerHeight);
}
// update the picking ray with the camera and mouse position
raycaster.setFromCamera(mouse, camera);
// calculate objects intersecting the picking ray
var intersects = raycaster.intersectObjects(scene.children, true);
if (intersects[0]) {
var object = intersects[0].object;
if (object.name === 'stacy') {
if (!currentlyAnimating) {
currentlyAnimating = true;
playOnClick();
}
}
}
}
// Get a random animation, and play it
function playOnClick() {
let anim = Math.floor(Math.random() * possibleAnims.length) + 0;
playModifierAnimation(idle, 0.25, possibleAnims[anim], 0.25);
}
function playModifierAnimation(from, fSpeed, to, tSpeed) {
to.setLoop(THREE.LoopOnce);
to.reset();
to.play();
from.crossFadeTo(to, fSpeed, true);
setTimeout(function () {
from.enabled = true;
to.crossFadeTo(from, tSpeed, true);
currentlyAnimating = false;
}, to._clip.duration * 1000 - (tSpeed + fSpeed) * 1000);
}
document.addEventListener('mousemove', function (e) {
var mousecoords = getMousePos(e);
if (neck && waist) {
moveJoint(mousecoords, neck, 50);
moveJoint(mousecoords, waist, 30);
}
});
function getMousePos(e) {
return { x: e.clientX, y: e.clientY };
}
function moveJoint(mouse, joint, degreeLimit) {
let degrees = getMouseDegrees(mouse.x, mouse.y, degreeLimit);
joint.rotation.y = THREE.Math.degToRad(degrees.x);
joint.rotation.x = THREE.Math.degToRad(degrees.y);
console.log(joint.rotation.x);
}
function getMouseDegrees(x, y, degreeLimit) {
let dx = 0,
dy = 0,
xdiff,
xPercentage,
ydiff,
yPercentage;
let w = { x: window.innerWidth, y: window.innerHeight };
// Left (Rotates neck left between 0 and -degreeLimit)
// 1. If cursor is in the left half of screen
if (x <= w.x / 2) {
// 2. Get the difference between middle of screen and cursor position
xdiff = w.x / 2 - x;
// 3. Find the percentage of that difference (percentage toward edge of screen)
xPercentage = xdiff / (w.x / 2) * 100;
// 4. Convert that to a percentage of the maximum rotation we allow for the neck
dx = degreeLimit * xPercentage / 100 * -1;
}
// Right (Rotates neck right between 0 and degreeLimit)
if (x >= w.x / 2) {
xdiff = x - w.x / 2;
xPercentage = xdiff / (w.x / 2) * 100;
dx = degreeLimit * xPercentage / 100;
}
// Up (Rotates neck up between 0 and -degreeLimit)
if (y <= w.y / 2) {
ydiff = w.y / 2 - y;
yPercentage = ydiff / (w.y / 2) * 100;
// Note that I cut degreeLimit in half when she looks up
dy = degreeLimit * 0.5 * yPercentage / 100 * -1;
}
// Down (Rotates neck down between 0 and degreeLimit)
if (y >= w.y / 2) {
ydiff = y - w.y / 2;
yPercentage = ydiff / (w.y / 2) * 100;
dy = degreeLimit * yPercentage / 100;
}
return { x: dx, y: dy };
}
})();