Skip to content

Instantly share code, notes, and snippets.

Embed
What would you like to do?
Robot = function(x, y, z) {
// create head, neck, and torso
var fromhelper = HELPER.cylinderSkeletonMesh(3, 5, 'blue')
var geometry = fromhelper[0];
var material = fromhelper[1];
var bones = fromhelper[2];
var mesh = new THREE.SkinnedMesh( geometry, material );
var skeleton = new THREE.Skeleton( bones );
mesh.add( bones[0] );
mesh.bind( skeleton );
this.root = bones[ 0 ]; // invisible anchor point
this.root.position.set( x, y, z );
this.head = bones[ 1 ];
this.neck = bones[ 2 ];
this.neck.position.y = -10;
this.torso = bones[ 3 ];
this.torso.position.y = -30;
this.body_mesh = mesh;
// this.head = new THREE.Bone();
// this.head.position.set( x, y, z );
// this.neck = new THREE.Bone();
// this.neck.position.y = -10;
// this.head.add(this.neck);
// this.torso = new THREE.Bone();
// this.torso.position.y = -30;
// this.neck.add(this.torso);
// create left upper arm, lower arm, and hand
var fromhelper = HELPER.cylinderSkeletonMesh(3, 5, 'blue')
var geometry = fromhelper[0];
var material = fromhelper[1];
var bones = fromhelper[2];
var mesh = new THREE.SkinnedMesh( geometry, material );
var skeleton = new THREE.Skeleton( bones );
mesh.add( bones[0] );
mesh.bind( skeleton );
// this.root = bones[ 0 ]; // invisible anchor point
// this.root.position.set( x, y, z );
this.neck.add(this.left_upperarm);
this.left_upperarm = bones[ 1 ];
this.left_upperarm.position.y = -5;
this.left_upperarm.position.x = 5;
this.left_lowerarm = bones[ 2 ];
this.left_lowerarm.position.y = -15;
this.left_lowerarm.position.x = 5;
this.left_hand = bones[ 3 ];
this.left_hand.position.x = 5;
this.left_hand.position.y = -5;
this.leftarm_mesh = mesh;
// this.left_upperarm = new THREE.Bone();
// this.left_upperarm.position.y = -5;
// this.left_upperarm.position.x = 5;
// this.left_lowerarm = new THREE.Bone();
// this.left_lowerarm.position.y = -15;
// this.left_lowerarm.position.x = 5;
// this.left_hand = new THREE.Bone();
// this.left_hand.position.x = 5;
// this.left_hand.position.y = -5;
// this.neck.add(this.left_upperarm);
// this.left_upperarm.add(this.left_lowerarm)
// this.left_lowerarm.add(this.left_hand);
this.left_upperleg = new THREE.Bone();
this.left_upperleg.position.x = 5;
this.left_upperleg.position.y = -5;
this.left_lowerleg = new THREE.Bone();
this.left_lowerleg.position.x = 5;
this.left_lowerleg.position.y = -15;
this.left_foot = new THREE.Bone();
this.left_foot.position.x = 5;
this.left_foot.position.y = -5;
this.torso.add(this.left_upperleg);
this.left_upperleg.add(this.left_lowerleg)
this.left_lowerleg.add(this.left_foot);
this.right_upperarm = new THREE.Bone();
this.right_upperarm.position.y = -5;
this.right_upperarm.position.x = -5;
this.right_lowerarm = new THREE.Bone();
this.right_lowerarm.position.y = -15;
this.right_lowerarm.position.x = -5;
this.right_hand = new THREE.Bone();
this.right_hand.position.x = -5;
this.right_hand.position.y = -5;
this.neck.add(this.right_upperarm);
this.right_upperarm.add(this.right_lowerarm)
this.right_lowerarm.add(this.right_hand);
this.right_upperleg = new THREE.Bone();
this.right_upperleg.position.x = -5;
this.right_upperleg.position.y = -5;
this.right_lowerleg = new THREE.Bone();
this.right_lowerleg.position.x = -5;
this.right_lowerleg.position.y = -15;
this.right_foot = new THREE.Bone();
this.right_foot.position.x = -5;
this.right_foot.position.y = -5;
this.torso.add(this.right_upperleg);
this.right_upperleg.add(this.right_lowerleg)
this.right_lowerleg.add(this.right_foot);
this.movement = null;
};
Robot.prototype.show = function(scene) {
scene.add( this.body_mesh );
scene.add( this.leftarm_mesh );
// var rGroup = new THREE.Group();
// rGroup.add( this.head );
// var helper = new THREE.SkeletonHelper( rGroup );
// helper.material.linewidth = 3;
// scene.add(rGroup);
// scene.add(helper);
};
Robot.prototype.raise_left_arm = function() {
this.movement = 'raise left arm';
};
Robot.prototype.lower_left_arm = function() {
this.movement = 'lower left arm';
};
Robot.prototype.kick = function() {
this.movement = 'kick';
};
Robot.prototype.dance = function() {
this.movement = 'dance';
};
Robot.prototype.onAnimate = function() {
if (this.movement == 'raise left arm') {
var T = Math.PI;
this.left_upperarm.quaternion.slerp( new THREE.Quaternion(Math.sin(-T/2), // w
0, // x
0, // y
Math.cos(-T/2)), // z
0.1 );
} else if (this.movement == 'lower left arm') {
this.left_upperarm.quaternion.slerp( new THREE.Quaternion(0, 0, 0, 1),
0.1 );
} else if (this.movement == 'kick') {
// check if slerp reached almost the end
if (this.right_upperleg.quaternion.w < 0.72) {
// signal that the kick is done and the leg should move back
this.movement = 'kick done';
} else {
var T = -Math.PI/2;
this.right_upperleg.quaternion.slerp( new THREE.Quaternion( Math.sin( T / 2 ), // x
0, // y
0, // z
Math.cos( T / 2 ) ), // w
0.1 );
}
} else if (this.movement == 'kick done') {
// reset leg back to identity
this.right_upperleg.quaternion.slerp( new THREE.Quaternion(0,0,0,1), 0.1 );
} else if (this.movement == 'dance') {
if (typeof this.dancer === 'undefined') {
this.dancer = setInterval(function() {
//
// some random translation
//
var shakehead = 3*Math.random();
if (Math.random() < .5) {
shakehead *= -1;
}
var shakeneck = 3*Math.random();
if (Math.random() < .5) {
shakeneck *= -1;
}
var shaketorso = 3*Math.random();
if (Math.random() < .5) {
shaketorso *= -1;
}
this.head.position.x += shakehead;
this.neck.position.x += shakeneck;
this.torso.position.x += shaketorso;
//
// use actions
//
if (Math.random() < .3) {
this.raise_left_arm();
}
if (Math.random() < .3) {
this.lower_left_arm();
}
if (Math.random() < .3) {
this.kick();
}
if (Math.random() < .3) {
this.movement = 'kick done';
}
}.bind(this), 500);
}
}
};
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment