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fix fly motion

This commit is contained in:
2025-11-21 06:58:57 +09:00
parent 2998208db9
commit 2b2d6f7ba6
4 changed files with 249 additions and 55 deletions

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@@ -3,7 +3,7 @@ import { Canvas, useFrame, useLoader, useThree } from '@react-three/fiber';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
import { VRMLoaderPlugin, VRMUtils } from '@pixiv/three-vrm';
import { createVRMAnimationClip, VRMAnimationLoaderPlugin } from '@pixiv/three-vrm-animation';
import { AnimationMixer, Vector3, MathUtils } from 'three';
import { AnimationMixer, Vector3, MathUtils, Quaternion, Euler } from 'three';
import { OrbitControls, PerspectiveCamera } from '@react-three/drei';
import { EffectComposer, ToneMapping } from '@react-three/postprocessing';
import { ToneMappingMode } from 'postprocessing';
@@ -59,6 +59,43 @@ const WEATHER_PRESETS = [
}
];
// --- Shared State for Synchronization ---
// 複数のCanvas間で状態を共有するための簡易ストア
const worldState = {
// 世界座標 (Atmosphere内での位置)
position: new Vector3(0, EARTH_RADIUS + 2000, 0),
// カメラの回転 (AvatarLayerのカメラ回転をAtmosphereに同期)
quaternion: new Quaternion(),
// 移動速度 (m/s)
speed: 5000.0,
};
// キー入力管理
const keys = {
w: false,
a: false,
s: false,
d: false,
Shift: false,
Space: false,
};
// キーイベントリスナーの設定
if (typeof window !== 'undefined') {
window.addEventListener('keydown', (e) => {
const key = e.key.toLowerCase();
if (keys.hasOwnProperty(key)) keys[key] = true;
if (e.key === 'Shift') keys.Shift = true;
if (e.key === ' ') keys.Space = true;
});
window.addEventListener('keyup', (e) => {
const key = e.key.toLowerCase();
if (keys.hasOwnProperty(key)) keys[key] = false;
if (e.key === 'Shift') keys.Shift = false;
if (e.key === ' ') keys.Space = false;
});
}
// ---------------------------------------------------------
// Scene Components (Inside Canvas)
// ---------------------------------------------------------
@@ -110,24 +147,25 @@ function AtmosphereScene() {
const sunY = Math.sin(sunAngle);
if (hours < 6 || hours > 18) {
sunRef.current.position.set(0, -1, 0);
sunRef.current.intensity = 0.0;
sunRef.current.position.set(0, -1, 0);
sunRef.current.intensity = 0.0;
} else {
sunRef.current.position.set(sunX, sunY, 0.2);
sunRef.current.intensity = MathUtils.lerp(0.5, 3.0, sunY);
sunRef.current.position.set(sunX, sunY, 0.2);
sunRef.current.intensity = MathUtils.lerp(0.5, 3.0, sunY);
}
}
});
return (
<>
{/* Camera is controlled by FollowCamera component */}
<PerspectiveCamera
makeDefault
position={[0, EARTH_RADIUS + 2000, 0]}
near={1}
far={10000000}
fov={45}
/>
<FollowCamera />
<directionalLight
ref={sunRef}
@@ -154,28 +192,16 @@ function AtmosphereScene() {
<ToneMapping mode={ToneMappingMode.AGX} />
</EffectComposer>
</Atmosphere>
<FlyOverCamera />
</>
);
}
function FlyOverCamera() {
// Atmosphere側のカメラをShared Stateに同期させる
function FollowCamera() {
useFrame((state) => {
const t = state.clock.getElapsedTime() * 0.05;
const altitude = 2000;
const radius = 5000;
state.camera.position.x = Math.sin(t) * radius;
state.camera.position.z = Math.cos(t) * radius;
state.camera.position.y = EARTH_RADIUS + altitude;
const lookAtTarget = new Vector3(
Math.sin(t + 0.1) * radius,
EARTH_RADIUS + altitude,
Math.cos(t + 0.1) * radius
);
state.camera.lookAt(lookAtTarget);
// Shared Stateの位置と回転を適用
state.camera.position.copy(worldState.position);
state.camera.quaternion.copy(worldState.quaternion);
});
return null;
}
@@ -186,12 +212,20 @@ function FlyOverCamera() {
function VrmCharacter() {
const mixerRef = useRef(null);
const vrmRef = useRef(null);
const { camera } = useThree();
const actionsRef = useRef({});
const currentActionRef = useRef(null);
const gltf = useLoader(GLTFLoader, VRM_URL, (loader) => {
loader.register((parser) => new VRMLoaderPlugin(parser));
});
const vrma = useLoader(GLTFLoader, VRMA_URL, (loader) => {
// Load all animations
const [vrmaFly, vrmaFlyStop, vrmaFlyIdle] = useLoader(GLTFLoader, [
`${BASE_URL}fly.vrma`,
`${BASE_URL}fly_stop.vrma`,
`${BASE_URL}fly_idle.vrma`
], (loader) => {
loader.register((parser) => new VRMAnimationLoaderPlugin(parser));
});
@@ -202,25 +236,185 @@ function VrmCharacter() {
vrm.humanoid.resetPose();
vrm.scene.rotation.y = Math.PI;
if (vrma.userData.vrmAnimations?.[0]) {
const clip = createVRMAnimationClip(vrma.userData.vrmAnimations[0], vrm);
mixerRef.current = new AnimationMixer(vrm.scene);
mixerRef.current.clipAction(clip).play();
// Setup Animation Mixer
const mixer = new AnimationMixer(vrm.scene);
mixerRef.current = mixer;
// Helper to create action
const createAction = (vrma, name) => {
if (vrma.userData.vrmAnimations?.[0]) {
const clip = createVRMAnimationClip(vrma.userData.vrmAnimations[0], vrm);
const action = mixer.clipAction(clip);
action.name = name;
return action;
}
return null;
};
const actionFly = createAction(vrmaFly, 'fly');
const actionFlyStop = createAction(vrmaFlyStop, 'fly_stop');
const actionFlyIdle = createAction(vrmaFlyIdle, 'fly_idle');
actionsRef.current = {
fly: actionFly,
fly_stop: actionFlyStop,
fly_idle: actionFlyIdle,
};
// Configure Loop Modes
if (actionFlyStop) {
actionFlyStop.setLoop(THREE.LoopOnce);
actionFlyStop.clampWhenFinished = true;
}
}, [gltf, vrma]);
// Initial Animation (Idle: fly_idle)
if (actionFlyIdle) {
actionFlyIdle.play();
currentActionRef.current = 'fly_idle';
} else if (actionFly) {
actionFly.play();
currentActionRef.current = 'fly';
}
// Mixer Event Listener for 'finished' (for fly_stop -> fly_idle)
const onFinished = (e) => {
if (e.action === actionFlyStop) {
// fly_stop finished, crossfade to fly_idle
if (actionsRef.current.fly_idle) {
actionFlyStop.fadeOut(0.5);
actionsRef.current.fly_idle.reset().fadeIn(0.5).play();
currentActionRef.current = 'fly_idle';
}
}
};
mixer.addEventListener('finished', onFinished);
return () => {
mixer.removeEventListener('finished', onFinished);
};
}, [gltf, vrmaFly, vrmaFlyStop, vrmaFlyIdle]);
useFrame((state, delta) => {
mixerRef.current?.update(delta);
vrmRef.current?.update(delta);
// Animation State Logic
const isMoving = keys.w || keys.s || keys.a || keys.d;
const actions = actionsRef.current;
const current = currentActionRef.current;
if (actions.fly && actions.fly_stop && actions.fly_idle) {
if (isMoving) {
// If moving and not flying, transition to fly
if (current !== 'fly') {
const prevAction = actions[current];
if (prevAction) prevAction.fadeOut(0.5);
actions.fly.reset().fadeIn(0.5).play();
currentActionRef.current = 'fly';
}
} else {
// If stopped moving and currently flying, transition to fly_stop (stop anim)
if (current === 'fly') {
actions.fly.fadeOut(0.5);
actions.fly_stop.reset().fadeIn(0.5).play();
currentActionRef.current = 'fly_stop';
}
// If currently fly_stop, wait for it to finish (handled by event listener)
// If currently fly_idle, stay there.
}
}
// Character Rotation Logic
if (vrmRef.current) {
const vrmNode = vrmRef.current.scene;
const moveDir = new Vector3(0, 0, 0);
if (keys.w) moveDir.z -= 1;
if (keys.s) moveDir.z += 1;
if (keys.a) moveDir.x -= 1;
if (keys.d) moveDir.x += 1;
if (moveDir.lengthSq() > 0) {
moveDir.normalize();
const cameraQuaternion = camera.quaternion.clone();
moveDir.applyQuaternion(cameraQuaternion);
// Create a target rotation looking at the movement direction
// Model faces -Z, so we want -Z to point to movement.
// lookAt points +Z to target. So we want +Z to point AWAY from movement.
const targetPos = vrmNode.position.clone().sub(moveDir);
const dummy = new THREE.Object3D();
dummy.position.copy(vrmNode.position);
dummy.lookAt(targetPos);
// Smoothly rotate towards target
vrmNode.quaternion.slerp(dummy.quaternion, 10.0 * delta);
}
}
});
return <primitive object={gltf.scene} />;
}
// Avatar側のカメラ操作と移動ロジック
function CameraSync() {
const { camera } = useThree();
const vec = new Vector3();
const euler = new Euler(0, 0, 0, 'YXZ');
// Dynamic Zoom State
const zoomOffset = useRef(0);
const MAX_ZOOM_OFFSET = 10.0;
const ZOOM_SPEED = 2.0;
useFrame((state, delta) => {
// 1. カメラの回転をShared Stateに同期
worldState.quaternion.copy(camera.quaternion);
// 2. WASD移動ロジック
const isMoving = keys.w || keys.s || keys.a || keys.d;
const speed = worldState.speed * (keys.Shift ? 2.0 : 1.0) * delta;
// 前後 (W/S)
if (keys.w) {
vec.set(0, 0, -1).applyQuaternion(camera.quaternion);
worldState.position.addScaledVector(vec, speed);
}
if (keys.s) {
vec.set(0, 0, 1).applyQuaternion(camera.quaternion);
worldState.position.addScaledVector(vec, speed);
}
// 左右 (A/D)
if (keys.a) {
vec.set(-1, 0, 0).applyQuaternion(camera.quaternion);
worldState.position.addScaledVector(vec, speed);
}
if (keys.d) {
vec.set(1, 0, 0).applyQuaternion(camera.quaternion);
worldState.position.addScaledVector(vec, speed);
}
// 3. Dynamic Zoom Logic
const targetZoom = isMoving ? MAX_ZOOM_OFFSET : 0;
// Smoothly interpolate current zoom offset towards target
const diff = targetZoom - zoomOffset.current;
const step = diff * ZOOM_SPEED * delta;
zoomOffset.current += step;
camera.translateZ(step);
});
return null;
}
function AvatarLayer() {
return (
<Canvas gl={{ alpha: true, antialias: true }}>
<PerspectiveCamera makeDefault position={[0, 1.5, 3]} fov={30} />
<CameraSync />
<directionalLight position={[-1, 1, 1]} intensity={1.5} />
<ambientLight intensity={1.0} />
@@ -230,7 +424,7 @@ function AvatarLayer() {
<VrmCharacter />
</Suspense>
<OrbitControls target={[0, 1.2, 0]} />
<OrbitControls target={[0, 1.2, 0]} minDistance={2.0} maxDistance={10.0} />
</Canvas>
);
}
@@ -266,9 +460,9 @@ export default function App() {
{/* Layer 1: Avatar */}
<div style={{ ...layerStyle, zIndex: 1, pointerEvents: 'none' }}>
<div style={{ width: '100%', height: '100%', pointerEvents: 'auto' }}>
<AvatarLayer />
</div>
<div style={{ width: '100%', height: '100%', pointerEvents: 'auto' }}>
<AvatarLayer />
</div>
</div>
</div>