547 lines
18 KiB
JavaScript
547 lines
18 KiB
JavaScript
// BlendShape Animation SDK - Engine Agnostic
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class BlendShapeAnimator {
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constructor(config = {}) {
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this.morphTargetAdapter = null;
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this.animationFrames = [];
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this.animationShapeNames = [];
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this.isPlaying = false;
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this.currentFrameIndex = 0;
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this.animationStartTime = 0;
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this.idleAnimations = {};
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this.blendShapeScale = config.blendShapeScale || 1.0;
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this.dataFps = config.dataFps || 30;
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this.isStreaming = false;
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this.streamingComplete = true;
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this.streamingWaitStart = null;
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this.streamingStallMs = 0;
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// 空闲动画参数
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this.blinkParams = config.blinkParams || {
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intervalMin: 2000,
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intervalMax: 5000,
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duration: 150,
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speed: 100
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};
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this.eyeLookParams = config.eyeLookParams || {
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intervalMin: 2000,
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intervalMax: 6000,
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durationMin: 1000,
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durationMax: 2500,
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speed: 250
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};
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this.expressionParams = config.expressionParams || {
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intervalMin: 3000,
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intervalMax: 8000,
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speed: 400
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};
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this.enabledExpressions = new Set();
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this.expressionDurations = {};
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// 播放动画时禁用的 blendshape 列表(由空闲动画控制)
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this.disabledShapesInAnimation = config.disabledShapesInAnimation || [
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'eyeblinkleft', 'eyeblinkright', // 眨眼
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'browdownleft', 'browdownright', // 眉毛下
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'browinnerup', // 眉毛内上
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'browouterupleft', 'browouterupright' // 眉毛外上
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];
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// 状态标志
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this.isBlinkEnabled = false;
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this.isEyeLookEnabled = false;
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this.isExpressionEnabled = false;
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// 定时器
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this.blinkInterval = null;
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this.eyeLookInterval = null;
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// 回调
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this.onStatusChange = config.onStatusChange || (() => {});
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// 启动空闲动画循环
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this._updateIdleAnimations();
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}
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// 设置形态键适配器
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setMorphTargetAdapter(adapter) {
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this.morphTargetAdapter = adapter;
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}
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// 加载动画帧数据
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loadAnimationFrames(frames) {
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this.animationFrames = frames || [];
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this.animationShapeNames = this._collectAnimationShapeNames(this.animationFrames);
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}
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appendAnimationFrames(frames) {
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if (!Array.isArray(frames) || frames.length === 0) {
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return;
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}
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this.animationFrames.push(...frames);
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const newNames = this._collectAnimationShapeNames(frames);
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if (newNames.length === 0) {
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return;
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}
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const existingNames = new Set(this.animationShapeNames);
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newNames.forEach(name => {
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if (!existingNames.has(name)) {
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existingNames.add(name);
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this.animationShapeNames.push(name);
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}
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});
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}
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startStreaming() {
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console.log('Starting streaming mode');
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this.isStreaming = true;
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this.streamingComplete = false;
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this.streamingWaitStart = null;
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this.streamingStallMs = 0;
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}
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endStreaming() {
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console.log('Ending streaming mode');
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this.streamingComplete = true;
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this.isStreaming = false;
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this.streamingWaitStart = null;
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this.streamingStallMs = 0;
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}
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// 播放动画
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playAnimation() {
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if (this.animationFrames.length === 0) {
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this.onStatusChange('error', '请先加载动画数据');
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return;
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}
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if (!this.morphTargetAdapter) {
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this.onStatusChange('error', '未设置形态键适配器');
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return;
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}
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// 停止并立即重置眼球移动
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if (this.isEyeLookEnabled) {
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this._stopRandomEyeLook();
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this._immediateResetEyeLook();
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}
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// 停止并立即重置随机表情
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if (this.isExpressionEnabled && window.ExpressionLibrary) {
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window.ExpressionLibrary.randomPlayer.stop();
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this._immediateResetExpressions();
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}
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// 注意:不停止眨眼,让眨眼继续运行
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this.stopAnimation(false);
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this.isPlaying = true;
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this.currentFrameIndex = 0;
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this.animationStartTime = performance.now();
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this.streamingWaitStart = null;
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this.streamingStallMs = 0;
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this._animateFrame();
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this.onStatusChange('info', '播放中...');
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}
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// 停止动画
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stopAnimation(resumeExpressions = true) {
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this.isPlaying = false;
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this._resetAnimationInfluences();
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// 恢复眼球移动
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if (resumeExpressions && this.isEyeLookEnabled) {
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this._startRandomEyeLook();
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}
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// 恢复随机表情
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if (resumeExpressions && this.isExpressionEnabled && window.ExpressionLibrary) {
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window.ExpressionLibrary.randomPlayer.start();
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}
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this.onStatusChange('info', '已停止');
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}
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_collectAnimationShapeNames(frames) {
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const names = new Set();
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frames.forEach(frame => {
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const blendShapes = frame?.blendShapes;
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if (!blendShapes) return;
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Object.keys(blendShapes).forEach(name => names.add(name));
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});
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return Array.from(names);
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}
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_resetAnimationInfluences() {
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if (!this.morphTargetAdapter || this.animationShapeNames.length === 0) {
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return;
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}
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this.animationShapeNames.forEach(name => {
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this.morphTargetAdapter.setInfluence(name, 0);
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});
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}
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// 内部动画帧处理
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_animateFrame() {
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if (!this.isPlaying) return;
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const now = performance.now();
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if (this.streamingWaitStart !== null && this.animationFrames.length > this.currentFrameIndex + 1) {
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this.streamingStallMs += now - this.streamingWaitStart;
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this.streamingWaitStart = null;
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}
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const frameDuration = 1000 / this.dataFps;
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const elapsed = now - this.animationStartTime - this.streamingStallMs;
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const exactFrame = elapsed / frameDuration;
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const targetFrameIndex = Math.floor(exactFrame);
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if (targetFrameIndex >= this.animationFrames.length) {
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if (this.isStreaming && !this.streamingComplete) {
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if (this.streamingWaitStart === null) {
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this.streamingWaitStart = now;
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console.log(`Waiting for more frames... (current: ${this.animationFrames.length}, target: ${targetFrameIndex})`);
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}
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const waitTime = now - this.streamingWaitStart;
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if (waitTime > 30000) {
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console.warn('Streaming timeout after 30s, stopping animation');
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this.stopAnimation();
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return;
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}
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if (waitTime > 1000 && Math.floor(waitTime / 1000) !== Math.floor((waitTime - 16) / 1000)) {
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console.log(`Still waiting... ${Math.floor(waitTime / 1000)}s`);
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}
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requestAnimationFrame(() => this._animateFrame());
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return;
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}
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console.log(`Animation complete. Total frames: ${this.animationFrames.length}`);
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this.stopAnimation();
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return;
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}
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const currentFrame = this.animationFrames[targetFrameIndex];
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const nextFrame = this.animationFrames[Math.min(targetFrameIndex + 1, this.animationFrames.length - 1)];
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const currentBlendShapes = currentFrame?.blendShapes || {};
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const nextBlendShapes = nextFrame?.blendShapes || {};
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const frameProgress = exactFrame - targetFrameIndex;
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const smoothProgress = this._easeOutQuad(frameProgress);
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const shapeNames = this.animationShapeNames.length > 0
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? this.animationShapeNames
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: Object.keys(currentBlendShapes);
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for (const key of shapeNames) {
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// 跳过禁用列表中的 blendshape,让空闲动画继续控制它们
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if (this.disabledShapesInAnimation.includes(key.toLowerCase())) {
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continue;
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}
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const currentValue = currentBlendShapes[key] || 0;
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const nextValue = nextBlendShapes[key] || 0;
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const interpolatedValue = this._lerp(currentValue, nextValue, smoothProgress);
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const scaledValue = interpolatedValue * this.blendShapeScale;
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this.morphTargetAdapter.setInfluence(key, scaledValue);
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}
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this.currentFrameIndex = targetFrameIndex;
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requestAnimationFrame(() => this._animateFrame());
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}
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// 设置空闲动画
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setIdleAnimation(name, target, duration = 200, easing = 'easeOutQuad') {
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this.idleAnimations[name] = {
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target: target,
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duration: duration,
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easing: easing,
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startTime: null,
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startValue: this.idleAnimations[name]?.target || 0
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};
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}
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// 更新空闲动画
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_updateIdleAnimations() {
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const now = performance.now();
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for (const name in this.idleAnimations) {
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const anim = this.idleAnimations[name];
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if (!this.morphTargetAdapter) continue;
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if (!anim.startTime) {
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anim.startTime = now;
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anim.startValue = this.morphTargetAdapter.getInfluence(name) || 0;
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}
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const elapsed = now - anim.startTime;
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const duration = anim.duration || 200;
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let progress = Math.min(elapsed / duration, 1.0);
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progress = this._applyEasing(progress, anim.easing);
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const currentValue = this._lerp(anim.startValue, anim.target, progress);
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this.morphTargetAdapter.setInfluence(name, currentValue);
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if (progress >= 1.0) {
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if (anim.target === 0) {
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delete this.idleAnimations[name];
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} else {
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anim.startTime = null;
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}
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}
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}
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requestAnimationFrame(() => this._updateIdleAnimations());
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}
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// 眨眼控制
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toggleBlink(enabled) {
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this.isBlinkEnabled = enabled;
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if (enabled) {
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this._startRandomBlink();
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this.onStatusChange('success', '随机眨眼已开启');
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} else {
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this._stopRandomBlink();
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this.onStatusChange('info', '随机眨眼已关闭');
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}
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}
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_startRandomBlink() {
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this._stopRandomBlink();
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const scheduleNext = () => {
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const delay = this.blinkParams.intervalMin + Math.random() * (this.blinkParams.intervalMax - this.blinkParams.intervalMin);
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this.blinkInterval = setTimeout(() => {
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if (this.isBlinkEnabled) {
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this._doBlink();
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const holdDuration = Math.max(0, this.blinkParams.duration || 0);
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this.blinkInterval = setTimeout(() => {
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if (this.isBlinkEnabled) {
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scheduleNext();
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}
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}, holdDuration);
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}
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}, delay);
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};
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scheduleNext();
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}
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_stopRandomBlink() {
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if (this.blinkInterval) {
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clearTimeout(this.blinkInterval);
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this.blinkInterval = null;
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}
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}
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_doBlink() {
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const blinkShapes = ['eyeblinkleft', 'eyeblinkright'];
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blinkShapes.forEach(name => {
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this.setIdleAnimation(name, 1.0, this.blinkParams.speed, 'easeOutQuad');
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});
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setTimeout(() => {
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blinkShapes.forEach(name => {
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this.setIdleAnimation(name, 0, this.blinkParams.speed + 20, 'easeInOutQuad');
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});
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}, this.blinkParams.duration);
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}
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// 眼球移动控制
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toggleEyeLook(enabled) {
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this.isEyeLookEnabled = enabled;
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if (enabled) {
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this._startRandomEyeLook();
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this.onStatusChange('success', '眼球移动已开启');
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} else {
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this._stopRandomEyeLook();
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this._resetEyeLook();
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this.onStatusChange('info', '眼球移动已关闭');
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}
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}
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_startRandomEyeLook() {
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this._stopRandomEyeLook();
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const scheduleNext = () => {
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const delay = this.eyeLookParams.intervalMin + Math.random() * (this.eyeLookParams.intervalMax - this.eyeLookParams.intervalMin);
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this.eyeLookInterval = setTimeout(() => {
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if (this.isEyeLookEnabled) {
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const holdDuration = this._doRandomEyeLook();
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const waitDuration = Math.max(0, holdDuration || 0);
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this.eyeLookInterval = setTimeout(() => {
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if (this.isEyeLookEnabled) {
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scheduleNext();
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}
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}, waitDuration);
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}
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}, delay);
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};
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scheduleNext();
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}
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_stopRandomEyeLook() {
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if (this.eyeLookInterval) {
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clearTimeout(this.eyeLookInterval);
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this.eyeLookInterval = null;
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}
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}
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_doRandomEyeLook() {
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const directions = [
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{ shapes: {} },
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{ shapes: { 'eyelookupleft': 0.3, 'eyelookupright': 0.3 } },
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{ shapes: { 'eyelookdownleft': 0.3, 'eyelookdownright': 0.3 } },
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{ shapes: { 'eyelookinleft': 0.4, 'eyelookoutright': 0.4 } },
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{ shapes: { 'eyelookoutleft': 0.4, 'eyelookinright': 0.4 } }
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];
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const direction = directions[Math.floor(Math.random() * directions.length)];
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const eyeLookShapes = [
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'eyelookupleft', 'eyelookupright',
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'eyelookdownleft', 'eyelookdownright',
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'eyelookinleft', 'eyelookinright',
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'eyelookoutleft', 'eyelookoutright'
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];
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eyeLookShapes.forEach(name => {
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this.setIdleAnimation(name, 0, this.eyeLookParams.speed * 0.8, 'easeInOutQuad');
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});
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for (const [name, value] of Object.entries(direction.shapes)) {
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this.setIdleAnimation(name, value, this.eyeLookParams.speed, 'easeInOutQuad');
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}
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const holdDuration = this.eyeLookParams.durationMin + Math.random() * (this.eyeLookParams.durationMax - this.eyeLookParams.durationMin);
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setTimeout(() => {
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if (this.isEyeLookEnabled) {
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eyeLookShapes.forEach(name => {
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this.setIdleAnimation(name, 0, this.eyeLookParams.speed * 1.2, 'easeInOutQuad');
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});
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}
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}, holdDuration);
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return holdDuration;
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}
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_resetEyeLook() {
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const eyeLookShapes = [
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'eyelookupleft', 'eyelookupright',
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'eyelookdownleft', 'eyelookdownright',
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'eyelookinleft', 'eyelookinright',
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'eyelookoutleft', 'eyelookoutright'
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];
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eyeLookShapes.forEach(name => {
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this.setIdleAnimation(name, 0, this.eyeLookParams.speed, 'easeInOutQuad');
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});
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}
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_immediateResetEyeLook() {
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const eyeLookShapes = [
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'eyelookupleft', 'eyelookupright',
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'eyelookdownleft', 'eyelookdownright',
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'eyelookinleft', 'eyelookinright',
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'eyelookoutleft', 'eyelookoutright'
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];
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if (!this.morphTargetAdapter) return;
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eyeLookShapes.forEach(name => {
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this.morphTargetAdapter.setInfluence(name, 0);
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delete this.idleAnimations[name];
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});
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}
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_immediateResetExpressions() {
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if (!this.morphTargetAdapter || !window.ExpressionLibrary) return;
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// 获取所有表情的 blendshape 名称并立即重置
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const expressions = window.ExpressionLibrary.expressions;
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for (const exprKey in expressions) {
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const expr = expressions[exprKey];
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if (expr.shapes) {
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for (const shapeName in expr.shapes) {
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this.morphTargetAdapter.setInfluence(shapeName, 0);
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delete this.idleAnimations[shapeName];
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}
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}
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}
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}
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// 随机表情控制
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toggleRandomExpression(enabled) {
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if (!window.ExpressionLibrary) {
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this.onStatusChange('error', '表情库未加载');
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return;
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}
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this.isExpressionEnabled = enabled;
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if (enabled) {
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window.ExpressionLibrary.randomPlayer.intervalMin = this.expressionParams.intervalMin;
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window.ExpressionLibrary.randomPlayer.intervalMax = this.expressionParams.intervalMax;
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if (!this.isPlaying) {
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window.ExpressionLibrary.randomPlayer.start();
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}
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this.onStatusChange('success', '随机表情已开启');
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} else {
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window.ExpressionLibrary.randomPlayer.stop();
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this.onStatusChange('info', '随机表情已关闭');
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}
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}
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// 缓动函数
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_easeOutQuad(t) {
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return t * (2 - t);
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}
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_lerp(start, end, t) {
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return start + (end - start) * t;
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}
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_applyEasing(t, type) {
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switch(type) {
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case 'easeOutQuad':
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return t * (2 - t);
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case 'easeInOutQuad':
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return t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t;
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case 'easeInOutCubic':
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return t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2;
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case 'easeOutCubic':
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return 1 - Math.pow(1 - t, 3);
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case 'linear':
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default:
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return t;
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}
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}
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// 更新配置
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updateConfig(key, value) {
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if (key === 'blendShapeScale') {
|
||
this.blendShapeScale = value;
|
||
} else if (this[key]) {
|
||
this[key] = value;
|
||
}
|
||
}
|
||
}
|
||
|
||
// 导出到全局
|
||
if (typeof window !== 'undefined') {
|
||
window.BlendShapeAnimator = BlendShapeAnimator;
|
||
}
|