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webgl_animation_multiple.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Multiple animated skinned meshes</title>
<meta charset="utf-8">
<meta content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0" name="viewport">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
This demo shows how to clone a skinned mesh using <strong>SkeletonUtils.clone()</strong><br/>
Soldier model from <a href="https://www.mixamo.com" target="_blank" rel="noopener">https://www.mixamo.com</a>.
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
let camera, scene, renderer;
let clock;
const mixers = [];
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 2, 3, - 6 );
camera.lookAt( 0, 1, 0 );
clock = new THREE.Clock();
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xa0a0a0 );
scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 );
const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444 );
hemiLight.position.set( 0, 20, 0 );
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0xffffff );
dirLight.position.set( - 3, 10, - 10 );
dirLight.castShadow = true;
dirLight.shadow.camera.top = 4;
dirLight.shadow.camera.bottom = - 4;
dirLight.shadow.camera.left = - 4;
dirLight.shadow.camera.right = 4;
dirLight.shadow.camera.near = 0.1;
dirLight.shadow.camera.far = 40;
scene.add( dirLight );
// scene.add( new THREE.CameraHelper( dirLight.shadow.camera ) );
// ground
const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 200, 200 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );
const loader = new GLTFLoader();
loader.load( 'models/gltf/Soldier.glb', function ( gltf ) {
gltf.scene.traverse( function ( object ) {
if ( object.isMesh ) object.castShadow = true;
} );
const model1 = SkeletonUtils.clone( gltf.scene );
const model2 = SkeletonUtils.clone( gltf.scene );
const model3 = SkeletonUtils.clone( gltf.scene );
const mixer1 = new THREE.AnimationMixer( model1 );
const mixer2 = new THREE.AnimationMixer( model2 );
const mixer3 = new THREE.AnimationMixer( model3 );
mixer1.clipAction( gltf.animations[ 0 ] ).play(); // idle
mixer2.clipAction( gltf.animations[ 1 ] ).play(); // run
mixer3.clipAction( gltf.animations[ 3 ] ).play(); // walk
model1.position.x = - 2;
model2.position.x = 0;
model3.position.x = 2;
scene.add( model1, model2, model3 );
mixers.push( mixer1, mixer2, mixer3 );
animate();
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.shadowMap.enabled = true;
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
const delta = clock.getDelta();
for ( const mixer of mixers ) mixer.update( delta );
renderer.render( scene, camera );
}
</script>
</body>
</html>