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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": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import { GLTFLoader } from 'v3d/addons/loaders/GLTFLoader.js';
import * as SkeletonUtils from 'v3d/addons/utils/SkeletonUtils.js';
let camera, scene, renderer;
let clock;
const mixers = [];
init();
animate();
function init() {
camera = new v3d.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(2, 3, -6);
camera.lookAt(0, 1, 0);
clock = new v3d.Clock();
scene = new v3d.Scene();
scene.background = new v3d.Color(0xa0a0a0);
scene.fog = new v3d.Fog(0xa0a0a0, 10, 50);
const hemiLight = new v3d.HemisphereLight(0xffffff, 0x444444);
hemiLight.position.set(0, 20, 0);
scene.add(hemiLight);
const dirLight = new v3d.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 v3d.CameraHelper(dirLight.shadow.camera));
// ground
const mesh = new v3d.Mesh(new v3d.PlaneGeometry(200, 200), new v3d.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 v3d.AnimationMixer(model1);
const mixer2 = new v3d.AnimationMixer(model2);
const mixer3 = new v3d.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 v3d.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputEncoding = v3d.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>