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earthquake_3d_viewer_front/three/examples/webgl_animation_multiple.html

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HTML

<!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 the usage of <strong>SkeletonUtils.clone()</strong> and how to setup a shared skeleton.<br/>
Soldier model from <a href="https://www.mixamo.com" target="_blank" rel="noopener">https://www.mixamo.com</a>.
</div>
<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';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
let camera, scene, renderer, clock;
let model, animations;
const mixers = [], objects = [];
const params = {
sharedSkeleton: false
};
init();
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, 0x8d8d8d, 3 );
hemiLight.position.set( 0, 20, 0 );
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
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: 0xcbcbcb, 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 ) {
model = gltf.scene;
animations = gltf.animations;
model.traverse( function ( object ) {
if ( object.isMesh ) object.castShadow = true;
} );
setupDefaultScene();
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.shadowMap.enabled = true;
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
const gui = new GUI();
gui.add( params, 'sharedSkeleton' ).onChange( function () {
clearScene();
if ( params.sharedSkeleton === true ) {
setupSharedSkeletonScene();
} else {
setupDefaultScene();
}
} );
gui.open();
}
function clearScene() {
for ( const mixer of mixers ) {
mixer.stopAllAction();
}
mixers.length = 0;
//
for ( const object of objects ) {
scene.remove( object );
scene.traverse( function ( child ) {
if ( child.isSkinnedMesh ) child.skeleton.dispose();
} );
}
}
function setupDefaultScene() {
// three cloned models with independent skeletons.
// each model can have its own animation state
const model1 = SkeletonUtils.clone( model );
const model2 = SkeletonUtils.clone( model );
const model3 = SkeletonUtils.clone( model );
model1.position.x = - 2;
model2.position.x = 0;
model3.position.x = 2;
const mixer1 = new THREE.AnimationMixer( model1 );
const mixer2 = new THREE.AnimationMixer( model2 );
const mixer3 = new THREE.AnimationMixer( model3 );
mixer1.clipAction( animations[ 0 ] ).play(); // idle
mixer2.clipAction( animations[ 1 ] ).play(); // run
mixer3.clipAction( animations[ 3 ] ).play(); // walk
scene.add( model1, model2, model3 );
objects.push( model1, model2, model3 );
mixers.push( mixer1, mixer2, mixer3 );
}
function setupSharedSkeletonScene() {
// three cloned models with a single shared skeleton.
// all models share the same animation state
const sharedModel = SkeletonUtils.clone( model );
const shareSkinnedMesh = sharedModel.getObjectByName( 'vanguard_Mesh' );
const sharedSkeleton = shareSkinnedMesh.skeleton;
const sharedParentBone = sharedModel.getObjectByName( 'mixamorigHips' );
scene.add( sharedParentBone ); // the bones need to be in the scene for the animation to work
const model1 = shareSkinnedMesh.clone();
const model2 = shareSkinnedMesh.clone();
const model3 = shareSkinnedMesh.clone();
model1.bindMode = THREE.DetachedBindMode;
model2.bindMode = THREE.DetachedBindMode;
model3.bindMode = THREE.DetachedBindMode;
const identity = new THREE.Matrix4();
model1.bind( sharedSkeleton, identity );
model2.bind( sharedSkeleton, identity );
model3.bind( sharedSkeleton, identity );
model1.position.x = - 2;
model2.position.x = 0;
model3.position.x = 2;
// apply transformation from the glTF asset
model1.scale.setScalar( 0.01 );
model1.rotation.x = - Math.PI * 0.5;
model2.scale.setScalar( 0.01 );
model2.rotation.x = - Math.PI * 0.5;
model3.scale.setScalar( 0.01 );
model3.rotation.x = - Math.PI * 0.5;
//
const mixer = new THREE.AnimationMixer( sharedParentBone );
mixer.clipAction( animations[ 1 ] ).play();
scene.add( sharedParentBone, model1, model2, model3 );
objects.push( sharedParentBone, model1, model2, model3 );
mixers.push( mixer );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
const delta = clock.getDelta();
for ( const mixer of mixers ) mixer.update( delta );
renderer.render( scene, camera );
}
</script>
</body>
</html>