You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
earthquake_3d_viewer_front/three/manual/examples/game-check-animations.html

293 lines
6.2 KiB
HTML

<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Game - Check Animations</title>
<style>
html, body {
margin: 0;
height: 100%;
}
#c {
width: 100%;
height: 100%;
display: block;
}
#loading {
position: absolute;
left: 0;
top: 0;
width: 100%;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
text-align: center;
font-size: xx-large;
font-family: sans-serif;
}
#loading>div>div {
padding: 2px;
}
.progress {
width: 50vw;
border: 1px solid black;
}
#progressbar {
width: 0%;
transition: width ease-out .5s;
height: 1em;
background-color: #888;
background-image: linear-gradient(
-45deg,
rgba(255, 255, 255, .5) 25%,
transparent 25%,
transparent 50%,
rgba(255, 255, 255, .5) 50%,
rgba(255, 255, 255, .5) 75%,
transparent 75%,
transparent
);
background-size: 50px 50px;
animation: progressanim 2s linear infinite;
}
@keyframes progressanim {
0% {
background-position: 50px 50px;
}
100% {
background-position: 0 0;
}
}
</style>
</head>
<body>
<canvas id="c" tabindex="1"></canvas>
<div id="loading">
<div>
<div>...loading...</div>
<div class="progress"><div id="progressbar"></div></div>
</div>
</div>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
function main() {
const canvas = document.querySelector( '#c' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
const fov = 45;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 100;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.set( 0, 20, 40 );
const controls = new OrbitControls( camera, canvas );
controls.target.set( 0, 5, 0 );
controls.update();
const scene = new THREE.Scene();
scene.background = new THREE.Color( 'white' );
function addLight( ...pos ) {
const color = 0xFFFFFF;
const intensity = 2.5;
const light = new THREE.DirectionalLight( color, intensity );
light.position.set( ...pos );
scene.add( light );
scene.add( light.target );
}
addLight( 5, 5, 2 );
addLight( - 5, 5, 5 );
const manager = new THREE.LoadingManager();
manager.onLoad = init;
const progressbarElem = document.querySelector( '#progressbar' );
manager.onProgress = ( url, itemsLoaded, itemsTotal ) => {
progressbarElem.style.width = `${itemsLoaded / itemsTotal * 100 | 0}%`;
};
const models = {
pig: { url: 'resources/models/animals/Pig.gltf' },
cow: { url: 'resources/models/animals/Cow.gltf' },
llama: { url: 'resources/models/animals/Llama.gltf' },
pug: { url: 'resources/models/animals/Pug.gltf' },
sheep: { url: 'resources/models/animals/Sheep.gltf' },
zebra: { url: 'resources/models/animals/Zebra.gltf' },
horse: { url: 'resources/models/animals/Horse.gltf' },
knight: { url: 'resources/models/knight/KnightCharacter.gltf' },
};
{
const gltfLoader = new GLTFLoader( manager );
for ( const model of Object.values( models ) ) {
gltfLoader.load( model.url, ( gltf ) => {
model.gltf = gltf;
} );
}
}
function prepModelsAndAnimations() {
Object.values( models ).forEach( model => {
const animsByName = {};
model.gltf.animations.forEach( ( clip ) => {
animsByName[ clip.name ] = clip;
} );
model.animations = animsByName;
} );
}
const mixerInfos = [];
function init() {
// hide the loading bar
const loadingElem = document.querySelector( '#loading' );
loadingElem.style.display = 'none';
prepModelsAndAnimations();
Object.values( models ).forEach( ( model, ndx ) => {
const clonedScene = SkeletonUtils.clone( model.gltf.scene );
const root = new THREE.Object3D();
root.add( clonedScene );
scene.add( root );
root.position.x = ( ndx - 3 ) * 3;
const mixer = new THREE.AnimationMixer( clonedScene );
const actions = Object.values( model.animations ).map( ( clip ) => {
return mixer.clipAction( clip );
} );
const mixerInfo = {
mixer,
actions,
actionNdx: - 1,
};
mixerInfos.push( mixerInfo );
playNextAction( mixerInfo );
} );
}
function playNextAction( mixerInfo ) {
const { actions, actionNdx } = mixerInfo;
const nextActionNdx = ( actionNdx + 1 ) % actions.length;
mixerInfo.actionNdx = nextActionNdx;
actions.forEach( ( action, ndx ) => {
const enabled = ndx === nextActionNdx;
action.enabled = enabled;
if ( enabled ) {
action.play();
}
} );
}
window.addEventListener( 'keydown', ( e ) => {
const mixerInfo = mixerInfos[ e.keyCode - 49 ];
if ( ! mixerInfo ) {
return;
}
playNextAction( mixerInfo );
} );
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
let then = 0;
function render( now ) {
now *= 0.001; // convert to sections
const deltaTime = now - then;
then = now;
if ( resizeRendererToDisplaySize( renderer ) ) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
for ( const { mixer } of mixerInfos ) {
mixer.update( deltaTime );
}
renderer.render( scene, camera );
requestAnimationFrame( render );
}
requestAnimationFrame( render );
}
main();
</script>
</html>