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253 lines
6.4 KiB
HTML
253 lines
6.4 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>Multiple animated skinned meshes</title>
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<meta charset="utf-8">
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<meta content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0" name="viewport">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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This demo shows the usage of <strong>SkeletonUtils.clone()</strong> and how to setup a shared skeleton.<br/>
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Soldier model from <a href="https://www.mixamo.com" target="_blank" rel="noopener">https://www.mixamo.com</a>.
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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let camera, scene, renderer, clock;
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let model, animations;
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const mixers = [], objects = [];
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const params = {
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sharedSkeleton: false
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};
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init();
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function init() {
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
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camera.position.set( 2, 3, - 6 );
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camera.lookAt( 0, 1, 0 );
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clock = new THREE.Clock();
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0xa0a0a0 );
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scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 );
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const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d, 3 );
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hemiLight.position.set( 0, 20, 0 );
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scene.add( hemiLight );
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const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
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dirLight.position.set( - 3, 10, - 10 );
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dirLight.castShadow = true;
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dirLight.shadow.camera.top = 4;
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dirLight.shadow.camera.bottom = - 4;
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dirLight.shadow.camera.left = - 4;
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dirLight.shadow.camera.right = 4;
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dirLight.shadow.camera.near = 0.1;
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dirLight.shadow.camera.far = 40;
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scene.add( dirLight );
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// scene.add( new THREE.CameraHelper( dirLight.shadow.camera ) );
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// ground
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const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 200, 200 ), new THREE.MeshPhongMaterial( { color: 0xcbcbcb, depthWrite: false } ) );
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mesh.rotation.x = - Math.PI / 2;
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mesh.receiveShadow = true;
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scene.add( mesh );
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const loader = new GLTFLoader();
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loader.load( 'models/gltf/Soldier.glb', function ( gltf ) {
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model = gltf.scene;
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animations = gltf.animations;
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model.traverse( function ( object ) {
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if ( object.isMesh ) object.castShadow = true;
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} );
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setupDefaultScene();
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} );
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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renderer.shadowMap.enabled = true;
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document.body.appendChild( renderer.domElement );
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window.addEventListener( 'resize', onWindowResize );
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const gui = new GUI();
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gui.add( params, 'sharedSkeleton' ).onChange( function () {
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clearScene();
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if ( params.sharedSkeleton === true ) {
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setupSharedSkeletonScene();
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} else {
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setupDefaultScene();
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}
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} );
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gui.open();
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}
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function clearScene() {
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for ( const mixer of mixers ) {
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mixer.stopAllAction();
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}
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mixers.length = 0;
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//
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for ( const object of objects ) {
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scene.remove( object );
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scene.traverse( function ( child ) {
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if ( child.isSkinnedMesh ) child.skeleton.dispose();
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} );
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}
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}
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function setupDefaultScene() {
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// three cloned models with independent skeletons.
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// each model can have its own animation state
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const model1 = SkeletonUtils.clone( model );
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const model2 = SkeletonUtils.clone( model );
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const model3 = SkeletonUtils.clone( model );
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model1.position.x = - 2;
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model2.position.x = 0;
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model3.position.x = 2;
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const mixer1 = new THREE.AnimationMixer( model1 );
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const mixer2 = new THREE.AnimationMixer( model2 );
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const mixer3 = new THREE.AnimationMixer( model3 );
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mixer1.clipAction( animations[ 0 ] ).play(); // idle
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mixer2.clipAction( animations[ 1 ] ).play(); // run
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mixer3.clipAction( animations[ 3 ] ).play(); // walk
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scene.add( model1, model2, model3 );
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objects.push( model1, model2, model3 );
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mixers.push( mixer1, mixer2, mixer3 );
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}
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function setupSharedSkeletonScene() {
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// three cloned models with a single shared skeleton.
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// all models share the same animation state
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const sharedModel = SkeletonUtils.clone( model );
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const shareSkinnedMesh = sharedModel.getObjectByName( 'vanguard_Mesh' );
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const sharedSkeleton = shareSkinnedMesh.skeleton;
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const sharedParentBone = sharedModel.getObjectByName( 'mixamorigHips' );
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scene.add( sharedParentBone ); // the bones need to be in the scene for the animation to work
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const model1 = shareSkinnedMesh.clone();
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const model2 = shareSkinnedMesh.clone();
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const model3 = shareSkinnedMesh.clone();
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model1.bindMode = THREE.DetachedBindMode;
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model2.bindMode = THREE.DetachedBindMode;
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model3.bindMode = THREE.DetachedBindMode;
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const identity = new THREE.Matrix4();
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model1.bind( sharedSkeleton, identity );
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model2.bind( sharedSkeleton, identity );
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model3.bind( sharedSkeleton, identity );
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model1.position.x = - 2;
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model2.position.x = 0;
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model3.position.x = 2;
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// apply transformation from the glTF asset
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model1.scale.setScalar( 0.01 );
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model1.rotation.x = - Math.PI * 0.5;
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model2.scale.setScalar( 0.01 );
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model2.rotation.x = - Math.PI * 0.5;
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model3.scale.setScalar( 0.01 );
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model3.rotation.x = - Math.PI * 0.5;
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//
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const mixer = new THREE.AnimationMixer( sharedParentBone );
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mixer.clipAction( animations[ 1 ] ).play();
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scene.add( sharedParentBone, model1, model2, model3 );
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objects.push( sharedParentBone, model1, model2, model3 );
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mixers.push( mixer );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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const delta = clock.getDelta();
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for ( const mixer of mixers ) mixer.update( delta );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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