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earthquake_3d_viewer_front/three/examples/webgpu_skinning.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - skinning</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - skinning
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.webgpu.js",
"three/webgpu": "../build/three.webgpu.js",
"three/tsl": "../build/three.tsl.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { color, screenUV } from 'three/tsl';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
let camera, scene, renderer;
let mixer, clock;
init();
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
camera.position.set( 1, 2, 3 );
scene = new THREE.Scene();
scene.backgroundNode = screenUV.y.mix( color( 0x66bbff ), color( 0x4466ff ) );
camera.lookAt( 0, 1, 0 );
clock = new THREE.Clock();
//lights
const light = new THREE.PointLight( 0xffffff, 1, 100 );
light.power = 2500;
camera.add( light );
scene.add( camera );
const ambient = new THREE.AmbientLight( 0x4466ff, 1 );
scene.add( ambient );
const loader = new GLTFLoader();
loader.load( 'models/gltf/Michelle.glb', function ( gltf ) {
const object = gltf.scene;
mixer = new THREE.AnimationMixer( object );
const action = mixer.clipAction( gltf.animations[ 0 ] );
action.play();
scene.add( object );
} );
//renderer
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.toneMapping = THREE.LinearToneMapping;
renderer.toneMappingExposure = 0.4;
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() {
const delta = clock.getDelta();
if ( mixer ) mixer.update( delta );
renderer.render( scene, camera );
}
</script>
</body>
</html>