2
0

game-load-models.html 5.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222
  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Game - Load Models</title>
  8. <style>
  9. html, body {
  10. margin: 0;
  11. height: 100%;
  12. }
  13. #c {
  14. width: 100%;
  15. height: 100%;
  16. display: block;
  17. }
  18. #loading {
  19. position: absolute;
  20. left: 0;
  21. top: 0;
  22. width: 100%;
  23. height: 100%;
  24. display: flex;
  25. align-items: center;
  26. justify-content: center;
  27. text-align: center;
  28. font-size: xx-large;
  29. font-family: sans-serif;
  30. }
  31. #loading>div>div {
  32. padding: 2px;
  33. }
  34. .progress {
  35. width: 50vw;
  36. border: 1px solid black;
  37. }
  38. #progressbar {
  39. width: 0%;
  40. transition: width ease-out .5s;
  41. height: 1em;
  42. background-color: #888;
  43. background-image: linear-gradient(
  44. -45deg,
  45. rgba(255, 255, 255, .5) 25%,
  46. transparent 25%,
  47. transparent 50%,
  48. rgba(255, 255, 255, .5) 50%,
  49. rgba(255, 255, 255, .5) 75%,
  50. transparent 75%,
  51. transparent
  52. );
  53. background-size: 50px 50px;
  54. animation: progressanim 2s linear infinite;
  55. }
  56. @keyframes progressanim {
  57. 0% {
  58. background-position: 50px 50px;
  59. }
  60. 100% {
  61. background-position: 0 0;
  62. }
  63. }
  64. </style>
  65. </head>
  66. <body>
  67. <canvas id="c"></canvas>
  68. <div id="loading">
  69. <div>
  70. <div>...loading...</div>
  71. <div class="progress"><div id="progressbar"></div></div>
  72. </div>
  73. </div>
  74. </body>
  75. <!-- Import maps polyfill -->
  76. <!-- Remove this when import maps will be widely supported -->
  77. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  78. <script type="importmap">
  79. {
  80. "imports": {
  81. "three": "../../build/three.module.js"
  82. }
  83. }
  84. </script>
  85. <script type="module">
  86. import * as THREE from 'three';
  87. import {OrbitControls} from '../../examples/jsm/controls/OrbitControls.js';
  88. import {GLTFLoader} from '../../examples/jsm/loaders/GLTFLoader.js';
  89. import * as SkeletonUtils from '../../examples/jsm/utils/SkeletonUtils.js';
  90. function main() {
  91. const canvas = document.querySelector('#c');
  92. const renderer = new THREE.WebGLRenderer({canvas});
  93. const fov = 45;
  94. const aspect = 2; // the canvas default
  95. const near = 0.1;
  96. const far = 100;
  97. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  98. camera.position.set(0, 20, 40);
  99. const controls = new OrbitControls(camera, canvas);
  100. controls.target.set(0, 5, 0);
  101. controls.update();
  102. const scene = new THREE.Scene();
  103. scene.background = new THREE.Color('white');
  104. function addLight(...pos) {
  105. const color = 0xFFFFFF;
  106. const intensity = 1;
  107. const light = new THREE.DirectionalLight(color, intensity);
  108. light.position.set(...pos);
  109. scene.add(light);
  110. scene.add(light.target);
  111. }
  112. addLight(5, 5, 2);
  113. addLight(-5, 5, 5);
  114. const manager = new THREE.LoadingManager();
  115. manager.onLoad = init;
  116. const progressbarElem = document.querySelector('#progressbar');
  117. manager.onProgress = (url, itemsLoaded, itemsTotal) => {
  118. progressbarElem.style.width = `${itemsLoaded / itemsTotal * 100 | 0}%`;
  119. };
  120. const models = {
  121. pig: { url: 'resources/models/animals/Pig.gltf' },
  122. cow: { url: 'resources/models/animals/Cow.gltf' },
  123. llama: { url: 'resources/models/animals/Llama.gltf' },
  124. pug: { url: 'resources/models/animals/Pug.gltf' },
  125. sheep: { url: 'resources/models/animals/Sheep.gltf' },
  126. zebra: { url: 'resources/models/animals/Zebra.gltf' },
  127. horse: { url: 'resources/models/animals/Horse.gltf' },
  128. knight: { url: 'resources/models/knight/KnightCharacter.gltf' },
  129. };
  130. {
  131. const gltfLoader = new GLTFLoader(manager);
  132. for (const model of Object.values(models)) {
  133. gltfLoader.load(model.url, (gltf) => {
  134. model.gltf = gltf;
  135. });
  136. }
  137. }
  138. function prepModelsAndAnimations() {
  139. Object.values(models).forEach(model => {
  140. const animsByName = {};
  141. model.gltf.animations.forEach((clip) => {
  142. animsByName[clip.name] = clip;
  143. });
  144. model.animations = animsByName;
  145. });
  146. }
  147. const mixers = [];
  148. function init() {
  149. // hide the loading bar
  150. const loadingElem = document.querySelector('#loading');
  151. loadingElem.style.display = 'none';
  152. prepModelsAndAnimations();
  153. Object.values(models).forEach((model, ndx) => {
  154. const clonedScene = SkeletonUtils.clone(model.gltf.scene);
  155. const root = new THREE.Object3D();
  156. root.add(clonedScene);
  157. scene.add(root);
  158. root.position.x = (ndx - 3) * 3;
  159. const mixer = new THREE.AnimationMixer(clonedScene);
  160. const firstClip = Object.values(model.animations)[0];
  161. const action = mixer.clipAction(firstClip);
  162. action.play();
  163. mixers.push(mixer);
  164. });
  165. }
  166. function resizeRendererToDisplaySize(renderer) {
  167. const canvas = renderer.domElement;
  168. const width = canvas.clientWidth;
  169. const height = canvas.clientHeight;
  170. const needResize = canvas.width !== width || canvas.height !== height;
  171. if (needResize) {
  172. renderer.setSize(width, height, false);
  173. }
  174. return needResize;
  175. }
  176. let then = 0;
  177. function render(now) {
  178. now *= 0.001; // convert to seconds
  179. const deltaTime = now - then;
  180. then = now;
  181. if (resizeRendererToDisplaySize(renderer)) {
  182. const canvas = renderer.domElement;
  183. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  184. camera.updateProjectionMatrix();
  185. }
  186. for (const mixer of mixers) {
  187. mixer.update(deltaTime);
  188. }
  189. renderer.render(scene, camera);
  190. requestAnimationFrame(render);
  191. }
  192. requestAnimationFrame(render);
  193. }
  194. main();
  195. </script>
  196. </html>