game-check-animations.html 6.5 KB

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  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 - Check Animations</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" tabindex="1"></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. renderer.outputEncoding = THREE.sRGBEncoding;
  94. const fov = 45;
  95. const aspect = 2; // the canvas default
  96. const near = 0.1;
  97. const far = 100;
  98. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  99. camera.position.set(0, 20, 40);
  100. const controls = new OrbitControls(camera, canvas);
  101. controls.target.set(0, 5, 0);
  102. controls.update();
  103. const scene = new THREE.Scene();
  104. scene.background = new THREE.Color('white');
  105. function addLight(...pos) {
  106. const color = 0xFFFFFF;
  107. const intensity = 0.8;
  108. const light = new THREE.DirectionalLight(color, intensity);
  109. light.position.set(...pos);
  110. scene.add(light);
  111. scene.add(light.target);
  112. }
  113. addLight(5, 5, 2);
  114. addLight(-5, 5, 5);
  115. const manager = new THREE.LoadingManager();
  116. manager.onLoad = init;
  117. const progressbarElem = document.querySelector('#progressbar');
  118. manager.onProgress = (url, itemsLoaded, itemsTotal) => {
  119. progressbarElem.style.width = `${itemsLoaded / itemsTotal * 100 | 0}%`;
  120. };
  121. const models = {
  122. pig: { url: 'resources/models/animals/Pig.gltf' },
  123. cow: { url: 'resources/models/animals/Cow.gltf' },
  124. llama: { url: 'resources/models/animals/Llama.gltf' },
  125. pug: { url: 'resources/models/animals/Pug.gltf' },
  126. sheep: { url: 'resources/models/animals/Sheep.gltf' },
  127. zebra: { url: 'resources/models/animals/Zebra.gltf' },
  128. horse: { url: 'resources/models/animals/Horse.gltf' },
  129. knight: { url: 'resources/models/knight/KnightCharacter.gltf' },
  130. };
  131. {
  132. const gltfLoader = new GLTFLoader(manager);
  133. for (const model of Object.values(models)) {
  134. gltfLoader.load(model.url, (gltf) => {
  135. model.gltf = gltf;
  136. });
  137. }
  138. }
  139. function prepModelsAndAnimations() {
  140. Object.values(models).forEach(model => {
  141. const animsByName = {};
  142. model.gltf.animations.forEach((clip) => {
  143. animsByName[clip.name] = clip;
  144. });
  145. model.animations = animsByName;
  146. });
  147. }
  148. const mixerInfos = [];
  149. function init() {
  150. // hide the loading bar
  151. const loadingElem = document.querySelector('#loading');
  152. loadingElem.style.display = 'none';
  153. prepModelsAndAnimations();
  154. Object.values(models).forEach((model, ndx) => {
  155. const clonedScene = SkeletonUtils.clone(model.gltf.scene);
  156. const root = new THREE.Object3D();
  157. root.add(clonedScene);
  158. scene.add(root);
  159. root.position.x = (ndx - 3) * 3;
  160. const mixer = new THREE.AnimationMixer(clonedScene);
  161. const actions = Object.values(model.animations).map((clip) => {
  162. return mixer.clipAction(clip);
  163. });
  164. const mixerInfo = {
  165. mixer,
  166. actions,
  167. actionNdx: -1,
  168. };
  169. mixerInfos.push(mixerInfo);
  170. playNextAction(mixerInfo);
  171. });
  172. }
  173. function playNextAction(mixerInfo) {
  174. const {actions, actionNdx} = mixerInfo;
  175. const nextActionNdx = (actionNdx + 1) % actions.length;
  176. mixerInfo.actionNdx = nextActionNdx;
  177. actions.forEach((action, ndx) => {
  178. const enabled = ndx === nextActionNdx;
  179. action.enabled = enabled;
  180. if (enabled) {
  181. action.play();
  182. }
  183. });
  184. }
  185. window.addEventListener('keydown', (e) => {
  186. const mixerInfo = mixerInfos[e.keyCode - 49];
  187. if (!mixerInfo) {
  188. return;
  189. }
  190. playNextAction(mixerInfo);
  191. });
  192. function resizeRendererToDisplaySize(renderer) {
  193. const canvas = renderer.domElement;
  194. const width = canvas.clientWidth;
  195. const height = canvas.clientHeight;
  196. const needResize = canvas.width !== width || canvas.height !== height;
  197. if (needResize) {
  198. renderer.setSize(width, height, false);
  199. }
  200. return needResize;
  201. }
  202. let then = 0;
  203. function render(now) {
  204. now *= 0.001; // convert to sections
  205. const deltaTime = now - then;
  206. then = now;
  207. if (resizeRendererToDisplaySize(renderer)) {
  208. const canvas = renderer.domElement;
  209. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  210. camera.updateProjectionMatrix();
  211. }
  212. for (const {mixer} of mixerInfos) {
  213. mixer.update(deltaTime);
  214. }
  215. renderer.render(scene, camera);
  216. requestAnimationFrame(render);
  217. }
  218. requestAnimationFrame(render);
  219. }
  220. main();
  221. </script>
  222. </html>