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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>Multiple animated skinned meshes</title>
- <meta charset="utf-8">
- <meta content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0" name="viewport">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <div id="info">
- This demo shows how to clone a skinned mesh using <strong>SkeletonUtils.clone()</strong><br/>
- Soldier model from <a href="https://www.mixamo.com" target="_blank" rel="noopener">https://www.mixamo.com</a>.
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
- import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
- let camera, scene, renderer;
- let clock;
- const mixers = [];
- init();
- animate();
- function init() {
- camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
- camera.position.set( 2, 3, - 6 );
- camera.lookAt( 0, 1, 0 );
- clock = new THREE.Clock();
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0xa0a0a0 );
- scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 );
- const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d, 3 );
- hemiLight.position.set( 0, 20, 0 );
- scene.add( hemiLight );
- const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
- dirLight.position.set( - 3, 10, - 10 );
- dirLight.castShadow = true;
- dirLight.shadow.camera.top = 4;
- dirLight.shadow.camera.bottom = - 4;
- dirLight.shadow.camera.left = - 4;
- dirLight.shadow.camera.right = 4;
- dirLight.shadow.camera.near = 0.1;
- dirLight.shadow.camera.far = 40;
- scene.add( dirLight );
- // scene.add( new THREE.CameraHelper( dirLight.shadow.camera ) );
- // ground
- const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 200, 200 ), new THREE.MeshPhongMaterial( { color: 0xcbcbcb, depthWrite: false } ) );
- mesh.rotation.x = - Math.PI / 2;
- mesh.receiveShadow = true;
- scene.add( mesh );
- const loader = new GLTFLoader();
- loader.load( 'models/gltf/Soldier.glb', function ( gltf ) {
- gltf.scene.traverse( function ( object ) {
- if ( object.isMesh ) object.castShadow = true;
- } );
- const model1 = SkeletonUtils.clone( gltf.scene );
- const model2 = SkeletonUtils.clone( gltf.scene );
- const model3 = SkeletonUtils.clone( gltf.scene );
- const mixer1 = new THREE.AnimationMixer( model1 );
- const mixer2 = new THREE.AnimationMixer( model2 );
- const mixer3 = new THREE.AnimationMixer( model3 );
- mixer1.clipAction( gltf.animations[ 0 ] ).play(); // idle
- mixer2.clipAction( gltf.animations[ 1 ] ).play(); // run
- mixer3.clipAction( gltf.animations[ 3 ] ).play(); // walk
- model1.position.x = - 2;
- model2.position.x = 0;
- model3.position.x = 2;
- scene.add( model1, model2, model3 );
- mixers.push( mixer1, mixer2, mixer3 );
- animate();
- } );
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.shadowMap.enabled = true;
- 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() {
- requestAnimationFrame( animate );
- const delta = clock.getDelta();
- for ( const mixer of mixers ) mixer.update( delta );
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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