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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 the usage of <strong>SkeletonUtils.clone()</strong> and how to setup a shared skeleton.<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';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- let camera, scene, renderer, clock;
- let model, animations;
- const mixers = [], objects = [];
- const params = {
- sharedSkeleton: false
- };
- init();
- 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 ) {
- model = gltf.scene;
- animations = gltf.animations;
- model.traverse( function ( object ) {
- if ( object.isMesh ) object.castShadow = true;
- } );
- setupDefaultScene();
- } );
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- renderer.shadowMap.enabled = true;
- document.body.appendChild( renderer.domElement );
- window.addEventListener( 'resize', onWindowResize );
- const gui = new GUI();
- gui.add( params, 'sharedSkeleton' ).onChange( function () {
- clearScene();
-
- if ( params.sharedSkeleton === true ) {
- setupSharedSkeletonScene();
- } else {
- setupDefaultScene();
- }
-
- } );
- gui.open();
- }
- function clearScene() {
- for ( const mixer of mixers ) {
- mixer.stopAllAction();
- }
- mixers.length = 0;
- //
- for ( const object of objects ) {
- scene.remove( object );
- scene.traverse( function ( child ) {
- if ( child.isSkinnedMesh ) child.skeleton.dispose();
- } );
- }
- }
- function setupDefaultScene() {
- // three cloned models with independent skeletons.
- // each model can have its own animation state
- const model1 = SkeletonUtils.clone( model );
- const model2 = SkeletonUtils.clone( model );
- const model3 = SkeletonUtils.clone( model );
- model1.position.x = - 2;
- model2.position.x = 0;
- model3.position.x = 2;
- const mixer1 = new THREE.AnimationMixer( model1 );
- const mixer2 = new THREE.AnimationMixer( model2 );
- const mixer3 = new THREE.AnimationMixer( model3 );
- mixer1.clipAction( animations[ 0 ] ).play(); // idle
- mixer2.clipAction( animations[ 1 ] ).play(); // run
- mixer3.clipAction( animations[ 3 ] ).play(); // walk
- scene.add( model1, model2, model3 );
-
- objects.push( model1, model2, model3 );
- mixers.push( mixer1, mixer2, mixer3 );
- }
- function setupSharedSkeletonScene() {
- // three cloned models with a single shared skeleton.
- // all models share the same animation state
- const sharedModel = SkeletonUtils.clone( model );
- const shareSkinnedMesh = sharedModel.getObjectByName( 'vanguard_Mesh' );
- const sharedSkeleton = shareSkinnedMesh.skeleton;
- const sharedParentBone = sharedModel.getObjectByName( 'mixamorigHips' );
- scene.add( sharedParentBone ); // the bones need to be in the scene for the animation to work
- const model1 = shareSkinnedMesh.clone();
- const model2 = shareSkinnedMesh.clone();
- const model3 = shareSkinnedMesh.clone();
- model1.bindMode = THREE.DetachedBindMode;
- model2.bindMode = THREE.DetachedBindMode;
- model3.bindMode = THREE.DetachedBindMode;
- const identity = new THREE.Matrix4();
- model1.bind( sharedSkeleton, identity );
- model2.bind( sharedSkeleton, identity );
- model3.bind( sharedSkeleton, identity );
- model1.position.x = - 2;
- model2.position.x = 0;
- model3.position.x = 2;
- // apply transformation from the glTF asset
- model1.scale.setScalar( 0.01 );
- model1.rotation.x = - Math.PI * 0.5;
- model2.scale.setScalar( 0.01 );
- model2.rotation.x = - Math.PI * 0.5;
- model3.scale.setScalar( 0.01 );
- model3.rotation.x = - Math.PI * 0.5;
- //
- const mixer = new THREE.AnimationMixer( sharedParentBone );
- mixer.clipAction( animations[ 1 ] ).play();
- scene.add( sharedParentBone, model1, model2, model3 );
-
- objects.push( sharedParentBone, model1, model2, model3 );
- mixers.push( mixer );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- const delta = clock.getDelta();
- for ( const mixer of mixers ) mixer.update( delta );
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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