webgl_animation_multiple
对应 three.js 示例地址 。
仅需关注 init
函数的内容,其他部分都是示例小程序所使用的描述配置。
js
import * as THREE from "three";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import * as SkeletonUtils from "three/examples/jsm/utils/SkeletonUtils.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_animation_multiple",
useLoaders: [GLTFLoader],
info: [
[
{
tag: "text",
content: "This demo shows the usage of"
},
{
tag: "text",
content: "and how to setup a shared skeleton."
}
],
[
{
tag: "text",
content: "Soldier model from"
},
{
tag: "a",
link: "https://www.mixamo.com",
content: "https://www.mixamo.com"
},
{
tag: "text",
content: "."
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
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, 1e3);
camera.position.set(2, 3, -6);
camera.lookAt(0, 1, 0);
clock = new THREE.Clock();
scene = new THREE.Scene();
scene.background = new THREE.Color(10526880);
scene.fog = new THREE.Fog(10526880, 10, 50);
const hemiLight = new THREE.HemisphereLight(16777215, 9276813, 3);
hemiLight.position.set(0, 20, 0);
scene.add(hemiLight);
const dirLight = new THREE.DirectionalLight(16777215, 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);
const mesh = new THREE.Mesh(
new THREE.PlaneGeometry(200, 200),
new THREE.MeshPhongMaterial({ color: 13355979, 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, canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.shadowMap.enabled = true;
window.addEventListener("resize", onWindowResize);
const gui = new GUI();
gui.add(params, "sharedSkeleton").onChange(function() {
clearScene();
if (params.sharedSkeleton === true) {
setupSharedSkeletonScene();
} else {
setupDefaultScene();
}
});
gui.open();
needToDispose(renderer, scene);
}
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() {
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();
mixer2.clipAction(animations[1]).play();
mixer3.clipAction(animations[3]).play();
scene.add(model1, model2, model3);
objects.push(model1, model2, model3);
mixers.push(mixer1, mixer2, mixer3);
}
function setupSharedSkeletonScene() {
const sharedModel = SkeletonUtils.clone(model);
const shareSkinnedMesh = sharedModel.getObjectByName("vanguard_Mesh");
const sharedSkeleton = shareSkinnedMesh.skeleton;
const sharedParentBone = sharedModel.getObjectByName("mixamorigHips");
scene.add(sharedParentBone);
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;
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);
}
}
};
export {
exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
* 官网示例的多端使用封装把版本
* */
export interface OfficialExampleInfo extends MiniProgramMeta {
/*** 示例名称(保持和官网一致)*/
name: string;
/** main */
init: (context: LoadContext) => void;
}
export interface LoadContext {
//为了减少官方代码的改动,实际上等同于 canvas
window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
/** HTMLCanvasElement */
canvas: any;
/** https://www.npmjs.com/package/lil-gui */
GUI: any;
/**
* https://www.npmjs.com/package/stats.js
* 也可以使用其他受支持的版本
* */
Stats: any;
/** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);
/**基于 raq 的通用封装 */
useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };
/** 显示加载模态框 */
requestLoading(text?: string): Promise<void>;
/** 隐藏加载模态框*/
cancelLoading(): void;
/** 保存文件的通用封装*/
saveFile(
fileName: string,
data: ArrayBuffer | TypedArray | DataView | string
): Promise<string | null>;
/** 示例使用 DracoDecoder 时的资源路径 */
DecoderPath: {
GLTF: string;
STANDARD: string;
};
/** 为资源路径拼上 CDN 前缀 */
withCDNPrefix(path: string): string;
/**
* 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
* 正常情况(web) 可直接使用 THREE.VideoTexture
* */
getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;
/**
* 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
* 正常情况(web) 可参考示例 webgl_materials_video_webcam
* */
getCameraTexture(): { isVideoTexture: true };
/** 用于动态修改 info 中的占位符*/
bindInfoText(template: `$${string}$`, initValue?: string): { value: string };
/** 分屏控件对应的事件回调 */
onSlideStart(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideEnd(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}
export type VideoOptions = {
src: string;
/** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
width: number;
/** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
height: number;
loop?: boolean;
autoplay?: boolean;
muted?: boolean;
};
/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
/** 用于统计加载相关信息 */
useLoaders: Loader[];
/** 通用 info */
info: TagItem[][];
/** 特殊 info */
infoPanel?: {
left?: [string, string][];
right?: [string, string][];
};
/** 分屏控件配置 */
needSlider?: {
/** 方向 */
direction?: 'horizontal' | 'vertical';
/** 初始偏移 0-100 */
initPosition?: number;
};
/** 操作摇杆控件 */
needArrowControls?: boolean;
/** 默认需要的画布类型 */
canvasType?: '2d' | 'webgl' | 'webgl2';
/** 为保持效果一致所需要的画布样式 */
canvasStyle?: {
bgColor?: string;
width?: number | string;
height?: number | string;
};
/** 部分示例需要在加载前进行一些提示 */
initAfterConfirm?: {
/**
* 提示类型
* @default 'default'
* */
type?: 'warning' | 'default';
text: string[];
};
}
export interface BaseTag<T extends string> {
tag: T;
content: string;
}
export interface ATag extends BaseTag<'a'> {
link: string;
}
export type TextTag = BaseTag<'text'>;
export type TagItem = TextTag | ATag;