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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgpu - skinning individual instancing</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <meta property="og:title" content="three.js webgpu - skinning instancing individual">
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+ <meta property="og:type" content="website">
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+ <meta property="og:url" content="https://threejs.org/examples/webgpu_skinning_instancing_individual.html">
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+ <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_skinning_instancing_individual.jpg">
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+ <link type="text/css" rel="stylesheet" href="example.css">
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+ </head>
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+ <body>
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+
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+ <div id="info">
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+ <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
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+
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+ <div class="title-wrapper">
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+ <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Skinning Individual Instancing</span>
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+ </div>
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+
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+ <small>
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+ Per-instance poses are computed once and reused by every render pass.
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+ </small>
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+ </div>
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+
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.webgpu.js",
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+ "three/webgpu": "../build/three.webgpu.js",
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+ "three/tsl": "../build/three.tsl.js",
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+ "three/addons/": "./jsm/"
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+ }
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+ }
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+ </script>
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+
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+ <script type="module">
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+
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+ import * as THREE from 'three/webgpu';
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+ import { Fn, add, attributeArray, color, instanceIndex, screenUV, storage, transformNormal, transformNormalToView, uint, uniform, vec4, vertexIndex } from 'three/tsl';
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+
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+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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+ import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
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+ import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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+ import { Inspector } from 'three/addons/inspector/Inspector.js';
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+
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+ import WebGPU from 'three/addons/capabilities/WebGPU.js';
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+
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+ let camera, scene, renderer, controls;
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+ let mixer, timer, animatedObject, proportionBones, referenceMesh, footBones, groundFoot, dummy;
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+ let instanceMatrices, instanceMatricesNode, bellyWeightsNode;
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+ let computeSkinning;
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+
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+ const skeletonStates = new Map();
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+ const timeOffsets = [];
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+ const variations = [];
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+ const leftFoot = new THREE.Vector3();
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+ const rightFoot = new THREE.Vector3();
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+
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+ init();
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+
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+ function createSourceVertexAttribute( geometry ) {
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+
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+ const position = geometry.getAttribute( 'position' );
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+ const normal = geometry.getAttribute( 'normal' );
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+ const bellyPosition = position.clone();
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+ const data = new Float32Array( position.count * 12 );
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+
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+ for ( let i = 0; i < position.count; i ++ ) {
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+
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+ const amount = Math.max( 0, 1 - Math.abs( position.getY( i ) - 0.94 ) / 0.3 ) * 0.8;
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+
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+ bellyPosition.setXYZ(
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+ i,
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+ position.getX( i ) * amount,
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+ 0,
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+ position.getZ( i ) * amount
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+ );
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+
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+ const offset = i * 12;
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+
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+ data[ offset + 0 ] = position.getX( i );
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+ data[ offset + 1 ] = position.getY( i );
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+ data[ offset + 2 ] = position.getZ( i );
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+ data[ offset + 4 ] = normal.getX( i );
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+ data[ offset + 5 ] = normal.getY( i );
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+ data[ offset + 6 ] = normal.getZ( i );
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+ data[ offset + 8 ] = bellyPosition.getX( i );
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+ data[ offset + 9 ] = bellyPosition.getY( i );
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+ data[ offset + 10 ] = bellyPosition.getZ( i );
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+
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+ }
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+
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+ return new THREE.StorageBufferAttribute( data, 4 );
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+
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+ }
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+
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+ function getSkeletonState( skeleton, instanceCount ) {
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+
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+ let state = skeletonStates.get( skeleton );
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+
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+ if ( state === undefined ) {
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+
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+ const boneCount = skeleton.bones.length;
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+ const boneMatrices = new THREE.StorageBufferAttribute( instanceCount * boneCount, 16 );
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+
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+ state = {
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+ skeleton,
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+ boneCount,
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+ boneMatrices,
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+ boneMatricesNode: storage( boneMatrices, 'mat4', boneMatrices.count ).toReadOnly()
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+ };
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+
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+ skeletonStates.set( skeleton, state );
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+
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+ }
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+
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+ return state;
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+
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+ }
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+
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+ function createComputedMesh( source, instanceCount ) {
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+
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+ const geometry = source.geometry.clone();
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+ const material = source.material.clone();
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+ const vertexCount = geometry.getAttribute( 'position' ).count;
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+ const skeletonState = getSkeletonState( source.skeleton, instanceCount );
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+
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+ const sourceVertices = storage( createSourceVertexAttribute( geometry ), 'vec4', vertexCount * 3 ).toReadOnly();
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+ const skinIndices = storage( new THREE.StorageBufferAttribute( new Uint32Array( geometry.getAttribute( 'skinIndex' ).array ), 4 ), 'uvec4', vertexCount ).toReadOnly();
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+ const skinWeights = storage( new THREE.StorageBufferAttribute( geometry.getAttribute( 'skinWeight' ).array, 4 ), 'vec4', vertexCount ).toReadOnly();
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+ const bindMatrix = uniform( source.bindMatrix, 'mat4' );
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+ const bindMatrixInverse = uniform( source.bindMatrixInverse, 'mat4' );
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+ const vertices = attributeArray( instanceCount * vertexCount * 2, 'vec4' );
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+
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+ computeSkinning = Fn( () => {
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+
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+ const sourceVertex = instanceIndex.mod( uint( vertexCount ) );
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+ const meshInstance = instanceIndex.div( uint( vertexCount ) );
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+ const sourceOffset = sourceVertex.mul( uint( 3 ) );
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+ const targetOffset = instanceIndex.mul( uint( 2 ) );
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+ const boneOffset = meshInstance.mul( uint( skeletonState.boneCount ) );
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+ const skinIndex = skinIndices.element( sourceVertex );
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+ const skinWeight = skinWeights.element( sourceVertex );
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+ const morphPosition = sourceVertices.element( sourceOffset ).xyz.add( sourceVertices.element( sourceOffset.add( uint( 2 ) ) ).xyz.mul( bellyWeightsNode.element( meshInstance ) ) );
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+ const skinVertex = bindMatrix.mul( morphPosition );
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+ const boneMatX = skeletonState.boneMatricesNode.element( boneOffset.add( skinIndex.x ) );
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+ const boneMatY = skeletonState.boneMatricesNode.element( boneOffset.add( skinIndex.y ) );
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+ const boneMatZ = skeletonState.boneMatricesNode.element( boneOffset.add( skinIndex.z ) );
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+ const boneMatW = skeletonState.boneMatricesNode.element( boneOffset.add( skinIndex.w ) );
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+ const skinMatrix = add(
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+ skinWeight.x.mul( boneMatX ),
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+ skinWeight.y.mul( boneMatY ),
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+ skinWeight.z.mul( boneMatZ ),
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+ skinWeight.w.mul( boneMatW )
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+ );
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+ const skinPosition = bindMatrixInverse.mul( add(
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+ boneMatX.mul( skinWeight.x ).mul( skinVertex ),
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+ boneMatY.mul( skinWeight.y ).mul( skinVertex ),
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+ boneMatZ.mul( skinWeight.z ).mul( skinVertex ),
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+ boneMatW.mul( skinWeight.w ).mul( skinVertex )
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+ ) ).xyz;
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+ const skinNormal = bindMatrixInverse.mul( skinMatrix ).mul( bindMatrix ).transformDirection( sourceVertices.element( sourceOffset.add( uint( 1 ) ) ).xyz ).xyz;
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+ const instanceMatrix = instanceMatricesNode.element( meshInstance );
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+
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+ vertices.element( targetOffset ).assign( vec4( instanceMatrix.mul( skinPosition ).xyz, 1 ) );
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+ vertices.element( targetOffset.add( uint( 1 ) ) ).assign( vec4( transformNormal( skinNormal, instanceMatrix ), 0 ) );
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+
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+ } )().compute( instanceCount * vertexCount ).setName( 'Compute Instanced Skinning' );
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+
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+ const meshVertex = instanceIndex.mul( uint( vertexCount ) ).add( vertexIndex ).mul( uint( 2 ) );
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+
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+ material.positionNode = vertices.element( meshVertex ).xyz;
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+ material.normalNode = transformNormalToView( vertices.element( meshVertex.add( uint( 1 ) ) ).xyz ).toVarying();
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+
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+ const mesh = new THREE.Mesh( geometry, material );
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+ mesh.count = instanceCount;
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+ mesh.castShadow = true;
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+ mesh.frustumCulled = false;
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+
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+ source.parent.add( mesh );
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+ source.visible = false;
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+
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+ }
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+
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+ async function init() {
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+
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+ if ( WebGPU.isAvailable() === false ) {
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+
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+ document.body.appendChild( WebGPU.getErrorMessage() );
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+
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+ throw new Error( 'No WebGPU support' );
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+
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+ }
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+
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+ camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.01, 60 );
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+ camera.position.set( 4.6, 3.3, 6.2 );
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+
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+ scene = new THREE.Scene();
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+ scene.backgroundNode = screenUV.y.mix( color( 0x8f989c ), color( 0xe7eaeb ) );
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+
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+ timer = new THREE.Timer();
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+ timer.connect( document );
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+
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+ scene.add( new THREE.HemisphereLight( 0xffffff, 0x939b9e, 1.2 ) );
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+
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+ const directionalLight = new THREE.DirectionalLight( 0xfffbf4, 2.8 );
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+ directionalLight.position.set( - 4, 10, 8 );
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+ directionalLight.castShadow = true;
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+ directionalLight.shadow.mapSize.set( 2048, 2048 );
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+ directionalLight.shadow.camera.left = - 5;
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+ directionalLight.shadow.camera.right = 5;
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+ directionalLight.shadow.camera.top = 5;
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+ directionalLight.shadow.camera.bottom = - 5;
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+ directionalLight.shadow.camera.near = 0.1;
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+ directionalLight.shadow.camera.far = 30;
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+ directionalLight.shadow.camera.updateProjectionMatrix();
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+ scene.add( directionalLight );
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+
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+ const rimLight = new THREE.DirectionalLight( 0xe8f4ff, 0.85 );
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+ rimLight.position.set( 7, 5, - 5 );
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+ scene.add( rimLight );
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+
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+ const ground = new THREE.Mesh(
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+ new THREE.PlaneGeometry( 400, 400 ),
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+ new THREE.ShadowMaterial( { color: 0x5d6568, opacity: 0.3 } )
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+ );
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+
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+ ground.rotation.x = - Math.PI / 2;
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+ ground.receiveShadow = true;
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+ scene.add( ground );
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+
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+ new GLTFLoader().load( 'models/gltf/Michelle.glb', function ( gltf ) {
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+
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+ const object = gltf.scene;
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+ const instanceCount = 30;
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+ const duration = gltf.animations[ 0 ].duration;
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+ const skinnedMeshes = [];
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+
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+ dummy = new THREE.Object3D();
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+ animatedObject = object;
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+ mixer = new THREE.AnimationMixer( object );
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+ mixer.clipAction( gltf.animations[ 0 ] ).play();
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+
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+ object.traverse( ( child ) => {
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+
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+ if ( child.isSkinnedMesh === true ) skinnedMeshes.push( child );
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+
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+ } );
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+
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+ referenceMesh = skinnedMeshes[ 0 ];
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+ const skeleton = referenceMesh.skeleton;
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+ const getBone = ( name ) => skeleton.bones.find( ( bone ) => bone.name.endsWith( name ) );
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+ const proportionTargets = [
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+ getBone( 'Head' ), getBone( 'Spine' ), getBone( 'Spine2' ),
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+ getBone( 'LeftArm' ), getBone( 'RightArm' ),
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+ getBone( 'LeftForeArm' ), getBone( 'RightForeArm' ),
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+ getBone( 'LeftUpLeg' ), getBone( 'RightUpLeg' ),
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+ getBone( 'LeftLeg' ), getBone( 'RightLeg' )
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+ ];
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+
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+ proportionBones = {
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+ head: proportionTargets[ 0 ],
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+ belly: proportionTargets[ 1 ],
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+ chest: proportionTargets[ 2 ],
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+ arms: proportionTargets.slice( 3, 7 ),
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+ legs: proportionTargets.slice( 7 ),
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+ baseScales: proportionTargets.map( ( bone ) => bone.scale.clone() )
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+ };
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+ footBones = [ getBone( 'LeftFoot' ), getBone( 'RightFoot' ) ];
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+
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+ const bodyTypes = [
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+ { width: 0.92, height: 1.09, depth: 0.92, belly: 0, headScale: 0.96, bellyWidth: 0.98, chestWidth: 0.98, armLength: 1.03, legLength: 1.04 },
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+ { width: 1.0, height: 1.05, depth: 0.99, belly: 0, headScale: 0.98, bellyWidth: 1.0, chestWidth: 1.03, armLength: 1.02, legLength: 1.02 },
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+ { width: 1.0, height: 1.0, depth: 1.0, belly: 0, headScale: 1.0, bellyWidth: 1.0, chestWidth: 1.0, armLength: 1.0, legLength: 1.0 },
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+ { width: 1.08, height: 0.9, depth: 1.1, belly: 0.75, headScale: 1.06, bellyWidth: 1.12, chestWidth: 1.0, armLength: 0.9, legLength: 0.9 },
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+ { width: 1.2, height: 0.8, depth: 1.22, belly: 1.6, headScale: 1.12, bellyWidth: 1.24, chestWidth: 1.04, armLength: 0.72, legLength: 0.7 }
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+ ];
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+
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+ const bellyWeights = new THREE.StorageBufferAttribute( instanceCount, 1 );
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+ instanceMatrices = new THREE.StorageBufferAttribute( instanceCount, 16 );
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+ bellyWeightsNode = storage( bellyWeights, 'float', instanceCount ).toReadOnly();
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+ instanceMatricesNode = storage( instanceMatrices, 'mat4', instanceCount ).toReadOnly();
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+
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+ for ( let i = 0; i < instanceCount; i ++ ) {
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+
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+ const bodyType = bodyTypes[ i % bodyTypes.length ];
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+ const isChild = i % 2 === 0;
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+ const size = isChild ? ( i % 4 === 0 ? 0.68 : 0.78 ) : 1;
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+ const innerRing = i < 10;
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+ const ringIndex = innerRing ? i : i - 10;
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+ const ringCount = innerRing ? 10 : 20;
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+ const angle = ringIndex / ringCount * Math.PI * 2;
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+ const radius = innerRing ? 175 : 340;
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+
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+ timeOffsets.push( duration * i / instanceCount );
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+ variations.push( {
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+ ... bodyType,
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+ size,
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+ x: Math.sin( angle ) * radius,
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+ y: Math.cos( angle ) * radius
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+ } );
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+ bellyWeights.array[ i ] = bodyType.belly;
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+
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+ }
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+
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+ bellyWeights.needsUpdate = true;
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+ animatedObject.updateMatrixWorld( true );
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+ skeleton.update();
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+ groundFoot = getFootCoordinate();
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+
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+ for ( const child of skinnedMeshes ) createComputedMesh( child, instanceCount );
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+
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+ scene.add( object );
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+
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+ } );
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+
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+ renderer = new THREE.WebGPURenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setAnimationLoop( animate );
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+ renderer.shadowMap.enabled = true;
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+ renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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+ renderer.toneMapping = THREE.NeutralToneMapping;
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+ renderer.toneMappingExposure = 0.96;
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+ renderer.inspector = new Inspector();
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+ document.body.appendChild( renderer.domElement );
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+ await renderer.init();
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+ scene.environment = new THREE.PMREMGenerator( renderer ).fromScene( new RoomEnvironment(), 0.04 ).texture;
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+
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+ controls = new OrbitControls( camera, renderer.domElement );
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+ controls.target.set( 0, 0.75, 0 );
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+ controls.enableDamping = true;
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+ controls.minDistance = 3;
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+ controls.maxDistance = 25;
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+ controls.maxPolarAngle = Math.PI / 2;
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+ controls.update();
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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ function applyProportions( variation ) {
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+
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+ const { head, belly, chest, arms, legs, baseScales } = proportionBones;
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+ const bones = [ head, belly, chest, ... arms, ... legs ];
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+
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+ for ( let i = 0; i < bones.length; i ++ ) bones[ i ].scale.copy( baseScales[ i ] );
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+
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+ head.scale.multiplyScalar( variation.headScale );
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+ belly.scale.x *= variation.bellyWidth;
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+ belly.scale.z *= variation.bellyWidth;
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+ chest.scale.x *= variation.chestWidth;
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+ chest.scale.z *= variation.chestWidth;
|
|
|
+
|
|
|
+ for ( const bone of arms ) bone.scale.y *= variation.armLength;
|
|
|
+ for ( const bone of legs ) bone.scale.y *= variation.legLength;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function getFootCoordinate() {
|
|
|
+
|
|
|
+ footBones[ 0 ].getWorldPosition( leftFoot );
|
|
|
+ footBones[ 1 ].getWorldPosition( rightFoot );
|
|
|
+ referenceMesh.worldToLocal( leftFoot );
|
|
|
+ referenceMesh.worldToLocal( rightFoot );
|
|
|
+
|
|
|
+ return Math.max( leftFoot.z, rightFoot.z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function updateInstanceMatrix( index, variation ) {
|
|
|
+
|
|
|
+ const foot = getFootCoordinate();
|
|
|
+
|
|
|
+ dummy.position.set( variation.x, variation.y, groundFoot - foot * variation.height * variation.size );
|
|
|
+ dummy.scale.set( variation.width, variation.depth, variation.height ).multiplyScalar( variation.size );
|
|
|
+ dummy.updateMatrix();
|
|
|
+ dummy.matrix.toArray( instanceMatrices.array, index * 16 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function animate() {
|
|
|
+
|
|
|
+ timer.update();
|
|
|
+ controls.update();
|
|
|
+
|
|
|
+ if ( mixer ) {
|
|
|
+
|
|
|
+ const elapsed = timer.getElapsed();
|
|
|
+
|
|
|
+ for ( let i = 0; i < timeOffsets.length; i ++ ) {
|
|
|
+
|
|
|
+ mixer.setTime( elapsed + timeOffsets[ i ] );
|
|
|
+ applyProportions( variations[ i ] );
|
|
|
+ animatedObject.updateMatrixWorld( true );
|
|
|
+
|
|
|
+ for ( const state of skeletonStates.values() ) {
|
|
|
+
|
|
|
+ state.skeleton.update();
|
|
|
+ state.boneMatrices.array.set( state.skeleton.boneMatrices, i * state.boneCount * 16 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ updateInstanceMatrix( i, variations[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( const state of skeletonStates.values() ) state.boneMatrices.needsUpdate = true;
|
|
|
+ instanceMatrices.needsUpdate = true;
|
|
|
+ renderer.compute( computeSkinning );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.render( scene, camera );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ </script>
|
|
|
+ </body>
|
|
|
+</html>
|