webgl_tsl_skinning.html 3.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - skinning</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <meta property="og:title" content="three.js webgpu - skinning">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgl_tsl_skinning.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_tsl_skinning.jpg">
  11. <link type="text/css" rel="stylesheet" href="example.css">
  12. </head>
  13. <body>
  14. <div id="info">
  15. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  16. <div class="title-wrapper">
  17. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Skinning</span>
  18. </div>
  19. <small>
  20. Basic skinning example using a model from Mixamo.
  21. </small>
  22. </div>
  23. <script type="importmap">
  24. {
  25. "imports": {
  26. "three": "../build/three.module.js",
  27. "three/webgpu": "../build/three.webgpu.js",
  28. "three/tsl": "../build/three.tsl.js",
  29. "three/addons/": "./jsm/"
  30. }
  31. }
  32. </script>
  33. <script type="module">
  34. import * as THREE from 'three/webgpu';
  35. import { WebGLNodesHandler } from 'three/addons/tsl/WebGLNodesHandler.js';
  36. import { WebGLRenderer } from 'three';
  37. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  38. let camera, scene, renderer;
  39. let mixer, timer;
  40. init();
  41. function init() {
  42. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
  43. camera.position.set( 1, 2, 3 );
  44. scene = new THREE.Scene();
  45. scene.background = new THREE.Color( 0x3355aa );
  46. camera.lookAt( 0, 1, 0 );
  47. timer = new THREE.Timer();
  48. timer.connect( document );
  49. //lights
  50. const light = new THREE.PointLight( 0xffffff, 1, 100 );
  51. light.power = 2500;
  52. camera.add( light );
  53. scene.add( camera );
  54. const ambient = new THREE.AmbientLight( 0x4466ff, 1 );
  55. scene.add( ambient );
  56. const loader = new GLTFLoader();
  57. loader.load( 'models/gltf/Michelle.glb', function ( gltf ) {
  58. const object = gltf.scene;
  59. mixer = new THREE.AnimationMixer( object );
  60. const action = mixer.clipAction( gltf.animations[ 0 ] );
  61. action.play();
  62. scene.add( object );
  63. } );
  64. //renderer
  65. renderer = new WebGLRenderer( { antialias: true } );
  66. renderer.setNodesHandler( new WebGLNodesHandler() );
  67. renderer.setPixelRatio( window.devicePixelRatio );
  68. renderer.setSize( window.innerWidth, window.innerHeight );
  69. renderer.setAnimationLoop( animate );
  70. renderer.toneMapping = THREE.LinearToneMapping;
  71. renderer.toneMappingExposure = 0.4;
  72. document.body.appendChild( renderer.domElement );
  73. window.addEventListener( 'resize', onWindowResize );
  74. }
  75. function onWindowResize() {
  76. camera.aspect = window.innerWidth / window.innerHeight;
  77. camera.updateProjectionMatrix();
  78. renderer.setSize( window.innerWidth, window.innerHeight );
  79. }
  80. function animate() {
  81. timer.update();
  82. const delta = timer.getDelta();
  83. if ( mixer ) mixer.update( delta );
  84. renderer.render( scene, camera );
  85. }
  86. </script>
  87. </body>
  88. </html>
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