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gltf-loader-and-animations.html
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gltf-loader-and-animations.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta
name="viewport"
content="width=device-width, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover"
/>
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<title>GLTF Loader and Animations</title>
<link rel="stylesheet" href="/css/examples.css?ver=1.0.0" />
<script src="/js/examples.js?ver=1.1.1"></script>
<script src="/lib/enable3d/enable3d.framework.0.25.4.min.js"></script>
</head>
<body>
<script>
const { Project, Scene3D, PhysicsLoader, ExtendedObject3D, THREE } = ENABLE3D
class MainScene extends Scene3D {
async create() {
this.warpSpeed()
this.camera.position.set(2, 2, 4)
this.load.gltf('/assets/glb/box_man.glb').then(gltf => {
const child = gltf.scene.children[0]
const boxMan = new ExtendedObject3D()
boxMan.add(child)
this.scene.add(boxMan)
let i = 0
let anims = ['run', 'sprint', 'jump_running', 'idle', 'driving', 'falling']
// ad the box man's animation mixer to the animationMixers array (for auto updates)
this.animationMixers.add(boxMan.animation.mixer)
gltf.animations.forEach(animation => {
if (animation.name) {
// add a new animation to the box man
boxMan.animation.add(animation.name, animation)
}
})
// play the run animation
boxMan.animation.play('idle')
const nextAnimation = time => {
setTimeout(() => {
i++
let next = anims[i % 5]
boxMan.animation.play(next, 200, next === 'jump_running' ? false : true)
console.log('current animation', boxMan.animation.current)
nextAnimation(next === 'jump_running' ? 650 : 2500)
}, time)
}
nextAnimation(2500)
})
}
}
new Project({ scenes: [MainScene] })
</script>
</body>
</html>