Three.js KeyframeTracks filtering
by Matt
HTML
<base href="https://rawcdn.githack.com/mrdoob/three.js/r152/examples/" />
<script async src="https://cdn.jsdelivr.net/npm/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/",
"lil-gui": "https://cdn.jsdelivr.net/npm/[email protected]/dist/lil-gui.esm.min.js"
}
}
</script>
CSS
canvas {
position: fixed;
inset: 0;
}
JavaScript
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
let camera, scene, renderer;
let clock;
const mixers = [];
init();
animate();
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 ) {
gltf.scene.traverse( function ( object ) {
if ( object.isMesh ) object.castShadow = true;
} );
const model1 = SkeletonUtils.clone( gltf.scene );
const model2 = SkeletonUtils.clone( gltf.scene );
const model3 = SkeletonUtils.clone( gltf.scene );
const mixer1 = new THREE.AnimationMixer( model1 );
const mixer2 = new THREE.AnimationMixer( model2 );
const mixer3 = new THREE.AnimationMixer( model3 );
mixer1.clipAction( gltf.animations[ 0 ]...