2025-12-11 15:35:31 +01:00

273 lines
8.7 KiB
HTML

<html>
<head>
<meta charset="UTF-8" />
<title>spine-threejs</title>
<style>
* {
margin: 0;
padding: 0;
}
body,
html {
height: 100%;
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}
</style>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.162.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.162.0/examples/jsm/",
"spine-threejs": "../dist/esm/spine-threejs.mjs"
}
}
</script>
</head>
<body>
<script type="module">
import * as THREE from "three";
import * as spine from "spine-threejs";
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'
let scene, camera, renderer;
let geometry, material, mesh, skeletonMesh, atlas, atlasLoader, atlas2, atlasLoader2, skeletonMesh2, atlas3, atlasLoader3, skeletonMesh3;
let assetManager;
let canvas;
let controls;
let lastFrameTime = Date.now() / 1000;
let baseUrl = "/assets/";
let skeletonFile = "raptor-pro.json";
let atlasFile = "raptor.atlas";
let animation = "walk";
let skeletonFile2 = "celestial-circus-pro.json";
let atlasFile2 = "celestial-circus.atlas";
let animation2 = "swing";
let skeletonFile3 = "coin-pro.json";
let atlasFile3 = "coin-pma.atlas";
let animation3 = "animation";
function init() {
// create the THREE.JS camera, scene and renderer (WebGL)
let width = window.innerWidth,
height = window.innerHeight;
camera = new THREE.PerspectiveCamera(75, width / height, 1, 3000);
camera.position.y = 700;
camera.position.z = 300;
camera.lookAt(new THREE.Vector3(0, 0, 0))
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(width, height);
renderer.shadowMap.enabled = true
document.body.appendChild(renderer.domElement);
canvas = renderer.domElement;
controls = new OrbitControls(camera, renderer.domElement);
// LIGHTS - Ambient
const ambientLight = new THREE.AmbientLight(0xffffff, 1.0)
scene.add(ambientLight)
// LIGHTS - spotLight
const spotLight = new THREE.SpotLight(0xffffff, 5, 1200, Math.PI / 4, 0, 0)
spotLight.position.set(0, 1000, 0)
spotLight.castShadow = true
spotLight.shadow.mapSize.set(8192, 8192)
spotLight.shadow.bias = -0.00001;
scene.add(spotLight)
const spotLightHepler = new THREE.SpotLightHelper(spotLight)
scene.add(spotLightHepler)
// BOX
const boxGeometry = new THREE.BoxGeometry(400, 10, 10)
const boxMaterial = new THREE.MeshStandardMaterial({
transparent: true,
metalness: 0.5,
roughness: 1,
opacity: 1,
})
const box = new THREE.Mesh(boxGeometry, boxMaterial)
box.position.set(0, 300, -200)
box.castShadow = true
box.receiveShadow = true
scene.add(box)
// PLANE
const planeGeometry = new THREE.PlaneGeometry(2000, 2000)
const planeMaterial = new THREE.MeshStandardMaterial({ color: 0x213573 })
const plane = new THREE.Mesh(planeGeometry, planeMaterial)
plane.rotation.x = -Math.PI / 2
plane.material.side = THREE.DoubleSide
plane.receiveShadow = true
scene.add(plane)
// load the assets required to display the Raptor model
assetManager = new spine.AssetManager(baseUrl);
assetManager.loadText(skeletonFile);
assetManager.loadTextureAtlas(atlasFile);
assetManager.loadText(skeletonFile2);
assetManager.loadTextureAtlas(atlasFile2);
assetManager.loadText(skeletonFile3);
assetManager.loadTextureAtlas(atlasFile3);
requestAnimationFrame(load);
}
function load(name, scale) {
if (assetManager.isLoadingComplete()) {
// Load the texture atlas using name.atlas and name.png from the AssetManager.
// The function passed to TextureAtlas is used to resolve relative paths.
atlas = assetManager.require(atlasFile);
atlas2 = assetManager.require(atlasFile2);
atlas3 = assetManager.require(atlasFile3);
// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
atlasLoader = new spine.AtlasAttachmentLoader(atlas);
atlasLoader2 = new spine.AtlasAttachmentLoader(atlas2);
atlasLoader3 = new spine.AtlasAttachmentLoader(atlas3);
// Create a SkeletonJson instance for parsing the .json file.
let skeletonJson = new spine.SkeletonJson(atlasLoader);
let skeletonJson2 = new spine.SkeletonJson(atlasLoader2);
let skeletonJson3 = new spine.SkeletonJson(atlasLoader3);
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
skeletonJson.scale = 0.4;
let skeletonData = skeletonJson.readSkeletonData(
assetManager.require(skeletonFile)
);
skeletonJson2.scale = 0.4;
let skeletonData2 = skeletonJson2.readSkeletonData(
assetManager.require(skeletonFile2)
);
skeletonJson3.scale = 0.4;
let skeletonData3 = skeletonJson3.readSkeletonData(
assetManager.require(skeletonFile3)
);
// Create a SkeletonMesh from the data and attach it to the scene
skeletonMesh = new spine.SkeletonMesh({
skeletonData,
materialFactory: param => {
param.alphaTest = 0.001;
return new THREE.MeshStandardMaterial(param);
}
});
skeletonMesh.state.setAnimation(0, animation, true);
scene.add(skeletonMesh);
skeletonMesh.update(0)
skeletonMesh.rotation.set(-Math.PI / 2, 0, 0);
skeletonMesh.position.set(0, 100, 100);
skeletonMesh.castShadow = true;
skeletonMesh.receiveShadow = true;
skeletonMesh2 = new spine.SkeletonMesh({
skeletonData: skeletonData2,
premultipliedAlpha: true,
materialFactory: param => {
param.alphaTest = 0.001;
param.premultipliedAlpha = true;
return new THREE.MeshStandardMaterial(param);
}
});
skeletonMesh2.state.setAnimation(0, animation2, true);
scene.add(skeletonMesh2);
skeletonMesh2.update(0)
skeletonMesh2.rotation.set(-Math.PI / 2.4, 0, 0);
skeletonMesh2.position.set(0, 150, 100);
skeletonMesh2.castShadow = true;
skeletonMesh2.receiveShadow = true;
skeletonMesh3 = new spine.SkeletonMesh({
skeletonData: skeletonData3,
premultipliedAlpha: true,
twoColorTint: true,
materialFactory: param => {
param.alphaTest = 0.001;
param.premultipliedAlpha = true;
return new THREE.MeshStandardMaterial(param);
}
});
skeletonMesh3.state.setAnimation(0, animation3, true);
scene.add(skeletonMesh3);
skeletonMesh3.update(0)
skeletonMesh3.rotation.set(-Math.PI / 2.4, 0, 0);
skeletonMesh3.position.set(100, 150, 50);
skeletonMesh3.castShadow = true;
skeletonMesh3.receiveShadow = true;
skeletonMesh3.update(1.5);
requestAnimationFrame(render);
} else requestAnimationFrame(load);
}
let lastTime = Date.now();
function render() {
// calculate delta time for animation purposes
let now = Date.now() / 1000;
let delta = now - lastFrameTime;
lastFrameTime = now;
// resize canvas to use full page, adjust camera/renderer
resize();
// Update orbital controls
controls.update();
// update the animation
skeletonMesh.update(delta);
skeletonMesh2.update(delta);
skeletonMesh3.update(delta);
// render the scene
renderer.render(scene, camera);
requestAnimationFrame(render);
}
function resize() {
let w = window.innerWidth;
let h = window.innerHeight;
if (canvas.width != w || canvas.height != h) {
canvas.width = w;
canvas.height = h;
}
camera.aspect = w / h;
camera.updateProjectionMatrix();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(w, h);
}
init();
</script>
</body>
</html>