Files
spark/examples/hello-world/carousel.html
T
2025-05-31 00:55:57 -07:00

115 lines
3.0 KiB
HTML

<!DOCTYPE html>
<head>
<meta charset="utf-8">
<title>Forge • Carousel</title>
<style>
body {
margin: 0;
}
</style>
</head>
<body>
<script type="importmap">
{
"imports": {
"three": "/examples/js/vendor/three/build/three.module.js",
"three/addons/": "/examples/js/vendor/three/examples/jsm/",
"@forge-gfx/forge": "/dist/forge.module.js"
}
}
</script>
<script type="module">
import * as THREE from "three";
import { SplatMesh } from "@forge-gfx/forge";
import { getAssetFileURL } from "/examples/js/get-asset-url.js";
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x000000, 1);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Setup mouse controls to orbit the camera around
const controls = new OrbitControls(camera, renderer.domElement);
controls.target.set(0, 0, -3);
controls.minDistance = 2;
controls.maxDistance = 3;
controls.enablePan = false;
controls.enabled = true;
controls.update();
const ASSETS = [
{ file: "butterfly.spz", scale: 1.2 },
{ file: "furry-logo-pedestal.spz", scale: 0.45 },
{ file: "forge.spz", scale: 1 },
];
const assets = [];
for (let asset of ASSETS) {
const splatURL = await getAssetFileURL(asset.file);
const splat = new SplatMesh({ url: splatURL });
splat.quaternion.set(1, 0, 0, 0);
splat.position.set(0, 0, -3);
splat.scale.setScalar(asset.scale);
assets.push(splat);
}
let current = 0;
scene.add(assets[current]);
const FADE_TIME = 1000; //ms
let fadeOut = null;
let fadeIn = null;
let prevTime;
renderer.setAnimationLoop(function animate(time) {
const dt = time - (prevTime ?? time);
prevTime = time;
renderer.render(scene, camera);
assets[current].rotation.y = time / 1500;
controls.update();
// fade out
if (fadeOut !== null) {
fadeOut += dt;
if (fadeOut < FADE_TIME) {
assets[current].opacity = 1 - easeInOutSine(fadeOut / FADE_TIME);
} else {
fadeOut = null;
fadeIn = 0;
scene.remove(assets[current]);
current = (current + 1) % assets.length;
scene.add(assets[current]);
}
}
// fade in
if (fadeIn !== null) {
fadeIn += dt;
if (fadeIn < FADE_TIME) {
assets[current].opacity = easeInOutSine(fadeIn / FADE_TIME);
} else {
fadeIn = null;
}
}
});
// start fadeout every x seconds
setInterval(() => { fadeOut = 0 }, 5000);
function easeInOutSine(x) {
return -(Math.cos(Math.PI * x) - 1) / 2;
}
</script>
</body>
</html>