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* refactor(core): migrate shaders from core/shaderlib to shader package and clean up old files
48 lines
1.5 KiB
TypeScript
48 lines
1.5 KiB
TypeScript
/**
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* @title Animation BlendShape
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* @category Animation
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*/
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import {
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Animator,
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Camera,
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DirectLight,
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Logger,
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SkinnedMeshRenderer,
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Vector3,
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WebGLEngine,
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GLTFResource
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} from "@galacean/engine";
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import { initScreenshot, updateForE2E } from "./.mockForE2E";
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Logger.enable();
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WebGLEngine.create({ canvas: "canvas" }).then((engine) => {
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engine.canvas.resizeByClientSize(2);
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const scene = engine.sceneManager.activeScene;
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const rootEntity = scene.createRootEntity();
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// camera
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const cameraEntity = rootEntity.createChild("camera_node");
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cameraEntity.transform.position = new Vector3(0, 1, 5);
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const camera = cameraEntity.addComponent(Camera);
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cameraEntity.transform.lookAt(new Vector3(0, 1, 0));
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const lightNode = rootEntity.createChild("light_node");
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lightNode.addComponent(DirectLight).intensity = 1.0;
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lightNode.transform.lookAt(new Vector3(0, 0, 1));
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lightNode.transform.rotate(new Vector3(-45, -135, 0));
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engine.resourceManager
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.load<GLTFResource>("https://gw.alipayobjects.com/os/bmw-prod/746da3e3-fdc9-4155-8fee-0e2a97de4e72.glb")
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.then((asset) => {
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const { defaultSceneRoot } = asset;
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rootEntity.addChild(defaultSceneRoot);
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const animator = defaultSceneRoot.getComponent(Animator);
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const skinMeshRenderer = defaultSceneRoot.getComponentsIncludeChildren(SkinnedMeshRenderer, [])[0];
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skinMeshRenderer.blendShapeWeights[0] = 1.0;
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animator.play("TheWave");
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updateForE2E(engine);
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initScreenshot(engine, camera);
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});
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});
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