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index.html
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<!-- This is an example of Rive as a texture in ThreeJS -->
<!-- It's based in this ThreeJS official example: https://threejs.org/examples/#webgl_materials_texture_canvas
You can find the docs about it here: https://threejs.org/manual/#en/canvas-textures -->
<!DOCTYPE html>
<html lang="en">
<head>
<title>Rive + Three.js</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="src/main.css">
<style>
#canvas_rive {
position: absolute;
background-color: #171717;
top: 0px;
right: 0px;
width: 200px;
height: 200px;
z-index: 3000;
touch-action: none;
}
</style>
</head>
<body>
<script src="https://unpkg.com/@rive-app/canvas@2.19.8"></script>
<div id="info">
Rive + ThreeJS Example (Click in the right corner canvas to change the animation).
</div>
<canvas id="canvas_rive" width="800" height="800"></canvas>
<script>
const r = new rive.Rive({
src: "src/helloworld.riv",
canvas: document.getElementById("canvas_rive"),
autoplay: true,
stateMachines: "State Machine 1",
// onLoad: () => {
// r.resizeDrawingSurfaceToCanvas();
// },
});
</script>
<script type="importmap">
{
"imports": {
"three": "./build/three.module.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
let camera, scene, renderer, mesh, material;
const drawStartPos = new THREE.Vector2();
init();
setupCanvasDrawing();
function init() {
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 2000);
camera.position.z = 500;
scene = new THREE.Scene();
scene.background = new THREE.Color().setHSL(0, 0, .0);
material = new THREE.MeshBasicMaterial();
mesh = new THREE.Mesh(new THREE.BoxGeometry(200, 200, 200), material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize);
}
// Sets up the drawing canvas and adds it as the material map
function setupCanvasDrawing() {
// get canvas and context
const drawingCanvas = document.getElementById('canvas_rive');
const texture = new THREE.CanvasTexture(drawingCanvas);
texture.colorSpace = THREE.SRGBColorSpace;
material.map = texture;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
material.map.needsUpdate = true;
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
}
</script>
</body>
</html>