Open tugalsan opened 4 years ago
interesting ... i have to take a look ...
yeap, looks like a bug https://github.com/mrdoob/three.js/issues/19419
the possible workaround is:
@InjectJavaScriptFor(elements = {OrbitControls.class, DRACOLoader.class, GLTFLoader.class, SkeletonUtils.class})
public class WebglAnimationScene extends Attachable {
Scene model2 = Js.uncheckedCast(SkeletonUtils.clone(model));
ps: i ll as cast on return on next version.
I am trying to find where SkeletonUtils is located. It make take a while... Are you positive that, SkeletonUtils.java/class is in either three4g-0.102.jar or three4g-extensions-0.102.jar in maven?
I know it is not compilable but, for newbies like me, wants to come to this point quickly,
can use the below code, with lazy model loaders functions:
yeap, it's extension, so you need to add this maven dependency, here is a demo setup https://github.com/treblereel/three4g/blob/master/demo/pom.xml
@treblereel I am sorry. I feel I am blind :)
Dependency view:
Import view:
checking pom versions...
My bad. It wasnot in three4g-extensions-0.102.jar. It was in three4g-extensions-0.105.jar I am trying to figure out why I cannot compile, the very same code, with new three4g-0.105.jar three4g-extensions-0.105.jar libraries....
Update: 1) Updating elemental2-dom to ver 1.1.0 fixed compilation issue. 2) Using SkeletonUtils is successful. threeJS (20200711).zip
@treblereel Thank you for directions...
@tugalsan you should use the same core, processor and extensions version
Hello @treblereel
I have learned that I have to clone things to add it again to be efficient. stackoverflow: I found one fast solution (not the most efficient)
I can clone Meshes:
I can clone standard GLTF files:
But, I cannot clone DracoLoaded GLTF files:
Could you look into it, when you have time?