Three.js module capable of playing back Draco compressed mesh sequences + video texture. These can be exported directly from Depthkit.
- Clone this repo
- Note you will need to have git LFS installed to fetch the demo assets in the
static
folder
- Note you will need to have git LFS installed to fetch the demo assets in the
- Install dependencies:
npm install
npm install depthkit
- https://www.npmjs.com/package/depthkit
Run npm run dev
, which is an alias for npx vite --host
. For more advanced options, use npx vite --help
.
This should result in running a local webserver, which you can navigate to in the browser to view the example.
To build the module, run npm run build
, which is an alias for npx vite build
. If you need to specify other options, use npx vite build
directly. This will result in both UMD and ES modules in the dist
folder.
The mesh sequence player expects both a video and a sequence of draco compressed meshes, which you can export directly from Depthkit using the WebXR preset of the Texture Mesh Sequence export type.
Depthkit will export the assets in the following folder structure:
- Clip_Name.mp4
- Clip_Name/
|- mesh-f00001.drc
|- mesh-f00002.drc
- ...
import * as Depthkit from 'depthkit'
Lets imagine you have an asset hosted relative to your script in a folder called clips
, such that the video is at ./clips/Clip_Name.mp4
and the first mesh frame is at ./clips/Clip_Name/mesh-f00001.drc
.
There are a few different ways you can load the sequence:
const depthkit = new Depthkit.DracoMeshSequencePlayer({
clip: clipPath,
autoplay: true, // this automatically sets muted to true on the video
loop: true,
readyStateChangeCallback: () => {
if (!addedToScene && depthkit.readyState >= HTMLMediaElement.HAVE_CURRENT_DATA) {
depthkit.mesh.castShadow = true;
depthkit.material.wireframe = showWireframe;
scene.add(depthkit);
addedToScene = true;
}
}
});
const depthkit = new Depthkit.DracoMeshSequencePlayer();
// If you want the clip to auto-play, you can configure that prior to loading the clip
depthkit.video.autoplay = true;
depthkit.video.muted = true;
// To be notified when the clip is ready to be shown, provide a callback.
// the readyState property follows the HTMLMediaElement.readyState logic
// (see: https://developer.mozilla.org/en-US/docs/Web/API/HTMLMediaElement/readyState)
// depthkit.readyState is the lesser of depthkit.video.readyState and depthkit.meshReadyState
let addedToScene = false;
depthkit.readyStateChangeCallback = () => {
if (!addedToScene && depthkit.readyState >= HTMLMediaElement.HAVE_CURRENT_DATA) {
depthkit.mesh.castShadow = true;
depthkit.material.wireframe = showWireframe;
scene.add(depthkit);
addedToScene = true;
}
};
// Now we're ready to acutally load the clip!
depthkit.loadClip('./clips/Clip_Name');
The mesh sequence playback is tied to the video playback, so use the video element directly to control playback:
depthkit.video.play();
depthkit.video.pause();
the readyState
property should be automatically updated whenever a new mesh has been loaded, or new video data has been loaded (via the video element's loadeddata
event). However, in some cases the video element's loadeddata
event is not properly fired, so it is best to explicitly call the player's updateReadyState()
method directly in a polling fasion to ensure that the readyStateChangeCallback
is called appropriately. A good place to do this is within the requestAnimationFrame
callback.
See the example app for more details.