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A quick hack to clone a Three.js GLTF scene without re-loading or re-parsing the source.
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// Originally from | |
// https://gist.github.com/cdata/f2d7a6ccdec071839bc1954c32595e87 | |
const cloneGltf = (gltf) => { | |
const clone = { | |
animations: gltf.animations, | |
scene: gltf.scene.clone(true) | |
}; | |
const skinnedMeshes = {}; | |
gltf.scene.traverse(node => { | |
if (node.isSkinnedMesh) { | |
skinnedMeshes[node.name] = node; | |
} | |
}); | |
const cloneBones = {}; | |
const cloneSkinnedMeshes = {}; | |
clone.scene.traverse(node => { | |
if (node.isBone) { | |
cloneBones[node.name] = node; | |
} | |
if (node.isSkinnedMesh) { | |
cloneSkinnedMeshes[node.name] = node; | |
} | |
}); | |
for (let name in skinnedMeshes) { | |
const skinnedMesh = skinnedMeshes[name]; | |
const skeleton = skinnedMesh.skeleton; | |
const cloneSkinnedMesh = cloneSkinnedMeshes[name]; | |
const orderedCloneBones = []; | |
for (let i = 0; i < skeleton.bones.length; ++i) { | |
const cloneBone = cloneBones[skeleton.bones[i].name]; | |
orderedCloneBones.push(cloneBone); | |
} | |
cloneSkinnedMesh.bind( | |
new Skeleton(orderedCloneBones, skeleton.boneInverses), | |
cloneSkinnedMesh.matrixWorld); | |
} | |
return clone; | |
} |
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