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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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| 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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