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474 lines
12 KiB
HTML
474 lines
12 KiB
HTML
2 months ago
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<!-- Licensed under a BSD license. See license.html for license -->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<title>Three.js - Load .GLTF - Shadows</title>
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<style>
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html, body {
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margin: 0;
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height: 100%;
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}
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#c {
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width: 100%;
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height: 100%;
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display: block;
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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</body>
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<script type="importmap">
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{
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"imports": {
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"three": "../../build/three.module.js",
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"three/addons/": "../../examples/jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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function main() {
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const canvas = document.querySelector( '#c' );
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const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
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renderer.shadowMap.enabled = true;
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const fov = 45;
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const aspect = 2; // the canvas default
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const near = 0.1;
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const far = 100;
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const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
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camera.position.set( 0, 10, 20 );
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const controls = new OrbitControls( camera, canvas );
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controls.target.set( 0, 5, 0 );
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controls.update();
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const scene = new THREE.Scene();
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scene.background = new THREE.Color( '#DEFEFF' );
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{
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const planeSize = 40;
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const loader = new THREE.TextureLoader();
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const texture = loader.load( 'resources/images/checker.png' );
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texture.wrapS = THREE.RepeatWrapping;
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texture.wrapT = THREE.RepeatWrapping;
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texture.magFilter = THREE.NearestFilter;
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texture.colorSpace = THREE.SRGBColorSpace;
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const repeats = planeSize / 2;
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texture.repeat.set( repeats, repeats );
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const planeGeo = new THREE.PlaneGeometry( planeSize, planeSize );
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const planeMat = new THREE.MeshPhongMaterial( {
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map: texture,
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side: THREE.DoubleSide,
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} );
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const mesh = new THREE.Mesh( planeGeo, planeMat );
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mesh.rotation.x = Math.PI * - .5;
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scene.add( mesh );
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}
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{
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const skyColor = 0xB1E1FF; // light blue
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const groundColor = 0xB97A20; // brownish orange
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const intensity = 2;
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const light = new THREE.HemisphereLight( skyColor, groundColor, intensity );
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scene.add( light );
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}
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{
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const color = 0xFFFFFF;
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const intensity = 2.5;
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const light = new THREE.DirectionalLight( color, intensity );
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light.castShadow = true;
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light.position.set( - 250, 800, - 850 );
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light.target.position.set( - 550, 40, - 450 );
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light.shadow.bias = - 0.004;
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light.shadow.mapSize.width = 2048;
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light.shadow.mapSize.height = 2048;
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scene.add( light );
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scene.add( light.target );
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const cam = light.shadow.camera;
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cam.near = 1;
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cam.far = 2000;
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cam.left = - 1500;
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cam.right = 1500;
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cam.top = 1500;
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cam.bottom = - 1500;
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const cameraHelper = new THREE.CameraHelper( cam );
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scene.add( cameraHelper );
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cameraHelper.visible = false;
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const helper = new THREE.DirectionalLightHelper( light, 100 );
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scene.add( helper );
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helper.visible = false;
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function makeXYZGUI( gui, vector3, name, onChangeFn ) {
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const folder = gui.addFolder( name );
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folder.add( vector3, 'x', vector3.x - 500, vector3.x + 500 ).onChange( onChangeFn );
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folder.add( vector3, 'y', vector3.y - 500, vector3.y + 500 ).onChange( onChangeFn );
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folder.add( vector3, 'z', vector3.z - 500, vector3.z + 500 ).onChange( onChangeFn );
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folder.open();
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}
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function updateCamera() {
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// update the light target's matrixWorld because it's needed by the helper
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light.updateMatrixWorld();
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light.target.updateMatrixWorld();
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helper.update();
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// update the light's shadow camera's projection matrix
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light.shadow.camera.updateProjectionMatrix();
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// and now update the camera helper we're using to show the light's shadow camera
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cameraHelper.update();
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}
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updateCamera();
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class DimensionGUIHelper {
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constructor( obj, minProp, maxProp ) {
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this.obj = obj;
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this.minProp = minProp;
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this.maxProp = maxProp;
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}
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get value() {
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return this.obj[ this.maxProp ] * 2;
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}
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set value( v ) {
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this.obj[ this.maxProp ] = v / 2;
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this.obj[ this.minProp ] = v / - 2;
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}
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}
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class MinMaxGUIHelper {
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constructor( obj, minProp, maxProp, minDif ) {
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this.obj = obj;
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this.minProp = minProp;
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this.maxProp = maxProp;
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this.minDif = minDif;
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}
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get min() {
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return this.obj[ this.minProp ];
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}
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set min( v ) {
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this.obj[ this.minProp ] = v;
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this.obj[ this.maxProp ] = Math.max( this.obj[ this.maxProp ], v + this.minDif );
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}
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get max() {
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return this.obj[ this.maxProp ];
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}
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set max( v ) {
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this.obj[ this.maxProp ] = v;
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this.min = this.min; // this will call the min setter
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}
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}
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class VisibleGUIHelper {
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constructor( ...objects ) {
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this.objects = [ ...objects ];
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}
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get value() {
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return this.objects[ 0 ].visible;
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}
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set value( v ) {
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this.objects.forEach( ( obj ) => {
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obj.visible = v;
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} );
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}
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}
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const gui = new GUI();
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gui.close();
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gui.add( new VisibleGUIHelper( helper, cameraHelper ), 'value' ).name( 'show helpers' );
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gui.add( light.shadow, 'bias', - 0.1, 0.1, 0.001 );
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{
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const folder = gui.addFolder( 'Shadow Camera' );
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folder.open();
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folder.add( new DimensionGUIHelper( light.shadow.camera, 'left', 'right' ), 'value', 1, 4000 )
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.name( 'width' )
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.onChange( updateCamera );
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folder.add( new DimensionGUIHelper( light.shadow.camera, 'bottom', 'top' ), 'value', 1, 4000 )
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.name( 'height' )
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.onChange( updateCamera );
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const minMaxGUIHelper = new MinMaxGUIHelper( light.shadow.camera, 'near', 'far', 0.1 );
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folder.add( minMaxGUIHelper, 'min', 1, 1000, 1 ).name( 'near' ).onChange( updateCamera );
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folder.add( minMaxGUIHelper, 'max', 1, 4000, 1 ).name( 'far' ).onChange( updateCamera );
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folder.add( light.shadow.camera, 'zoom', 0.01, 1.5, 0.01 ).onChange( updateCamera );
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}
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makeXYZGUI( gui, light.position, 'position', updateCamera );
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makeXYZGUI( gui, light.target.position, 'target', updateCamera );
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}
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function frameArea( sizeToFitOnScreen, boxSize, boxCenter, camera ) {
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const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
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const halfFovY = THREE.MathUtils.degToRad( camera.fov * .5 );
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const distance = halfSizeToFitOnScreen / Math.tan( halfFovY );
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// compute a unit vector that points in the direction the camera is now
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// in the xz plane from the center of the box
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const direction = ( new THREE.Vector3() )
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.subVectors( camera.position, boxCenter )
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.multiply( new THREE.Vector3( 1, 0, 1 ) )
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.normalize();
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// move the camera to a position distance units way from the center
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// in whatever direction the camera was from the center already
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camera.position.copy( direction.multiplyScalar( distance ).add( boxCenter ) );
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// pick some near and far values for the frustum that
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// will contain the box.
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camera.near = boxSize / 100;
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camera.far = boxSize * 100;
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camera.updateProjectionMatrix();
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// point the camera to look at the center of the box
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camera.lookAt( boxCenter.x, boxCenter.y, boxCenter.z );
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}
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let curve;
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let curveObject;
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{
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const controlPoints = [
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[ 1.118281, 5.115846, - 3.681386 ],
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[ 3.948875, 5.115846, - 3.641834 ],
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[ 3.960072, 5.115846, - 0.240352 ],
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[ 3.985447, 5.115846, 4.585005 ],
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[ - 3.793631, 5.115846, 4.585006 ],
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[ - 3.826839, 5.115846, - 14.736200 ],
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[ - 14.542292, 5.115846, - 14.765865 ],
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[ - 14.520929, 5.115846, - 3.627002 ],
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[ - 5.452815, 5.115846, - 3.634418 ],
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[ - 5.467251, 5.115846, 4.549161 ],
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[ - 13.266233, 5.115846, 4.567083 ],
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[ - 13.250067, 5.115846, - 13.499271 ],
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[ 4.081842, 5.115846, - 13.435463 ],
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[ 4.125436, 5.115846, - 5.334928 ],
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[ - 14.521364, 5.115846, - 5.239871 ],
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[ - 14.510466, 5.115846, 5.486727 ],
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[ 5.745666, 5.115846, 5.510492 ],
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[ 5.787942, 5.115846, - 14.728308 ],
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[ - 5.423720, 5.115846, - 14.761919 ],
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[ - 5.373599, 5.115846, - 3.704133 ],
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[ 1.004861, 5.115846, - 3.641834 ],
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];
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const p0 = new THREE.Vector3();
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const p1 = new THREE.Vector3();
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curve = new THREE.CatmullRomCurve3(
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controlPoints.map( ( p, ndx ) => {
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p0.set( ...p );
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p1.set( ...controlPoints[ ( ndx + 1 ) % controlPoints.length ] );
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return [
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( new THREE.Vector3() ).copy( p0 ),
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( new THREE.Vector3() ).lerpVectors( p0, p1, 0.1 ),
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( new THREE.Vector3() ).lerpVectors( p0, p1, 0.9 ),
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];
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} ).flat(),
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true,
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);
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{
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const points = curve.getPoints( 250 );
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const geometry = new THREE.BufferGeometry().setFromPoints( points );
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const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
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curveObject = new THREE.Line( geometry, material );
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curveObject.scale.set( 100, 100, 100 );
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curveObject.position.y = - 621;
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curveObject.visible = false;
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scene.add( curveObject );
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}
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}
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const cars = [];
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{
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const gltfLoader = new GLTFLoader();
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gltfLoader.load( 'resources/models/cartoon_lowpoly_small_city_free_pack/scene.gltf', ( gltf ) => {
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const root = gltf.scene;
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scene.add( root );
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root.traverse( ( obj ) => {
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if ( obj.castShadow !== undefined ) {
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obj.castShadow = true;
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obj.receiveShadow = true;
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}
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} );
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const loadedCars = root.getObjectByName( 'Cars' );
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const fixes = [
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{ prefix: 'Car_08', y: 0, rot: [ Math.PI * .5, 0, Math.PI * .5 ], },
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{ prefix: 'CAR_03', y: 33, rot: [ 0, Math.PI, 0 ], },
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{ prefix: 'Car_04', y: 40, rot: [ 0, Math.PI, 0 ], },
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];
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root.updateMatrixWorld();
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for ( const car of loadedCars.children.slice() ) {
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const fix = fixes.find( fix => car.name.startsWith( fix.prefix ) );
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const obj = new THREE.Object3D();
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car.position.set( 0, fix.y, 0 );
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car.rotation.set( ...fix.rot );
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obj.add( car );
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scene.add( obj );
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cars.push( obj );
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}
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// compute the box that contains all the stuff
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// from root and below
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const box = new THREE.Box3().setFromObject( root );
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const boxSize = box.getSize( new THREE.Vector3() ).length();
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const boxCenter = box.getCenter( new THREE.Vector3() );
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// set the camera to frame the box
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frameArea( boxSize * 0.5, boxSize, boxCenter, camera );
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// update the Trackball controls to handle the new size
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controls.maxDistance = boxSize * 10;
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controls.target.copy( boxCenter );
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controls.update();
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} );
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}
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function resizeRendererToDisplaySize( renderer ) {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth;
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const height = canvas.clientHeight;
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const needResize = canvas.width !== width || canvas.height !== height;
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if ( needResize ) {
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renderer.setSize( width, height, false );
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}
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return needResize;
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}
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// create 2 Vector3s we can use for path calculations
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const carPosition = new THREE.Vector3();
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const carTarget = new THREE.Vector3();
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function render( time ) {
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time *= 0.001; // convert to seconds
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if ( resizeRendererToDisplaySize( renderer ) ) {
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const canvas = renderer.domElement;
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camera.aspect = canvas.clientWidth / canvas.clientHeight;
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camera.updateProjectionMatrix();
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}
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{
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const pathTime = time * .01;
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const targetOffset = 0.01;
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cars.forEach( ( car, ndx ) => {
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// a number between 0 and 1 to evenly space the cars
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const u = pathTime + ndx / cars.length;
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// get the first point
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curve.getPointAt( u % 1, carPosition );
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carPosition.applyMatrix4( curveObject.matrixWorld );
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// get a second point slightly further down the curve
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curve.getPointAt( ( u + targetOffset ) % 1, carTarget );
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carTarget.applyMatrix4( curveObject.matrixWorld );
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// put the car at the first point (temporarily)
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car.position.copy( carPosition );
|
||
|
// point the car the second point
|
||
|
car.lookAt( carTarget );
|
||
|
|
||
|
// put the car between the 2 points
|
||
|
car.position.lerpVectors( carPosition, carTarget, 0.5 );
|
||
|
|
||
|
} );
|
||
|
|
||
|
}
|
||
|
|
||
|
renderer.render( scene, camera );
|
||
|
|
||
|
requestAnimationFrame( render );
|
||
|
|
||
|
}
|
||
|
|
||
|
requestAnimationFrame( render );
|
||
|
|
||
|
}
|
||
|
|
||
|
main();
|
||
|
</script>
|
||
|
</html>
|