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190 lines
4.7 KiB
HTML
190 lines
4.7 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 .OBJ - Auto Framing Camera</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 { OBJLoader } from 'three/addons/loaders/OBJLoader.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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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( 'black' );
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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.colorSpace = THREE.SRGBColorSpace;
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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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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.position.set( 5, 10, 2 );
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scene.add( light );
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scene.add( light.target );
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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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// from the center of the box
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const direction = ( new THREE.Vector3() ).subVectors( camera.position, boxCenter ).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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{
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const objLoader = new OBJLoader();
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objLoader.load( 'resources/models/windmill_2/windmill.obj', ( root ) => {
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scene.add( root );
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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 * 1.2, 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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function render() {
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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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renderer.render( scene, camera );
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requestAnimationFrame( render );
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}
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requestAnimationFrame( render );
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}
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main();
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</script>
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</html>
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