166 lines
4.7 KiB
JavaScript
166 lines
4.7 KiB
JavaScript
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function main() {
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const canvas = document.getElementById('c');
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const renderer = new THREE.WebGLRenderer({
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canvas: canvas,
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antialias: true,
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});
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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(1500, 700, 500);
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const controls = new THREE.OrbitControls(camera, canvas);
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controls.target.set(0, 5, 0);
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controls.enablePan = false;
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controls.enableDamping = false;
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controls.minPolarAngle = 0;
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controls.maxPolarAngle = Math.PI * 0.5;
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controls.autoRotate = true;
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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 = 4000;
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const loader = new THREE.TextureLoader();
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const texture = loader.load('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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const repeats = planeSize / 200;
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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.MeshBasicMaterial({
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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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const light = new THREE.AmbientLight( 0xFFFFFF ); // soft white light
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scene.add( light );
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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 = 1;
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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 = 1;
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// const light = new THREE.DirectionalLight(color, intensity);
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// light.position.set(5, 500, 2);
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// scene.add(light);
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// const light2 = new THREE.DirectionalLight(color, intensity);
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// light2.position.set(500, 100, 500);
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// scene.add(light2);
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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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// 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.position.setY(700);
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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 loader = new THREE.FBXLoader();
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loader.load('2021-3-2.fbx', (root) => {
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root.updateMatrixWorld();
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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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root.position.y -= box.min.y;
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root.position.x -= boxCenter.x;
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root.position.z -= boxCenter.z;
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root.traverse(e => {
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console.log(e.name);
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});
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// set the camera to frame the box
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frameArea(boxSize * 1.0, 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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controls.update();
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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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window.onload = main;
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// document.addEventListener('load',main);
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