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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgl - teapot buffer geometry</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <style>
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+ body {
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+ color: #fff;
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+ font-family: Monospace;
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+ font-size: 13px;
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+ text-align: center;
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+ font-weight: bold;
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+
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+ background-color: #000;
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+ margin: 0px;
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+ overflow: hidden;
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+ }
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+
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+ #info {
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+ position: absolute;
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+ padding: 10px;
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+ width: 100%;
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+ text-align: center;
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+ color: #fff;
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+ }
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+
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+ a { color: blue; }
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+
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+ </style>
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+ </head>
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+ <body>
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - the Utah Teapot<br />
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+ from <a href="https://www.udacity.com/course/interactive-3d-graphics--cs291" target="_blank" rel="noopener">Udacity Interactive 3D Graphics</a>
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+ <button id="savecolladabutton">save collada</button>
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+ </div>
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+
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+ <script src="../build/three.js"></script>
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+
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+ <script src="js/controls/OrbitControls.js"></script>
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+
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+ <script src="js/WebGL.js"></script>
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+
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+ <script src='js/libs/dat.gui.min.js'></script>
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+
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+ <script src='js/geometries/TeapotBufferGeometry.js'></script>
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+
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+ <script src="js/exporters/ColladaExporter.js"></script>
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+
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+ <script>
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+
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+ ////////////////////////////////////////////////////////////////////////////////
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+ // Utah/Newell Teapot demo
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+ ////////////////////////////////////////////////////////////////////////////////
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+ /*global THREE, WEBGL, dat, window */
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+
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+ if ( WEBGL.isWebGLAvailable() === false ) {
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+
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+ document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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+
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+ }
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+
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+ var camera, scene, renderer;
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+ var cameraControls;
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+ var effectController;
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+ var teapotSize = 400;
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+ var ambientLight, light;
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+
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+ var tess = - 1; // force initialization
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+ var bBottom;
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+ var bLid;
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+ var bBody;
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+ var bFitLid;
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+ var bNonBlinn;
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+ var shading;
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+ var wireMaterial, flatMaterial, gouraudMaterial, phongMaterial, texturedMaterial, reflectiveMaterial;
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+
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+ var teapot, textureCube;
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+
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+ // allocate these just once
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+ var diffuseColor = new THREE.Color();
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+ var specularColor = new THREE.Color();
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+
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+ init();
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+ render();
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+
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+ function init() {
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+
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+ var container = document.createElement( 'div' );
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+ document.body.appendChild( container );
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+
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+ var canvasWidth = window.innerWidth;
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+ var canvasHeight = window.innerHeight;
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+
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+ // CAMERA
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+ camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 80000 );
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+ camera.position.set( - 600, 550, 1300 );
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+
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+ // LIGHTS
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+ ambientLight = new THREE.AmbientLight( 0x333333 ); // 0.2
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+
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+ light = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
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+ // direction is set in GUI
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+
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+ // RENDERER
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( canvasWidth, canvasHeight );
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+ renderer.gammaInput = true;
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+ renderer.gammaOutput = true;
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+ container.appendChild( renderer.domElement );
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+
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+ // EVENTS
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ // CONTROLS
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+ cameraControls = new THREE.OrbitControls( camera, renderer.domElement );
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+ cameraControls.addEventListener( 'change', render );
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+
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+ // TEXTURE MAP
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+ var textureMap = new THREE.TextureLoader().load( 'textures/UV_Grid_Sm.jpg' );
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+ textureMap.wrapS = textureMap.wrapT = THREE.RepeatWrapping;
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+ textureMap.anisotropy = 16;
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+
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+ // REFLECTION MAP
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+ var path = "textures/cube/skybox/";
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+ var urls = [
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+ path + "px.jpg", path + "nx.jpg",
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+ path + "py.jpg", path + "ny.jpg",
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+ path + "pz.jpg", path + "nz.jpg"
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+ ];
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+
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+ textureCube = new THREE.CubeTextureLoader().load( urls );
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+
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+ // MATERIALS
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+ var materialColor = new THREE.Color();
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+ materialColor.setRGB( 1.0, 1.0, 1.0 );
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+
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+ wireMaterial = new THREE.MeshBasicMaterial( { color: 0xFFFFFF, wireframe: true } );
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+
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+ flatMaterial = new THREE.MeshPhongMaterial( { color: materialColor, specular: 0x000000, flatShading: true, side: THREE.DoubleSide } );
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+
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+ gouraudMaterial = new THREE.MeshLambertMaterial( { color: materialColor, side: THREE.DoubleSide } );
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+
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+ phongMaterial = new THREE.MeshPhongMaterial( { color: materialColor, side: THREE.DoubleSide } );
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+
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+ texturedMaterial = new THREE.MeshPhongMaterial( { color: materialColor, map: textureMap, side: THREE.DoubleSide } );
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+
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+ reflectiveMaterial = new THREE.MeshPhongMaterial( { color: materialColor, envMap: textureCube, side: THREE.DoubleSide } );
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+
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+ // scene itself
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+ scene = new THREE.Scene();
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+ scene.background = new THREE.Color( 0xAAAAAA );
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+
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+ scene.add( ambientLight );
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+ scene.add( light );
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+
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+ // GUI
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+ setupGui();
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+
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+ }
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+
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+ // EVENT HANDLERS
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+
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+ function onWindowResize() {
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+
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+ var canvasWidth = window.innerWidth;
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+ var canvasHeight = window.innerHeight;
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+
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+ renderer.setSize( canvasWidth, canvasHeight );
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+
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+ camera.aspect = canvasWidth / canvasHeight;
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+ camera.updateProjectionMatrix();
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+
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+ render();
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+
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+ }
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+
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+ function setupGui() {
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+
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+ effectController = {
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+
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+ shininess: 40.0,
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+ ka: 0.17,
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+ kd: 0.51,
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+ ks: 0.2,
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+ metallic: true,
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+
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+ hue: 0.121,
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+ saturation: 0.73,
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+ lightness: 0.66,
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+
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+ lhue: 0.04,
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+ lsaturation: 0.01, // non-zero so that fractions will be shown
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+ llightness: 1.0,
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+
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+ // bizarrely, if you initialize these with negative numbers, the sliders
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+ // will not show any decimal places.
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+ lx: 0.32,
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+ ly: 0.39,
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+ lz: 0.7,
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+ newTess: 15,
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+ bottom: true,
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+ lid: true,
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+ body: true,
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+ fitLid: false,
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+ nonblinn: false,
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+ newShading: "glossy"
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+ };
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+
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+ var h;
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+
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+ var gui = new dat.GUI();
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+
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+ // material (attributes)
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+
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+ h = gui.addFolder( "Material control" );
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+
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+ h.add( effectController, "shininess", 1.0, 400.0, 1.0 ).name( "shininess" ).onChange( render );
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+ h.add( effectController, "kd", 0.0, 1.0, 0.025 ).name( "diffuse strength" ).onChange( render );
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+ h.add( effectController, "ks", 0.0, 1.0, 0.025 ).name( "specular strength" ).onChange( render );
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+ h.add( effectController, "metallic" ).onChange( render );
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+
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+ // material (color)
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+
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+ h = gui.addFolder( "Material color" );
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+
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+ h.add( effectController, "hue", 0.0, 1.0, 0.025 ).name( "hue" ).onChange( render );
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+ h.add( effectController, "saturation", 0.0, 1.0, 0.025 ).name( "saturation" ).onChange( render );
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+ h.add( effectController, "lightness", 0.0, 1.0, 0.025 ).name( "lightness" ).onChange( render );
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+
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+ // light (point)
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+
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+ h = gui.addFolder( "Lighting" );
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+
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+ h.add( effectController, "lhue", 0.0, 1.0, 0.025 ).name( "hue" ).onChange( render );
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+ h.add( effectController, "lsaturation", 0.0, 1.0, 0.025 ).name( "saturation" ).onChange( render );
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+ h.add( effectController, "llightness", 0.0, 1.0, 0.025 ).name( "lightness" ).onChange( render );
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+ h.add( effectController, "ka", 0.0, 1.0, 0.025 ).name( "ambient" ).onChange( render );
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+
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+ // light (directional)
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+
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+ h = gui.addFolder( "Light direction" );
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+
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+ h.add( effectController, "lx", - 1.0, 1.0, 0.025 ).name( "x" ).onChange( render );
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+ h.add( effectController, "ly", - 1.0, 1.0, 0.025 ).name( "y" ).onChange( render );
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+ h.add( effectController, "lz", - 1.0, 1.0, 0.025 ).name( "z" ).onChange( render );
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+
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+ h = gui.addFolder( "Tessellation control" );
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+ h.add( effectController, "newTess", [ 2, 3, 4, 5, 6, 8, 10, 15, 20, 30, 40, 50 ] ).name( "Tessellation Level" ).onChange( render );
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+ h.add( effectController, "lid" ).name( "display lid" ).onChange( render );
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+ h.add( effectController, "body" ).name( "display body" ).onChange( render );
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+ h.add( effectController, "bottom" ).name( "display bottom" ).onChange( render );
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+ h.add( effectController, "fitLid" ).name( "snug lid" ).onChange( render );
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+ h.add( effectController, "nonblinn" ).name( "original scale" ).onChange( render );
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+
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+ // shading
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+
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+ gui.add( effectController, "newShading", [ "wireframe", "flat", "smooth", "glossy", "textured", "reflective" ] ).name( "Shading" ).onChange( render );
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+
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+ }
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+
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+
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+ //
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+
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+ function render() {
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+
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+ if ( effectController.newTess !== tess ||
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+ effectController.bottom !== bBottom ||
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+ effectController.lid !== bLid ||
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+ effectController.body !== bBody ||
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+ effectController.fitLid !== bFitLid ||
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+ effectController.nonblinn !== bNonBlinn ||
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+ effectController.newShading !== shading ) {
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+
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+ tess = effectController.newTess;
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+ bBottom = effectController.bottom;
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+ bLid = effectController.lid;
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+ bBody = effectController.body;
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+ bFitLid = effectController.fitLid;
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+ bNonBlinn = effectController.nonblinn;
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+ shading = effectController.newShading;
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+
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+ createNewTeapot();
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+
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+ }
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+
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+ // We're a bit lazy here. We could check to see if any material attributes changed and update
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+ // only if they have. But, these calls are cheap enough and this is just a demo.
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+ phongMaterial.shininess = effectController.shininess;
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+ texturedMaterial.shininess = effectController.shininess;
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+
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+ diffuseColor.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
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+ if ( effectController.metallic ) {
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+
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+ // make colors match to give a more metallic look
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+ specularColor.copy( diffuseColor );
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+
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+ } else {
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+
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+ // more of a plastic look
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+ specularColor.setRGB( 1, 1, 1 );
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+
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+ }
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+
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+ diffuseColor.multiplyScalar( effectController.kd );
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+ flatMaterial.color.copy( diffuseColor );
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+ gouraudMaterial.color.copy( diffuseColor );
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+ phongMaterial.color.copy( diffuseColor );
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+ texturedMaterial.color.copy( diffuseColor );
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+
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+ specularColor.multiplyScalar( effectController.ks );
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+ phongMaterial.specular.copy( specularColor );
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+ texturedMaterial.specular.copy( specularColor );
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+
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+ // Ambient's actually controlled by the light for this demo
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+ ambientLight.color.setHSL( effectController.hue, effectController.saturation, effectController.lightness * effectController.ka );
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+
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+ light.position.set( effectController.lx, effectController.ly, effectController.lz );
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+ light.color.setHSL( effectController.lhue, effectController.lsaturation, effectController.llightness );
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+
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+ // skybox is rendered separately, so that it is always behind the teapot.
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+ if ( shading === "reflective" ) {
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+
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+ scene.background = textureCube;
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+
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+ } else {
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+
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+ scene.background = null;
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+
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+ }
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ // Whenever the teapot changes, the scene is rebuilt from scratch (not much to it).
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+ function createNewTeapot() {
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+
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+ if ( teapot !== undefined ) {
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+
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+ teapot.geometry.dispose();
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+ scene.remove( teapot );
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+
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+ }
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+
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+ var teapotGeometry = new THREE.TeapotBufferGeometry( teapotSize,
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+ tess,
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+ effectController.bottom,
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+ effectController.lid,
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|
|
|
+ effectController.body,
|
|
|
|
+ effectController.fitLid,
|
|
|
|
+ ! effectController.nonblinn );
|
|
|
|
+
|
|
|
|
+ teapot = new THREE.Mesh(
|
|
|
|
+ teapotGeometry,
|
|
|
|
+ shading === "wireframe" ? wireMaterial : (
|
|
|
|
+ shading === "flat" ? flatMaterial : (
|
|
|
|
+ shading === "smooth" ? gouraudMaterial : (
|
|
|
|
+ shading === "glossy" ? phongMaterial : (
|
|
|
|
+ shading === "textured" ? texturedMaterial : reflectiveMaterial ) ) ) ) ); // if no match, pick Phong
|
|
|
|
+
|
|
|
|
+ scene.add( teapot );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ var exporter = new THREE.ColladaExporter();
|
|
|
|
+ function exportASCII() {
|
|
|
|
+
|
|
|
|
+ var result = exporter.parse( teapot );
|
|
|
|
+ var material_type = "Phong";
|
|
|
|
+ if ( shading === "wireframe" ) {
|
|
|
|
+ material_type = "Constant"
|
|
|
|
+ }
|
|
|
|
+ if ( shading === "smooth" ) {
|
|
|
|
+ material_type = "Lambert"
|
|
|
|
+ }
|
|
|
|
+ console.log(result.textures)
|
|
|
|
+ saveString( result.data, 'teapot_' + material_type + '.dae' );
|
|
|
|
+ result.textures.forEach( tex => {
|
|
|
|
+ saveArrayBuffer( tex.data, `${ tex.name }.${ tex.ext }` );
|
|
|
|
+ });
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ var link = document.createElement( 'a' );
|
|
|
|
+ link.style.display = 'none';
|
|
|
|
+ document.body.appendChild( link );
|
|
|
|
+
|
|
|
|
+ var savecolladabutton = document.getElementById("savecolladabutton");
|
|
|
|
+ savecolladabutton.addEventListener('click', function(){
|
|
|
|
+ exportASCII();
|
|
|
|
+ });
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ function save( blob, filename ) {
|
|
|
|
+
|
|
|
|
+ link.href = URL.createObjectURL( blob );
|
|
|
|
+ link.download = filename;
|
|
|
|
+ link.click();
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function saveString( text, filename ) {
|
|
|
|
+
|
|
|
|
+ save( new Blob( [ text ], { type: 'text/plain' } ), filename );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function exportBinary() {
|
|
|
|
+
|
|
|
|
+ var result = exporter.parse( mesh, { binary: true } );
|
|
|
|
+ saveArrayBuffer( result, 'box.stl' );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function saveArrayBuffer( buffer, filename ) {
|
|
|
|
+
|
|
|
|
+ save( new Blob( [ buffer ], { type: 'application/octet-stream' } ), filename );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ </script>
|
|
|
|
+
|
|
|
|
+ </body>
|
|
|
|
+</html>
|