webgl_loader_json_blender.html 5.7 KB

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  1. <!doctype html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - collada - blender</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #000000;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. #info {
  15. color: #fff;
  16. position: absolute;
  17. top: 10px;
  18. width: 100%;
  19. text-align: center;
  20. z-index: 100;
  21. display:block;
  22. }
  23. a { color: red }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="info">
  28. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> -
  29. monster by <a href="http://www.3drt.com/downloads.htm" target="_blank">3drt</a>
  30. </div>
  31. <script src="../build/Three.js"></script>
  32. <script src="../src/loaders/LoadingMonitor.js"></script>
  33. <script src="../src/loaders/GeometryLoader.js"></script>
  34. <script src="js/loaders/ColladaLoader.js"></script>
  35. <script src="js/Detector.js"></script>
  36. <script src="js/Stats.js"></script>
  37. <script>
  38. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  39. var container, stats;
  40. var camera, scene, renderer, objects;
  41. var particleLight, pointLight;
  42. var dae, skin;
  43. var clock = new THREE.Clock();
  44. var morphs = [];
  45. // Collada model
  46. var loader = new THREE.ColladaLoader();
  47. loader.options.convertUpAxis = true;
  48. loader.load( 'models/collada/monster/monster.dae', function colladaReady( collada ) {
  49. dae = collada.scene;
  50. skin = collada.skins[ 0 ];
  51. dae.scale.x = dae.scale.y = dae.scale.z = 0.002;
  52. dae.position.x = -1;
  53. dae.updateMatrix();
  54. init();
  55. animate();
  56. } );
  57. function init() {
  58. container = document.createElement( 'div' );
  59. document.body.appendChild( container );
  60. scene = new THREE.Scene();
  61. scene.fog = new THREE.FogExp2( 0x000000, 0.035 );
  62. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
  63. camera.position.set( 2, 4, 5 );
  64. scene.add( camera );
  65. // Add Blender exported Collada model
  66. var loader = new THREE.GeometryLoader();
  67. loader.addEventListener( 'load', function ( event ) {
  68. var geometry = event.content;
  69. // adjust color a bit
  70. var material = geometry.materials[ 0 ];
  71. material.morphTargets = true;
  72. material.color.setHex( 0xffaaaa );
  73. material.ambient.setHex( 0x222222 );
  74. var faceMaterial = new THREE.MeshFaceMaterial();
  75. for ( var i = 0; i < 729; i ++ ) {
  76. // random placement in a grid
  77. var x = ( ( i % 27 ) - 13.5 ) * 2 + THREE.Math.randFloatSpread( 1 );
  78. var z = ( Math.floor( i / 27 ) - 13.5 ) * 2 + THREE.Math.randFloatSpread( 1 );
  79. // leave space for big monster
  80. if ( Math.abs( x ) < 2 && Math.abs( z ) < 2 ) continue;
  81. morph = new THREE.MorphAnimMesh( geometry, faceMaterial );
  82. // one second duration
  83. morph.duration = 1000;
  84. // random animation offset
  85. morph.time = 1000 * Math.random();
  86. var s = THREE.Math.randFloat( 0.00075, 0.001 );
  87. morph.scale.set( s, s, s );
  88. morph.position.set( x, 0, z );
  89. morph.rotation.y = THREE.Math.randFloat( -0.25, 0.25 );
  90. morph.matrixAutoUpdate = false;
  91. morph.updateMatrix();
  92. scene.add( morph );
  93. morphs.push( morph );
  94. }
  95. } );
  96. loader.load( 'models/animated/monster/monster.js' );
  97. // Add the COLLADA
  98. scene.add( dae );
  99. // Lights
  100. scene.add( new THREE.AmbientLight( 0xcccccc ) );
  101. pointLight = new THREE.PointLight( 0xff4400, 5, 30 );
  102. pointLight.position.set( 5, 0, 0 );
  103. scene.add( pointLight );
  104. // Renderer
  105. renderer = new THREE.WebGLRenderer();
  106. renderer.setSize( window.innerWidth, window.innerHeight );
  107. container.appendChild( renderer.domElement );
  108. // Stats
  109. stats = new Stats();
  110. stats.domElement.style.position = 'absolute';
  111. stats.domElement.style.top = '0px';
  112. container.appendChild( stats.domElement );
  113. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
  114. stats.domElement.children[ 0 ].style.background = "transparent";
  115. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  116. // Events
  117. window.addEventListener( 'resize', onWindowResize, false );
  118. }
  119. //
  120. function onWindowResize( event ) {
  121. renderer.setSize( window.innerWidth, window.innerHeight );
  122. camera.aspect = window.innerWidth / window.innerHeight;
  123. camera.updateProjectionMatrix();
  124. }
  125. //
  126. var t = 0;
  127. function animate() {
  128. requestAnimationFrame( animate );
  129. // animate Collada model
  130. if ( t > 30 ) t = 0;
  131. if ( skin ) {
  132. // guess this can be done smarter...
  133. // (Indeed, there are way more frames than needed and interpolation is not used at all
  134. // could be something like - one morph per each skinning pose keyframe, or even less,
  135. // animation could be resampled, morphing interpolation handles sparse keyframes quite well.
  136. // Simple animation cycles like this look ok with 10-15 frames instead of 100 ;)
  137. for ( var i = 0; i < skin.morphTargetInfluences.length; i++ ) {
  138. skin.morphTargetInfluences[ i ] = 0;
  139. }
  140. skin.morphTargetInfluences[ Math.floor( t ) ] = 1;
  141. t += 0.5;
  142. }
  143. // animate morphs
  144. var delta = clock.getDelta();
  145. if ( morphs.length ) {
  146. for ( var i = 0; i < morphs.length; i ++ )
  147. morphs[ i ].updateAnimation( 1000 * delta );
  148. }
  149. render();
  150. stats.update();
  151. }
  152. function render() {
  153. var timer = Date.now() * 0.0005;
  154. camera.position.x = Math.cos( timer ) * 10;
  155. camera.position.y = 4;
  156. camera.position.z = Math.sin( timer ) * 10;
  157. camera.lookAt( scene.position );
  158. renderer.render( scene, camera );
  159. }
  160. </script>
  161. </body>
  162. </html>