load-gltf-rotate-cars-fixed.html 5.8 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Load .GLTF - Rotate Cars Fixed</title>
  8. <style>
  9. html, body {
  10. margin: 0;
  11. height: 100%;
  12. }
  13. #c {
  14. width: 100%;
  15. height: 100%;
  16. display: block;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <canvas id="c"></canvas>
  22. </body>
  23. <!-- Import maps polyfill -->
  24. <!-- Remove this when import maps will be widely supported -->
  25. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  26. <script type="importmap">
  27. {
  28. "imports": {
  29. "three": "../../build/three.module.js",
  30. "three/addons/": "../../examples/jsm/"
  31. }
  32. }
  33. </script>
  34. <script type="module">
  35. import * as THREE from 'three';
  36. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  37. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  38. function main() {
  39. const canvas = document.querySelector( '#c' );
  40. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  41. renderer.useLegacyLights = false;
  42. const fov = 45;
  43. const aspect = 2; // the canvas default
  44. const near = 0.1;
  45. const far = 100;
  46. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  47. camera.position.set( 0, 10, 20 );
  48. const controls = new OrbitControls( camera, canvas );
  49. controls.target.set( 0, 5, 0 );
  50. controls.update();
  51. const scene = new THREE.Scene();
  52. scene.background = new THREE.Color( 'black' );
  53. {
  54. const planeSize = 40;
  55. const loader = new THREE.TextureLoader();
  56. const texture = loader.load( 'resources/images/checker.png' );
  57. texture.wrapS = THREE.RepeatWrapping;
  58. texture.wrapT = THREE.RepeatWrapping;
  59. texture.magFilter = THREE.NearestFilter;
  60. texture.colorSpace = THREE.SRGBColorSpace;
  61. const repeats = planeSize / 2;
  62. texture.repeat.set( repeats, repeats );
  63. const planeGeo = new THREE.PlaneGeometry( planeSize, planeSize );
  64. const planeMat = new THREE.MeshPhongMaterial( {
  65. map: texture,
  66. side: THREE.DoubleSide,
  67. } );
  68. const mesh = new THREE.Mesh( planeGeo, planeMat );
  69. mesh.rotation.x = Math.PI * - .5;
  70. scene.add( mesh );
  71. }
  72. {
  73. const skyColor = 0xB1E1FF; // light blue
  74. const groundColor = 0xB97A20; // brownish orange
  75. const intensity = 2;
  76. const light = new THREE.HemisphereLight( skyColor, groundColor, intensity );
  77. scene.add( light );
  78. }
  79. {
  80. const color = 0xFFFFFF;
  81. const intensity = 2.5;
  82. const light = new THREE.DirectionalLight( color, intensity );
  83. light.position.set( 5, 10, 2 );
  84. scene.add( light );
  85. scene.add( light.target );
  86. }
  87. function frameArea( sizeToFitOnScreen, boxSize, boxCenter, camera ) {
  88. const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
  89. const halfFovY = THREE.MathUtils.degToRad( camera.fov * .5 );
  90. const distance = halfSizeToFitOnScreen / Math.tan( halfFovY );
  91. // compute a unit vector that points in the direction the camera is now
  92. // in the xz plane from the center of the box
  93. const direction = ( new THREE.Vector3() )
  94. .subVectors( camera.position, boxCenter )
  95. .multiply( new THREE.Vector3( 1, 0, 1 ) )
  96. .normalize();
  97. // move the camera to a position distance units way from the center
  98. // in whatever direction the camera was from the center already
  99. camera.position.copy( direction.multiplyScalar( distance ).add( boxCenter ) );
  100. // pick some near and far values for the frustum that
  101. // will contain the box.
  102. camera.near = boxSize / 100;
  103. camera.far = boxSize * 100;
  104. camera.updateProjectionMatrix();
  105. // point the camera to look at the center of the box
  106. camera.lookAt( boxCenter.x, boxCenter.y, boxCenter.z );
  107. }
  108. const cars = [];
  109. {
  110. const gltfLoader = new GLTFLoader();
  111. gltfLoader.load( 'resources/models/cartoon_lowpoly_small_city_free_pack/scene.gltf', ( gltf ) => {
  112. const root = gltf.scene;
  113. scene.add( root );
  114. const loadedCars = root.getObjectByName( 'Cars' );
  115. const fixes = [
  116. { prefix: 'Car_08', rot: [ Math.PI * .5, 0, Math.PI * .5 ], },
  117. { prefix: 'CAR_03', rot: [ 0, Math.PI, 0 ], },
  118. { prefix: 'Car_04', rot: [ 0, Math.PI, 0 ], },
  119. ];
  120. root.updateMatrixWorld();
  121. for ( const car of loadedCars.children.slice() ) {
  122. const fix = fixes.find( fix => car.name.startsWith( fix.prefix ) );
  123. const obj = new THREE.Object3D();
  124. car.getWorldPosition( obj.position );
  125. car.position.set( 0, 0, 0 );
  126. car.rotation.set( ...fix.rot );
  127. obj.add( car );
  128. scene.add( obj );
  129. cars.push( obj );
  130. }
  131. // compute the box that contains all the stuff
  132. // from root and below
  133. const box = new THREE.Box3().setFromObject( root );
  134. const boxSize = box.getSize( new THREE.Vector3() ).length();
  135. const boxCenter = box.getCenter( new THREE.Vector3() );
  136. // set the camera to frame the box
  137. frameArea( boxSize * 0.5, boxSize, boxCenter, camera );
  138. // update the Trackball controls to handle the new size
  139. controls.maxDistance = boxSize * 10;
  140. controls.target.copy( boxCenter );
  141. controls.update();
  142. } );
  143. }
  144. function resizeRendererToDisplaySize( renderer ) {
  145. const canvas = renderer.domElement;
  146. const width = canvas.clientWidth;
  147. const height = canvas.clientHeight;
  148. const needResize = canvas.width !== width || canvas.height !== height;
  149. if ( needResize ) {
  150. renderer.setSize( width, height, false );
  151. }
  152. return needResize;
  153. }
  154. function render( time ) {
  155. time *= 0.001; // convert to seconds
  156. if ( resizeRendererToDisplaySize( renderer ) ) {
  157. const canvas = renderer.domElement;
  158. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  159. camera.updateProjectionMatrix();
  160. }
  161. for ( const car of cars ) {
  162. car.rotation.y = time;
  163. }
  164. renderer.render( scene, camera );
  165. requestAnimationFrame( render );
  166. }
  167. requestAnimationFrame( render );
  168. }
  169. main();
  170. </script>
  171. </html>