misc_exporter_gltf.html 17 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - exporter - gltf</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - exporter - gltf<br/><br/>
  12. <button id="export_scene">Export Scene1</button>
  13. <button id="export_scenes">Export Scene1 and Scene 2</button>
  14. <button id="export_object">Export Sphere</button><br/>
  15. <button id="export_obj">Export WaltHead</button>
  16. <button id="export_objects">Export Sphere and Grid</button>
  17. <button id="export_scene_object">Export Scene1 and Sphere</button>
  18. <br/><br/>
  19. <label><input id="option_trs" name="trs" type="checkbox"/>TRS</label>
  20. <label><input id="option_visible" name="visible" type="checkbox" checked="checked"/>Only Visible</label>
  21. <label><input id="option_drawrange" name="visible" type="checkbox" checked="checked"/>Truncate drawRange</label><br/>
  22. <label><input id="option_binary" name="visible" type="checkbox">Binary (<code>.glb</code>)</label>
  23. <label><input id="option_forceindices" name="visible" type="checkbox">Force indices</label>
  24. <label><input id="option_forcepot" name="visible" type="checkbox">Force POT textures</label>
  25. </div>
  26. <script type="module">
  27. import {
  28. AmbientLight,
  29. AxesHelper,
  30. BoxBufferGeometry,
  31. BufferAttribute,
  32. BufferGeometry,
  33. CircleBufferGeometry,
  34. CylinderBufferGeometry,
  35. DirectionalLight,
  36. DoubleSide,
  37. GridHelper,
  38. Group,
  39. IcosahedronBufferGeometry,
  40. LatheBufferGeometry,
  41. Line,
  42. LineBasicMaterial,
  43. LineLoop,
  44. Mesh,
  45. MeshBasicMaterial,
  46. MeshLambertMaterial,
  47. MeshStandardMaterial,
  48. OctahedronBufferGeometry,
  49. OrthographicCamera,
  50. PerspectiveCamera,
  51. Points,
  52. PointsMaterial,
  53. RepeatWrapping,
  54. RingBufferGeometry,
  55. Scene,
  56. SphereBufferGeometry,
  57. TetrahedronBufferGeometry,
  58. TextureLoader,
  59. TorusKnotBufferGeometry,
  60. TriangleStripDrawMode,
  61. Vector2,
  62. VertexColors,
  63. WebGLRenderer
  64. } from "../build/three.module.js";
  65. import { OBJLoader } from './jsm/loaders/OBJLoader.js';
  66. import { GLTFExporter } from './jsm/exporters/GLTFExporter.js';
  67. function exportGLTF( input ) {
  68. var gltfExporter = new GLTFExporter();
  69. var options = {
  70. trs: document.getElementById( 'option_trs' ).checked,
  71. onlyVisible: document.getElementById( 'option_visible' ).checked,
  72. truncateDrawRange: document.getElementById( 'option_drawrange' ).checked,
  73. binary: document.getElementById( 'option_binary' ).checked,
  74. forceIndices: document.getElementById( 'option_forceindices' ).checked,
  75. forcePowerOfTwoTextures: document.getElementById( 'option_forcepot' ).checked
  76. };
  77. gltfExporter.parse( input, function ( result ) {
  78. if ( result instanceof ArrayBuffer ) {
  79. saveArrayBuffer( result, 'scene.glb' );
  80. } else {
  81. var output = JSON.stringify( result, null, 2 );
  82. console.log( output );
  83. saveString( output, 'scene.gltf' );
  84. }
  85. }, options );
  86. }
  87. document.getElementById( 'export_scene' ).addEventListener( 'click', function () {
  88. exportGLTF( scene1 );
  89. } );
  90. document.getElementById( 'export_scenes' ).addEventListener( 'click', function () {
  91. exportGLTF( [ scene1, scene2 ] );
  92. } );
  93. document.getElementById( 'export_object' ).addEventListener( 'click', function () {
  94. exportGLTF( sphere );
  95. } );
  96. document.getElementById( 'export_obj' ).addEventListener( 'click', function () {
  97. exportGLTF( waltHead );
  98. } );
  99. document.getElementById( 'export_objects' ).addEventListener( 'click', function () {
  100. exportGLTF( [ sphere, gridHelper ] );
  101. } );
  102. document.getElementById( 'export_scene_object' ).addEventListener( 'click', function () {
  103. exportGLTF( [ scene1, gridHelper ] );
  104. } );
  105. var link = document.createElement( 'a' );
  106. link.style.display = 'none';
  107. document.body.appendChild( link ); // Firefox workaround, see #6594
  108. function save( blob, filename ) {
  109. link.href = URL.createObjectURL( blob );
  110. link.download = filename;
  111. link.click();
  112. // URL.revokeObjectURL( url ); breaks Firefox...
  113. }
  114. function saveString( text, filename ) {
  115. save( new Blob( [ text ], { type: 'text/plain' } ), filename );
  116. }
  117. function saveArrayBuffer( buffer, filename ) {
  118. save( new Blob( [ buffer ], { type: 'application/octet-stream' } ), filename );
  119. }
  120. var container;
  121. var camera, object, scene1, scene2, renderer;
  122. var gridHelper, sphere, waltHead;
  123. init();
  124. animate();
  125. function init() {
  126. container = document.createElement( 'div' );
  127. document.body.appendChild( container );
  128. scene1 = new Scene();
  129. scene1.name = 'Scene1';
  130. // ---------------------------------------------------------------------
  131. // Perspective Camera
  132. // ---------------------------------------------------------------------
  133. camera = new PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  134. camera.position.set( 600, 400, 0 );
  135. camera.name = "PerspectiveCamera";
  136. scene1.add( camera );
  137. // ---------------------------------------------------------------------
  138. // Ambient light
  139. // ---------------------------------------------------------------------
  140. var light = new AmbientLight( 0xffffff, 0.2 );
  141. light.name = 'AmbientLight';
  142. scene1.add( light );
  143. // ---------------------------------------------------------------------
  144. // DirectLight
  145. // ---------------------------------------------------------------------
  146. light = new DirectionalLight( 0xffffff, 1 );
  147. light.target.position.set( 0, 0, - 1 );
  148. light.add( light.target );
  149. light.lookAt( - 1, - 1, 0 );
  150. light.name = 'DirectionalLight';
  151. scene1.add( light );
  152. // ---------------------------------------------------------------------
  153. // Grid
  154. // ---------------------------------------------------------------------
  155. gridHelper = new GridHelper( 2000, 20 );
  156. gridHelper.position.y = - 50;
  157. gridHelper.name = "Grid";
  158. scene1.add( gridHelper );
  159. // ---------------------------------------------------------------------
  160. // Axes
  161. // ---------------------------------------------------------------------
  162. var axes = new AxesHelper( 500 );
  163. axes.name = "AxesHelper";
  164. scene1.add( axes );
  165. // ---------------------------------------------------------------------
  166. // Simple geometry with basic material
  167. // ---------------------------------------------------------------------
  168. // Icosahedron
  169. var mapGrid = new TextureLoader().load( 'textures/UV_Grid_Sm.jpg' );
  170. mapGrid.wrapS = mapGrid.wrapT = RepeatWrapping;
  171. var material = new MeshBasicMaterial( {
  172. color: 0xffffff,
  173. map: mapGrid
  174. } );
  175. object = new Mesh( new IcosahedronBufferGeometry( 75, 0 ), material );
  176. object.position.set( - 200, 0, 200 );
  177. object.name = 'Icosahedron';
  178. scene1.add( object );
  179. // Octahedron
  180. material = new MeshBasicMaterial( {
  181. color: 0x0000ff,
  182. wireframe: true
  183. } );
  184. object = new Mesh( new OctahedronBufferGeometry( 75, 1 ), material );
  185. object.position.set( 0, 0, 200 );
  186. object.name = 'Octahedron';
  187. scene1.add( object );
  188. // Tetrahedron
  189. material = new MeshBasicMaterial( {
  190. color: 0xff0000,
  191. transparent: true,
  192. opacity: 0.5
  193. } );
  194. object = new Mesh( new TetrahedronBufferGeometry( 75, 0 ), material );
  195. object.position.set( 200, 0, 200 );
  196. object.name = 'Tetrahedron';
  197. scene1.add( object );
  198. // ---------------------------------------------------------------------
  199. // Buffered geometry primitives
  200. // ---------------------------------------------------------------------
  201. // Sphere
  202. material = new MeshStandardMaterial( {
  203. color: 0xffff00,
  204. metalness: 0.5,
  205. roughness: 1.0,
  206. flatShading: true
  207. } );
  208. sphere = new Mesh( new SphereBufferGeometry( 70, 10, 10 ), material );
  209. sphere.position.set( 0, 0, 0 );
  210. sphere.name = "Sphere";
  211. scene1.add( sphere );
  212. // Cylinder
  213. material = new MeshStandardMaterial( {
  214. color: 0xff00ff,
  215. flatShading: true
  216. } );
  217. object = new Mesh( new CylinderBufferGeometry( 10, 80, 100 ), material );
  218. object.position.set( 200, 0, 0 );
  219. object.name = "Cylinder";
  220. scene1.add( object );
  221. // TorusKnot
  222. material = new MeshStandardMaterial( {
  223. color: 0xff0000,
  224. roughness: 1
  225. } );
  226. object = new Mesh( new TorusKnotBufferGeometry( 50, 15, 40, 10 ), material );
  227. object.position.set( - 200, 0, 0 );
  228. object.name = "Cylinder";
  229. scene1.add( object );
  230. // ---------------------------------------------------------------------
  231. // Hierarchy
  232. // ---------------------------------------------------------------------
  233. var mapWood = new TextureLoader().load( 'textures/hardwood2_diffuse.jpg' );
  234. material = new MeshStandardMaterial( { map: mapWood, side: DoubleSide } );
  235. object = new Mesh( new BoxBufferGeometry( 40, 100, 100 ), material );
  236. object.position.set( - 200, 0, 400 );
  237. object.name = "Cube";
  238. scene1.add( object );
  239. var object2 = new Mesh( new BoxBufferGeometry( 40, 40, 40, 2, 2, 2 ), material );
  240. object2.position.set( 0, 0, 50 );
  241. object2.rotation.set( 0, 45, 0 );
  242. object2.name = "SubCube";
  243. object.add( object2 );
  244. // ---------------------------------------------------------------------
  245. // Groups
  246. // ---------------------------------------------------------------------
  247. var group1 = new Group();
  248. group1.name = "Group";
  249. scene1.add( group1 );
  250. var group2 = new Group();
  251. group2.name = "subGroup";
  252. group2.position.set( 0, 50, 0 );
  253. group1.add( group2 );
  254. object2 = new Mesh( new BoxBufferGeometry( 30, 30, 30 ), material );
  255. object2.name = "Cube in group";
  256. object2.position.set( 0, 0, 400 );
  257. group2.add( object2 );
  258. // ---------------------------------------------------------------------
  259. // Triangle Strip
  260. // ---------------------------------------------------------------------
  261. var geometry = new BufferGeometry();
  262. var positions = new Float32Array( [
  263. 0, 0, 0,
  264. 0, 80, 0,
  265. 80, 0, 0,
  266. 80, 80, 0,
  267. 80, 0, 80,
  268. 80, 80, 80,
  269. ] );
  270. var colors = new Float32Array( [
  271. 1, 0, 0,
  272. 1, 0, 0,
  273. 1, 1, 0,
  274. 1, 1, 0,
  275. 0, 0, 1,
  276. 0, 0, 1,
  277. ] );
  278. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  279. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  280. object = new Mesh( geometry, new MeshBasicMaterial( { side: DoubleSide, vertexColors: VertexColors } ) );
  281. object.position.set( 140, - 40, - 250 );
  282. object.setDrawMode( TriangleStripDrawMode );
  283. object.name = 'Custom buffered';
  284. object.userData = { data: 'customdata', list: [ 1, 2, 3, 4 ] };
  285. scene1.add( object );
  286. // ---------------------------------------------------------------------
  287. // Line Strip
  288. // ---------------------------------------------------------------------
  289. var geometry = new BufferGeometry();
  290. var numPoints = 100;
  291. var positions = new Float32Array( numPoints * 3 );
  292. for ( var i = 0; i < numPoints; i ++ ) {
  293. positions[ i * 3 ] = i;
  294. positions[ i * 3 + 1 ] = Math.sin( i / 2 ) * 20;
  295. positions[ i * 3 + 2 ] = 0;
  296. }
  297. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  298. object = new Line( geometry, new LineBasicMaterial( { color: 0xffff00 } ) );
  299. object.position.set( - 50, 0, - 200 );
  300. scene1.add( object );
  301. // ---------------------------------------------------------------------
  302. // Line Loop
  303. // ---------------------------------------------------------------------
  304. var geometry = new BufferGeometry();
  305. var numPoints = 5;
  306. var radius = 70;
  307. var positions = new Float32Array( numPoints * 3 );
  308. for ( var i = 0; i < numPoints; i ++ ) {
  309. var s = i * Math.PI * 2 / numPoints;
  310. positions[ i * 3 ] = radius * Math.sin( s );
  311. positions[ i * 3 + 1 ] = radius * Math.cos( s );
  312. positions[ i * 3 + 2 ] = 0;
  313. }
  314. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  315. object = new LineLoop( geometry, new LineBasicMaterial( { color: 0xffff00 } ) );
  316. object.position.set( 0, 0, - 200 );
  317. scene1.add( object );
  318. // ---------------------------------------------------------------------
  319. // Buffer geometry truncated (DrawRange)
  320. // ---------------------------------------------------------------------
  321. var geometry = new BufferGeometry();
  322. var numElements = 6;
  323. var outOfRange = 3;
  324. var positions = new Float32Array( ( numElements + outOfRange ) * 3 );
  325. var colors = new Float32Array( ( numElements + outOfRange ) * 3 );
  326. positions.set( [
  327. 0, 0, 0,
  328. 0, 80, 0,
  329. 80, 0, 0,
  330. 80, 0, 0,
  331. 0, 80, 0,
  332. 80, 80, 0
  333. ] );
  334. colors.set( [
  335. 1, 0, 0,
  336. 1, 0, 0,
  337. 1, 1, 0,
  338. 1, 1, 0,
  339. 0, 0, 1,
  340. 0, 0, 1,
  341. ] );
  342. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  343. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  344. geometry.setDrawRange( 0, numElements );
  345. object = new Mesh( geometry, new MeshBasicMaterial( { side: DoubleSide, vertexColors: VertexColors } ) );
  346. object.name = 'Custom buffered truncated';
  347. object.position.set( 340, - 40, - 200 );
  348. scene1.add( object );
  349. // ---------------------------------------------------------------------
  350. // Points
  351. // ---------------------------------------------------------------------
  352. var numPoints = 100;
  353. var pointsArray = new Float32Array( numPoints * 3 );
  354. for ( var i = 0; i < numPoints; i ++ ) {
  355. pointsArray[ 3 * i ] = - 50 + Math.random() * 100;
  356. pointsArray[ 3 * i + 1 ] = Math.random() * 100;
  357. pointsArray[ 3 * i + 2 ] = - 50 + Math.random() * 100;
  358. }
  359. var pointsGeo = new BufferGeometry();
  360. pointsGeo.addAttribute( 'position', new BufferAttribute( pointsArray, 3 ) );
  361. var pointsMaterial = new PointsMaterial( { color: 0xffff00, size: 5 } );
  362. var points = new Points( pointsGeo, pointsMaterial );
  363. points.name = "Points";
  364. points.position.set( - 200, 0, - 200 );
  365. scene1.add( points );
  366. // ---------------------------------------------------------------------
  367. // Ortho camera
  368. // ---------------------------------------------------------------------
  369. var cameraOrtho = new OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 0.1, 10 );
  370. scene1.add( cameraOrtho );
  371. cameraOrtho.name = 'OrthographicCamera';
  372. material = new MeshLambertMaterial( {
  373. color: 0xffff00,
  374. side: DoubleSide
  375. } );
  376. object = new Mesh( new CircleBufferGeometry( 50, 20, 0, Math.PI * 2 ), material );
  377. object.position.set( 200, 0, - 400 );
  378. scene1.add( object );
  379. object = new Mesh( new RingBufferGeometry( 10, 50, 20, 5, 0, Math.PI * 2 ), material );
  380. object.position.set( 0, 0, - 400 );
  381. scene1.add( object );
  382. object = new Mesh( new CylinderBufferGeometry( 25, 75, 100, 40, 5 ), material );
  383. object.position.set( - 200, 0, - 400 );
  384. scene1.add( object );
  385. //
  386. var points = [];
  387. for ( var i = 0; i < 50; i ++ ) {
  388. points.push( new Vector2( Math.sin( i * 0.2 ) * Math.sin( i * 0.1 ) * 15 + 50, ( i - 5 ) * 2 ) );
  389. }
  390. object = new Mesh( new LatheBufferGeometry( points, 20 ), material );
  391. object.position.set( 200, 0, 400 );
  392. scene1.add( object );
  393. // ---------------------------------------------------------------------
  394. // Big red box hidden just for testing `onlyVisible` option
  395. // ---------------------------------------------------------------------
  396. material = new MeshBasicMaterial( {
  397. color: 0xff0000
  398. } );
  399. object = new Mesh( new BoxBufferGeometry( 200, 200, 200 ), material );
  400. object.position.set( 0, 0, 0 );
  401. object.name = "CubeHidden";
  402. object.visible = false;
  403. scene1.add( object );
  404. // ---------------------------------------------------------------------
  405. //
  406. //
  407. var loader = new OBJLoader();
  408. loader.load( 'models/obj/walt/WaltHead.obj', function ( obj ) {
  409. waltHead = obj;
  410. waltHead.scale.multiplyScalar( 1.5 );
  411. waltHead.position.set( 400, 0, 0 );
  412. scene1.add( waltHead );
  413. } );
  414. // ---------------------------------------------------------------------
  415. // 2nd Scene
  416. // ---------------------------------------------------------------------
  417. scene2 = new Scene();
  418. object = new Mesh( new BoxBufferGeometry( 100, 100, 100 ), material );
  419. object.position.set( 0, 0, 0 );
  420. object.name = "Cube2ndScene";
  421. scene2.name = 'Scene2';
  422. scene2.add( object );
  423. //
  424. renderer = new WebGLRenderer( { antialias: true } );
  425. renderer.setPixelRatio( window.devicePixelRatio );
  426. renderer.setSize( window.innerWidth, window.innerHeight );
  427. container.appendChild( renderer.domElement );
  428. //
  429. window.addEventListener( 'resize', onWindowResize, false );
  430. }
  431. function onWindowResize() {
  432. camera.aspect = window.innerWidth / window.innerHeight;
  433. camera.updateProjectionMatrix();
  434. renderer.setSize( window.innerWidth, window.innerHeight );
  435. }
  436. //
  437. function animate() {
  438. requestAnimationFrame( animate );
  439. render();
  440. }
  441. function render() {
  442. var timer = Date.now() * 0.0001;
  443. camera.position.x = Math.cos( timer ) * 800;
  444. camera.position.z = Math.sin( timer ) * 800;
  445. camera.lookAt( scene1.position );
  446. renderer.render( scene1, camera );
  447. }
  448. </script>
  449. </body>
  450. </html>