webgl_loader_obj.html 3.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - loaders - OBJ loader</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> - OBJLoader test
  12. </div>
  13. <script type="module">
  14. import {
  15. AmbientLight,
  16. LoadingManager,
  17. PerspectiveCamera,
  18. PointLight,
  19. Scene,
  20. TextureLoader,
  21. WebGLRenderer,
  22. } from "../build/three.module.js";
  23. import { OBJLoader } from './jsm/loaders/OBJLoader.js';
  24. var container;
  25. var camera, scene, renderer;
  26. var mouseX = 0, mouseY = 0;
  27. var windowHalfX = window.innerWidth / 2;
  28. var windowHalfY = window.innerHeight / 2;
  29. var object;
  30. init();
  31. animate();
  32. function init() {
  33. container = document.createElement( 'div' );
  34. document.body.appendChild( container );
  35. camera = new PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  36. camera.position.z = 250;
  37. // scene
  38. scene = new Scene();
  39. var ambientLight = new AmbientLight( 0xcccccc, 0.4 );
  40. scene.add( ambientLight );
  41. var pointLight = new PointLight( 0xffffff, 0.8 );
  42. camera.add( pointLight );
  43. scene.add( camera );
  44. // manager
  45. function loadModel() {
  46. object.traverse( function ( child ) {
  47. if ( child.isMesh ) child.material.map = texture;
  48. } );
  49. object.position.y = - 95;
  50. scene.add( object );
  51. }
  52. var manager = new LoadingManager( loadModel );
  53. manager.onProgress = function ( item, loaded, total ) {
  54. console.log( item, loaded, total );
  55. };
  56. // texture
  57. var textureLoader = new TextureLoader( manager );
  58. var texture = textureLoader.load( 'textures/UV_Grid_Sm.jpg' );
  59. // model
  60. function onProgress( xhr ) {
  61. if ( xhr.lengthComputable ) {
  62. var percentComplete = xhr.loaded / xhr.total * 100;
  63. console.log( 'model ' + Math.round( percentComplete, 2 ) + '% downloaded' );
  64. }
  65. }
  66. function onError() {}
  67. var loader = new OBJLoader( manager );
  68. loader.load( 'models/obj/male02/male02.obj', function ( obj ) {
  69. object = obj;
  70. }, onProgress, onError );
  71. //
  72. renderer = new WebGLRenderer();
  73. renderer.setPixelRatio( window.devicePixelRatio );
  74. renderer.setSize( window.innerWidth, window.innerHeight );
  75. container.appendChild( renderer.domElement );
  76. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  77. //
  78. window.addEventListener( 'resize', onWindowResize, false );
  79. }
  80. function onWindowResize() {
  81. windowHalfX = window.innerWidth / 2;
  82. windowHalfY = window.innerHeight / 2;
  83. camera.aspect = window.innerWidth / window.innerHeight;
  84. camera.updateProjectionMatrix();
  85. renderer.setSize( window.innerWidth, window.innerHeight );
  86. }
  87. function onDocumentMouseMove( event ) {
  88. mouseX = ( event.clientX - windowHalfX ) / 2;
  89. mouseY = ( event.clientY - windowHalfY ) / 2;
  90. }
  91. //
  92. function animate() {
  93. requestAnimationFrame( animate );
  94. render();
  95. }
  96. function render() {
  97. camera.position.x += ( mouseX - camera.position.x ) * .05;
  98. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  99. camera.lookAt( scene.position );
  100. renderer.render( scene, camera );
  101. }
  102. </script>
  103. </body>
  104. </html>