webgl_loader_json_blender.html 5.4 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. #stats { position: absolute; top:0; left: 0 }
  25. #stats #fps { background: transparent !important }
  26. #stats #fps #fpsText { color: #aaa !important }
  27. #stats #fps #fpsGraph { display: none }
  28. </style>
  29. </head>
  30. <body>
  31. <div id="info">
  32. <a href="http://threejs.org" target="_blank">three.js</a> -
  33. monster by <a href="http://www.3drt.com/downloads.htm" target="_blank">3drt</a>
  34. </div>
  35. <script src="../build/three.min.js"></script>
  36. <script src="js/loaders/ColladaLoader.js"></script>
  37. <script src="js/Detector.js"></script>
  38. <script src="js/libs/stats.min.js"></script>
  39. <script>
  40. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  41. var container, stats;
  42. var camera, scene, renderer, objects;
  43. var particleLight, pointLight;
  44. var dae, skin;
  45. var clock = new THREE.Clock();
  46. var morphs = [];
  47. // Collada model
  48. var loader = new THREE.ColladaLoader();
  49. loader.options.convertUpAxis = true;
  50. loader.load( 'models/collada/monster/monster.dae', function ( collada ) {
  51. dae = collada.scene;
  52. skin = collada.skins[ 0 ];
  53. dae.scale.x = dae.scale.y = dae.scale.z = 0.002;
  54. dae.position.x = -1;
  55. dae.updateMatrix();
  56. init();
  57. animate();
  58. } );
  59. function init() {
  60. container = document.createElement( 'div' );
  61. document.body.appendChild( container );
  62. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
  63. camera.position.set( 2, 4, 5 );
  64. scene = new THREE.Scene();
  65. scene.fog = new THREE.FogExp2( 0x000000, 0.035 );
  66. // Add Blender exported Collada model
  67. var loader = new THREE.GeometryLoader();
  68. loader.addEventListener( 'load', function ( event ) {
  69. var geometry = event.content;
  70. // adjust color a bit
  71. var material = geometry.materials[ 0 ];
  72. material.morphTargets = true;
  73. material.color.setHex( 0xffaaaa );
  74. material.ambient.setHex( 0x222222 );
  75. var faceMaterial = new THREE.MeshFaceMaterial();
  76. for ( var i = 0; i < 729; i ++ ) {
  77. // random placement in a grid
  78. var x = ( ( i % 27 ) - 13.5 ) * 2 + THREE.Math.randFloatSpread( 1 );
  79. var z = ( Math.floor( i / 27 ) - 13.5 ) * 2 + THREE.Math.randFloatSpread( 1 );
  80. // leave space for big monster
  81. if ( Math.abs( x ) < 2 && Math.abs( z ) < 2 ) continue;
  82. morph = new THREE.MorphAnimMesh( geometry, faceMaterial );
  83. // one second duration
  84. morph.duration = 1000;
  85. // random animation offset
  86. morph.time = 1000 * Math.random();
  87. var s = THREE.Math.randFloat( 0.00075, 0.001 );
  88. morph.scale.set( s, s, s );
  89. morph.position.set( x, 0, z );
  90. morph.rotation.y = THREE.Math.randFloat( -0.25, 0.25 );
  91. morph.matrixAutoUpdate = false;
  92. morph.updateMatrix();
  93. scene.add( morph );
  94. morphs.push( morph );
  95. }
  96. } );
  97. loader.load( 'models/animated/monster/monster.js' );
  98. // Add the COLLADA
  99. scene.add( dae );
  100. // Lights
  101. scene.add( new THREE.AmbientLight( 0xcccccc ) );
  102. pointLight = new THREE.PointLight( 0xff4400, 5, 30 );
  103. pointLight.position.set( 5, 0, 0 );
  104. scene.add( pointLight );
  105. // Renderer
  106. renderer = new THREE.WebGLRenderer();
  107. renderer.setSize( window.innerWidth, window.innerHeight );
  108. container.appendChild( renderer.domElement );
  109. // Stats
  110. stats = new Stats();
  111. container.appendChild( stats.domElement );
  112. // Events
  113. window.addEventListener( 'resize', onWindowResize, false );
  114. }
  115. //
  116. function onWindowResize( event ) {
  117. renderer.setSize( window.innerWidth, window.innerHeight );
  118. camera.aspect = window.innerWidth / window.innerHeight;
  119. camera.updateProjectionMatrix();
  120. }
  121. //
  122. var t = 0;
  123. function animate() {
  124. requestAnimationFrame( animate );
  125. // animate Collada model
  126. if ( t > 30 ) t = 0;
  127. if ( skin ) {
  128. // guess this can be done smarter...
  129. // (Indeed, there are way more frames than needed and interpolation is not used at all
  130. // could be something like - one morph per each skinning pose keyframe, or even less,
  131. // animation could be resampled, morphing interpolation handles sparse keyframes quite well.
  132. // Simple animation cycles like this look ok with 10-15 frames instead of 100 ;)
  133. for ( var i = 0; i < skin.morphTargetInfluences.length; i++ ) {
  134. skin.morphTargetInfluences[ i ] = 0;
  135. }
  136. skin.morphTargetInfluences[ Math.floor( t ) ] = 1;
  137. t += 0.5;
  138. }
  139. // animate morphs
  140. var delta = clock.getDelta();
  141. if ( morphs.length ) {
  142. for ( var i = 0; i < morphs.length; i ++ )
  143. morphs[ i ].updateAnimation( 1000 * delta );
  144. }
  145. render();
  146. stats.update();
  147. }
  148. function render() {
  149. var timer = Date.now() * 0.0005;
  150. camera.position.x = Math.cos( timer ) * 10;
  151. camera.position.y = 4;
  152. camera.position.z = Math.sin( timer ) * 10;
  153. camera.lookAt( scene.position );
  154. renderer.render( scene, camera );
  155. }
  156. </script>
  157. </body>
  158. </html>