webgl_loader_json_blender.html 5.6 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/GeometryLoader.js"></script>
  33. <script src="js/loaders/ColladaLoader.js"></script>
  34. <script src="js/Detector.js"></script>
  35. <script src="js/Stats.js"></script>
  36. <script>
  37. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  38. var container, stats;
  39. var camera, scene, renderer, objects;
  40. var particleLight, pointLight;
  41. var dae, skin;
  42. var clock = new THREE.Clock();
  43. var morphs = [];
  44. // Collada model
  45. var loader = new THREE.ColladaLoader();
  46. loader.options.convertUpAxis = true;
  47. loader.load( 'models/collada/monster/monster.dae', function colladaReady( collada ) {
  48. dae = collada.scene;
  49. skin = collada.skins[ 0 ];
  50. dae.scale.x = dae.scale.y = dae.scale.z = 0.002;
  51. dae.position.x = -1;
  52. dae.updateMatrix();
  53. init();
  54. animate();
  55. } );
  56. function init() {
  57. container = document.createElement( 'div' );
  58. document.body.appendChild( container );
  59. scene = new THREE.Scene();
  60. scene.fog = new THREE.FogExp2( 0x000000, 0.035 );
  61. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
  62. camera.position.set( 2, 4, 5 );
  63. scene.add( camera );
  64. // Add Blender exported Collada model
  65. var loader = new THREE.GeometryLoader();
  66. loader.addEventListener( 'load', function ( event ) {
  67. var geometry = event.content;
  68. // adjust color a bit
  69. var material = geometry.materials[ 0 ];
  70. material.morphTargets = true;
  71. material.color.setHex( 0xffaaaa );
  72. material.ambient.setHex( 0x222222 );
  73. var faceMaterial = new THREE.MeshFaceMaterial();
  74. for ( var i = 0; i < 729; i ++ ) {
  75. // random placement in a grid
  76. var x = ( ( i % 27 ) - 13.5 ) * 2 + THREE.Math.randFloatSpread( 1 );
  77. var z = ( Math.floor( i / 27 ) - 13.5 ) * 2 + THREE.Math.randFloatSpread( 1 );
  78. // leave space for big monster
  79. if ( Math.abs( x ) < 2 && Math.abs( z ) < 2 ) continue;
  80. morph = new THREE.MorphAnimMesh( geometry, faceMaterial );
  81. // one second duration
  82. morph.duration = 1000;
  83. // random animation offset
  84. morph.time = 1000 * Math.random();
  85. var s = THREE.Math.randFloat( 0.00075, 0.001 );
  86. morph.scale.set( s, s, s );
  87. morph.position.set( x, 0, z );
  88. morph.rotation.y = THREE.Math.randFloat( -0.25, 0.25 );
  89. morph.matrixAutoUpdate = false;
  90. morph.updateMatrix();
  91. scene.add( morph );
  92. morphs.push( morph );
  93. }
  94. } );
  95. loader.load( 'models/animated/monster/monster.js' );
  96. // Add the COLLADA
  97. scene.add( dae );
  98. // Lights
  99. scene.add( new THREE.AmbientLight( 0xcccccc ) );
  100. pointLight = new THREE.PointLight( 0xff4400, 5, 30 );
  101. pointLight.position.set( 5, 0, 0 );
  102. scene.add( pointLight );
  103. // Renderer
  104. renderer = new THREE.WebGLRenderer();
  105. renderer.setSize( window.innerWidth, window.innerHeight );
  106. container.appendChild( renderer.domElement );
  107. // Stats
  108. stats = new Stats();
  109. stats.domElement.style.position = 'absolute';
  110. stats.domElement.style.top = '0px';
  111. container.appendChild( stats.domElement );
  112. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
  113. stats.domElement.children[ 0 ].style.background = "transparent";
  114. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  115. // Events
  116. window.addEventListener( 'resize', onWindowResize, false );
  117. }
  118. //
  119. function onWindowResize( event ) {
  120. renderer.setSize( window.innerWidth, window.innerHeight );
  121. camera.aspect = window.innerWidth / window.innerHeight;
  122. camera.updateProjectionMatrix();
  123. }
  124. //
  125. var t = 0;
  126. function animate() {
  127. requestAnimationFrame( animate );
  128. // animate Collada model
  129. if ( t > 30 ) t = 0;
  130. if ( skin ) {
  131. // guess this can be done smarter...
  132. // (Indeed, there are way more frames than needed and interpolation is not used at all
  133. // could be something like - one morph per each skinning pose keyframe, or even less,
  134. // animation could be resampled, morphing interpolation handles sparse keyframes quite well.
  135. // Simple animation cycles like this look ok with 10-15 frames instead of 100 ;)
  136. for ( var i = 0; i < skin.morphTargetInfluences.length; i++ ) {
  137. skin.morphTargetInfluences[ i ] = 0;
  138. }
  139. skin.morphTargetInfluences[ Math.floor( t ) ] = 1;
  140. t += 0.5;
  141. }
  142. // animate morphs
  143. var delta = clock.getDelta();
  144. if ( morphs.length ) {
  145. for ( var i = 0; i < morphs.length; i ++ )
  146. morphs[ i ].updateAnimation( 1000 * delta );
  147. }
  148. render();
  149. stats.update();
  150. }
  151. function render() {
  152. var timer = Date.now() * 0.0005;
  153. camera.position.x = Math.cos( timer ) * 10;
  154. camera.position.y = 4;
  155. camera.position.z = Math.sin( timer ) * 10;
  156. camera.lookAt( scene.position );
  157. renderer.render( scene, camera );
  158. }
  159. </script>
  160. </body>
  161. </html>