load-obj-auto-camera.html 4.6 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 .OBJ - Auto Framing Camera</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. <script type="module">
  24. import * as THREE from '../../build/three.module.js';
  25. import {OrbitControls} from '../../examples/jsm/controls/OrbitControls.js';
  26. import {OBJLoader} from '../../examples/jsm/loaders/OBJLoader.js';
  27. function main() {
  28. const canvas = document.querySelector('#c');
  29. const renderer = new THREE.WebGLRenderer({canvas});
  30. const fov = 45;
  31. const aspect = 2; // the canvas default
  32. const near = 0.1;
  33. const far = 100;
  34. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  35. camera.position.set(0, 10, 20);
  36. const controls = new OrbitControls(camera, canvas);
  37. controls.target.set(0, 5, 0);
  38. controls.update();
  39. const scene = new THREE.Scene();
  40. scene.background = new THREE.Color('black');
  41. {
  42. const planeSize = 40;
  43. const loader = new THREE.TextureLoader();
  44. const texture = loader.load('resources/images/checker.png');
  45. texture.wrapS = THREE.RepeatWrapping;
  46. texture.wrapT = THREE.RepeatWrapping;
  47. texture.magFilter = THREE.NearestFilter;
  48. const repeats = planeSize / 2;
  49. texture.repeat.set(repeats, repeats);
  50. const planeGeo = new THREE.PlaneGeometry(planeSize, planeSize);
  51. const planeMat = new THREE.MeshPhongMaterial({
  52. map: texture,
  53. side: THREE.DoubleSide,
  54. });
  55. const mesh = new THREE.Mesh(planeGeo, planeMat);
  56. mesh.rotation.x = Math.PI * -.5;
  57. scene.add(mesh);
  58. }
  59. {
  60. const skyColor = 0xB1E1FF; // light blue
  61. const groundColor = 0xB97A20; // brownish orange
  62. const intensity = 1;
  63. const light = new THREE.HemisphereLight(skyColor, groundColor, intensity);
  64. scene.add(light);
  65. }
  66. {
  67. const color = 0xFFFFFF;
  68. const intensity = 1;
  69. const light = new THREE.DirectionalLight(color, intensity);
  70. light.position.set(5, 10, 2);
  71. scene.add(light);
  72. scene.add(light.target);
  73. }
  74. function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
  75. const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
  76. const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
  77. const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
  78. // compute a unit vector that points in the direction the camera is now
  79. // from the center of the box
  80. const direction = (new THREE.Vector3()).subVectors(camera.position, boxCenter).normalize();
  81. // move the camera to a position distance units way from the center
  82. // in whatever direction the camera was from the center already
  83. camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
  84. // pick some near and far values for the frustum that
  85. // will contain the box.
  86. camera.near = boxSize / 100;
  87. camera.far = boxSize * 100;
  88. camera.updateProjectionMatrix();
  89. // point the camera to look at the center of the box
  90. camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
  91. }
  92. {
  93. const objLoader = new OBJLoader();
  94. objLoader.load('resources/models/windmill_2/windmill.obj', (root) => {
  95. scene.add(root);
  96. // compute the box that contains all the stuff
  97. // from root and below
  98. const box = new THREE.Box3().setFromObject(root);
  99. const boxSize = box.getSize(new THREE.Vector3()).length();
  100. const boxCenter = box.getCenter(new THREE.Vector3());
  101. // set the camera to frame the box
  102. frameArea(boxSize * 1.2, boxSize, boxCenter, camera);
  103. // update the Trackball controls to handle the new size
  104. controls.maxDistance = boxSize * 10;
  105. controls.target.copy(boxCenter);
  106. controls.update();
  107. });
  108. }
  109. function resizeRendererToDisplaySize(renderer) {
  110. const canvas = renderer.domElement;
  111. const width = canvas.clientWidth;
  112. const height = canvas.clientHeight;
  113. const needResize = canvas.width !== width || canvas.height !== height;
  114. if (needResize) {
  115. renderer.setSize(width, height, false);
  116. }
  117. return needResize;
  118. }
  119. function render() {
  120. if (resizeRendererToDisplaySize(renderer)) {
  121. const canvas = renderer.domElement;
  122. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  123. camera.updateProjectionMatrix();
  124. }
  125. renderer.render(scene, camera);
  126. requestAnimationFrame(render);
  127. }
  128. requestAnimationFrame(render);
  129. }
  130. main();
  131. </script>
  132. </html>