webgl_loader_ldraw.html 9.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - LDrawLoader</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. <style>
  9. body {
  10. color: #444;
  11. }
  12. a {
  13. color: #08f;
  14. }
  15. </style>
  16. </head>
  17. <body>
  18. <div id="info">
  19. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - LDrawLoader
  20. </div>
  21. <!-- Import maps polyfill -->
  22. <!-- Remove this when import maps will be widely supported -->
  23. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  24. <script type="importmap">
  25. {
  26. "imports": {
  27. "three": "../build/three.module.js",
  28. "three/addons/": "./jsm/"
  29. }
  30. }
  31. </script>
  32. <script type="module">
  33. import * as THREE from 'three';
  34. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  35. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  36. import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
  37. import { LDrawLoader } from 'three/addons/loaders/LDrawLoader.js';
  38. import { LDrawUtils } from 'three/addons/utils/LDrawUtils.js';
  39. let container, progressBarDiv;
  40. let camera, scene, renderer, controls, gui, guiData;
  41. let model;
  42. const ldrawPath = 'models/ldraw/officialLibrary/';
  43. const modelFileList = {
  44. 'Car': 'models/car.ldr_Packed.mpd',
  45. 'Lunar Vehicle': 'models/1621-1-LunarMPVVehicle.mpd_Packed.mpd',
  46. 'Radar Truck': 'models/889-1-RadarTruck.mpd_Packed.mpd',
  47. 'Trailer': 'models/4838-1-MiniVehicles.mpd_Packed.mpd',
  48. 'Bulldozer': 'models/4915-1-MiniConstruction.mpd_Packed.mpd',
  49. 'Helicopter': 'models/4918-1-MiniFlyers.mpd_Packed.mpd',
  50. 'Plane': 'models/5935-1-IslandHopper.mpd_Packed.mpd',
  51. 'Lighthouse': 'models/30023-1-Lighthouse.ldr_Packed.mpd',
  52. 'X-Wing mini': 'models/30051-1-X-wingFighter-Mini.mpd_Packed.mpd',
  53. 'AT-ST mini': 'models/30054-1-AT-ST-Mini.mpd_Packed.mpd',
  54. 'AT-AT mini': 'models/4489-1-AT-AT-Mini.mpd_Packed.mpd',
  55. 'Shuttle': 'models/4494-1-Imperial Shuttle-Mini.mpd_Packed.mpd',
  56. 'TIE Interceptor': 'models/6965-1-TIEIntercep_4h4MXk5.mpd_Packed.mpd',
  57. 'Star fighter': 'models/6966-1-JediStarfighter-Mini.mpd_Packed.mpd',
  58. 'X-Wing': 'models/7140-1-X-wingFighter.mpd_Packed.mpd',
  59. 'AT-ST': 'models/10174-1-ImperialAT-ST-UCS.mpd_Packed.mpd'
  60. };
  61. init();
  62. animate();
  63. function init() {
  64. container = document.createElement( 'div' );
  65. document.body.appendChild( container );
  66. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
  67. camera.position.set( 150, 200, 250 );
  68. //
  69. renderer = new THREE.WebGLRenderer( { antialias: true } );
  70. renderer.setPixelRatio( window.devicePixelRatio );
  71. renderer.setSize( window.innerWidth, window.innerHeight );
  72. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  73. container.appendChild( renderer.domElement );
  74. // scene
  75. const pmremGenerator = new THREE.PMREMGenerator( renderer );
  76. scene = new THREE.Scene();
  77. scene.background = new THREE.Color( 0xdeebed );
  78. scene.environment = pmremGenerator.fromScene( new RoomEnvironment( renderer ) ).texture;
  79. controls = new OrbitControls( camera, renderer.domElement );
  80. controls.enableDamping = true;
  81. //
  82. guiData = {
  83. modelFileName: modelFileList[ 'Car' ],
  84. displayLines: true,
  85. conditionalLines: true,
  86. smoothNormals: true,
  87. buildingStep: 0,
  88. noBuildingSteps: 'No steps.',
  89. flatColors: false,
  90. mergeModel: false
  91. };
  92. window.addEventListener( 'resize', onWindowResize );
  93. progressBarDiv = document.createElement( 'div' );
  94. progressBarDiv.innerText = 'Loading...';
  95. progressBarDiv.style.fontSize = '3em';
  96. progressBarDiv.style.color = '#888';
  97. progressBarDiv.style.display = 'block';
  98. progressBarDiv.style.position = 'absolute';
  99. progressBarDiv.style.top = '50%';
  100. progressBarDiv.style.width = '100%';
  101. progressBarDiv.style.textAlign = 'center';
  102. // load materials and then the model
  103. reloadObject( true );
  104. }
  105. function updateObjectsVisibility() {
  106. model.traverse( c => {
  107. if ( c.isLineSegments ) {
  108. if ( c.isConditionalLine ) {
  109. c.visible = guiData.conditionalLines;
  110. } else {
  111. c.visible = guiData.displayLines;
  112. }
  113. } else if ( c.isGroup ) {
  114. // Hide objects with building step > gui setting
  115. c.visible = c.userData.buildingStep <= guiData.buildingStep;
  116. }
  117. } );
  118. }
  119. function reloadObject( resetCamera ) {
  120. if ( model ) {
  121. scene.remove( model );
  122. }
  123. model = null;
  124. updateProgressBar( 0 );
  125. showProgressBar();
  126. // only smooth when not rendering with flat colors to improve processing time
  127. const lDrawLoader = new LDrawLoader();
  128. lDrawLoader.smoothNormals = guiData.smoothNormals && ! guiData.flatColors;
  129. lDrawLoader
  130. .setPath( ldrawPath )
  131. .load( guiData.modelFileName, function ( group2 ) {
  132. if ( model ) {
  133. scene.remove( model );
  134. }
  135. model = group2;
  136. // demonstrate how to use convert to flat colors to better mimic the lego instructions look
  137. if ( guiData.flatColors ) {
  138. function convertMaterial( material ) {
  139. const newMaterial = new THREE.MeshBasicMaterial();
  140. newMaterial.color.copy( material.color );
  141. newMaterial.polygonOffset = material.polygonOffset;
  142. newMaterial.polygonOffsetUnits = material.polygonOffsetUnits;
  143. newMaterial.polygonOffsetFactor = material.polygonOffsetFactor;
  144. newMaterial.opacity = material.opacity;
  145. newMaterial.transparent = material.transparent;
  146. newMaterial.depthWrite = material.depthWrite;
  147. newMaterial.toneMapping = false;
  148. return newMaterial;
  149. }
  150. model.traverse( c => {
  151. if ( c.isMesh ) {
  152. if ( Array.isArray( c.material ) ) {
  153. c.material = c.material.map( convertMaterial );
  154. } else {
  155. c.material = convertMaterial( c.material );
  156. }
  157. }
  158. } );
  159. }
  160. // Merge model geometries by material
  161. if ( guiData.mergeModel ) model = LDrawUtils.mergeObject( model );
  162. // Convert from LDraw coordinates: rotate 180 degrees around OX
  163. model.rotation.x = Math.PI;
  164. scene.add( model );
  165. guiData.buildingStep = model.userData.numBuildingSteps - 1;
  166. updateObjectsVisibility();
  167. // Adjust camera and light
  168. const bbox = new THREE.Box3().setFromObject( model );
  169. const size = bbox.getSize( new THREE.Vector3() );
  170. const radius = Math.max( size.x, Math.max( size.y, size.z ) ) * 0.5;
  171. if ( resetCamera ) {
  172. controls.target0.copy( bbox.getCenter( new THREE.Vector3() ) );
  173. controls.position0.set( - 2.3, 1, 2 ).multiplyScalar( radius ).add( controls.target0 );
  174. controls.reset();
  175. }
  176. createGUI();
  177. hideProgressBar();
  178. }, onProgress, onError );
  179. }
  180. function onWindowResize() {
  181. camera.aspect = window.innerWidth / window.innerHeight;
  182. camera.updateProjectionMatrix();
  183. renderer.setSize( window.innerWidth, window.innerHeight );
  184. }
  185. function createGUI() {
  186. if ( gui ) {
  187. gui.destroy();
  188. }
  189. gui = new GUI();
  190. gui.add( guiData, 'modelFileName', modelFileList ).name( 'Model' ).onFinishChange( function () {
  191. reloadObject( true );
  192. } );
  193. gui.add( guiData, 'flatColors' ).name( 'Flat Colors' ).onChange( function () {
  194. reloadObject( false );
  195. } );
  196. gui.add( guiData, 'mergeModel' ).name( 'Merge model' ).onChange( function () {
  197. reloadObject( false );
  198. } );
  199. if ( model.userData.numBuildingSteps > 1 ) {
  200. gui.add( guiData, 'buildingStep', 0, model.userData.numBuildingSteps - 1 ).step( 1 ).name( 'Building step' ).onChange( updateObjectsVisibility );
  201. } else {
  202. gui.add( guiData, 'noBuildingSteps' ).name( 'Building step' ).onChange( updateObjectsVisibility );
  203. }
  204. gui.add( guiData, 'smoothNormals' ).name( 'Smooth Normals' ).onChange( function changeNormals() {
  205. reloadObject( false );
  206. } );
  207. gui.add( guiData, 'displayLines' ).name( 'Display Lines' ).onChange( updateObjectsVisibility );
  208. gui.add( guiData, 'conditionalLines' ).name( 'Conditional Lines' ).onChange( updateObjectsVisibility );
  209. }
  210. //
  211. function animate() {
  212. requestAnimationFrame( animate );
  213. controls.update();
  214. render();
  215. }
  216. function render() {
  217. renderer.render( scene, camera );
  218. }
  219. function onProgress( xhr ) {
  220. if ( xhr.lengthComputable ) {
  221. updateProgressBar( xhr.loaded / xhr.total );
  222. console.log( Math.round( xhr.loaded / xhr.total * 100, 2 ) + '% downloaded' );
  223. }
  224. }
  225. function onError( error ) {
  226. const message = 'Error loading model';
  227. progressBarDiv.innerText = message;
  228. console.log( message );
  229. console.error( error );
  230. }
  231. function showProgressBar() {
  232. document.body.appendChild( progressBarDiv );
  233. }
  234. function hideProgressBar() {
  235. document.body.removeChild( progressBarDiv );
  236. }
  237. function updateProgressBar( fraction ) {
  238. progressBarDiv.innerText = 'Loading... ' + Math.round( fraction * 100, 2 ) + '%';
  239. }
  240. </script>
  241. <!-- LDraw.org CC BY 2.0 Parts Library attribution -->
  242. <div style="display: block; position: absolute; bottom: 8px; left: 8px; width: 160px; padding: 10px; background-color: #F3F7F8;">
  243. <center>
  244. <a href="http://www.ldraw.org"><img style="width: 145px" src="models/ldraw/ldraw_org_logo/Stamp145.png"></a>
  245. <br />
  246. <a href="http://www.ldraw.org/">This software uses the LDraw Parts Library</a>
  247. </center>
  248. </div>
  249. </body>
  250. </html>