load-gltf.html 5.0 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 .GLTF</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. <!-- Import maps polyfill -->
  24. <!-- Remove this when import maps will be widely supported -->
  25. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  26. <script type="importmap">
  27. {
  28. "imports": {
  29. "three": "../../build/three.module.js",
  30. "three/addons/": "../../examples/jsm/"
  31. }
  32. }
  33. </script>
  34. <script type="module">
  35. import * as THREE from 'three';
  36. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  37. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  38. function main() {
  39. const canvas = document.querySelector( '#c' );
  40. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  41. const fov = 45;
  42. const aspect = 2; // the canvas default
  43. const near = 0.1;
  44. const far = 100;
  45. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  46. camera.position.set( 0, 10, 20 );
  47. const controls = new OrbitControls( camera, canvas );
  48. controls.target.set( 0, 5, 0 );
  49. controls.update();
  50. const scene = new THREE.Scene();
  51. scene.background = new THREE.Color( 'black' );
  52. {
  53. const planeSize = 40;
  54. const loader = new THREE.TextureLoader();
  55. const texture = loader.load( 'resources/images/checker.png' );
  56. texture.wrapS = THREE.RepeatWrapping;
  57. texture.wrapT = THREE.RepeatWrapping;
  58. texture.magFilter = THREE.NearestFilter;
  59. texture.colorSpace = THREE.SRGBColorSpace;
  60. const repeats = planeSize / 2;
  61. texture.repeat.set( repeats, repeats );
  62. const planeGeo = new THREE.PlaneGeometry( planeSize, planeSize );
  63. const planeMat = new THREE.MeshPhongMaterial( {
  64. map: texture,
  65. side: THREE.DoubleSide,
  66. } );
  67. const mesh = new THREE.Mesh( planeGeo, planeMat );
  68. mesh.rotation.x = Math.PI * - .5;
  69. scene.add( mesh );
  70. }
  71. {
  72. const skyColor = 0xB1E1FF; // light blue
  73. const groundColor = 0xB97A20; // brownish orange
  74. const intensity = 2;
  75. const light = new THREE.HemisphereLight( skyColor, groundColor, intensity );
  76. scene.add( light );
  77. }
  78. {
  79. const color = 0xFFFFFF;
  80. const intensity = 2.5;
  81. const light = new THREE.DirectionalLight( color, intensity );
  82. light.position.set( 5, 10, 2 );
  83. scene.add( light );
  84. scene.add( light.target );
  85. }
  86. function frameArea( sizeToFitOnScreen, boxSize, boxCenter, camera ) {
  87. const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
  88. const halfFovY = THREE.MathUtils.degToRad( camera.fov * .5 );
  89. const distance = halfSizeToFitOnScreen / Math.tan( halfFovY );
  90. // compute a unit vector that points in the direction the camera is now
  91. // in the xz plane from the center of the box
  92. const direction = ( new THREE.Vector3() )
  93. .subVectors( camera.position, boxCenter )
  94. .multiply( new THREE.Vector3( 1, 0, 1 ) )
  95. .normalize();
  96. // move the camera to a position distance units way from the center
  97. // in whatever direction the camera was from the center already
  98. camera.position.copy( direction.multiplyScalar( distance ).add( boxCenter ) );
  99. // pick some near and far values for the frustum that
  100. // will contain the box.
  101. camera.near = boxSize / 100;
  102. camera.far = boxSize * 100;
  103. camera.updateProjectionMatrix();
  104. // point the camera to look at the center of the box
  105. camera.lookAt( boxCenter.x, boxCenter.y, boxCenter.z );
  106. }
  107. {
  108. const gltfLoader = new GLTFLoader();
  109. gltfLoader.load( 'resources/models/cartoon_lowpoly_small_city_free_pack/scene.gltf', ( gltf ) => {
  110. const root = gltf.scene;
  111. scene.add( root );
  112. // compute the box that contains all the stuff
  113. // from root and below
  114. const box = new THREE.Box3().setFromObject( root );
  115. const boxSize = box.getSize( new THREE.Vector3() ).length();
  116. const boxCenter = box.getCenter( new THREE.Vector3() );
  117. // set the camera to frame the box
  118. frameArea( boxSize * 0.5, boxSize, boxCenter, camera );
  119. // update the Trackball controls to handle the new size
  120. controls.maxDistance = boxSize * 10;
  121. controls.target.copy( boxCenter );
  122. controls.update();
  123. } );
  124. }
  125. function resizeRendererToDisplaySize( renderer ) {
  126. const canvas = renderer.domElement;
  127. const width = canvas.clientWidth;
  128. const height = canvas.clientHeight;
  129. const needResize = canvas.width !== width || canvas.height !== height;
  130. if ( needResize ) {
  131. renderer.setSize( width, height, false );
  132. }
  133. return needResize;
  134. }
  135. function render() {
  136. if ( resizeRendererToDisplaySize( renderer ) ) {
  137. const canvas = renderer.domElement;
  138. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  139. camera.updateProjectionMatrix();
  140. }
  141. renderer.render( scene, camera );
  142. requestAnimationFrame( render );
  143. }
  144. requestAnimationFrame( render );
  145. }
  146. main();
  147. </script>
  148. </html>