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					233 lines
				
				5.6 KiB
			
		
		
			
		
	
	
					233 lines
				
				5.6 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - STL</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<link type="text/css" rel="stylesheet" href="main.css">
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									</head>
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									<body>
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										<div id="info">
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											<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> -
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											STL loader test by <a href="https://github.com/aleeper" target="_blank" rel="noopener">aleeper</a>.<br/>
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											PR2 head from <a href="http://www.ros.org/wiki/pr2_description">www.ros.org</a>
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										</div>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import Stats from 'three/addons/libs/stats.module.js';
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											import { STLLoader } from 'three/addons/loaders/STLLoader.js';
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											let container, stats;
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											let camera, cameraTarget, scene, renderer;
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											init();
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											animate();
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											function init() {
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												container = document.createElement( 'div' );
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												document.body.appendChild( container );
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												camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 15 );
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												camera.position.set( 3, 0.15, 3 );
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												cameraTarget = new THREE.Vector3( 0, - 0.25, 0 );
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												scene = new THREE.Scene();
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												scene.background = new THREE.Color( 0x72645b );
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												scene.fog = new THREE.Fog( 0x72645b, 2, 15 );
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												// Ground
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												const plane = new THREE.Mesh(
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													new THREE.PlaneGeometry( 40, 40 ),
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													new THREE.MeshPhongMaterial( { color: 0x999999, specular: 0x101010 } )
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												);
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												plane.rotation.x = - Math.PI / 2;
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												plane.position.y = - 0.5;
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												scene.add( plane );
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												plane.receiveShadow = true;
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												// ASCII file
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												const loader = new STLLoader();
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												loader.load( './models/stl/ascii/slotted_disk.stl', function ( geometry ) {
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													const material = new THREE.MeshPhongMaterial( { color: 0xff5533, specular: 0x111111, shininess: 200 } );
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													const mesh = new THREE.Mesh( geometry, material );
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													mesh.position.set( 0, - 0.25, 0.6 );
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													mesh.rotation.set( 0, - Math.PI / 2, 0 );
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													mesh.scale.set( 0.5, 0.5, 0.5 );
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													mesh.castShadow = true;
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													mesh.receiveShadow = true;
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													scene.add( mesh );
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												} );
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												// Binary files
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												const material = new THREE.MeshPhongMaterial( { color: 0xAAAAAA, specular: 0x111111, shininess: 200 } );
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												loader.load( './models/stl/binary/pr2_head_pan.stl', function ( geometry ) {
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													const mesh = new THREE.Mesh( geometry, material );
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													mesh.position.set( 0, - 0.37, - 0.6 );
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													mesh.rotation.set( - Math.PI / 2, 0, 0 );
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													mesh.scale.set( 2, 2, 2 );
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													mesh.castShadow = true;
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													mesh.receiveShadow = true;
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													scene.add( mesh );
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												} );
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												loader.load( './models/stl/binary/pr2_head_tilt.stl', function ( geometry ) {
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													const mesh = new THREE.Mesh( geometry, material );
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													mesh.position.set( 0.136, - 0.37, - 0.6 );
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													mesh.rotation.set( - Math.PI / 2, 0.3, 0 );
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													mesh.scale.set( 2, 2, 2 );
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													mesh.castShadow = true;
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													mesh.receiveShadow = true;
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													scene.add( mesh );
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												} );
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												// Colored binary STL
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												loader.load( './models/stl/binary/colored.stl', function ( geometry ) {
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													let meshMaterial = material;
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													if ( geometry.hasColors ) {
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														meshMaterial = new THREE.MeshPhongMaterial( { opacity: geometry.alpha, vertexColors: true } );
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													}
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													const mesh = new THREE.Mesh( geometry, meshMaterial );
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													mesh.position.set( 0.5, 0.2, 0 );
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													mesh.rotation.set( - Math.PI / 2, Math.PI / 2, 0 );
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													mesh.scale.set( 0.3, 0.3, 0.3 );
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													mesh.castShadow = true;
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													mesh.receiveShadow = true;
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													scene.add( mesh );
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												} );
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												// Lights
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												scene.add( new THREE.HemisphereLight( 0x443333, 0x111122 ) );
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												addShadowedLight( 1, 1, 1, 0xffffff, 1.35 );
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												addShadowedLight( 0.5, 1, - 1, 0xffaa00, 1 );
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												// renderer
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												renderer = new THREE.WebGLRenderer( { antialias: true } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												renderer.outputEncoding = THREE.sRGBEncoding;
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												renderer.shadowMap.enabled = true;
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												container.appendChild( renderer.domElement );
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												// stats
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												stats = new Stats();
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												container.appendChild( stats.dom );
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												//
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												window.addEventListener( 'resize', onWindowResize );
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											}
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											function addShadowedLight( x, y, z, color, intensity ) {
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												const directionalLight = new THREE.DirectionalLight( color, intensity );
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												directionalLight.position.set( x, y, z );
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												scene.add( directionalLight );
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												directionalLight.castShadow = true;
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												const d = 1;
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												directionalLight.shadow.camera.left = - d;
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												directionalLight.shadow.camera.right = d;
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												directionalLight.shadow.camera.top = d;
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												directionalLight.shadow.camera.bottom = - d;
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												directionalLight.shadow.camera.near = 1;
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												directionalLight.shadow.camera.far = 4;
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												directionalLight.shadow.bias = - 0.002;
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											}
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											function onWindowResize() {
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												camera.aspect = window.innerWidth / window.innerHeight;
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												camera.updateProjectionMatrix();
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												renderer.setSize( window.innerWidth, window.innerHeight );
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											}
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											function animate() {
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												requestAnimationFrame( animate );
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												render();
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												stats.update();
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											}
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											function render() {
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												const timer = Date.now() * 0.0005;
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												camera.position.x = Math.cos( timer ) * 3;
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												camera.position.z = Math.sin( timer ) * 3;
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												camera.lookAt( cameraTarget );
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												renderer.render( scene, camera );
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											}
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										</script>
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									</body>
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								</html>
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