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							543 lines
						
					
					
						
							16 KiB
						
					
					
				
			
		
		
		
			
			
			
				
					
				
				
					
				
			
		
		
	
	
							543 lines
						
					
					
						
							16 KiB
						
					
					
				
								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - exporter - gltf</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> webgl - exporter - gltf
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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 { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
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											import { GLTFExporter } from 'three/addons/exporters/GLTFExporter.js';
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											import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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											function exportGLTF( input ) {
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												const gltfExporter = new GLTFExporter();
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												const options = {
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													trs: params.trs,
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													onlyVisible: params.onlyVisible,
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													binary: params.binary,
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													maxTextureSize: params.maxTextureSize
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												};
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												gltfExporter.parse(
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													input,
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													function ( result ) {
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														if ( result instanceof ArrayBuffer ) {
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															saveArrayBuffer( result, 'scene.glb' );
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														} else {
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															const output = JSON.stringify( result, null, 2 );
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															console.log( output );
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															saveString( output, 'scene.gltf' );
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														}
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													},
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													function ( error ) {
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														console.log( 'An error happened during parsing', error );
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													},
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													options
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												);
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											}
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											const link = document.createElement( 'a' );
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											link.style.display = 'none';
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											document.body.appendChild( link ); // Firefox workaround, see #6594
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											function save( blob, filename ) {
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												link.href = URL.createObjectURL( blob );
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												link.download = filename;
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												link.click();
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												// URL.revokeObjectURL( url ); breaks Firefox...
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											}
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											function saveString( text, filename ) {
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												save( new Blob( [ text ], { type: 'text/plain' } ), filename );
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											}
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											function saveArrayBuffer( buffer, filename ) {
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												save( new Blob( [ buffer ], { type: 'application/octet-stream' } ), filename );
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											}
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											let container;
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											let camera, object, object2, material, geometry, scene1, scene2, renderer;
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											let gridHelper, sphere, waltHead;
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											const params = {
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												trs: false,
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												onlyVisible: true,
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												binary: false,
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												maxTextureSize: 4096,
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												exportScene1: exportScene1,
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												exportScenes: exportScenes,
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												exportSphere: exportSphere,
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												exportHead: exportHead,
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												exportObjects: exportObjects,
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												exportSceneObject: exportSceneObject
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											};
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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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												// Make linear gradient texture
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												const data = new Uint8ClampedArray( 100 * 100 * 4 );
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												for ( let y = 0; y < 100; y ++ ) {
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													for ( let x = 0; x < 100; x ++ ) {
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														const stride = 4 * ( 100 * y + x );
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														data[ stride ] = Math.round( 255 * y / 99 );
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														data[ stride + 1 ] = Math.round( 255 - 255 * y / 99 );
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														data[ stride + 2 ] = 0;
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														data[ stride + 3 ] = 255;
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													}
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												}
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												const gradientTexture = new THREE.DataTexture( data, 100, 100, THREE.RGBAFormat );
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												gradientTexture.minFilter = THREE.LinearFilter;
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												gradientTexture.magFilter = THREE.LinearFilter;
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												gradientTexture.needsUpdate = true;
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												scene1 = new THREE.Scene();
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												scene1.name = 'Scene1';
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												// ---------------------------------------------------------------------
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												// Perspective Camera
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												// ---------------------------------------------------------------------
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												camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
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												camera.position.set( 600, 400, 0 );
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												camera.name = 'PerspectiveCamera';
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												scene1.add( camera );
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												// ---------------------------------------------------------------------
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												// Ambient light
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												// ---------------------------------------------------------------------
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												const ambientLight = new THREE.AmbientLight( 0xffffff, 0.2 );
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												ambientLight.name = 'AmbientLight';
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												scene1.add( ambientLight );
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												// ---------------------------------------------------------------------
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												// DirectLight
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												// ---------------------------------------------------------------------
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												const dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
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												dirLight.target.position.set( 0, 0, - 1 );
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												dirLight.add( dirLight.target );
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												dirLight.lookAt( - 1, - 1, 0 );
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												dirLight.name = 'DirectionalLight';
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												scene1.add( dirLight );
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												// ---------------------------------------------------------------------
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												// Grid
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												// ---------------------------------------------------------------------
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												gridHelper = new THREE.GridHelper( 2000, 20, 0x888888, 0x444444 );
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												gridHelper.position.y = - 50;
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												gridHelper.name = 'Grid';
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												scene1.add( gridHelper );
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												// ---------------------------------------------------------------------
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												// Axes
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												// ---------------------------------------------------------------------
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												const axes = new THREE.AxesHelper( 500 );
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												axes.name = 'AxesHelper';
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												scene1.add( axes );
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												// ---------------------------------------------------------------------
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												// Simple geometry with basic material
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												// ---------------------------------------------------------------------
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												// Icosahedron
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												const mapGrid = new THREE.TextureLoader().load( 'textures/uv_grid_opengl.jpg' );
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												mapGrid.wrapS = mapGrid.wrapT = THREE.RepeatWrapping;
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												material = new THREE.MeshBasicMaterial( {
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													color: 0xffffff,
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													map: mapGrid
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												} );
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												object = new THREE.Mesh( new THREE.IcosahedronGeometry( 75, 0 ), material );
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												object.position.set( - 200, 0, 200 );
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												object.name = 'Icosahedron';
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												scene1.add( object );
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												// Octahedron
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												material = new THREE.MeshBasicMaterial( {
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													color: 0x0000ff,
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													wireframe: true
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												} );
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												object = new THREE.Mesh( new THREE.OctahedronGeometry( 75, 1 ), material );
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												object.position.set( 0, 0, 200 );
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												object.name = 'Octahedron';
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												scene1.add( object );
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												// Tetrahedron
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												material = new THREE.MeshBasicMaterial( {
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													color: 0xff0000,
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													transparent: true,
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													opacity: 0.5
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												} );
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												object = new THREE.Mesh( new THREE.TetrahedronGeometry( 75, 0 ), material );
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												object.position.set( 200, 0, 200 );
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												object.name = 'Tetrahedron';
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												scene1.add( object );
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												// ---------------------------------------------------------------------
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												// Buffered geometry primitives
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												// ---------------------------------------------------------------------
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												// Sphere
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												material = new THREE.MeshStandardMaterial( {
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													color: 0xffff00,
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													metalness: 0.5,
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													roughness: 1.0,
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													flatShading: true
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												} );
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												material.map = gradientTexture;
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												sphere = new THREE.Mesh( new THREE.SphereGeometry( 70, 10, 10 ), material );
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												sphere.position.set( 0, 0, 0 );
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												sphere.name = 'Sphere';
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												scene1.add( sphere );
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						|
												// Cylinder
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												material = new THREE.MeshStandardMaterial( {
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													color: 0xff00ff,
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													flatShading: true
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												} );
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												object = new THREE.Mesh( new THREE.CylinderGeometry( 10, 80, 100 ), material );
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												object.position.set( 200, 0, 0 );
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												object.name = 'Cylinder';
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												scene1.add( object );
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												// TorusKnot
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												material = new THREE.MeshStandardMaterial( {
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													color: 0xff0000,
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													roughness: 1
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												} );
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												object = new THREE.Mesh( new THREE.TorusKnotGeometry( 50, 15, 40, 10 ), material );
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												object.position.set( - 200, 0, 0 );
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												object.name = 'Cylinder';
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												scene1.add( object );
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												// ---------------------------------------------------------------------
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												// Hierarchy
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						|
												// ---------------------------------------------------------------------
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												const mapWood = new THREE.TextureLoader().load( 'textures/hardwood2_diffuse.jpg' );
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												material = new THREE.MeshStandardMaterial( { map: mapWood, side: THREE.DoubleSide } );
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												object = new THREE.Mesh( new THREE.BoxGeometry( 40, 100, 100 ), material );
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												object.position.set( - 200, 0, 400 );
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												object.name = 'Cube';
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												scene1.add( object );
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												object2 = new THREE.Mesh( new THREE.BoxGeometry( 40, 40, 40, 2, 2, 2 ), material );
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												object2.position.set( 0, 0, 50 );
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												object2.rotation.set( 0, 45, 0 );
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												object2.name = 'SubCube';
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												object.add( object2 );
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						|
												// ---------------------------------------------------------------------
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												// Groups
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												// ---------------------------------------------------------------------
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												const group1 = new THREE.Group();
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												group1.name = 'Group';
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												scene1.add( group1 );
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												const group2 = new THREE.Group();
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												group2.name = 'subGroup';
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												group2.position.set( 0, 50, 0 );
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												group1.add( group2 );
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												object2 = new THREE.Mesh( new THREE.BoxGeometry( 30, 30, 30 ), material );
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												object2.name = 'Cube in group';
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												object2.position.set( 0, 0, 400 );
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												group2.add( object2 );
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												// ---------------------------------------------------------------------
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												// THREE.Line Strip
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												// ---------------------------------------------------------------------
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												geometry = new THREE.BufferGeometry();
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												let numPoints = 100;
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												let positions = new Float32Array( numPoints * 3 );
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												for ( let i = 0; i < numPoints; i ++ ) {
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													positions[ i * 3 ] = i;
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													positions[ i * 3 + 1 ] = Math.sin( i / 2 ) * 20;
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													positions[ i * 3 + 2 ] = 0;
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												}
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												geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
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						|
												object = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ) );
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						|
												object.position.set( - 50, 0, - 200 );
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						|
												scene1.add( object );
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												// ---------------------------------------------------------------------
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						|
												// THREE.Line Loop
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						|
												// ---------------------------------------------------------------------
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						|
												geometry = new THREE.BufferGeometry();
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						|
												numPoints = 5;
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						|
												const radius = 70;
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						|
												positions = new Float32Array( numPoints * 3 );
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						|
								
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												for ( let i = 0; i < numPoints; i ++ ) {
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						|
								
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													const s = i * Math.PI * 2 / numPoints;
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						|
													positions[ i * 3 ] = radius * Math.sin( s );
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						|
													positions[ i * 3 + 1 ] = radius * Math.cos( s );
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						|
													positions[ i * 3 + 2 ] = 0;
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						|
								
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												}
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												geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
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						|
												object = new THREE.LineLoop( geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ) );
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						|
												object.position.set( 0, 0, - 200 );
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						|
								
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						|
												scene1.add( object );
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						|
								
							 | 
						|
												// ---------------------------------------------------------------------
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						|
												// THREE.Points
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						|
												// ---------------------------------------------------------------------
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						|
												numPoints = 100;
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						|
												const pointsArray = new Float32Array( numPoints * 3 );
							 | 
						|
												for ( let i = 0; i < numPoints; i ++ ) {
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						|
								
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													pointsArray[ 3 * i ] = - 50 + Math.random() * 100;
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						|
													pointsArray[ 3 * i + 1 ] = Math.random() * 100;
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						|
													pointsArray[ 3 * i + 2 ] = - 50 + Math.random() * 100;
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						|
								
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												}
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						|
								
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												const pointsGeo = new THREE.BufferGeometry();
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						|
												pointsGeo.setAttribute( 'position', new THREE.BufferAttribute( pointsArray, 3 ) );
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						|
								
							 | 
						|
												const pointsMaterial = new THREE.PointsMaterial( { color: 0xffff00, size: 5 } );
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						|
												const pointCloud = new THREE.Points( pointsGeo, pointsMaterial );
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						|
												pointCloud.name = 'Points';
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						|
												pointCloud.position.set( - 200, 0, - 200 );
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						|
												scene1.add( pointCloud );
							 | 
						|
								
							 | 
						|
												// ---------------------------------------------------------------------
							 | 
						|
												// Ortho camera
							 | 
						|
												// ---------------------------------------------------------------------
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						|
												const cameraOrtho = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 0.1, 10 );
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						|
												scene1.add( cameraOrtho );
							 | 
						|
												cameraOrtho.name = 'OrthographicCamera';
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						|
								
							 | 
						|
												material = new THREE.MeshLambertMaterial( {
							 | 
						|
													color: 0xffff00,
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						|
													side: THREE.DoubleSide
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						|
												} );
							 | 
						|
								
							 | 
						|
												object = new THREE.Mesh( new THREE.CircleGeometry( 50, 20, 0, Math.PI * 2 ), material );
							 | 
						|
												object.position.set( 200, 0, - 400 );
							 | 
						|
												scene1.add( object );
							 | 
						|
								
							 | 
						|
												object = new THREE.Mesh( new THREE.RingGeometry( 10, 50, 20, 5, 0, Math.PI * 2 ), material );
							 | 
						|
												object.position.set( 0, 0, - 400 );
							 | 
						|
												scene1.add( object );
							 | 
						|
								
							 | 
						|
												object = new THREE.Mesh( new THREE.CylinderGeometry( 25, 75, 100, 40, 5 ), material );
							 | 
						|
												object.position.set( - 200, 0, - 400 );
							 | 
						|
												scene1.add( object );
							 | 
						|
								
							 | 
						|
												//
							 | 
						|
												const points = [];
							 | 
						|
								
							 | 
						|
												for ( let i = 0; i < 50; i ++ ) {
							 | 
						|
								
							 | 
						|
													points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * Math.sin( i * 0.1 ) * 15 + 50, ( i - 5 ) * 2 ) );
							 | 
						|
								
							 | 
						|
												}
							 | 
						|
								
							 | 
						|
												object = new THREE.Mesh( new THREE.LatheGeometry( points, 20 ), material );
							 | 
						|
												object.position.set( 200, 0, 400 );
							 | 
						|
												scene1.add( object );
							 | 
						|
								
							 | 
						|
												// ---------------------------------------------------------------------
							 | 
						|
												// Big red box hidden just for testing `onlyVisible` option
							 | 
						|
												// ---------------------------------------------------------------------
							 | 
						|
												material = new THREE.MeshBasicMaterial( {
							 | 
						|
													color: 0xff0000
							 | 
						|
												} );
							 | 
						|
												object = new THREE.Mesh( new THREE.BoxGeometry( 200, 200, 200 ), material );
							 | 
						|
												object.position.set( 0, 0, 0 );
							 | 
						|
												object.name = 'CubeHidden';
							 | 
						|
												object.visible = false;
							 | 
						|
												scene1.add( object );
							 | 
						|
								
							 | 
						|
												// ---------------------------------------------------------------------
							 | 
						|
												//
							 | 
						|
												//
							 | 
						|
												const loader = new OBJLoader();
							 | 
						|
												loader.load( 'models/obj/walt/WaltHead.obj', function ( obj ) {
							 | 
						|
								
							 | 
						|
													waltHead = obj;
							 | 
						|
													waltHead.scale.multiplyScalar( 1.5 );
							 | 
						|
													waltHead.position.set( 200, - 40, - 200 );
							 | 
						|
													scene1.add( waltHead );
							 | 
						|
								
							 | 
						|
												} );
							 | 
						|
								
							 | 
						|
								
							 | 
						|
												// ---------------------------------------------------------------------
							 | 
						|
												// 2nd THREE.Scene
							 | 
						|
												// ---------------------------------------------------------------------
							 | 
						|
												scene2 = new THREE.Scene();
							 | 
						|
												object = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), material );
							 | 
						|
												object.position.set( 0, 0, 0 );
							 | 
						|
												object.name = 'Cube2ndScene';
							 | 
						|
												scene2.name = 'Scene2';
							 | 
						|
												scene2.add( object );
							 | 
						|
								
							 | 
						|
												//
							 | 
						|
								
							 | 
						|
												renderer = new THREE.WebGLRenderer( { antialias: true } );
							 | 
						|
												renderer.setPixelRatio( window.devicePixelRatio );
							 | 
						|
												renderer.setSize( window.innerWidth, window.innerHeight );
							 | 
						|
								
							 | 
						|
												container.appendChild( renderer.domElement );
							 | 
						|
								
							 | 
						|
												//
							 | 
						|
								
							 | 
						|
												window.addEventListener( 'resize', onWindowResize );
							 | 
						|
								
							 | 
						|
												const gui = new GUI();
							 | 
						|
								
							 | 
						|
												let h = gui.addFolder( 'Settings' );
							 | 
						|
												h.add( params, 'trs' ).name( 'Use TRS' );
							 | 
						|
												h.add( params, 'onlyVisible' ).name( 'Only Visible Objects' );
							 | 
						|
												h.add( params, 'binary' ).name( 'Binary (GLB)' );
							 | 
						|
												h.add( params, 'maxTextureSize', 2, 8192 ).name( 'Max Texture Size' ).step( 1 );
							 | 
						|
								
							 | 
						|
												h = gui.addFolder( 'Export' );
							 | 
						|
												h.add( params, 'exportScene1' ).name( 'Export Scene 1' );
							 | 
						|
												h.add( params, 'exportScenes' ).name( 'Export Scene 1 and 2' );
							 | 
						|
												h.add( params, 'exportSphere' ).name( 'Export Sphere' );
							 | 
						|
												h.add( params, 'exportHead' ).name( 'Export Head' );
							 | 
						|
												h.add( params, 'exportObjects' ).name( 'Export Sphere With Grid' );
							 | 
						|
												h.add( params, 'exportSceneObject' ).name( 'Export Scene 1 and Object' );
							 | 
						|
								
							 | 
						|
												gui.open();
							 | 
						|
								
							 | 
						|
											}
							 | 
						|
								
							 | 
						|
											function exportScene1() {
							 | 
						|
								
							 | 
						|
												exportGLTF( scene1 );
							 | 
						|
								
							 | 
						|
											}
							 | 
						|
								
							 | 
						|
											function exportScenes() {
							 | 
						|
								
							 | 
						|
												exportGLTF( [ scene1, scene2 ] );
							 | 
						|
								
							 | 
						|
											}
							 | 
						|
								
							 | 
						|
											function exportSphere() {
							 | 
						|
								
							 | 
						|
												exportGLTF( sphere );
							 | 
						|
								
							 | 
						|
											}
							 | 
						|
								
							 | 
						|
											function exportHead() {
							 | 
						|
								
							 | 
						|
												exportGLTF( waltHead );
							 | 
						|
								
							 | 
						|
											}
							 | 
						|
								
							 | 
						|
											function exportObjects() {
							 | 
						|
								
							 | 
						|
												exportGLTF( [ sphere, gridHelper ] );
							 | 
						|
								
							 | 
						|
											}
							 | 
						|
								
							 | 
						|
											function exportSceneObject() {
							 | 
						|
								
							 | 
						|
												exportGLTF( [ scene1, gridHelper ] );
							 | 
						|
								
							 | 
						|
											}
							 | 
						|
								
							 | 
						|
											function onWindowResize() {
							 | 
						|
								
							 | 
						|
												camera.aspect = window.innerWidth / window.innerHeight;
							 | 
						|
												camera.updateProjectionMatrix();
							 | 
						|
								
							 | 
						|
												renderer.setSize( window.innerWidth, window.innerHeight );
							 | 
						|
								
							 | 
						|
											}
							 | 
						|
								
							 | 
						|
											//
							 | 
						|
								
							 | 
						|
											function animate() {
							 | 
						|
								
							 | 
						|
												requestAnimationFrame( animate );
							 | 
						|
								
							 | 
						|
												render();
							 | 
						|
								
							 | 
						|
											}
							 | 
						|
								
							 | 
						|
											function render() {
							 | 
						|
								
							 | 
						|
												const timer = Date.now() * 0.0001;
							 | 
						|
								
							 | 
						|
												camera.position.x = Math.cos( timer ) * 800;
							 | 
						|
												camera.position.z = Math.sin( timer ) * 800;
							 | 
						|
								
							 | 
						|
												camera.lookAt( scene1.position );
							 | 
						|
												renderer.render( scene1, camera );
							 | 
						|
								
							 | 
						|
											}
							 | 
						|
								
							 | 
						|
										</script>
							 | 
						|
								
							 | 
						|
									</body>
							 | 
						|
								</html>
							 | 
						|
								
							 |