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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Load .GLTF - Shadows</title>
<style>
html, body {
margin: 0;
height: 100%;
}
#c {
width: 100%;
height: 100%;
display: block;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
</body>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.shadowMap.enabled = true;
const fov = 45;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 100;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 10, 20);
const controls = new OrbitControls(camera, canvas);
controls.target.set(0, 5, 0);
controls.update();
const scene = new THREE.Scene();
scene.background = new THREE.Color('#DEFEFF');
{
const planeSize = 40;
const loader = new THREE.TextureLoader();
const texture = loader.load('resources/images/checker.png');
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.magFilter = THREE.NearestFilter;
const repeats = planeSize / 2;
texture.repeat.set(repeats, repeats);
const planeGeo = new THREE.PlaneGeometry(planeSize, planeSize);
const planeMat = new THREE.MeshPhongMaterial({
map: texture,
side: THREE.DoubleSide,
});
const mesh = new THREE.Mesh(planeGeo, planeMat);
mesh.rotation.x = Math.PI * -.5;
scene.add(mesh);
}
{
const skyColor = 0xB1E1FF; // light blue
const groundColor = 0xB97A20; // brownish orange
const intensity = 0.6;
const light = new THREE.HemisphereLight(skyColor, groundColor, intensity);
scene.add(light);
}
{
const color = 0xFFFFFF;
const intensity = 0.8;
const light = new THREE.DirectionalLight(color, intensity);
light.castShadow = true;
light.position.set(-250, 800, -850);
light.target.position.set(-550, 40, -450);
light.shadow.bias = -0.004;
light.shadow.mapSize.width = 2048;
light.shadow.mapSize.height = 2048;
scene.add(light);
scene.add(light.target);
const cam = light.shadow.camera;
cam.near = 1;
cam.far = 2000;
cam.left = -1500;
cam.right = 1500;
cam.top = 1500;
cam.bottom = -1500;
const cameraHelper = new THREE.CameraHelper(cam);
scene.add(cameraHelper);
cameraHelper.visible = false;
const helper = new THREE.DirectionalLightHelper(light, 100);
scene.add(helper);
helper.visible = false;
function makeXYZGUI(gui, vector3, name, onChangeFn) {
const folder = gui.addFolder(name);
folder.add(vector3, 'x', vector3.x - 500, vector3.x + 500).onChange(onChangeFn);
folder.add(vector3, 'y', vector3.y - 500, vector3.y + 500).onChange(onChangeFn);
folder.add(vector3, 'z', vector3.z - 500, vector3.z + 500).onChange(onChangeFn);
folder.open();
}
function updateCamera() {
// update the light target's matrixWorld because it's needed by the helper
light.updateMatrixWorld();
light.target.updateMatrixWorld();
helper.update();
// update the light's shadow camera's projection matrix
light.shadow.camera.updateProjectionMatrix();
// and now update the camera helper we're using to show the light's shadow camera
cameraHelper.update();
}
updateCamera();
class DimensionGUIHelper {
constructor(obj, minProp, maxProp) {
this.obj = obj;
this.minProp = minProp;
this.maxProp = maxProp;
}
get value() {
return this.obj[this.maxProp] * 2;
}
set value(v) {
this.obj[this.maxProp] = v / 2;
this.obj[this.minProp] = v / -2;
}
}
class MinMaxGUIHelper {
constructor(obj, minProp, maxProp, minDif) {
this.obj = obj;
this.minProp = minProp;
this.maxProp = maxProp;
this.minDif = minDif;
}
get min() {
return this.obj[this.minProp];
}
set min(v) {
this.obj[this.minProp] = v;
this.obj[this.maxProp] = Math.max(this.obj[this.maxProp], v + this.minDif);
}
get max() {
return this.obj[this.maxProp];
}
set max(v) {
this.obj[this.maxProp] = v;
this.min = this.min; // this will call the min setter
}
}
class VisibleGUIHelper {
constructor(...objects) {
this.objects = [...objects];
}
get value() {
return this.objects[0].visible;
}
set value(v) {
this.objects.forEach((obj) => {
obj.visible = v;
});
}
}
const gui = new GUI();
gui.close();
gui.add(new VisibleGUIHelper(helper, cameraHelper), 'value').name('show helpers');
gui.add(light.shadow, 'bias', -0.1, 0.1, 0.001);
{
const folder = gui.addFolder('Shadow Camera');
folder.open();
folder.add(new DimensionGUIHelper(light.shadow.camera, 'left', 'right'), 'value', 1, 4000)
.name('width')
.onChange(updateCamera);
folder.add(new DimensionGUIHelper(light.shadow.camera, 'bottom', 'top'), 'value', 1, 4000 )
.name('height')
.onChange(updateCamera);
const minMaxGUIHelper = new MinMaxGUIHelper(light.shadow.camera, 'near', 'far', 0.1);
folder.add(minMaxGUIHelper, 'min', 1, 1000, 1).name('near').onChange(updateCamera);
folder.add(minMaxGUIHelper, 'max', 1, 4000, 1).name('far').onChange(updateCamera);
folder.add(light.shadow.camera, 'zoom', 0.01, 1.5, 0.01).onChange(updateCamera);
}
makeXYZGUI(gui, light.position, 'position', updateCamera);
makeXYZGUI(gui, light.target.position, 'target', updateCamera);
}
function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
// compute a unit vector that points in the direction the camera is now
// in the xz plane from the center of the box
const direction = (new THREE.Vector3())
.subVectors(camera.position, boxCenter)
.multiply(new THREE.Vector3(1, 0, 1))
.normalize();
// move the camera to a position distance units way from the center
// in whatever direction the camera was from the center already
camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
// pick some near and far values for the frustum that
// will contain the box.
camera.near = boxSize / 100;
camera.far = boxSize * 100;
camera.updateProjectionMatrix();
// point the camera to look at the center of the box
camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
}
let curve;
let curveObject;
{
const controlPoints = [
[1.118281, 5.115846, -3.681386],
[3.948875, 5.115846, -3.641834],
[3.960072, 5.115846, -0.240352],
[3.985447, 5.115846, 4.585005],
[-3.793631, 5.115846, 4.585006],
[-3.826839, 5.115846, -14.736200],
[-14.542292, 5.115846, -14.765865],
[-14.520929, 5.115846, -3.627002],
[-5.452815, 5.115846, -3.634418],
[-5.467251, 5.115846, 4.549161],
[-13.266233, 5.115846, 4.567083],
[-13.250067, 5.115846, -13.499271],
[4.081842, 5.115846, -13.435463],
[4.125436, 5.115846, -5.334928],
[-14.521364, 5.115846, -5.239871],
[-14.510466, 5.115846, 5.486727],
[5.745666, 5.115846, 5.510492],
[5.787942, 5.115846, -14.728308],
[-5.423720, 5.115846, -14.761919],
[-5.373599, 5.115846, -3.704133],
[1.004861, 5.115846, -3.641834],
];
const p0 = new THREE.Vector3();
const p1 = new THREE.Vector3();
curve = new THREE.CatmullRomCurve3(
controlPoints.map((p, ndx) => {
p0.set(...p);
p1.set(...controlPoints[(ndx + 1) % controlPoints.length]);
return [
(new THREE.Vector3()).copy(p0),
(new THREE.Vector3()).lerpVectors(p0, p1, 0.1),
(new THREE.Vector3()).lerpVectors(p0, p1, 0.9),
];
}).flat(),
true,
);
{
const points = curve.getPoints(250);
const geometry = new THREE.BufferGeometry().setFromPoints(points);
const material = new THREE.LineBasicMaterial({color: 0xff0000});
curveObject = new THREE.Line(geometry, material);
curveObject.scale.set(100, 100, 100);
curveObject.position.y = -621;
curveObject.visible = false;
scene.add(curveObject);
}
}
const cars = [];
{
const gltfLoader = new GLTFLoader();
gltfLoader.load('resources/models/cartoon_lowpoly_small_city_free_pack/scene.gltf', (gltf) => {
const root = gltf.scene;
scene.add(root);
root.traverse((obj) => {
if (obj.castShadow !== undefined) {
obj.castShadow = true;
obj.receiveShadow = true;
}
});
const loadedCars = root.getObjectByName('Cars');
const fixes = [
{ prefix: 'Car_08', y: 0, rot: [Math.PI * .5, 0, Math.PI * .5], },
{ prefix: 'CAR_03', y: 33, rot: [0, Math.PI, 0], },
{ prefix: 'Car_04', y: 40, rot: [0, Math.PI, 0], },
];
root.updateMatrixWorld();
for (const car of loadedCars.children.slice()) {
const fix = fixes.find(fix => car.name.startsWith(fix.prefix));
const obj = new THREE.Object3D();
car.position.set(0, fix.y, 0);
car.rotation.set(...fix.rot);
obj.add(car);
scene.add(obj);
cars.push(obj);
}
// compute the box that contains all the stuff
// from root and below
const box = new THREE.Box3().setFromObject(root);
const boxSize = box.getSize(new THREE.Vector3()).length();
const boxCenter = box.getCenter(new THREE.Vector3());
// set the camera to frame the box
frameArea(boxSize * 0.5, boxSize, boxCenter, camera);
// update the Trackball controls to handle the new size
controls.maxDistance = boxSize * 10;
controls.target.copy(boxCenter);
controls.update();
});
}
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
// create 2 Vector3s we can use for path calculations
const carPosition = new THREE.Vector3();
const carTarget = new THREE.Vector3();
function render(time) {
time *= 0.001; // convert to seconds
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
{
const pathTime = time * .01;
const targetOffset = 0.01;
cars.forEach((car, ndx) => {
// a number between 0 and 1 to evenly space the cars
const u = pathTime + ndx / cars.length;
// get the first point
curve.getPointAt(u % 1, carPosition);
carPosition.applyMatrix4(curveObject.matrixWorld);
// get a second point slightly further down the curve
curve.getPointAt((u + targetOffset) % 1, carTarget);
carTarget.applyMatrix4(curveObject.matrixWorld);
// put the car at the first point (temporarily)
car.position.copy(carPosition);
// point the car the second point
car.lookAt(carTarget);
// put the car between the 2 points
car.position.lerpVectors(carPosition, carTarget, 0.5);
});
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
</script>
</html>