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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - exporter - collada</title>
<meta charset="utf-8">
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<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - exporter - collada
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<!-- 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/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { ColladaExporter } from 'three/addons/exporters/ColladaExporter.js';
import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
////////////////////////////////////////////////////////////////////////////////
// Utah/Newell Teapot demo
////////////////////////////////////////////////////////////////////////////////
/*global window */
let camera, scene, renderer;
let cameraControls;
let effectController;
const teapotSize = 100; // vertical height of the teapot is about 2x this, we scale it to millimeters.
let ambientLight, light;
let tess = - 1; // force initialization
let bBottom;
let bLid;
let bBody;
let bFitLid;
let bNonBlinn;
let shading;
let vertexColors;
let wireMaterial, flatMaterial, gouraudMaterial, phongMaterial, texturedMaterial, normalMaterial, reflectiveMaterial;
let teapot, textureCube;
// allocate these just once
const diffuseColor = new THREE.Color();
const specularColor = new THREE.Color();
init();
render();
function init() {
const container = document.createElement( 'div' );
document.body.appendChild( container );
const canvasWidth = window.innerWidth;
const canvasHeight = window.innerHeight;
// CAMERA
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20000 );
camera.position.set( - 150, 137.5, 325 );
// LIGHTS
ambientLight = new THREE.AmbientLight( 0x333333 ); // 0.2
light = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
// direction is set in GUI
// RENDERER
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( canvasWidth, canvasHeight );
renderer.outputEncoding = THREE.sRGBEncoding;
container.appendChild( renderer.domElement );
// EVENTS
window.addEventListener( 'resize', onWindowResize );
// CONTROLS
cameraControls = new OrbitControls( camera, renderer.domElement );
cameraControls.addEventListener( 'change', render );
// TEXTURE MAP
const loader = new THREE.TextureLoader();
const textureMap = loader.load( 'textures/uv_grid_opengl.jpg' );
textureMap.wrapS = textureMap.wrapT = THREE.RepeatWrapping;
textureMap.anisotropy = 16;
textureMap.encoding = THREE.sRGBEncoding;
// NORMAL MAP
const diffuseMap = loader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg' );
const normalMap = loader.load( 'textures/floors/FloorsCheckerboard_S_Normal.jpg' );
// REFLECTION MAP
const path = 'textures/cube/pisa/';
const urls = [
path + 'px.png', path + 'nx.png',
path + 'py.png', path + 'ny.png',
path + 'pz.png', path + 'nz.png'
];
textureCube = new THREE.CubeTextureLoader().load( urls );
textureCube.encoding = THREE.sRGBEncoding;
// MATERIALS
const materialColor = new THREE.Color();
materialColor.setRGB( 1.0, 1.0, 1.0 );
wireMaterial = new THREE.MeshBasicMaterial( { color: 0xFFFFFF, wireframe: true } );
flatMaterial = new THREE.MeshPhongMaterial( { color: materialColor, specular: 0x000000, flatShading: true, side: THREE.DoubleSide } );
gouraudMaterial = new THREE.MeshLambertMaterial( { color: materialColor, side: THREE.DoubleSide } );
phongMaterial = new THREE.MeshPhongMaterial( { color: materialColor, side: THREE.DoubleSide } );
texturedMaterial = new THREE.MeshPhongMaterial( { color: materialColor, map: textureMap, side: THREE.DoubleSide } );
normalMaterial = new THREE.MeshPhongMaterial( { color: materialColor, map: diffuseMap, normalMap: normalMap, side: THREE.DoubleSide } );
reflectiveMaterial = new THREE.MeshPhongMaterial( { color: materialColor, envMap: textureCube, side: THREE.DoubleSide } );
// scene itself
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xAAAAAA );
scene.add( ambientLight );
scene.add( light );
// GUI
setupGui();
}
// EVENT HANDLERS
function onWindowResize() {
const canvasWidth = window.innerWidth;
const canvasHeight = window.innerHeight;
renderer.setSize( canvasWidth, canvasHeight );
camera.aspect = canvasWidth / canvasHeight;
camera.updateProjectionMatrix();
render();
}
function setupGui() {
effectController = {
shininess: 40.0,
ka: 0.17,
kd: 0.51,
ks: 0.2,
metallic: true,
hue: 0.121,
saturation: 0.73,
lightness: 0.66,
lhue: 0.04,
lsaturation: 0.01, // non-zero so that fractions will be shown
llightness: 1.0,
vertexColors: false,
// bizarrely, if you initialize these with negative numbers, the sliders
// will not show any decimal places.
lx: 0.32,
ly: 0.39,
lz: 0.7,
newTess: 15,
bottom: true,
lid: true,
body: true,
fitLid: false,
nonblinn: false,
newShading: 'glossy',
export: exportCollada
};
let h;
const gui = new GUI();
// material (attributes)
h = gui.addFolder( 'Material control' );
h.add( effectController, 'shininess', 1.0, 400.0, 1.0 ).name( 'shininess' ).onChange( render );
h.add( effectController, 'kd', 0.0, 1.0, 0.025 ).name( 'diffuse strength' ).onChange( render );
h.add( effectController, 'ks', 0.0, 1.0, 0.025 ).name( 'specular strength' ).onChange( render );
h.add( effectController, 'metallic' ).onChange( render );
// material (color)
h = gui.addFolder( 'Material color' );
h.add( effectController, 'hue', 0.0, 1.0, 0.025 ).name( 'hue' ).onChange( render );
h.add( effectController, 'saturation', 0.0, 1.0, 0.025 ).name( 'saturation' ).onChange( render );
h.add( effectController, 'lightness', 0.0, 1.0, 0.025 ).name( 'lightness' ).onChange( render );
h.add( effectController, 'vertexColors' ).onChange( render );
// light (point)
h = gui.addFolder( 'Lighting' );
h.add( effectController, 'lhue', 0.0, 1.0, 0.025 ).name( 'hue' ).onChange( render );
h.add( effectController, 'lsaturation', 0.0, 1.0, 0.025 ).name( 'saturation' ).onChange( render );
h.add( effectController, 'llightness', 0.0, 1.0, 0.025 ).name( 'lightness' ).onChange( render );
h.add( effectController, 'ka', 0.0, 1.0, 0.025 ).name( 'ambient' ).onChange( render );
// light (directional)
h = gui.addFolder( 'Light direction' );
h.add( effectController, 'lx', - 1.0, 1.0, 0.025 ).name( 'x' ).onChange( render );
h.add( effectController, 'ly', - 1.0, 1.0, 0.025 ).name( 'y' ).onChange( render );
h.add( effectController, 'lz', - 1.0, 1.0, 0.025 ).name( 'z' ).onChange( render );
h = gui.addFolder( 'Tessellation control' );
h.add( effectController, 'newTess', [ 2, 3, 4, 5, 6, 8, 10, 15, 20, 30, 40, 50 ] ).name( 'Tessellation Level' ).onChange( render );
h.add( effectController, 'lid' ).name( 'display lid' ).onChange( render );
h.add( effectController, 'body' ).name( 'display body' ).onChange( render );
h.add( effectController, 'bottom' ).name( 'display bottom' ).onChange( render );
h.add( effectController, 'fitLid' ).name( 'snug lid' ).onChange( render );
h.add( effectController, 'nonblinn' ).name( 'original scale' ).onChange( render );
// shading
gui.add( effectController, 'newShading', [ 'wireframe', 'flat', 'smooth', 'glossy', 'textured', 'normal', 'reflective' ] ).name( 'Shading' ).onChange( render );
h = gui.addFolder( 'Export' );
h.add( effectController, 'export' ).name( 'Export Collada' );
}
//
function render() {
if ( effectController.newTess !== tess ||
effectController.bottom !== bBottom ||
effectController.lid !== bLid ||
effectController.body !== bBody ||
effectController.fitLid !== bFitLid ||
effectController.nonblinn !== bNonBlinn ||
effectController.newShading !== shading ||
effectController.vertexColors !== vertexColors ) {
tess = effectController.newTess;
bBottom = effectController.bottom;
bLid = effectController.lid;
bBody = effectController.body;
bFitLid = effectController.fitLid;
bNonBlinn = effectController.nonblinn;
shading = effectController.newShading;
vertexColors = effectController.vertexColors;
createNewTeapot();
}
// We're a bit lazy here. We could check to see if any material attributes changed and update
// only if they have. But, these calls are cheap enough and this is just a demo.
phongMaterial.shininess = effectController.shininess;
texturedMaterial.shininess = effectController.shininess;
normalMaterial.shininess = effectController.shininess;
diffuseColor.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
if ( effectController.metallic ) {
// make colors match to give a more metallic look
specularColor.copy( diffuseColor );
} else {
// more of a plastic look
specularColor.setRGB( 1, 1, 1 );
}
diffuseColor.multiplyScalar( effectController.kd );
flatMaterial.color.copy( diffuseColor );
gouraudMaterial.color.copy( diffuseColor );
phongMaterial.color.copy( diffuseColor );
texturedMaterial.color.copy( diffuseColor );
normalMaterial.color.copy( diffuseColor );
specularColor.multiplyScalar( effectController.ks );
phongMaterial.specular.copy( specularColor );
texturedMaterial.specular.copy( specularColor );
normalMaterial.specular.copy( specularColor );
// Ambient's actually controlled by the light for this demo
ambientLight.color.setHSL( effectController.hue, effectController.saturation, effectController.lightness * effectController.ka );
light.position.set( effectController.lx, effectController.ly, effectController.lz );
light.color.setHSL( effectController.lhue, effectController.lsaturation, effectController.llightness );
// skybox is rendered separately, so that it is always behind the teapot.
if ( shading === 'reflective' ) {
scene.background = textureCube;
} else {
scene.background = null;
}
renderer.render( scene, camera );
}
// Whenever the teapot changes, the scene is rebuilt from scratch (not much to it).
function createNewTeapot() {
if ( teapot !== undefined ) {
teapot.geometry.dispose();
scene.remove( teapot );
}
const teapotGeometry = new TeapotGeometry( teapotSize,
tess,
effectController.bottom,
effectController.lid,
effectController.body,
effectController.fitLid,
! effectController.nonblinn );
teapot = new THREE.Mesh(
teapotGeometry,
shading === 'wireframe' ? wireMaterial : (
shading === 'flat' ? flatMaterial : (
shading === 'smooth' ? gouraudMaterial : (
shading === 'glossy' ? phongMaterial : (
shading === 'textured' ? texturedMaterial : (
shading === 'normal' ? normalMaterial : reflectiveMaterial ) ) ) ) ) ); // if no match, pick Phong
if ( effectController.vertexColors ) {
teapot.geometry.computeBoundingBox();
const minY = teapot.geometry.boundingBox.min.y;
const maxY = teapot.geometry.boundingBox.max.y;
const sizeY = maxY - minY;
const colors = [];
const position = teapot.geometry.getAttribute( 'position' );
for ( let i = 0, l = position.count; i < l; i ++ ) {
const y = position.getY( i );
const r = ( y - minY ) / sizeY;
const b = 1.0 - r;
colors.push( r * 128, 0, b * 128 );
}
teapot.geometry.setAttribute( 'color', new THREE.Uint8BufferAttribute( colors, 3, true ) );
teapot.material.vertexColors = true;
teapot.material.needsUpdate = true;
} else {
teapot.geometry.deleteAttribute( 'color' );
teapot.material.vertexColors = false;
teapot.material.needsUpdate = true;
}
scene.add( teapot );
}
const exporter = new ColladaExporter();
function exportCollada() {
const result = exporter.parse( teapot, undefined, { upAxis: 'Y_UP', unitName: 'millimeter', unitMeter: 0.001 } );
let materialType = 'Phong';
if ( shading === 'wireframe' ) {
materialType = 'Constant';
}
if ( shading === 'smooth' ) {
materialType = 'Lambert';
}
saveString( result.data, 'teapot_' + shading + '_' + materialType + '.dae' );
result.textures.forEach( tex => {
saveArrayBuffer( tex.data, `${ tex.name }.${ tex.ext }` );
} );
}
function save( blob, filename ) {
link.href = URL.createObjectURL( blob );
link.download = filename;
link.click();
}
function saveString( text, filename ) {
save( new Blob( [ text ], { type: 'text/plain' } ), filename );
}
function saveArrayBuffer( buffer, filename ) {
save( new Blob( [ buffer ], { type: 'application/octet-stream' } ), filename );
}
const link = document.createElement( 'a' );
link.style.display = 'none';
document.body.appendChild( link );
</script>
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</html>