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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - USDZ exporter</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
background-color: #eee;
}
#info {
color: #222;
}
a {
color: #00f
}
#button {
position: absolute;
bottom: 15px;
left: calc(50% - 40px);
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - USDZ exporter<br />
Battle Damaged Sci-fi Helmet by
<a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a>
</div>
<a id="link" rel="ar" href="" download="asset.usdz">
<img id="button" width="100" src="files/arkit.png">
</a>
<!-- 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 { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { USDZExporter } from 'three/addons/exporters/USDZExporter.js';
let camera, scene, renderer;
init();
render();
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.outputEncoding = THREE.sRGBEncoding;
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
camera.position.set( - 2.5, 0.6, 3.0 );
const pmremGenerator = new THREE.PMREMGenerator( renderer );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xf0f0f0 );
scene.environment = pmremGenerator.fromScene( new RoomEnvironment(), 0.04 ).texture;
const loader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
loader.load( 'DamagedHelmet.gltf', async function ( gltf ) {
scene.add( gltf.scene );
const shadowMesh = createSpotShadowMesh();
shadowMesh.position.y = - 1.1;
shadowMesh.position.z = - 0.25;
shadowMesh.scale.setScalar( 2 );
scene.add( shadowMesh );
render();
// USDZ
const exporter = new USDZExporter();
const arraybuffer = await exporter.parse( gltf.scene );
const blob = new Blob( [ arraybuffer ], { type: 'application/octet-stream' } );
const link = document.getElementById( 'link' );
link.href = URL.createObjectURL( blob );
} );
const controls = new OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render ); // use if there is no animation loop
controls.minDistance = 2;
controls.maxDistance = 10;
controls.target.set( 0, - 0.15, - 0.2 );
controls.update();
window.addEventListener( 'resize', onWindowResize );
}
function createSpotShadowMesh() {
const canvas = document.createElement( 'canvas' );
canvas.width = 128;
canvas.height = 128;
const context = canvas.getContext( '2d' );
const gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
gradient.addColorStop( 0.1, 'rgba(130,130,130,1)' );
gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
context.fillStyle = gradient;
context.fillRect( 0, 0, canvas.width, canvas.height );
const shadowTexture = new THREE.CanvasTexture( canvas );
const geometry = new THREE.PlaneGeometry();
const material = new THREE.MeshBasicMaterial( {
map: shadowTexture, blending: THREE.MultiplyBlending, toneMapped: false
} );
const mesh = new THREE.Mesh( geometry, material );
mesh.rotation.x = - Math.PI / 2;
return mesh;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
//
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>