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webgl_loader_stl.html 5.68 KB
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D webgl - STL</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">
</head>
<body>
<div id="info">
<a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> -
STL loader test by <a href="https://github.com/aleeper" target="_blank" rel="noopener">aleeper</a>.<br/>
PR2 head from <a href="http://www.ros.org/wiki/pr2_description">www.ros.org</a>
</div>
<script type="module">
import * as v3d from '../build/v3d.module.js';
import Stats from './jsm/libs/stats.module.js';
import { STLLoader } from './jsm/loaders/STLLoader.js';
let container, stats;
let camera, cameraTarget, scene, renderer;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new v3d.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 15);
camera.position.set(3, 0.15, 3);
cameraTarget = new v3d.Vector3(0, - 0.25, 0);
scene = new v3d.Scene();
scene.background = new v3d.Color(0x72645b);
scene.fog = new v3d.Fog(0x72645b, 2, 15);
// Ground
const plane = new v3d.Mesh(
new v3d.PlaneBufferGeometry(40, 40),
new v3d.MeshPhongMaterial({ color: 0x999999, specular: 0x101010 })
);
plane.rotation.x = - Math.PI / 2;
plane.position.y = - 0.5;
scene.add(plane);
plane.receiveShadow = true;
// ASCII file
const loader = new STLLoader();
loader.load('./models/stl/ascii/slotted_disk.stl', function(geometry) {
const material = new v3d.MeshPhongMaterial({ color: 0xff5533, specular: 0x111111, shininess: 200 });
const mesh = new v3d.Mesh(geometry, material);
mesh.position.set(0, - 0.25, 0.6);
mesh.rotation.set(0, - Math.PI / 2, 0);
mesh.scale.set(0.5, 0.5, 0.5);
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
});
// Binary files
const material = new v3d.MeshPhongMaterial({ color: 0xAAAAAA, specular: 0x111111, shininess: 200 });
loader.load('./models/stl/binary/pr2_head_pan.stl', function(geometry) {
const mesh = new v3d.Mesh(geometry, material);
mesh.position.set(0, - 0.37, - 0.6);
mesh.rotation.set(- Math.PI / 2, 0, 0);
mesh.scale.set(2, 2, 2);
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
});
loader.load('./models/stl/binary/pr2_head_tilt.stl', function(geometry) {
const mesh = new v3d.Mesh(geometry, material);
mesh.position.set(0.136, - 0.37, - 0.6);
mesh.rotation.set(- Math.PI / 2, 0.3, 0);
mesh.scale.set(2, 2, 2);
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
});
// Colored binary STL
loader.load('./models/stl/binary/colored.stl', function(geometry) {
let meshMaterial = material;
if (geometry.hasColors) {
meshMaterial = new v3d.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: true });
}
const mesh = new v3d.Mesh(geometry, meshMaterial);
mesh.position.set(0.5, 0.2, 0);
mesh.rotation.set(- Math.PI / 2, Math.PI / 2, 0);
mesh.scale.set(0.3, 0.3, 0.3);
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
});
// Lights
scene.add(new v3d.HemisphereLight(0x443333, 0x111122));
addShadowedLight(1, 1, 1, 0xffffff, 1.35);
addShadowedLight(0.5, 1, - 1, 0xffaa00, 1);
// renderer
renderer = new v3d.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputEncoding = v3d.sRGBEncoding;
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
// stats
stats = new Stats();
container.appendChild(stats.dom);
//
window.addEventListener('resize', onWindowResize, false);
}
function addShadowedLight(x, y, z, color, intensity) {
const directionalLight = new v3d.DirectionalLight(color, intensity);
directionalLight.position.set(x, y, z);
scene.add(directionalLight);
directionalLight.castShadow = true;
const d = 1;
directionalLight.shadow.camera.left = - d;
directionalLight.shadow.camera.right = d;
directionalLight.shadow.camera.top = d;
directionalLight.shadow.camera.bottom = - d;
directionalLight.shadow.camera.near = 1;
directionalLight.shadow.camera.far = 4;
directionalLight.shadow.bias = - 0.002;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
render();
stats.update();
}
function render() {
const timer = Date.now() * 0.0005;
camera.position.x = Math.cos(timer) * 3;
camera.position.z = Math.sin(timer) * 3;
camera.lookAt(cameraTarget);
renderer.render(scene, camera);
}
</script>
</body>
</html>
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