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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - loaders - Draco loader</title>
- <style>
- body {
- font-family: Monospace;
- background-color: #000;
- color: #fff;
- margin: 0px;
- overflow: hidden;
- }
- </style>
- </head>
- <body>
- <div id="page-wrapper">
- <h1>Open a draco compressed file (.drc):</h1>
- <div>
- <input type="file" id="fileInput">
- </div>
- </div>
- <div>
- <pre id="decoderType"><pre>
- </div>
- <div>
- <pre id="fileDisplayArea"><pre>
- </div>
- <script src="https://cdn.rawgit.com/mrdoob/three.js/dev/build/three.min.js"></script>
- <script src="DRACOLoader.js"></script>
- <script src="MTLLoader.js"></script>
- <script src="geometry_helper.js"></script>
- <script>
- 'use strict';
- // Configure decoder and create loader.
- THREE.DRACOLoader.setDecoderPath( '../' );
- var dracoLoader = new THREE.DRACOLoader();
- // (Optional) Pre-fetch decoder source files.
- THREE.DRACOLoader.getDecoderModule();
- var camera, cameraTarget, scene, renderer;
- function init() {
- var container = document.createElement('div');
- document.body.appendChild(container);
- camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 15);
- camera.position.set(3, 0.15, 3);
- cameraTarget = new THREE.Vector3(0, 0, 0);
- scene = new THREE.Scene();
- scene.fog = new THREE.Fog(0x72645b, 2, 15);
- // Ground
- var plane = new THREE.Mesh(
- new THREE.PlaneBufferGeometry(40, 40),
- new THREE.MeshPhongMaterial({color: 0x999999, specular: 0x101010}));
- plane.rotation.x = -Math.PI/2;
- plane.position.y = -0.5;
- scene.add(plane);
- plane.receiveShadow = true;
- // Lights
- scene.add(new THREE.HemisphereLight(0x443333, 0x111122));
- addShadowedLight(1, 1, 1, 0xffffff, 1.35);
- addShadowedLight(0.5, 1, -1, 0xffaa00, 1);
- // renderer
- renderer = new THREE.WebGLRenderer({antialias: true});
- renderer.setClearColor(scene.fog.color);
- renderer.setPixelRatio(window.devicePixelRatio);
- renderer.setSize(window.innerWidth, window.innerHeight);
- container.appendChild(renderer.domElement);
- window.addEventListener('resize', onWindowResize, false);
- }
- function addShadowedLight(x, y, z, color, intensity) {
- var directionalLight = new THREE.DirectionalLight(color, intensity);
- directionalLight.position.set(x, y, z);
- scene.add(directionalLight);
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize(window.innerWidth, window.innerHeight);
- }
- function animate() {
- requestAnimationFrame(animate);
- render();
- }
- function render() {
- var timer = Date.now() * 0.0005;
- camera.position.x = Math.sin(timer) * 2.5;
- camera.position.z = Math.cos(timer) * 2.5;
- camera.lookAt(cameraTarget);
- renderer.render(scene, camera);
- }
- window.onload = function() {
- var fileInput = document.getElementById('fileInput');
- var fileDisplayArea = document.getElementById('fileDisplayArea');
- fileInput.onclick = function() {
- this.value = '';
- }
- //new
- var num = 0;
- var object = new THREE.Object3D();
- var scale = 1;
- fileInput.addEventListener('change', function(e) {
- //new
- num ++;
- var file = this.files[0];
- var name = this.files[0].name;
- var objName = name.split(".")[1];
- var file = fileInput.files[0];
- var reader = new FileReader();
- reader.onload = function(e) {
- // Enable logging to console output.
- dracoLoader.setVerbosity(1);
- // To use triangle strips use:
- // dracoLoader.setDrawMode(THREE.TriangleStripDrawMode);
- dracoLoader.setDrawMode(THREE.TrianglesDrawMode);
- // Skip dequantization of the position attribute. It will be done on the GPU.
- dracoLoader.setSkipDequantization('position', true);
- dracoLoader.decodeDracoFile(reader.result, function(bufferGeometry) {
- if (dracoLoader.decode_time !== undefined) {
- fileDisplayArea.innerText = 'Decode time = ' + dracoLoader.decode_time + '\n' +
- 'Import time = ' + dracoLoader.import_time;
- }
- var material = new THREE.MeshStandardMaterial({vertexColors: THREE.VertexColors});
- // If the position attribute is quantized, modify the material to perform
- // dequantization on the GPU.
- if (bufferGeometry.attributes['position'].isQuantized) {
- // setDequantizationForMaterial(material, bufferGeometry);
- }
- //new
- var mesh;
- // Point cloud does not have face indices.
- var mtlLoader = new THREE.MTLLoader();
- mtlLoader.setPath( 'models/' );
- mtlLoader.load( 'bed.mtl', function( materials ) {
- materials.preload();
- // var geometry;
- // Point cloud does not have face indices.
- if (bufferGeometry.index == null) {
- mesh = new THREE.Points(bufferGeometry, materials.materials[objName]);
- } else {
- if (bufferGeometry.attributes.normal === undefined) {
- var geometryHelper = new GeometryHelper();
- geometryHelper.computeVertexNormals(bufferGeometry);
- }
- mesh = new THREE.Mesh(bufferGeometry, materials.materials[objName]);
- mesh.drawMode = dracoLoader.drawMode;
- }
- // Compute range of the mesh coordinates for proper rendering.
- if (num === 1) {
- bufferGeometry.computeBoundingBox();
- if (bufferGeometry.attributes['position'].isQuantized) {
- // If the mesh is quantized, transform the bounding box to the dequantized
- // coordinates.
- var posAttribute = bufferGeometry.attributes['position'];
- var normConstant =
- posAttribute.maxRange / (1 << posAttribute.numQuantizationBits);
- var minPos = posAttribute.minValues;
- bufferGeometry.boundingBox.max.x = minPos[0] + bufferGeometry.boundingBox.max.x * normConstant;
- bufferGeometry.boundingBox.max.y = minPos[1] + bufferGeometry.boundingBox.max.y * normConstant;
- bufferGeometry.boundingBox.max.z = minPos[2] + bufferGeometry.boundingBox.max.z * normConstant;
- bufferGeometry.boundingBox.min.x = minPos[0] + bufferGeometry.boundingBox.min.x * normConstant;
- bufferGeometry.boundingBox.min.y = minPos[1] + bufferGeometry.boundingBox.min.y * normConstant;
- bufferGeometry.boundingBox.min.z = minPos[2] + bufferGeometry.boundingBox.min.z * normConstant;
- }
- var sizeX = bufferGeometry.boundingBox.max.x - bufferGeometry.boundingBox.min.x;
- var sizeY = bufferGeometry.boundingBox.max.y - bufferGeometry.boundingBox.min.y;
- var sizeZ = bufferGeometry.boundingBox.max.z - bufferGeometry.boundingBox.min.z;
- var diagonalSize = Math.sqrt(sizeX * sizeX + sizeY * sizeY + sizeZ * sizeZ);
- scale = 1.0 / diagonalSize;
- var midX = (bufferGeometry.boundingBox.min.x + bufferGeometry.boundingBox.max.x) / 2;
- var midY = (bufferGeometry.boundingBox.min.y + bufferGeometry.boundingBox.max.y) / 2;
- var midZ = (bufferGeometry.boundingBox.min.z + bufferGeometry.boundingBox.max.z) / 2;
- }
- // mesh.scale.multiplyScalar(scale);
- // mesh.position.x = -midX * scale;
- // mesh.position.y = -midY * scale;
- // mesh.position.z = -midZ * scale;
- mesh.castShadow = true;
- mesh.receiveShadow = true;
- var selectedObject = scene.getObjectByName("my_mesh");
- scene.remove(selectedObject);
- var drcLength = 0;
- for (var prop in materials.materials) {
- drcLength ++;
- }
- if (num < drcLength) {
- object.add(mesh);
- }else{
- object.add(mesh);
- object.scale.multiplyScalar(scale);
- scene.add(object);
- }
- object.name = "my_mesh";
- });
- });
- }
- reader.readAsArrayBuffer(file);
- });
- init();
- animate();
- }
- function setDequantizationForMaterial(material, bufferGeometry) {
- material.onBeforeCompile = function(shader) {
- // Add uniform variables needed for dequantization.
- var posAttribute = bufferGeometry.attributes['position'];
- shader.uniforms.normConstant =
- { value: posAttribute.maxRange / (1 << posAttribute.numQuantizationBits) };
- shader.uniforms.minPos = { value: posAttribute.minValues };
- shader.vertexShader = 'uniform float maxRange;\n' +
- 'uniform float normConstant;\n' +
- 'uniform vec3 minPos;\n' +
- shader.vertexShader;
- shader.vertexShader = shader.vertexShader.replace(
- '#include <begin_vertex>',
- 'vec3 transformed = minPos + position * normConstant;'
- );
- }
- }
- </script>
- </body>
- </html>
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