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Draco plus MTL - Not rendering

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Jan 8th, 2019
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  1. <!DOCTYPE html>
  2. <html lang="en">
  3.  
  4. <head>
  5. <title>three.js webgl - loaders - Draco loader</title>
  6. <style>
  7. body {
  8. font-family: Monospace;
  9. background-color: #000;
  10. color: #fff;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. </style>
  15. </head>
  16.  
  17. <body>
  18. <div id="page-wrapper">
  19. <h1>Open a draco compressed file (.drc):</h1>
  20. <div>
  21. <input type="file" id="fileInput">
  22. </div>
  23. </div>
  24. <div>
  25. <pre id="decoderType"><pre>
  26. </div>
  27. <div>
  28. <pre id="fileDisplayArea"><pre>
  29. </div>
  30. <script src="https://cdn.rawgit.com/mrdoob/three.js/dev/build/three.min.js"></script>
  31. <script src="DRACOLoader.js"></script>
  32. <script src="MTLLoader.js"></script>
  33. <script src="geometry_helper.js"></script>
  34. <script>
  35. 'use strict';
  36.  
  37. // Configure decoder and create loader.
  38. THREE.DRACOLoader.setDecoderPath( '../' );
  39. var dracoLoader = new THREE.DRACOLoader();
  40.  
  41. // (Optional) Pre-fetch decoder source files.
  42. THREE.DRACOLoader.getDecoderModule();
  43.  
  44. var camera, cameraTarget, scene, renderer;
  45.  
  46. function init() {
  47. var container = document.createElement('div');
  48. document.body.appendChild(container);
  49.  
  50. camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 15);
  51. camera.position.set(3, 0.15, 3);
  52. cameraTarget = new THREE.Vector3(0, 0, 0);
  53.  
  54. scene = new THREE.Scene();
  55. scene.fog = new THREE.Fog(0x72645b, 2, 15);
  56.  
  57. // Ground
  58. var plane = new THREE.Mesh(
  59. new THREE.PlaneBufferGeometry(40, 40),
  60. new THREE.MeshPhongMaterial({color: 0x999999, specular: 0x101010}));
  61. plane.rotation.x = -Math.PI/2;
  62. plane.position.y = -0.5;
  63. scene.add(plane);
  64. plane.receiveShadow = true;
  65.  
  66. // Lights
  67. scene.add(new THREE.HemisphereLight(0x443333, 0x111122));
  68. addShadowedLight(1, 1, 1, 0xffffff, 1.35);
  69. addShadowedLight(0.5, 1, -1, 0xffaa00, 1);
  70.  
  71. // renderer
  72. renderer = new THREE.WebGLRenderer({antialias: true});
  73. renderer.setClearColor(scene.fog.color);
  74. renderer.setPixelRatio(window.devicePixelRatio);
  75. renderer.setSize(window.innerWidth, window.innerHeight);
  76. container.appendChild(renderer.domElement);
  77. window.addEventListener('resize', onWindowResize, false);
  78. }
  79.  
  80. function addShadowedLight(x, y, z, color, intensity) {
  81. var directionalLight = new THREE.DirectionalLight(color, intensity);
  82. directionalLight.position.set(x, y, z);
  83. scene.add(directionalLight);
  84. }
  85.  
  86. function onWindowResize() {
  87. camera.aspect = window.innerWidth / window.innerHeight;
  88. camera.updateProjectionMatrix();
  89. renderer.setSize(window.innerWidth, window.innerHeight);
  90. }
  91.  
  92. function animate() {
  93. requestAnimationFrame(animate);
  94. render();
  95. }
  96.  
  97. function render() {
  98. var timer = Date.now() * 0.0005;
  99. camera.position.x = Math.sin(timer) * 2.5;
  100. camera.position.z = Math.cos(timer) * 2.5;
  101. camera.lookAt(cameraTarget);
  102. renderer.render(scene, camera);
  103. }
  104.  
  105. window.onload = function() {
  106. var fileInput = document.getElementById('fileInput');
  107. var fileDisplayArea = document.getElementById('fileDisplayArea');
  108.  
  109. fileInput.onclick = function() {
  110. this.value = '';
  111. }
  112.  
  113. //new
  114. var num = 0;
  115. var object = new THREE.Object3D();
  116. var scale = 1;
  117.  
  118. fileInput.addEventListener('change', function(e) {
  119. //new
  120. num ++;
  121. var file = this.files[0];
  122. var name = this.files[0].name;
  123. var objName = name.split(".")[1];
  124. var file = fileInput.files[0];
  125.  
  126. var reader = new FileReader();
  127. reader.onload = function(e) {
  128. // Enable logging to console output.
  129. dracoLoader.setVerbosity(1);
  130.  
  131. // To use triangle strips use:
  132. // dracoLoader.setDrawMode(THREE.TriangleStripDrawMode);
  133. dracoLoader.setDrawMode(THREE.TrianglesDrawMode);
  134.  
  135. // Skip dequantization of the position attribute. It will be done on the GPU.
  136. dracoLoader.setSkipDequantization('position', true);
  137. dracoLoader.decodeDracoFile(reader.result, function(bufferGeometry) {
  138. if (dracoLoader.decode_time !== undefined) {
  139. fileDisplayArea.innerText = 'Decode time = ' + dracoLoader.decode_time + '\n' +
  140. 'Import time = ' + dracoLoader.import_time;
  141. }
  142. var material = new THREE.MeshStandardMaterial({vertexColors: THREE.VertexColors});
  143. // If the position attribute is quantized, modify the material to perform
  144. // dequantization on the GPU.
  145. if (bufferGeometry.attributes['position'].isQuantized) {
  146. // setDequantizationForMaterial(material, bufferGeometry);
  147. }
  148.  
  149. //new
  150. var mesh;
  151. // Point cloud does not have face indices.
  152. var mtlLoader = new THREE.MTLLoader();
  153. mtlLoader.setPath( 'models/' );
  154. mtlLoader.load( 'bed.mtl', function( materials ) {
  155. materials.preload();
  156.  
  157. // var geometry;
  158. // Point cloud does not have face indices.
  159. if (bufferGeometry.index == null) {
  160. mesh = new THREE.Points(bufferGeometry, materials.materials[objName]);
  161. } else {
  162. if (bufferGeometry.attributes.normal === undefined) {
  163. var geometryHelper = new GeometryHelper();
  164. geometryHelper.computeVertexNormals(bufferGeometry);
  165. }
  166. mesh = new THREE.Mesh(bufferGeometry, materials.materials[objName]);
  167. mesh.drawMode = dracoLoader.drawMode;
  168. }
  169. // Compute range of the mesh coordinates for proper rendering.
  170. if (num === 1) {
  171. bufferGeometry.computeBoundingBox();
  172. if (bufferGeometry.attributes['position'].isQuantized) {
  173. // If the mesh is quantized, transform the bounding box to the dequantized
  174. // coordinates.
  175. var posAttribute = bufferGeometry.attributes['position'];
  176. var normConstant =
  177. posAttribute.maxRange / (1 << posAttribute.numQuantizationBits);
  178. var minPos = posAttribute.minValues;
  179. bufferGeometry.boundingBox.max.x = minPos[0] + bufferGeometry.boundingBox.max.x * normConstant;
  180. bufferGeometry.boundingBox.max.y = minPos[1] + bufferGeometry.boundingBox.max.y * normConstant;
  181. bufferGeometry.boundingBox.max.z = minPos[2] + bufferGeometry.boundingBox.max.z * normConstant;
  182. bufferGeometry.boundingBox.min.x = minPos[0] + bufferGeometry.boundingBox.min.x * normConstant;
  183. bufferGeometry.boundingBox.min.y = minPos[1] + bufferGeometry.boundingBox.min.y * normConstant;
  184. bufferGeometry.boundingBox.min.z = minPos[2] + bufferGeometry.boundingBox.min.z * normConstant;
  185. }
  186. var sizeX = bufferGeometry.boundingBox.max.x - bufferGeometry.boundingBox.min.x;
  187. var sizeY = bufferGeometry.boundingBox.max.y - bufferGeometry.boundingBox.min.y;
  188. var sizeZ = bufferGeometry.boundingBox.max.z - bufferGeometry.boundingBox.min.z;
  189. var diagonalSize = Math.sqrt(sizeX * sizeX + sizeY * sizeY + sizeZ * sizeZ);
  190. scale = 1.0 / diagonalSize;
  191. var midX = (bufferGeometry.boundingBox.min.x + bufferGeometry.boundingBox.max.x) / 2;
  192. var midY = (bufferGeometry.boundingBox.min.y + bufferGeometry.boundingBox.max.y) / 2;
  193. var midZ = (bufferGeometry.boundingBox.min.z + bufferGeometry.boundingBox.max.z) / 2;
  194. }
  195. // mesh.scale.multiplyScalar(scale);
  196. // mesh.position.x = -midX * scale;
  197. // mesh.position.y = -midY * scale;
  198. // mesh.position.z = -midZ * scale;
  199. mesh.castShadow = true;
  200. mesh.receiveShadow = true;
  201. var selectedObject = scene.getObjectByName("my_mesh");
  202. scene.remove(selectedObject);
  203. var drcLength = 0;
  204. for (var prop in materials.materials) {
  205. drcLength ++;
  206. }
  207. if (num < drcLength) {
  208. object.add(mesh);
  209. }else{
  210. object.add(mesh);
  211. object.scale.multiplyScalar(scale);
  212. scene.add(object);
  213. }
  214. object.name = "my_mesh";
  215. });
  216. });
  217. }
  218. reader.readAsArrayBuffer(file);
  219. });
  220. init();
  221. animate();
  222. }
  223.  
  224. function setDequantizationForMaterial(material, bufferGeometry) {
  225. material.onBeforeCompile = function(shader) {
  226. // Add uniform variables needed for dequantization.
  227. var posAttribute = bufferGeometry.attributes['position'];
  228. shader.uniforms.normConstant =
  229. { value: posAttribute.maxRange / (1 << posAttribute.numQuantizationBits) };
  230. shader.uniforms.minPos = { value: posAttribute.minValues };
  231.  
  232. shader.vertexShader = 'uniform float maxRange;\n' +
  233. 'uniform float normConstant;\n' +
  234. 'uniform vec3 minPos;\n' +
  235. shader.vertexShader;
  236. shader.vertexShader = shader.vertexShader.replace(
  237. '#include <begin_vertex>',
  238. 'vec3 transformed = minPos + position * normConstant;'
  239. );
  240. }
  241. }
  242. </script>
  243. </body>
  244. </html>
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