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224 lines
5.1 KiB
224 lines
5.1 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - PLY</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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font-family: Monospace;
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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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color: #fff;
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position: absolute;
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top: 10px;
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width: 100%;
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text-align: center;
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z-index: 100;
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display:block;
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}
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a { color: skyblue }
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.button { background:#999; color:#eee; padding:0.2em 0.5em; cursor:pointer }
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.highlight { background:orange; color:#fff; }
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span {
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display: inline-block;
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width: 60px;
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text-align: center;
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}
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</style>
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</head>
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<body>
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<div id="info">
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<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> -
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PLY loader test by <a href="https://github.com/menway" target="_blank" rel="noopener">Wei Meng</a>. Image from <a href="http://people.sc.fsu.edu/~jburkardt/data/ply/ply.html">John Burkardt</a>
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</div>
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<script src="../build/three.js"></script>
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<script src="js/loaders/PLYLoader.js"></script>
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<script src="js/WebGL.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script>
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if ( WEBGL.isWebGLAvailable() === false ) {
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document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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}
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var container, stats;
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var camera, cameraTarget, scene, renderer;
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 15 );
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camera.position.set( 3, 0.15, 3 );
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cameraTarget = new THREE.Vector3( 0, - 0.1, 0 );
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x72645b );
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scene.fog = new THREE.Fog( 0x72645b, 2, 15 );
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// Ground
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var plane = new THREE.Mesh(
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new THREE.PlaneBufferGeometry( 40, 40 ),
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new THREE.MeshPhongMaterial( { color: 0x999999, specular: 0x101010 } )
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);
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plane.rotation.x = - Math.PI / 2;
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plane.position.y = - 0.5;
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scene.add( plane );
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plane.receiveShadow = true;
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// PLY file
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var loader = new THREE.PLYLoader();
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loader.load( './models/ply/ascii/dolphins.ply', function ( geometry ) {
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geometry.computeVertexNormals();
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var material = new THREE.MeshStandardMaterial( { color: 0x0055ff, flatShading: true } );
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var mesh = new THREE.Mesh( geometry, material );
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mesh.position.y = - 0.2;
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mesh.position.z = 0.3;
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mesh.rotation.x = - Math.PI / 2;
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mesh.scale.multiplyScalar( 0.001 );
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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scene.add( mesh );
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} );
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loader.load( './models/ply/binary/Lucy100k.ply', function ( geometry ) {
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geometry.computeVertexNormals();
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var material = new THREE.MeshStandardMaterial( { color: 0x0055ff, flatShading: true } );
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var mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = - 0.2;
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mesh.position.y = - 0.02;
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mesh.position.z = - 0.2;
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mesh.scale.multiplyScalar( 0.0006 );
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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scene.add( mesh );
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} );
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// Lights
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scene.add( new THREE.HemisphereLight( 0x443333, 0x111122 ) );
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addShadowedLight( 1, 1, 1, 0xffffff, 1.35 );
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addShadowedLight( 0.5, 1, - 1, 0xffaa00, 1 );
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// renderer
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.gammaInput = true;
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renderer.gammaOutput = true;
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renderer.shadowMap.enabled = true;
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container.appendChild( renderer.domElement );
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// stats
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stats = new Stats();
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container.appendChild( stats.dom );
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// resize
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function addShadowedLight( x, y, z, color, intensity ) {
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var directionalLight = new THREE.DirectionalLight( color, intensity );
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directionalLight.position.set( x, y, z );
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scene.add( directionalLight );
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directionalLight.castShadow = true;
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var d = 1;
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directionalLight.shadow.camera.left = - d;
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directionalLight.shadow.camera.right = d;
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directionalLight.shadow.camera.top = d;
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directionalLight.shadow.camera.bottom = - d;
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directionalLight.shadow.camera.near = 1;
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directionalLight.shadow.camera.far = 4;
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directionalLight.shadow.mapSize.width = 1024;
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directionalLight.shadow.mapSize.height = 1024;
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directionalLight.shadow.bias = - 0.001;
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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var timer = Date.now() * 0.0005;
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camera.position.x = Math.sin( timer ) * 2.5;
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camera.position.z = Math.cos( timer ) * 2.5;
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camera.lookAt( cameraTarget );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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