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apt-nl-map/static/Magic4/js/three.js-dev/examples/misc_exporter_obj.html
2024-12-04 10:21:04 +08:00

284 lines
7.0 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - exporter - obj</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>
.floating {
background : #000000;
opacity : 0.8;
width : 80%;
height : 80%;
position : absolute;
left : 10%;
top : 10%;
border : 1px solid #555555;
padding : 10px;
display : none;
overflow : auto;
z-index: 100;
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - exporter - obj<br /><br />
<button id="triangle">triangle</button>
<button id="cube">cube</button>
<button id="cylinder">cylinder</button>
<button id="multiple">multiple</button>
<button id="transformed">transformed</button>
<button id="points">points</button><br /><br />
<button id="export">export to obj</button>
</div>
<script type="module">
import * as THREE from '../build/three.module.js';
import { OBJExporter } from './jsm/exporters/OBJExporter.js';
let camera, scene, light, renderer;
let exportButton, floatingDiv;
let mouseX = 0, mouseY = 0;
function exportToObj() {
const exporter = new OBJExporter();
const result = exporter.parse( scene );
floatingDiv.style.display = 'block';
floatingDiv.innerHTML = result.split( '\n' ).join( '<br />' );
}
function addGeometry( type ) {
for ( let i = 0; i < scene.children.length; i ++ ) {
const child = scene.children[ i ];
if ( child.isMesh || child.isPoints ) {
child.geometry.dispose();
scene.remove( child );
i --;
}
}
if ( type === 1 ) {
const material = new THREE.MeshLambertMaterial( { color: 0x00cc00 } );
const geometry = generateTriangleGeometry();
scene.add( new THREE.Mesh( geometry, material ) );
} else if ( type === 2 ) {
const material = new THREE.MeshLambertMaterial( { color: 0x00cc00 } );
const geometry = new THREE.BoxGeometry( 100, 100, 100 );
scene.add( new THREE.Mesh( geometry, material ) );
} else if ( type === 3 ) {
const material = new THREE.MeshLambertMaterial( { color: 0x00cc00 } );
const geometry = new THREE.CylinderGeometry( 50, 50, 100, 30, 1 );
scene.add( new THREE.Mesh( geometry, material ) );
} else if ( type === 4 || type === 5 ) {
const material = new THREE.MeshLambertMaterial( { color: 0x00cc00 } );
const geometry = generateTriangleGeometry();
const mesh = new THREE.Mesh( geometry, material );
mesh.position.x = - 200;
scene.add( mesh );
const geometry2 = new THREE.BoxGeometry( 100, 100, 100 );
const mesh2 = new THREE.Mesh( geometry2, material );
scene.add( mesh2 );
const geometry3 = new THREE.CylinderGeometry( 50, 50, 100, 30, 1 );
const mesh3 = new THREE.Mesh( geometry3, material );
mesh3.position.x = 200;
scene.add( mesh3 );
if ( type === 5 ) {
mesh.rotation.y = Math.PI / 4.0;
mesh2.rotation.y = Math.PI / 4.0;
mesh3.rotation.y = Math.PI / 4.0;
}
} else if ( type === 6 ) {
const points = [ 0, 0, 0, 100, 0, 0, 100, 100, 0, 0, 100, 0 ];
const colors = [ 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0 ];
const geometry = new THREE.BufferGeometry();
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( points, 3 ) );
geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
const material = new THREE.PointsMaterial( { size: 10, vertexColors: true } );
const pointCloud = new THREE.Points( geometry, material );
pointCloud.name = 'point cloud';
scene.add( pointCloud );
}
}
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 0, 0, 400 );
scene = new THREE.Scene();
light = new THREE.DirectionalLight( 0xffffff );
scene.add( light );
addGeometry( 1 );
window.addEventListener( 'click', onWindowClick );
window.addEventListener( 'resize', onWindowResize );
document.addEventListener( 'mousemove', onDocumentMouseMove );
document.addEventListener( 'mouseover', onDocumentMouseMove );
document.getElementById( 'triangle' ).addEventListener( 'click', function () {
addGeometry( 1 );
} );
document.getElementById( 'cube' ).addEventListener( 'click', function () {
addGeometry( 2 );
} );
document.getElementById( 'cylinder' ).addEventListener( 'click', function () {
addGeometry( 3 );
} );
document.getElementById( 'multiple' ).addEventListener( 'click', function () {
addGeometry( 4 );
} );
document.getElementById( 'transformed' ).addEventListener( 'click', function () {
addGeometry( 5 );
} );
document.getElementById( 'points' ).addEventListener( 'click', function () {
addGeometry( 6 );
} );
exportButton = document.getElementById( 'export' );
exportButton.addEventListener( 'click', function () {
exportToObj();
} );
floatingDiv = document.createElement( 'div' );
floatingDiv.className = 'floating';
document.body.appendChild( floatingDiv );
}
function onWindowClick( event ) {
let needToClose = true;
let target = event.target;
while ( target !== null ) {
if ( target === floatingDiv || target === exportButton ) {
needToClose = false;
break;
}
target = target.parentElement;
}
if ( needToClose ) {
floatingDiv.style.display = 'none';
}
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
const windowHalfX = window.innerWidth / 2;
const windowHalfY = window.innerHeight / 2;
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
function animate() {
requestAnimationFrame( animate );
camera.position.x += ( mouseX - camera.position.x ) * 0.05;
camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
camera.lookAt( scene.position );
light.position.set( camera.position.x, camera.position.y, camera.position.z ).normalize();
renderer.render( scene, camera );
}
function generateTriangleGeometry() {
const geometry = new THREE.BufferGeometry();
const vertices = [];
vertices.push( - 50, - 50, 0 );
vertices.push( 50, - 50, 0 );
vertices.push( 50, 50, 0 );
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
geometry.computeVertexNormals();
return geometry;
}
init();
animate();
</script>
</body>
</html>