webgl_loader_tilt.html 2.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - tilt loader</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - tilt loader<br/>
  12. <a href="https://poly.google.com/view/ewUb8s99x_k" target="_blank" rel="noopener">TILTSPHERE</a> by <a href="https://poly.google.com/user/8CZPjCt8LvV" target="_blank" rel="noopener">Rosie Summers</a>
  13. </div>
  14. <script type="module">
  15. import * as THREE from '../build/three.module.js';
  16. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  17. import { TiltLoader } from './jsm/loaders/TiltLoader.js';
  18. let camera, scene, renderer;
  19. init();
  20. function init() {
  21. scene = new THREE.Scene();
  22. camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 500 );
  23. camera.position.y = 43;
  24. camera.position.z = 100;
  25. scene.add( camera );
  26. const grid = new THREE.GridHelper( 50, 50, 0xffffff, 0x555555 );
  27. scene.add( grid );
  28. renderer = new THREE.WebGL1Renderer( { antialias: true } );
  29. renderer.setPixelRatio( window.devicePixelRatio );
  30. renderer.setSize( window.innerWidth, window.innerHeight );
  31. document.body.appendChild( renderer.domElement );
  32. const loader = new TiltLoader();
  33. loader.load( './models/tilt/BRUSH_DOME.tilt', function ( object ) {
  34. // console.log( object.children.length );
  35. scene.add( object );
  36. render();
  37. } );
  38. const controls = new OrbitControls( camera, renderer.domElement );
  39. controls.addEventListener( 'change', render );
  40. controls.target.y = camera.position.y;
  41. controls.update();
  42. window.addEventListener( 'resize', onWindowResize );
  43. }
  44. function onWindowResize() {
  45. camera.aspect = window.innerWidth / window.innerHeight;
  46. camera.updateProjectionMatrix();
  47. renderer.setSize( window.innerWidth, window.innerHeight );
  48. render();
  49. }
  50. function render() {
  51. renderer.render( scene, camera );
  52. }
  53. </script>
  54. </body>
  55. </html>