load-gltf-rotate-cars-fixed.html 5.6 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Load .GLTF - Rotate Cars Fixed</title>
  8. <style>
  9. html, body {
  10. margin: 0;
  11. height: 100%;
  12. }
  13. #c {
  14. width: 100%;
  15. height: 100%;
  16. display: block;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <canvas id="c"></canvas>
  22. </body>
  23. <script type="importmap">
  24. {
  25. "imports": {
  26. "three": "../../build/three.module.js",
  27. "three/addons/": "../../examples/jsm/"
  28. }
  29. }
  30. </script>
  31. <script type="module">
  32. import * as THREE from 'three';
  33. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  34. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  35. function main() {
  36. const canvas = document.querySelector( '#c' );
  37. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  38. const fov = 45;
  39. const aspect = 2; // the canvas default
  40. const near = 0.1;
  41. const far = 100;
  42. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  43. camera.position.set( 0, 10, 20 );
  44. const controls = new OrbitControls( camera, canvas );
  45. controls.target.set( 0, 5, 0 );
  46. controls.update();
  47. const scene = new THREE.Scene();
  48. scene.background = new THREE.Color( 'black' );
  49. {
  50. const planeSize = 40;
  51. const loader = new THREE.TextureLoader();
  52. const texture = loader.load( 'resources/images/checker.png' );
  53. texture.wrapS = THREE.RepeatWrapping;
  54. texture.wrapT = THREE.RepeatWrapping;
  55. texture.magFilter = THREE.NearestFilter;
  56. texture.colorSpace = THREE.SRGBColorSpace;
  57. const repeats = planeSize / 2;
  58. texture.repeat.set( repeats, repeats );
  59. const planeGeo = new THREE.PlaneGeometry( planeSize, planeSize );
  60. const planeMat = new THREE.MeshPhongMaterial( {
  61. map: texture,
  62. side: THREE.DoubleSide,
  63. } );
  64. const mesh = new THREE.Mesh( planeGeo, planeMat );
  65. mesh.rotation.x = Math.PI * - .5;
  66. scene.add( mesh );
  67. }
  68. {
  69. const skyColor = 0xB1E1FF; // light blue
  70. const groundColor = 0xB97A20; // brownish orange
  71. const intensity = 2;
  72. const light = new THREE.HemisphereLight( skyColor, groundColor, intensity );
  73. scene.add( light );
  74. }
  75. {
  76. const color = 0xFFFFFF;
  77. const intensity = 2.5;
  78. const light = new THREE.DirectionalLight( color, intensity );
  79. light.position.set( 5, 10, 2 );
  80. scene.add( light );
  81. scene.add( light.target );
  82. }
  83. function frameArea( sizeToFitOnScreen, boxSize, boxCenter, camera ) {
  84. const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
  85. const halfFovY = THREE.MathUtils.degToRad( camera.fov * .5 );
  86. const distance = halfSizeToFitOnScreen / Math.tan( halfFovY );
  87. // compute a unit vector that points in the direction the camera is now
  88. // in the xz plane from the center of the box
  89. const direction = ( new THREE.Vector3() )
  90. .subVectors( camera.position, boxCenter )
  91. .multiply( new THREE.Vector3( 1, 0, 1 ) )
  92. .normalize();
  93. // move the camera to a position distance units way from the center
  94. // in whatever direction the camera was from the center already
  95. camera.position.copy( direction.multiplyScalar( distance ).add( boxCenter ) );
  96. // pick some near and far values for the frustum that
  97. // will contain the box.
  98. camera.near = boxSize / 100;
  99. camera.far = boxSize * 100;
  100. camera.updateProjectionMatrix();
  101. // point the camera to look at the center of the box
  102. camera.lookAt( boxCenter.x, boxCenter.y, boxCenter.z );
  103. }
  104. const cars = [];
  105. {
  106. const gltfLoader = new GLTFLoader();
  107. gltfLoader.load( 'resources/models/cartoon_lowpoly_small_city_free_pack/scene.gltf', ( gltf ) => {
  108. const root = gltf.scene;
  109. scene.add( root );
  110. const loadedCars = root.getObjectByName( 'Cars' );
  111. const fixes = [
  112. { prefix: 'Car_08', rot: [ Math.PI * .5, 0, Math.PI * .5 ], },
  113. { prefix: 'CAR_03', rot: [ 0, Math.PI, 0 ], },
  114. { prefix: 'Car_04', rot: [ 0, Math.PI, 0 ], },
  115. ];
  116. root.updateMatrixWorld();
  117. for ( const car of loadedCars.children.slice() ) {
  118. const fix = fixes.find( fix => car.name.startsWith( fix.prefix ) );
  119. const obj = new THREE.Object3D();
  120. car.getWorldPosition( obj.position );
  121. car.position.set( 0, 0, 0 );
  122. car.rotation.set( ...fix.rot );
  123. obj.add( car );
  124. scene.add( obj );
  125. cars.push( obj );
  126. }
  127. // compute the box that contains all the stuff
  128. // from root and below
  129. const box = new THREE.Box3().setFromObject( root );
  130. const boxSize = box.getSize( new THREE.Vector3() ).length();
  131. const boxCenter = box.getCenter( new THREE.Vector3() );
  132. // set the camera to frame the box
  133. frameArea( boxSize * 0.5, boxSize, boxCenter, camera );
  134. // update the Trackball controls to handle the new size
  135. controls.maxDistance = boxSize * 10;
  136. controls.target.copy( boxCenter );
  137. controls.update();
  138. } );
  139. }
  140. function resizeRendererToDisplaySize( renderer ) {
  141. const canvas = renderer.domElement;
  142. const width = canvas.clientWidth;
  143. const height = canvas.clientHeight;
  144. const needResize = canvas.width !== width || canvas.height !== height;
  145. if ( needResize ) {
  146. renderer.setSize( width, height, false );
  147. }
  148. return needResize;
  149. }
  150. function render( time ) {
  151. time *= 0.001; // convert to seconds
  152. if ( resizeRendererToDisplaySize( renderer ) ) {
  153. const canvas = renderer.domElement;
  154. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  155. camera.updateProjectionMatrix();
  156. }
  157. for ( const car of cars ) {
  158. car.rotation.y = time;
  159. }
  160. renderer.render( scene, camera );
  161. requestAnimationFrame( render );
  162. }
  163. requestAnimationFrame( render );
  164. }
  165. main();
  166. </script>
  167. </html>