Created
March 31, 2013 17:35
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<!DOCTYPE html> | |
<html lang="en"> | |
<head> | |
<title>three.js webgl - collada</title> | |
<meta charset="utf-8"> | |
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> | |
<style> | |
body { | |
font-family: Monospace; | |
background-color: #000000; | |
margin: 0px; | |
overflow: hidden; | |
} | |
#info { | |
color: #fff; | |
position: absolute; | |
top: 10px; | |
width: 100%; | |
text-align: center; | |
z-index: 100; | |
display:block; | |
} | |
a { color: skyblue } | |
</style> | |
</head> | |
<body> | |
<div id="info"> | |
<a href="http://threejs.org" target="_blank">three.js</a> | |
</div> | |
<script src="js/three.min.js"></script> | |
<script src="js/ColladaLoader.js"></script> | |
<script src="js/Detector.js"></script> | |
<script src="js/stats.min.js"></script> | |
<script> | |
if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); | |
var container, stats; | |
var camera, scene, renderer, objects; | |
var particleLight, pointLight; | |
var dae, skin; | |
var loader = new THREE.ColladaLoader(); | |
loader.options.convertUpAxis = true; | |
loader.load( '/openrepo/collada/fukdwarehouse.dae', function ( collada ) { | |
dae = collada.scene; | |
skin = collada.skins[ 0 ]; | |
// dae.scale.x = dae.scale.y = dae.scale.z = 0.002; | |
dae.scale.x = dae.scale.y = dae.scale.z = .01; | |
dae.updateMatrix(); | |
init(); | |
animate(); | |
} ); | |
function init() { | |
container = document.createElement( 'div' ); | |
document.body.appendChild( container ); | |
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 ); | |
camera.position.set( 2, 2, 3 ); | |
scene = new THREE.Scene(); | |
// Grid | |
var size = 14, step = 1; | |
var geometry = new THREE.Geometry(); | |
var material = new THREE.LineBasicMaterial( { color: 0x303030 } ); | |
for ( var i = - size; i <= size; i += step ) { | |
geometry.vertices.push( new THREE.Vector3( - size, - 0.04, i ) ); | |
geometry.vertices.push( new THREE.Vector3( size, - 0.04, i ) ); | |
geometry.vertices.push( new THREE.Vector3( i, - 0.04, - size ) ); | |
geometry.vertices.push( new THREE.Vector3( i, - 0.04, size ) ); | |
} | |
var line = new THREE.Line( geometry, material, THREE.LinePieces ); | |
scene.add( line ); | |
// Add the COLLADA | |
scene.add( dae ); | |
particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) ); | |
scene.add( particleLight ); | |
// Lights | |
scene.add( new THREE.AmbientLight( 0xcccccc ) ); | |
var directionalLight = new THREE.DirectionalLight(/*Math.random() * 0xffffff*/0xeeeeee ); | |
directionalLight.position.x = Math.random() - 0.5; | |
directionalLight.position.y = Math.random() - 0.5; | |
directionalLight.position.z = Math.random() - 0.5; | |
directionalLight.position.normalize(); | |
scene.add( directionalLight ); | |
pointLight = new THREE.PointLight( 0xffffff, 4 ); | |
pointLight.position = particleLight.position; | |
scene.add( pointLight ); | |
renderer = new THREE.WebGLRenderer(); | |
renderer.setSize( window.innerWidth, window.innerHeight ); | |
container.appendChild( renderer.domElement ); | |
stats = new Stats(); | |
stats.domElement.style.position = 'absolute'; | |
stats.domElement.style.top = '0px'; | |
container.appendChild( stats.domElement ); | |
// | |
window.addEventListener( 'resize', onWindowResize, false ); | |
} | |
function onWindowResize() { | |
camera.aspect = window.innerWidth / window.innerHeight; | |
camera.updateProjectionMatrix(); | |
renderer.setSize( window.innerWidth, window.innerHeight ); | |
} | |
// | |
var t = 0; | |
var clock = new THREE.Clock(); | |
function animate() { | |
var delta = clock.getDelta(); | |
requestAnimationFrame( animate ); | |
if ( t > 1 ) t = 0; | |
if ( skin ) { | |
// guess this can be done smarter... | |
// (Indeed, there are way more frames than needed and interpolation is not used at all | |
// could be something like - one morph per each skinning pose keyframe, or even less, | |
// animation could be resampled, morphing interpolation handles sparse keyframes quite well. | |
// Simple animation cycles like this look ok with 10-15 frames instead of 100 ;) | |
for ( var i = 0; i < skin.morphTargetInfluences.length; i++ ) { | |
skin.morphTargetInfluences[ i ] = 0; | |
} | |
skin.morphTargetInfluences[ Math.floor( t * 30 ) ] = 1; | |
t += delta; | |
} | |
render(); | |
stats.update(); | |
} | |
function render() { | |
var timer = Date.now() * 0.0005; | |
camera.position.x = Math.cos( timer ) * 10; | |
camera.position.y = 2; | |
camera.position.z = Math.sin( timer ) * 10; | |
camera.lookAt( scene.position ); | |
particleLight.position.x = Math.sin( timer * 4 ) * 3009; | |
particleLight.position.y = Math.cos( timer * 5 ) * 4000; | |
particleLight.position.z = Math.cos( timer * 4 ) * 3009; | |
renderer.render( scene, camera ); | |
} | |
</script> | |
</body> | |
</html> |
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