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webgl_loader_3ds.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - loaders - 3DS loader</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: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - 3DS loader
</div>
<script src="../build/three.js"></script>
<script src="js/controls/TrackballControls.js"></script>
<script src="js/loaders/TDSLoader.js"></script>
<script>
var container, controls;
var camera, scene, renderer;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 10 );
camera.position.z = 2;
controls = new THREE.TrackballControls( camera );
scene = new THREE.Scene();
scene.add( new THREE.HemisphereLight() );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 2 );
scene.add( directionalLight );
//3ds files dont store normal maps
var loader = new THREE.TextureLoader();
var normal = loader.load( 'models/3ds/portalgun/textures/normal.jpg' );
var loader = new THREE.TDSLoader( );
loader.setResourcePath( 'models/3ds/portalgun/textures/' );
loader.load( 'models/3ds/portalgun/portalgun.3ds', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material.normalMap = normal;
}
} );
scene.add( object );
} );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', resize, false );
}
function resize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
controls.update();
renderer.render( scene, camera );
requestAnimationFrame( animate );
}
</script>
</body>
</html>