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webgl_loader_sea3d_physics.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - sea3d / physics</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;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
a { color: white }
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">Three.JS</a> - Ammo Physics Example - Exported by <a href="https://github.com/sunag/sea3d" style="color:#FFFFFF" target="_blank" rel="noopener">SEA3D Exporter</a> edited by <a href="https://github.com/sunag/sea3d" style="color:#FFFFFF" target="_blank" rel="noopener">SEA3D Studio</a>
<br/>
<br/><div id="description">Right click to clone</div>
</div>
<script src="../build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/ColorCorrectionShader.js"></script>
<script src="js/shaders/VignetteShader.js"></script>
<script src="js/loaders/sea3d/SEA3D.js"></script>
<script src="js/loaders/sea3d/SEA3DLZMA.js"></script>
<script src="js/loaders/sea3d/SEA3DLoader.js"></script>
<script src="js/libs/ammo.js"></script>
<script src="js/loaders/sea3d/physics/SEA3DRigidBody.js"></script>
<script src="js/loaders/sea3d/physics/SEA3DAmmo.js"></script>
<script src="js/loaders/sea3d/physics/SEA3DAmmoLoader.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
console.log( "Visit https://github.com/sunag/sea3d to all codes and builds under development." );
var container, stats;
var camera, scene, renderer, composer;
var loader;
Ammo().then( function( AmmoLib ) {
// Initialize Three.JS
init();
// Initialize Physics Engine
Ammo = AmmoLib;
SEA3D.AMMO.init();
//
// SEA3D Loader
//
loader = new THREE.SEA3D( {
container: scene // Container to add models
} );
loader.onComplete = function () {
new THREE.OrbitControls( camera );
// events
window.addEventListener( 'contextmenu', function ( e ) {
e.preventDefault();
cloneAsset();
} );
// prevent material compilation in render loop
renderer.compile( scene, camera );
animate();
};
loader.load( './models/sea3d/car.tjs.sea' );
var cloneAsset = function () {
var offset = 0;
return function () {
var domain = this.loader.clone( { lights: false, runScripts: false, autoPlay: false, enabledPhysics: false } );
offset -= 180;
domain.container.position.x += offset;
domain.applyContainerTransform();
domain.enabledPhysics( true );
domain.runScripts();
this.scene.add( domain.container );
};
}();
} );
//
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x333333 );
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 15000 );
camera.position.set( 300, 200, - 300 );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
// post-processing
composer = new THREE.EffectComposer( renderer );
var renderPass = new THREE.RenderPass( scene, camera );
var copyPass = new THREE.ShaderPass( THREE.CopyShader );
composer.addPass( renderPass );
var vh = 1.4, vl = 1.2;
var colorCorrectionPass = new THREE.ShaderPass( THREE.ColorCorrectionShader );
colorCorrectionPass.uniforms[ "powRGB" ].value = new THREE.Vector3( vh, vh, vh );
colorCorrectionPass.uniforms[ "mulRGB" ].value = new THREE.Vector3( vl, vl, vl );
composer.addPass( colorCorrectionPass );
var vignettePass = new THREE.ShaderPass( THREE.VignetteShader );
vignettePass.uniforms[ "darkness" ].value = 1.0;
composer.addPass( vignettePass );
composer.addPass( copyPass );
// events
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
composer.setSize( window.innerWidth, window.innerHeight );
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
var clock = new THREE.Clock();
function animate() {
var delta = clock.getDelta();
requestAnimationFrame( animate );
// Update Physics Engine ( fix delta-time in 60fps for more stability )
SEA3D.AMMO.update( 1 / 60 );
// Update SEA3D Animations
THREE.SEA3D.AnimationHandler.update( delta );
render( delta );
stats.update();
}
function render( dlt ) {
//renderer.render( scene, camera );
composer.render( dlt );
}
</script>
</body>
</html>