Collada modell fra Google Sketchup
Vi legger demoen i en iFrame for å forenkle koden.
Hvis du vil kan du se den i et eget vindu, og inspisere kildekoden:
test
https://borres.hiof.no/wep/webgl/threejs/models/ceks3/test.html
Modellen er slik:
_modell.dae
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Websiden er i sin helhet slik:
_test.html
<!DOCTYPE html> <html lang="no"> <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; } .hilitewglmsg{ width:300px;border-style:solid;border-width:thin;background-color:#FEF5CA;padding:5px } </style> </head> <body> <div id="container"> </div> <script type="text/javascript" src="../../js/three.min.js"> </script> <script type="text/javascript" src="../../js/Detector.js"> </script> <script type="text/javascript" src="../../js/ColladaLoader.js"></script> <script type="text/javascript" src="../../js/BSDetect.js"> </script> <script> var container = document.getElementById("container"); var camera, scene, renderer; var spotLight; var dae; // collade modell if(testWebGL("container")){ // load collada model and set shadowprops on children var loader = new THREE.ColladaLoader(); loader.options.convertUpAxis = true; loader.load( 'rough_cottage.dae', function ( collada ) { dae = collada.scene; dae.traverse( function ( child ) { // pieces both throw and receive shadow child.castShadow = true; child.receiveShadow = true; // if we have an animated modell: /*if ( child instanceof THREE.SkinnedMesh ) { var animation = new THREE.Animation( child, child.geometry.animation ); animation.play(); }*/ } ); dae.scale.x = dae.scale.y = dae.scale.z = 0.02; dae.position.y=0.0; dae.position.x=-5.0; dae.position.z=8.0; dae.updateMatrix(); init(); animate(); } ); } function init() { scene = new THREE.Scene(); // camera camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 ); //camera.position.set( 2, 2, 3 ); camera.up.set( 0, 1, 0 ); camera.updateProjectionMatrix(); //-------- the floor as a cube ------ var size = 10; var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x11ff11}); var cube = new THREE.Mesh( new THREE.CubeGeometry(size, 0.20, size), cubeMaterial); cube.position.y=-0.20; cube.receiveShadow = true; scene.add(cube); // ---------- Add the COLLADA model ---------- // shadow props are set when loaded scene.add( dae ); // ---------- Lights ----------- spotLight = new THREE.SpotLight( 0xffffff, 1,0 ); spotLight.position.x = 100; spotLight.position.y = 100; spotLight.position.z = 100; spotLight.castShadow = true; spotLight.shadowCameraNear = 1; spotLight.shadowCameraFar = 200; spotLight.shadowCameraFov = 45; spotLight.shadowDarkness = 0.5; spotLight.shadowMapWidth = 1024; spotLight.shadowMapHeight = 1024; // when debugging:spotLight.shadowCameraVisible = true; scene.add( spotLight ); scene.add(new THREE.AmbientLight(0x777777)); // ------- renderer --- renderer = new THREE.WebGLRenderer( { antialias: true }); // background renderer.setClearColor( 0xfff4e5 ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.shadowMapEnabled = true; renderer.shadowMapType = THREE.PCFSoftShadowMap; // --------- put in place ------ container.appendChild( renderer.domElement ); // pick up resize events window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function animate() { requestAnimationFrame( animate ); render(); } var clock = new THREE.Clock(); function render() { var timer = Date.now() * 0.00015; // camera rotates around the scene camera.position.x = Math.cos( timer ) * 12; camera.position.y = 7; camera.position.z = Math.sin( timer ) * 12; camera.lookAt( new THREE.Vector3(0,0,0) ); // light are fixed near the camera spotLight.position.x = camera.position.x+3; spotLight.position.y = camera.position.y; spotLight.position.z = camera.position.z; THREE.AnimationHandler.update( clock.getDelta() ); renderer.render( scene, camera ); } </script> </body> </html>