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icezum-obj.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - loaders - kicad vrml 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> -
kicad vrml format loader -
<br>
The model may take long time to appear depending on network speed.
<br>
Left mouse/One finger - Orbit * Middle mouse/Two fingers - Zoom * Right mouse/Three fingers - Pan
<br>
<!-- a id="fit2" title="Fit" href="" onclick="fitCameraToObject ( camera, object, 1.35, controls );return false;">zoom fit old</a -->
<a id="fit" title="Fit" href="" onclick="zoom_refit (1.15);return false;">zoom fit</a>
<a id="rot" title="Rot" href="" onclick="toggle_rotation ();return false;">toggle rotation</a>
<!-- button type="button" id="fitb" onclick="fitCameraToObject ( camera, object, 1.25, controls );return false;">zoom fit</button -->
<!--model from <a href="http://cs.iupui.edu/~aharris/webDesign/vrml/" target="_blank" rel="noopener">VRML 2.0 Tutorial</a>,-->
</div>
<script src="three.js"></script>
<script src="OrbitControls.js"></script>
<!-- script src="VRMLLoader.js"></script -->
<!-- script src="VRMLoader.js"></script -->
<script src="WebGL.js"></script>
<!-- script src="stats.min.js"></script -->
<script src="DDSLoader.js"></script>
<script src="MTLLoader.js"></script>
<script src="OBJLoader.js"></script>
<script>
var rotate = false; var cameraZ;
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
function toggle_rotation () {
rotate = ! rotate;
}
function zoom_refit (offset) {
offset = offset || 1.15;
r=cameraZ*offset;
camera.position.x=r*Math.cos(2);
camera.position.z=r*Math.sin(2);
camera.lookAt(scene.position);
renderer.render( scene, camera );
}
function fitCameraToObject( camera, object, offset, controls ) {
offset = offset || 1.35;
const boundingBox = new THREE.Box3();
// get bounding box of object - this will be used to setup controls and camera
boundingBox.setFromObject( object );
//ERRORS HERE
const center = boundingBox.getCenter();
const size = boundingBox.getSize();
// get the max side of the bounding box (fits to width OR height as needed )
const maxDim = Math.max( size.x, size.y, size.z );
const fov = camera.fov * ( Math.PI / 180 );
cameraZ = Math.abs( maxDim / 2 * Math.tan( fov * 2 ) ); //Applied fifonik correction
cameraZ *= offset; // zoom out a little so that objects don't fill the screen
// <--- NEW CODE
//Method 1 to get object's world position
scene.updateMatrixWorld(); //Update world positions
var objectWorldPosition = new THREE.Vector3();
objectWorldPosition.setFromMatrixPosition( object.matrixWorld );
//Method 2 to get object's world position
//objectWorldPosition = object.getWorldPosition();
const directionVector = camera.position.sub(objectWorldPosition); //Get vector from camera to object
const unitDirectionVector = directionVector.normalize(); // Convert to unit vector
camera.position = unitDirectionVector.multiplyScalar(cameraZ); //Multiply unit vector times cameraZ distance
camera.lookAt(objectWorldPosition); //Look at object
// --->
const minZ = boundingBox.min.z;
const cameraToFarEdge = ( minZ < 0 ) ? -minZ + cameraZ : cameraZ - minZ;
camera.far = cameraToFarEdge * 3;
camera.updateProjectionMatrix();
if ( controls ) {
// set camera to rotate around center of loaded object
controls.target = center;
// prevent camera from zooming out far enough to create far plane cutoff
controls.maxDistance = cameraToFarEdge * 2;
// ERROR HERE
controls.saveState();
} else {
camera.lookAt( center )
}
}
var container; //var container, stats;
var camera, controls, scene, renderer;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.01, 1e10 );
//camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 6;
controls = new THREE.OrbitControls( camera );
scene = new THREE.Scene();
scene.add( camera );
// light
var dirLight = new THREE.DirectionalLight( 0xffffff );
dirLight.position.set( 200, 200, 1000 ).normalize();
camera.add( dirLight );
camera.add( dirLight.target );
// model
var onProgress = function ( xhr ) {
if ( xhr.lengthComputable ) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log( Math.round( percentComplete, 2 ) + '% downloaded' );
}
};
var onError = function () { };
THREE.Loader.Handlers.add( /\.dds$/i, new THREE.DDSLoader() );
new THREE.MTLLoader()
.setPath( 'assets/' )
.load( 'icezum.mtl', function ( materials ) {
materials.preload();
new THREE.OBJLoader()
.setMaterials( materials )
.setPath( 'assets/' )
.load( 'icezum.obj', function ( object ) {
// object.position.y = - 05;
scene.add( object );
fitCameraToObject ( camera, object, 1.15, controls );
}, onProgress, onError );
} );
//
// var loader = new THREE.VRMLLoader();
// // loader.load( 'assets/house.wrl', function ( object ) {
//
// loader.load( 'assets/icezum.wrl', function ( object ) {
// //loader.load( 'assets/oshwi.wrl', function ( object ) {
// scene.add( object );
// fitCameraToObject ( camera, object, 1.35, controls );
//
// } );
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container = document.createElement( 'div' );
document.body.appendChild( container );
container.appendChild( renderer.domElement );
// stats = new Stats();
// container.appendChild( stats.dom );
//
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 );
if (rotate) {
var timer=Date.now() * 0.0005;
r=cameraZ*1.25;
camera.position.x=r*Math.cos(timer);
camera.position.z=r*Math.sin(timer);
camera.lookAt(scene.position);
}
renderer.render( scene, camera );
// stats.update();
}
</script>
</body>
</html>