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mqo.three.js

mqo.three.js is a mqo importer for three.js.

Demo

Usage

<!doctype html>
<html>
  <head>
    <meta charset="UTF-8" />
    <script src="Three.js"></script>
    <script src="mqoparser.js"></script>
    <script src="mqoconverter.js"></script>
    <style>
      body {
        margin: 0px;
        background: #C0C0C0;
        overflow: hidden;
      };
    </style>
    <script>
      window.addEventListener('load', function() {
        var camera, scene, renderer, mesh;

        MqoParser.load('asset/geometry.mqo', function(mqo){
          mesh = MqoConverter.toTHREEJS(mqo, {
            texturePath : 'asset'
          });

          init();
          animate();
        });

        var init = function() {
          scene = new THREE.Scene();

          camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 100 );
          camera.position.z = 2;
          scene.add( camera );

          scene.add( new THREE.DirectionalLight(0x7f7f7f));
          scene.add( new THREE.AmbientLight(0xc0c0c0));

          var axis =  new THREE.AxisHelper();
          axis.scale.x = 0.01;
          axis.scale.y = 0.01;
          axis.scale.z = 0.01;
          scene.add(axis);

          scene.add(mesh);

          renderer = new THREE.WebGLRenderer();
          renderer.setSize( window.innerWidth, window.innerHeight );

          document.body.appendChild( renderer.domElement );
        }

        var animate = function() {
          if(mesh != null) {
            mesh.rotation.x += 0.005;
            mesh.rotation.y += 0.02;
          }
          requestAnimationFrame(animate);
          render();
        }

        var render = function () {
          renderer.render( scene, camera );
        }
      }, false);
    </script>
  </head>
</html>

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mqo importer for three.js

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