misc_exporter_collada.html 12.1 KB
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<!DOCTYPE html>
<html lang="en">
	<head>
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		<title>three.js webgl - collada exporter</title>
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		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				color: #fff;
				font-family: Monospace;
				font-size: 13px;
				text-align: center;
				font-weight: bold;

				background-color: #000;
				margin: 0px;
				overflow: hidden;
			}

			#info {
				position: absolute;
				padding: 10px;
				width: 100%;
				text-align: center;
				color: #fff;
			}

			a { color: blue; }

		</style>
	</head>
	<body>
		<div id="info">
			<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - the Utah Teapot<br />
			from <a href="https://www.udacity.com/course/interactive-3d-graphics--cs291" target="_blank" rel="noopener">Udacity Interactive 3D Graphics</a>
			<button id="savecolladabutton">save collada</button>
		</div>

		<script src="../build/three.js"></script>

		<script src="js/controls/OrbitControls.js"></script>

		<script src="js/WebGL.js"></script>

		<script src='js/libs/dat.gui.min.js'></script>

		<script src='js/geometries/TeapotBufferGeometry.js'></script>

		<script src="js/exporters/ColladaExporter.js"></script>

		<script>

			////////////////////////////////////////////////////////////////////////////////
			// Utah/Newell Teapot demo
			////////////////////////////////////////////////////////////////////////////////
			/*global THREE, WEBGL, dat, window */

			if ( WEBGL.isWebGLAvailable() === false ) {

				document.body.appendChild( WEBGL.getWebGLErrorMessage() );

			}

			var camera, scene, renderer;
			var cameraControls;
			var effectController;
			var teapotSize = 400;
			var ambientLight, light;

			var tess = - 1;	// force initialization
			var bBottom;
			var bLid;
			var bBody;
			var bFitLid;
			var bNonBlinn;
			var shading;
			var wireMaterial, flatMaterial, gouraudMaterial, phongMaterial, texturedMaterial, reflectiveMaterial;

			var teapot, textureCube;

			// allocate these just once
			var diffuseColor = new THREE.Color();
			var specularColor = new THREE.Color();

			init();
			render();

			function init() {

				var container = document.createElement( 'div' );
				document.body.appendChild( container );

				var canvasWidth = window.innerWidth;
				var canvasHeight = window.innerHeight;

				// CAMERA
				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 80000 );
				camera.position.set( - 600, 550, 1300 );

				// LIGHTS
				ambientLight = new THREE.AmbientLight( 0x333333 );	// 0.2

				light = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
				// direction is set in GUI

				// RENDERER
				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( canvasWidth, canvasHeight );
				renderer.gammaInput = true;
				renderer.gammaOutput = true;
				container.appendChild( renderer.domElement );

				// EVENTS
				window.addEventListener( 'resize', onWindowResize, false );

				// CONTROLS
				cameraControls = new THREE.OrbitControls( camera, renderer.domElement );
				cameraControls.addEventListener( 'change', render );

				// TEXTURE MAP
				var textureMap = new THREE.TextureLoader().load( 'textures/UV_Grid_Sm.jpg' );
				textureMap.wrapS = textureMap.wrapT = THREE.RepeatWrapping;
				textureMap.anisotropy = 16;

				// REFLECTION MAP
				var path = "textures/cube/skybox/";
				var urls = [
					path + "px.jpg", path + "nx.jpg",
					path + "py.jpg", path + "ny.jpg",
					path + "pz.jpg", path + "nz.jpg"
				];

				textureCube = new THREE.CubeTextureLoader().load( urls );

				// MATERIALS
				var materialColor = new THREE.Color();
				materialColor.setRGB( 1.0, 1.0, 1.0 );

				wireMaterial = new THREE.MeshBasicMaterial( { color: 0xFFFFFF, wireframe: true } );

				flatMaterial = new THREE.MeshPhongMaterial( { color: materialColor, specular: 0x000000, flatShading: true, side: THREE.DoubleSide } );

				gouraudMaterial = new THREE.MeshLambertMaterial( { color: materialColor, side: THREE.DoubleSide } );

				phongMaterial = new THREE.MeshPhongMaterial( { color: materialColor, side: THREE.DoubleSide } );

				texturedMaterial = new THREE.MeshPhongMaterial( { color: materialColor, map: textureMap, side: THREE.DoubleSide } );

				reflectiveMaterial = new THREE.MeshPhongMaterial( { color: materialColor, envMap: textureCube, side: THREE.DoubleSide } );

				// scene itself
				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0xAAAAAA );

				scene.add( ambientLight );
				scene.add( light );

				// GUI
				setupGui();

			}

			// EVENT HANDLERS

			function onWindowResize() {

				var canvasWidth = window.innerWidth;
				var canvasHeight = window.innerHeight;

				renderer.setSize( canvasWidth, canvasHeight );

				camera.aspect = canvasWidth / canvasHeight;
				camera.updateProjectionMatrix();

				render();

			}

			function setupGui() {

				effectController = {

					shininess: 40.0,
					ka: 0.17,
					kd: 0.51,
					ks: 0.2,
					metallic: true,

					hue:	0.121,
					saturation: 0.73,
					lightness: 0.66,

					lhue:	0.04,
					lsaturation: 0.01,	// non-zero so that fractions will be shown
					llightness: 1.0,

					// bizarrely, if you initialize these with negative numbers, the sliders
					// will not show any decimal places.
					lx: 0.32,
					ly: 0.39,
					lz: 0.7,
					newTess: 15,
					bottom: true,
					lid: true,
					body: true,
					fitLid: false,
					nonblinn: false,
					newShading: "glossy"
				};

				var h;

				var gui = new dat.GUI();

				// material (attributes)

				h = gui.addFolder( "Material control" );

				h.add( effectController, "shininess", 1.0, 400.0, 1.0 ).name( "shininess" ).onChange( render );
				h.add( effectController, "kd", 0.0, 1.0, 0.025 ).name( "diffuse strength" ).onChange( render );
				h.add( effectController, "ks", 0.0, 1.0, 0.025 ).name( "specular strength" ).onChange( render );
				h.add( effectController, "metallic" ).onChange( render );

				// material (color)

				h = gui.addFolder( "Material color" );

				h.add( effectController, "hue", 0.0, 1.0, 0.025 ).name( "hue" ).onChange( render );
				h.add( effectController, "saturation", 0.0, 1.0, 0.025 ).name( "saturation" ).onChange( render );
				h.add( effectController, "lightness", 0.0, 1.0, 0.025 ).name( "lightness" ).onChange( render );

				// light (point)

				h = gui.addFolder( "Lighting" );

				h.add( effectController, "lhue", 0.0, 1.0, 0.025 ).name( "hue" ).onChange( render );
				h.add( effectController, "lsaturation", 0.0, 1.0, 0.025 ).name( "saturation" ).onChange( render );
				h.add( effectController, "llightness", 0.0, 1.0, 0.025 ).name( "lightness" ).onChange( render );
				h.add( effectController, "ka", 0.0, 1.0, 0.025 ).name( "ambient" ).onChange( render );

				// light (directional)

				h = gui.addFolder( "Light direction" );

				h.add( effectController, "lx", - 1.0, 1.0, 0.025 ).name( "x" ).onChange( render );
				h.add( effectController, "ly", - 1.0, 1.0, 0.025 ).name( "y" ).onChange( render );
				h.add( effectController, "lz", - 1.0, 1.0, 0.025 ).name( "z" ).onChange( render );

				h = gui.addFolder( "Tessellation control" );
				h.add( effectController, "newTess", [ 2, 3, 4, 5, 6, 8, 10, 15, 20, 30, 40, 50 ] ).name( "Tessellation Level" ).onChange( render );
				h.add( effectController, "lid" ).name( "display lid" ).onChange( render );
				h.add( effectController, "body" ).name( "display body" ).onChange( render );
				h.add( effectController, "bottom" ).name( "display bottom" ).onChange( render );
				h.add( effectController, "fitLid" ).name( "snug lid" ).onChange( render );
				h.add( effectController, "nonblinn" ).name( "original scale" ).onChange( render );

				// shading

				gui.add( effectController, "newShading", [ "wireframe", "flat", "smooth", "glossy", "textured", "reflective" ] ).name( "Shading" ).onChange( render );

			}


			//

			function render() {

				if ( effectController.newTess !== tess ||
					effectController.bottom !== bBottom ||
					effectController.lid !== bLid ||
					effectController.body !== bBody ||
					effectController.fitLid !== bFitLid ||
					effectController.nonblinn !== bNonBlinn ||
					effectController.newShading !== shading ) {

					tess = effectController.newTess;
					bBottom = effectController.bottom;
					bLid = effectController.lid;
					bBody = effectController.body;
					bFitLid = effectController.fitLid;
					bNonBlinn = effectController.nonblinn;
					shading = effectController.newShading;

					createNewTeapot();

				}

				// We're a bit lazy here. We could check to see if any material attributes changed and update
				// only if they have. But, these calls are cheap enough and this is just a demo.
				phongMaterial.shininess = effectController.shininess;
				texturedMaterial.shininess = effectController.shininess;

				diffuseColor.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
				if ( effectController.metallic ) {

					// make colors match to give a more metallic look
					specularColor.copy( diffuseColor );

				} else {

					// more of a plastic look
					specularColor.setRGB( 1, 1, 1 );

				}

				diffuseColor.multiplyScalar( effectController.kd );
				flatMaterial.color.copy( diffuseColor );
				gouraudMaterial.color.copy( diffuseColor );
				phongMaterial.color.copy( diffuseColor );
				texturedMaterial.color.copy( diffuseColor );

				specularColor.multiplyScalar( effectController.ks );
				phongMaterial.specular.copy( specularColor );
				texturedMaterial.specular.copy( specularColor );

				// Ambient's actually controlled by the light for this demo
				ambientLight.color.setHSL( effectController.hue, effectController.saturation, effectController.lightness * effectController.ka );

				light.position.set( effectController.lx, effectController.ly, effectController.lz );
				light.color.setHSL( effectController.lhue, effectController.lsaturation, effectController.llightness );

				// skybox is rendered separately, so that it is always behind the teapot.
				if ( shading === "reflective" ) {

					scene.background = textureCube;

				} else {

					scene.background = null;

				}

				renderer.render( scene, camera );

			}

			// Whenever the teapot changes, the scene is rebuilt from scratch (not much to it).
			function createNewTeapot() {

				if ( teapot !== undefined ) {

					teapot.geometry.dispose();
					scene.remove( teapot );

				}

				var teapotGeometry = new THREE.TeapotBufferGeometry( teapotSize,
					tess,
					effectController.bottom,
					effectController.lid,
					effectController.body,
					effectController.fitLid,
					! effectController.nonblinn );

				teapot = new THREE.Mesh(
					teapotGeometry,
					shading === "wireframe" ? wireMaterial : (
						shading === "flat" ? flatMaterial : (
							shading === "smooth" ? gouraudMaterial : (
								shading === "glossy" ? phongMaterial : (
									shading === "textured" ? texturedMaterial : reflectiveMaterial ) ) ) ) );	// if no match, pick Phong

				scene.add( teapot );

			}

			var exporter = new THREE.ColladaExporter();
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			function saveColladaFile() {
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				var result = exporter.parse( teapot );
				var material_type = "Phong";
				if ( shading === "wireframe" ) {
					material_type = "Constant"
				}
				if ( shading === "smooth" ) {
					material_type = "Lambert"
				}
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				saveString( result.data, 'teapot_' + shading + "_" + material_type + '.dae' );
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				result.textures.forEach( tex => {
					saveArrayBuffer( tex.data, `${ tex.name }.${ tex.ext }` );
				});

			}

			function save( blob, filename ) {

				link.href = URL.createObjectURL( blob );
				link.download = filename;
				link.click();

			}

			function saveString( text, filename ) {

				save( new Blob( [ text ], { type: 'text/plain' } ), filename );

			}

			function saveArrayBuffer( buffer, filename ) {

				save( new Blob( [ buffer ], { type: 'application/octet-stream' } ), filename );

			}

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			var link = document.createElement( 'a' );
			link.style.display = 'none';
			document.body.appendChild( link );

			var savecolladabutton = document.getElementById("savecolladabutton");
			savecolladabutton.addEventListener('click', function(){
				saveColladaFile();
			});
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		</script>

	</body>
</html>