提交 8cb2f9e2 编写于 作者: M Mr.doob

Merge remote branch 'alteredq/master'

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - Large mesh test</title>
<meta charset="utf-8">
<style type="text/css">
body {
background:#000;
color:#fff;
padding:0;
margin:0;
overflow:hidden;
font-family:georgia;
text-align:center;
}
h1 { }
a { color:skyblue }
canvas { pointer-events:none; z-index:10; position:relative; }
#log { position:absolute; top:50px; text-align:left; display:block; z-index:100 }
#d { text-align:center; margin:1em 0 -18em 0; z-index:0; position:relative; display:block }
.button { background:orange; color:#fff; padding:0.2em 0.5em; cursor:pointer }
.inactive { background:#999; color:#eee }
</style>
</head>
<body>
<div id="d">
<h1>Large mesh test</h1>
<span id="rcanvas" class="button inactive">2d canvas renderer</span>
<span id="rwebgl" class="button">WebGL renderer</span>
<br/>
<p>Lucy model from <a href="http://graphics.stanford.edu/data/3Dscanrep/">Stanford 3d scanning repository</a>
(decimated with <a href="http://meshlab.sourceforge.net/">Meshlab</a>).
<p>Please be patient while the mesh is loading. It may take a while, it's 4.5MB file.
<p>Using a modified version of <a href="http://github.com/alteredq/three.js">Three.js</a> by mrdoob.
<br/>
<p>Best viewed in Chrome 8/9 or Firefox 4 using WebGL renderer.
<p>Canvas renderer is very slow for this demo and only diffuse material works there.
</div>
<pre id="log"></pre>
<script type="text/javascript" src="../build/Three.js"></script>
<!--
-->
<!--
<script type="text/javascript" src="../src/Three.js"></script>
<script type="text/javascript" src="../src/core/Color.js"></script>
<script type="text/javascript" src="../src/core/Vector2.js"></script>
<script type="text/javascript" src="../src/core/Vector3.js"></script>
<script type="text/javascript" src="../src/core/Vector4.js"></script>
<script type="text/javascript" src="../src/core/Rectangle.js"></script>
<script type="text/javascript" src="../src/core/Matrix3.js"></script>
<script type="text/javascript" src="../src/core/Matrix4.js"></script>
<script type="text/javascript" src="../src/core/Vertex.js"></script>
<script type="text/javascript" src="../src/core/Face3.js"></script>
<script type="text/javascript" src="../src/core/Face4.js"></script>
<script type="text/javascript" src="../src/core/UV.js"></script>
<script type="text/javascript" src="../src/core/Geometry.js"></script>
<script type="text/javascript" src="../src/cameras/Camera.js"></script>
<script type="text/javascript" src="../src/lights/Light.js"></script>
<script type="text/javascript" src="../src/lights/AmbientLight.js"></script>
<script type="text/javascript" src="../src/lights/DirectionalLight.js"></script>
<script type="text/javascript" src="../src/lights/PointLight.js"></script>
<script type="text/javascript" src="../src/objects/Object3D.js"></script>
<script type="text/javascript" src="../src/objects/Mesh.js"></script>
<script type="text/javascript" src="../src/objects/Particle.js"></script>
<script type="text/javascript" src="../src/objects/Line.js"></script>
<script type="text/javascript" src="../src/materials/LineColorMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshPhongMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshBitmapMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshColorFillMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshColorStrokeMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshFaceMaterial.js"></script>
<script type="text/javascript" src="../src/materials/ParticleCircleMaterial.js"></script>
<script type="text/javascript" src="../src/materials/ParticleBitmapMaterial.js"></script>
<script type="text/javascript" src="../src/scenes/Scene.js"></script>
<script type="text/javascript" src="../src/renderers/Projector.js"></script>
<script type="text/javascript" src="../src/renderers/CanvasRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/SVGRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/WebGLRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableFace3.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableFace4.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableParticle.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableLine.js"></script>
-->
<script type="text/javascript" src="geometry/primitives/Sphere.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript">
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var FLOOR = -250;
var container;
var stats;
var camera;
var scene;
var canvasRenderer, webglRenderer;
var mesh, zmesh, lightMesh, geometry;
var directionalLight, pointLight;
var mouseX = 0;
var mouseY = 0;
var windowHalfX = window.innerWidth >> 1;
var windowHalfY = window.innerHeight >> 1;
var render_canvas = 1, render_gl = 1;
var has_gl = 0;
var bcanvas = document.getElementById("rcanvas");
var bwebgl = document.getElementById("rwebgl");
document.addEventListener('mousemove', onDocumentMouseMove, false);
init();
loop();
render_canvas = !has_gl;
bwebgl.style.display = has_gl ? "inline" : "none";
bcanvas.className = render_canvas ? "button" : "button inactive";
setInterval(loop, 1000/60);
function addMesh( geometry, scale, x, y, z, rx, ry, rz, material ) {
mesh = new THREE.Mesh( geometry, material );
mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
mesh.position.x = x;
mesh.position.y = y;
mesh.position.z = z;
mesh.rotation.x = rx;
mesh.rotation.y = ry;
mesh.rotation.z = rz;
mesh.overdraw = true;
mesh.updateMatrix();
scene.addObject(mesh);
}
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.Camera( 50, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
camera.position.z = 1500;
camera.updateMatrix();
scene = new THREE.Scene();
// LIGHTS
var ambient = new THREE.AmbientLight( 0x101010 );
scene.addLight( ambient );
directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.x = 1;
directionalLight.position.y = 1;
directionalLight.position.z = 2;
directionalLight.position.normalize();
scene.addLight( directionalLight );
pointLight = new THREE.PointLight( 0xffaa00 );
pointLight.position.x = 0;
pointLight.position.y = 0;
pointLight.position.z = 0;
scene.addLight( pointLight );
// light representation
sphere = new Sphere( 100, 16, 8, 1 );
lightMesh = new THREE.Mesh( sphere, new THREE.MeshColorFillMaterial( 0xffaa00 ) );
lightMesh.scale.x = lightMesh.scale.y = lightMesh.scale.z = 0.05;
lightMesh.position = pointLight.position;
lightMesh.overdraw = true;
lightMesh.updateMatrix();
scene.addObject(lightMesh);
if ( render_gl ) {
try {
webglRenderer = new THREE.WebGLRenderer( scene );
webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
container.appendChild( webglRenderer.domElement );
has_gl = 1;
}
catch (e) {
}
}
if( render_canvas ) {
canvasRenderer = new THREE.CanvasRenderer();
canvasRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
container.appendChild( canvasRenderer.domElement );
}
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
bcanvas.addEventListener("click", toggleCanvas, false);
bwebgl.addEventListener("click", toggleWebGL, false);
function createModel() {
geometry = new Lucy100k( );
addMesh( geometry, 0.75, 900, 0, 0, 0,0,0, new THREE.MeshPhongMaterial( 0x030303, 0x030303, 0x990000, 30, 1.0 ) );
addMesh( geometry, 0.75, 300, 0, 0, 0,0,0, new THREE.MeshFaceMaterial( ) );
addMesh( geometry, 0.75, -300, 0, 0, 0,0,0, new THREE.MeshPhongMaterial( 0x030303, 0x111111, 0xffaa00, 10, 1.0 ) );
addMesh( geometry, 0.75, -900, 0, 0, 0,0,0, new THREE.MeshPhongMaterial( 0x030303, 0x555555, 0x666666, 10, 1.0 ) );
/*
log( "geometry.vertices: " + geometry.vertices.length );
log( "geometry.faces: " + geometry.faces.length );
*/
}
loadAsync( "obj/lucy/Lucy100k.js", createModel );
}
function loadAsync( url, callback ) {
var el = document.createElement( 'script' );
el.type = 'text/javascript';
el.onload = callback;
el.src = url;
document.getElementsByTagName("head")[0].appendChild(el);
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
var r = 0;
function loop() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.updateMatrix();
lightMesh.position.x = 700*Math.cos(r);
lightMesh.position.z = 700*Math.sin(r);
lightMesh.updateMatrix();
r += 0.01;
if ( render_canvas ) canvasRenderer.render( scene, camera );
if ( render_gl && has_gl ) webglRenderer.render( scene, camera );
stats.update();
}
function log(text) {
var e = document.getElementById("log");
e.innerHTML = text + "<br/>" + e.innerHTML;
}
function toggleCanvas() {
render_canvas = !render_canvas;
bcanvas.className = render_canvas ? "button" : "button inactive";
render_gl = !render_canvas;
bwebgl.className = render_gl ? "button" : "button inactive";
if( has_gl )
webglRenderer.domElement.style.display = render_gl ? "block" : "none";
canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
}
function toggleWebGL() {
render_gl = !render_gl;
bwebgl.className = render_gl ? "button" : "button inactive";
render_canvas = !render_gl;
bcanvas.className = render_canvas ? "button" : "button inactive";
if( has_gl )
webglRenderer.domElement.style.display = render_gl ? "block" : "none";
canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
}
</script>
</body>
</html>
......@@ -39,10 +39,11 @@
<pre id="log"></pre>
<!--
<script type="text/javascript" src="../build/Three.js"></script>
<!--
-->
<!--
<script type="text/javascript" src="../src/Three.js"></script>
<script type="text/javascript" src="../src/core/Color.js"></script>
<script type="text/javascript" src="../src/core/Vector2.js"></script>
......@@ -82,7 +83,6 @@
<script type="text/javascript" src="../src/renderers/renderables/RenderableFace4.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableParticle.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableLine.js"></script>
<!--
-->
<script type="text/javascript" src="geometry/primitives/Sphere.js"></script>
......
<Files *.js>
SetOutputFilter DEFLATE
</Files>
此差异已折叠。
......@@ -179,7 +179,6 @@
mesh.position.z = 0;
mesh.rotation.x = 1.57;
mesh.scale.x = mesh.scale.y = mesh.scale.z = 10;
mesh.doubleSided = true;
mesh.updateMatrix();
scene.addObject(mesh);
......@@ -192,7 +191,6 @@
mesh.position.y = 300 * (Math.random() - 0) + FLOOR;
mesh.position.z = 100 * (Math.random() - 1);
mesh.scale.x = mesh.scale.y = mesh.scale.z = 0.25 * (Math.random() + 0.5);
//mesh.doubleSided = true;
mesh.overdraw = true;
mesh.updateMatrix();
scene.addObject(mesh);
......@@ -217,6 +215,7 @@
if ( render_gl ) {
try {
webglRenderer = new THREE.WebGLRenderer();
webglRenderer.setFaceCulling(0);
webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
container.appendChild( webglRenderer.domElement );
has_gl = 1;
......
......@@ -41,10 +41,11 @@
<pre id="log"></pre>
<!--
<script type="text/javascript" src="../build/Three.js"></script>
<!--
-->
<!--
<script type="text/javascript" src="../src/Three.js"></script>
<script type="text/javascript" src="../src/core/Color.js"></script>
<script type="text/javascript" src="../src/core/Vector2.js"></script>
......@@ -84,7 +85,6 @@
<script type="text/javascript" src="../src/renderers/renderables/RenderableFace4.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableParticle.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableLine.js"></script>
<!--
-->
<script type="text/javascript" src="geometry/primitives/Sphere.js"></script>
......
......@@ -32,11 +32,11 @@ THREE.Mesh.prototype.sortFacesByMaterial = function () {
// which could then use vertex color attributes instead of each being
// in its separate VBO
var i, l, f, fl, face, material, hash_array;
var i, l, f, fl, face, material, vertices, mhash, ghash, hash_map = {};
function materialHash( material ) {
hash_array = [];
var hash_array = [];
for ( i = 0, l = material.length; i < l; i++ ) {
......@@ -60,20 +60,44 @@ THREE.Mesh.prototype.sortFacesByMaterial = function () {
face = this.geometry.faces[ f ];
material = face.material;
mhash = materialHash( material );
hash = materialHash( material);
if ( hash_map[ mhash ] == undefined ) {
hash_map[ mhash ] = { 'hash': mhash, 'counter': 0 };
}
ghash = hash_map[ mhash ].hash + "_" + hash_map[ mhash ].counter;
if ( this.materialFaceGroup[ hash ] == undefined ) {
if ( this.materialFaceGroup[ ghash ] == undefined ) {
this.materialFaceGroup[ hash ] = { 'faces': [], 'material': material };
this.materialFaceGroup[ ghash ] = { 'faces': [], 'material': material, 'vertices': 0 };
}
vertices = face instanceof THREE.Face3 ? 3 : 4;
if ( this.materialFaceGroup[ ghash ].vertices + vertices > 65535 ) {
hash_map[ mhash ].counter += 1;
ghash = hash_map[ mhash ].hash + "_" + hash_map[ mhash ].counter;
if ( this.materialFaceGroup[ ghash ] == undefined ) {
this.materialFaceGroup[ ghash ] = { 'faces': [], 'material': material, 'vertices': 0 };
this.materialFaceGroup[ hash ].faces.push( f );
}
}
this.materialFaceGroup[ ghash ].faces.push( f );
this.materialFaceGroup[ ghash ].vertices += vertices;
}
}
};
THREE.Mesh.prototype.normalizeUVs = function () {
......@@ -95,4 +119,4 @@ THREE.Mesh.prototype.normalizeUVs = function () {
}
}
};
......@@ -4,9 +4,11 @@
How to use this converter
-------------------------
python convert_obj_threejs.py -i filename.obj -o filename.js [-a center|top|bottom]
python convert_obj_threejs.py -i filename.obj -o filename.js [-a center|top|bottom] [-s smooth|flat]
Note: by default, model is centered (middle of bounding box goes to 0,0,0).
Note: by default, model is centered (middle of bounding box goes to 0,0,0)
and uses smooth shading (if there were vertex normals in the original
model).
--------------------------------------------------
How to use generated JS file in your HTML document
......@@ -41,19 +43,16 @@ Current limitations
- for the moment, only diffuse color and texture are used
(will need to extend shaders / renderers / materials in Three)
- models cannot have more than 65,536 vertices
(this comes from WebGL using just 16-bit indices,
could be worked around by expanding indexed
faces into full vertex definitions)
- models can have more than 65,536 vertices,
but in most cases it will not work well with browsers,
which currently seem to have troubles with handling
large JS files
- texture coordinates can be wrong in canvas renderer
(there is crude normalization, but it doesn't
work for all cases)
- everything is using smoothing
(if you want flat shading for whole mesh,
don't export normals, then Three will
compute own normals)
- smoothing can be turned on/off only for the whole mesh
----------------------------------------------
How to get proper OBJ + MTL files with Blender
......@@ -113,6 +112,8 @@ import sys
# #####################################################
ALIGN = "center" # center bottom top none
SHADING = "smooth" # flat smooth
# default colors for debugging (each material gets one distinct color):
# white, red, green, blue, yellow, cyan, magenta
COLORS = [0xffeeeeee, 0xffee0000, 0xff00ee00, 0xff0000ee, 0xffeeee00, 0xff00eeee, 0xffee00ee]
......@@ -651,7 +652,7 @@ def generate_uv(f, uvs):
def generate_face(f):
vi = f['vertex']
if f["normal"]:
if f["normal"] and SHADING == "smooth":
ni = f['normal']
if len(vi) == 3:
return TEMPLATE_FACE3N % (vi[0]-1, vi[1]-1, vi[2]-1, f['material'], ni[0]-1, ni[1]-1, ni[2]-1)
......@@ -756,8 +757,10 @@ def convert(infile, outfile):
# default materials with debug colors for when
# there is no specified MTL, if loading failed
# or there were null materials
# there is no specified MTL / MTL loading failed,
# or if there were no materials / null materials
if not materials:
materials = { 'default':0 }
mtl = generate_mtl(materials)
if mtllib:
......@@ -773,12 +776,16 @@ def convert(infile, outfile):
else:
print "Couldn't find [%s]" % fname
normals_string = ""
if SHADING == "smooth":
normals_string = ",".join(generate_normal(n) for n in normals)
text = TEMPLATE_FILE % {
"name" : get_name(outfile),
"vertices" : "\n".join([generate_vertex(v) for v in vertices]),
"faces" : "\n".join([generate_face(f) for f in faces]),
"uvs" : uv_string,
"normals" : ",".join(generate_normal(n) for n in normals),
"normals" : normals_string,
"materials" : generate_materials(mtl, materials),
......@@ -798,7 +805,7 @@ def convert(infile, outfile):
# Helpers
# #############################################################################
def usage():
print "Usage: %s -i filename.obj -o filename.js [-a center|top|bottom]" % os.path.basename(sys.argv[0])
print "Usage: %s -i filename.obj -o filename.js [-a center|top|bottom] [-s flat|smooth]" % os.path.basename(sys.argv[0])
# #####################################################
# Main
......@@ -807,7 +814,7 @@ if __name__ == "__main__":
# get parameters from the command line
try:
opts, args = getopt.getopt(sys.argv[1:], "hi:o:a:", ["help", "input=", "output=", "align="])
opts, args = getopt.getopt(sys.argv[1:], "hi:o:a:s:", ["help", "input=", "output=", "align=", "shading="])
except getopt.GetoptError:
usage()
......@@ -829,7 +836,11 @@ if __name__ == "__main__":
elif o in ("-a", "--align"):
if a in ("top", "bottom", "center"):
ALIGN = a
elif o in ("-s", "--shading"):
if a in ("flat", "smooth"):
SHADING = a
if infile == "" or outfile == "":
usage()
sys.exit(2)
......
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