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eb960291
编写于
12月 05, 2020
作者:
M
Mr.doob
提交者:
GitHub
12月 05, 2020
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差异文件
Merge pull request #20831 from mrdoob/tiltbrush
Added TiltLoader
上级
1ae1df9a
c2893423
变更
5
隐藏空白更改
内联
并排
Showing
5 changed file
with
297 addition
and
0 deletion
+297
-0
examples/files.json
examples/files.json
+1
-0
examples/jsm/loaders/TiltLoader.js
examples/jsm/loaders/TiltLoader.js
+215
-0
examples/models/tilt/BRUSH_DOME.tilt
examples/models/tilt/BRUSH_DOME.tilt
+0
-0
examples/screenshots/webgl_loader_tilt.jpg
examples/screenshots/webgl_loader_tilt.jpg
+0
-0
examples/webgl_loader_tilt.html
examples/webgl_loader_tilt.html
+81
-0
未找到文件。
examples/files.json
浏览文件 @
eb960291
...
@@ -114,6 +114,7 @@
...
@@ -114,6 +114,7 @@
"webgl_loader_prwm"
,
"webgl_loader_prwm"
,
"webgl_loader_stl"
,
"webgl_loader_stl"
,
"webgl_loader_svg"
,
"webgl_loader_svg"
,
"webgl_loader_tilt"
,
"webgl_loader_texture_basis"
,
"webgl_loader_texture_basis"
,
"webgl_loader_texture_dds"
,
"webgl_loader_texture_dds"
,
"webgl_loader_texture_exr"
,
"webgl_loader_texture_exr"
,
...
...
examples/jsm/loaders/TiltLoader.js
0 → 100644
浏览文件 @
eb960291
import
{
BufferAttribute
,
BufferGeometry
,
Color
,
DoubleSide
,
FileLoader
,
Group
,
Loader
,
Mesh
,
MeshBasicMaterial
,
Quaternion
,
Vector3
}
from
'
../../../build/three.module.js
'
;
import
{
JSZip
}
from
'
../libs/jszip.module.min.js
'
;
class
TiltLoader
extends
Loader
{
load
(
url
,
onLoad
,
onProgress
,
onError
)
{
const
scope
=
this
;
const
loader
=
new
FileLoader
(
this
.
manager
);
loader
.
setPath
(
this
.
path
);
loader
.
setResponseType
(
'
arraybuffer
'
);
loader
.
setWithCredentials
(
this
.
withCredentials
);
loader
.
load
(
url
,
function
(
buffer
)
{
try
{
onLoad
(
scope
.
parse
(
buffer
)
);
}
catch
(
e
)
{
if
(
onError
)
{
onError
(
e
);
}
else
{
console
.
error
(
e
);
}
scope
.
manager
.
itemError
(
url
);
}
},
onProgress
,
onError
);
}
parse
(
buffer
)
{
const
group
=
new
Group
();
// https://docs.google.com/document/d/11ZsHozYn9FnWG7y3s3WAyKIACfbfwb4PbaS8cZ_xjvo/edit#
const
zip
=
new
JSZip
(
buffer
.
slice
(
16
)
);
// eslint-disable-line no-undef
/*
const thumbnail = zip.files[ 'thumbnail.png' ].asArrayBuffer();
const img = document.createElement( 'img' );
img.src = URL.createObjectURL( new Blob( [ thumbnail ] ) );
document.body.appendChild( img );
const metadata = JSON.parse( zip.files[ 'metadata.json' ].asText() );
*/
/*
const blob = new Blob( [ zip.files[ 'data.sketch' ].asArrayBuffer() ], { type: 'application/octet-stream' } );
window.open( URL.createObjectURL( blob ) );
*/
const
data
=
new
DataView
(
zip
.
files
[
'
data.sketch
'
].
asArrayBuffer
()
);
const
num_strokes
=
data
.
getInt32
(
16
,
true
);
let
offset
=
20
;
for
(
let
i
=
0
;
i
<
num_strokes
;
i
++
)
{
// const brush_index = data.getInt32( offset, true );
const
brush_color
=
[
data
.
getFloat32
(
offset
+
4
,
true
),
data
.
getFloat32
(
offset
+
8
,
true
),
data
.
getFloat32
(
offset
+
12
,
true
),
data
.
getFloat32
(
offset
+
16
,
true
)
];
const
brush_size
=
data
.
getFloat32
(
offset
+
20
,
true
);
const
stroke_mask
=
data
.
getUint32
(
offset
+
24
,
true
);
const
controlpoint_mask
=
data
.
getUint32
(
offset
+
28
,
true
);
let
offset_stroke_mask
=
0
;
let
offset_controlpoint_mask
=
0
;
for
(
let
j
=
0
;
j
<
4
;
j
++
)
{
// TOFIX: I don't understand these masks yet
const
byte
=
1
<<
j
;
if
(
(
stroke_mask
&
byte
)
>
0
)
offset_stroke_mask
+=
4
;
if
(
(
controlpoint_mask
&
byte
)
>
0
)
offset_controlpoint_mask
+=
4
;
}
// console.log( { brush_index, brush_color, brush_size, stroke_mask, controlpoint_mask } );
// console.log( offset_stroke_mask, offset_controlpoint_mask );
offset
=
offset
+
28
+
offset_stroke_mask
+
4
;
// TOFIX: This is wrong
const
num_control_points
=
data
.
getInt32
(
offset
,
true
);
// console.log( { num_control_points } );
const
positions
=
new
Float32Array
(
num_control_points
*
3
);
const
quaternions
=
new
Float32Array
(
num_control_points
*
4
);
offset
=
offset
+
4
;
for
(
let
j
=
0
,
k
=
0
;
j
<
positions
.
length
;
j
+=
3
,
k
+=
4
)
{
positions
[
j
+
0
]
=
data
.
getFloat32
(
offset
+
0
,
true
);
positions
[
j
+
1
]
=
data
.
getFloat32
(
offset
+
4
,
true
);
positions
[
j
+
2
]
=
data
.
getFloat32
(
offset
+
8
,
true
);
quaternions
[
k
+
0
]
=
data
.
getFloat32
(
offset
+
12
,
true
);
quaternions
[
k
+
1
]
=
data
.
getFloat32
(
offset
+
16
,
true
);
quaternions
[
k
+
2
]
=
data
.
getFloat32
(
offset
+
20
,
true
);
quaternions
[
k
+
3
]
=
data
.
getFloat32
(
offset
+
24
,
true
);
offset
=
offset
+
28
+
offset_controlpoint_mask
;
// TOFIX: This is wrong
}
// console.log( positions, quaternions );
const
color
=
new
Color
().
fromArray
(
brush_color
);
const
opacity
=
brush_color
[
3
];
const
geometry
=
new
StrokeGeometry
(
positions
,
quaternions
,
brush_size
);
const
material
=
new
MeshBasicMaterial
(
{
color
:
color
,
opacity
:
opacity
,
transparent
:
opacity
<
1
,
side
:
DoubleSide
}
);
group
.
add
(
new
Mesh
(
geometry
,
material
)
);
}
return
group
;
}
}
class
StrokeGeometry
extends
BufferGeometry
{
constructor
(
positions
,
quaternions
,
size
)
{
super
();
const
vertices
=
[];
const
position
=
new
Vector3
();
const
prevPosition
=
new
Vector3
().
fromArray
(
positions
,
0
);
const
quaternion
=
new
Quaternion
();
const
prevQuaternion
=
new
Quaternion
().
fromArray
(
quaternions
,
0
);
const
vector1
=
new
Vector3
();
const
vector2
=
new
Vector3
();
const
vector3
=
new
Vector3
();
const
vector4
=
new
Vector3
();
size
=
size
/
2
;
for
(
let
i
=
3
,
j
=
4
;
i
<=
positions
.
length
;
i
+=
3
,
j
+=
4
)
{
position
.
fromArray
(
positions
,
i
);
quaternion
.
fromArray
(
quaternions
,
j
);
vector1
.
set
(
-
size
,
0
,
0
);
vector1
.
applyQuaternion
(
quaternion
);
vector1
.
add
(
position
);
vector2
.
set
(
size
,
0
,
0
);
vector2
.
applyQuaternion
(
quaternion
);
vector2
.
add
(
position
);
vector3
.
set
(
size
,
0
,
0
);
vector3
.
applyQuaternion
(
prevQuaternion
);
vector3
.
add
(
prevPosition
);
vector4
.
set
(
-
size
,
0
,
0
);
vector4
.
applyQuaternion
(
prevQuaternion
);
vector4
.
add
(
prevPosition
);
vertices
.
push
(
vector1
.
x
,
vector1
.
y
,
-
vector1
.
z
);
vertices
.
push
(
vector2
.
x
,
vector2
.
y
,
-
vector2
.
z
);
vertices
.
push
(
vector4
.
x
,
vector4
.
y
,
-
vector4
.
z
);
vertices
.
push
(
vector2
.
x
,
vector2
.
y
,
-
vector2
.
z
);
vertices
.
push
(
vector3
.
x
,
vector3
.
y
,
-
vector3
.
z
);
vertices
.
push
(
vector4
.
x
,
vector4
.
y
,
-
vector4
.
z
);
prevPosition
.
copy
(
position
);
prevQuaternion
.
copy
(
quaternion
);
}
this
.
setAttribute
(
'
position
'
,
new
BufferAttribute
(
new
Float32Array
(
vertices
),
3
)
);
}
}
export
{
TiltLoader
};
examples/models/tilt/BRUSH_DOME.tilt
0 → 100644
浏览文件 @
eb960291
文件已添加
examples/screenshots/webgl_loader_tilt.jpg
0 → 100644
浏览文件 @
eb960291
29.8 KB
examples/webgl_loader_tilt.html
0 → 100644
浏览文件 @
eb960291
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - tilt loader
</title>
<meta
charset=
"utf-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"main.css"
>
</head>
<body>
<div
id=
"info"
>
<a
href=
"https://threejs.org"
target=
"_blank"
rel=
"noopener"
>
three.js
</a>
- tilt loader
<br/>
<a
href=
"https://poly.google.com/view/ewUb8s99x_k"
target=
"_blank"
rel=
"noopener"
>
TILTSPHERE
</a>
by
<a
href=
"https://poly.google.com/user/8CZPjCt8LvV"
target=
"_blank"
rel=
"noopener"
>
Rosie Summers
</a>
</div>
<script
type=
"module"
>
import
*
as
THREE
from
'
../build/three.module.js
'
;
import
{
OrbitControls
}
from
'
./jsm/controls/OrbitControls.js
'
;
import
{
TiltLoader
}
from
'
./jsm/loaders/TiltLoader.js
'
;
let
camera
,
scene
,
renderer
;
init
();
function
init
()
{
scene
=
new
THREE
.
Scene
();
camera
=
new
THREE
.
PerspectiveCamera
(
35
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
500
);
camera
.
position
.
y
=
43
;
camera
.
position
.
z
=
100
;
scene
.
add
(
camera
);
const
grid
=
new
THREE
.
GridHelper
(
50
,
50
,
0xffffff
,
0x555555
);
scene
.
add
(
grid
);
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
document
.
body
.
appendChild
(
renderer
.
domElement
);
const
loader
=
new
TiltLoader
();
loader
.
load
(
'
./models/tilt/BRUSH_DOME.tilt
'
,
function
(
object
)
{
scene
.
add
(
object
);
render
();
}
);
const
controls
=
new
OrbitControls
(
camera
,
renderer
.
domElement
);
controls
.
addEventListener
(
'
change
'
,
render
);
controls
.
target
.
y
=
camera
.
position
.
y
;
controls
.
update
();
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
}
function
onWindowResize
()
{
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
render
();
}
function
render
()
{
renderer
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
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