mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-25 04:23:47 +01:00
192 lines
4.5 KiB
HTML
192 lines
4.5 KiB
HTML
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - Open Asset Import Library (assimp) / assimp2json</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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font-family: Monospace;
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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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color: #fff;
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position: absolute;
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top: 10px;
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width: 100%;
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text-align: center;
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z-index: 100;
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display:block;
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}
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a { color: red }
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#stats { position: absolute; top:0; left: 0 }
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#stats #fps { background: transparent !important }
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#stats #fps #fpsText { color: #aaa !important }
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#stats #fps #fpsGraph { display: none }
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</style>
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</head>
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<body>
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<div id="info">
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<a href="http://threejs.org" target="_blank">three.js</a> -
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Jeep by Psionic, interior from
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<a href="http://assimp.sf.net" target="_blank">Assimp</a>
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</div>
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<script src="../build/three.min.js"></script>
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<script src="js/loaders/AssimpJSONLoader.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script>
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if ( ! Detector.webgl ) {
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Detector.addGetWebGLMessage();
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}
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/*
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Simple demo for loading json files generated by assimp2json
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https://github.com/acgessler/assimp2json
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assimp2json uses assimp (http://assimp.sf.net) to import 40+ 3D file
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formats, including 3ds, obj, dae, blend, fbx, x, ms3d, lwo (and many
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more).
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TODOs:
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- assimp supports skeletal animations and assimp2son exports
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them. This demo currently doesn't read them.
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- not all material properties supported by assimp are currently
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mapped to THREE.js
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The sample files for this demo originate in assimp's repository,
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and were converted using assimp2json 2.0. The interior file was
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slightly edited to adjust for lower-case texture names.
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*/
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var container, stats;
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var camera, scene, renderer, objects;
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var clock = new THREE.Clock();
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// init scene
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init();
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var onProgress = function ( xhr ) {
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if ( xhr.lengthComputable ) {
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var percentComplete = xhr.loaded / xhr.total * 100;
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console.log( Math.round(percentComplete, 2) + '% downloaded' );
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}
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};
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var onError = function ( xhr ) {
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};
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// Load jeep model using the AssimpJSONLoader
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var loader1 = new THREE.AssimpJSONLoader();
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loader1.load( 'models/assimp/jeep/jeep.assimp.json', function ( object ) {
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object.scale.multiplyScalar( 0.2 );
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scene.add( object );
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}, onProgress, onError );
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// load interior model
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var loader2 = new THREE.AssimpJSONLoader();
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loader2.load( 'models/assimp/interior/interior.assimp.json', function ( object ) {
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scene.add( object );
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}, onProgress, onError );
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animate();
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//
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
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camera.position.set( 2, 4, 5 );
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scene = new THREE.Scene();
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scene.fog = new THREE.FogExp2( 0x000000, 0.035 );
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// Lights
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scene.add( new THREE.AmbientLight( 0xcccccc ) );
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var directionalLight = new THREE.DirectionalLight( 0xeeeeee );
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directionalLight.position.x = Math.random() - 0.5;
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directionalLight.position.y = Math.random();
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directionalLight.position.z = Math.random() - 0.5;
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directionalLight.position.normalize();
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scene.add( directionalLight );
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// Renderer
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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// Stats
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stats = new Stats();
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container.appendChild( stats.domElement );
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// Events
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window.addEventListener( 'resize', onWindowResize, false );
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}
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//
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function onWindowResize( event ) {
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renderer.setSize( window.innerWidth, window.innerHeight );
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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}
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//
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var t = 0;
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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//
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function render() {
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var timer = Date.now() * 0.0005;
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camera.position.x = Math.cos( timer ) * 10;
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camera.position.y = 4;
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camera.position.z = Math.sin( timer ) * 10;
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camera.lookAt( scene.position );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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