<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - PLY</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { font-family: Monospace; background-color: #000000; margin: 0px; overflow: hidden; } #info { color: #fff; position: absolute; top: 10px; width: 100%; text-align: center; z-index: 100; display:block; } a { color: skyblue } .button { background:#999; color:#eee; padding:0.2em 0.5em; cursor:pointer } .highlight { background:orange; color:#fff; } span { display: inline-block; width: 60px; float: left; text-align: center; } </style> </head> <body> <div id="info"> <a href="http://threejs.org" target="_blank">three.js</a> - PLY loader test by <a href="https://github.com/menway">Wei Meng</a>. Image from <a href="http://people.sc.fsu.edu/~jburkardt/data/ply/ply.html">John Burkardt</a> </div> <script src="../build/three.min.js"></script> <script src="js/loaders/PLYLoader.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/stats.min.js"></script> <script> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var container, stats; var camera, cameraTarget, scene, renderer; init(); animate(); function init() { container = document.createElement( 'div' ); document.body.appendChild( container ); camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 15 ); camera.position.set( 3, 0.15, 3 ); cameraTarget = new THREE.Vector3( 0, -0.25, 0 ); scene = new THREE.Scene(); scene.fog = new THREE.Fog( 0x72645b, 2, 15 ); // Ground var plane = new THREE.Mesh( new THREE.PlaneBufferGeometry( 40, 40 ), new THREE.MeshPhongMaterial( { color: 0x999999, specular: 0x101010 } ) ); plane.rotation.x = -Math.PI/2; plane.position.y = -0.5; scene.add( plane ); plane.receiveShadow = true; // PLY file var loader = new THREE.PLYLoader(); loader.addEventListener( 'load', function ( event ) { var geometry = event.content; var material = new THREE.MeshPhongMaterial( { color: 0x0055ff, specular: 0x111111, shininess: 200 } ); var mesh = new THREE.Mesh( geometry, material ); mesh.position.set( 0, - 0.25, 0 ); mesh.rotation.set( 0, - Math.PI / 2, 0 ); mesh.scale.set( 0.001, 0.001, 0.001 ); mesh.castShadow = true; mesh.receiveShadow = true; scene.add( mesh ); } ); loader.load( './models/ply/ascii/dolphins.ply' ); // Lights scene.add( new THREE.AmbientLight( 0x777777 ) ); addShadowedLight( 1, 1, 1, 0xffffff, 1.35 ); addShadowedLight( 0.5, 1, -1, 0xffaa00, 1 ); // renderer renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setClearColor( scene.fog.color ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.gammaInput = true; renderer.gammaOutput = true; renderer.shadowMapEnabled = true; renderer.shadowMapCullFace = THREE.CullFaceBack; container.appendChild( renderer.domElement ); // stats stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.top = '0px'; container.appendChild( stats.domElement ); // resize window.addEventListener( 'resize', onWindowResize, false ); } function addShadowedLight( x, y, z, color, intensity ) { var directionalLight = new THREE.DirectionalLight( color, intensity ); directionalLight.position.set( x, y, z ) scene.add( directionalLight ); directionalLight.castShadow = true; // directionalLight.shadowCameraVisible = true; var d = 1; directionalLight.shadowCameraLeft = -d; directionalLight.shadowCameraRight = d; directionalLight.shadowCameraTop = d; directionalLight.shadowCameraBottom = -d; directionalLight.shadowCameraNear = 1; directionalLight.shadowCameraFar = 4; directionalLight.shadowMapWidth = 1024; directionalLight.shadowMapHeight = 1024; directionalLight.shadowBias = -0.005; directionalLight.shadowDarkness = 0.15; } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { var timer = Date.now() * 0.0005; camera.position.x = Math.sin( timer ) * 3; camera.position.z = Math.cos( timer ) * 3; camera.lookAt( cameraTarget ); renderer.render( scene, camera ); } </script> </body> </html>