<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - STL</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> -
			STL loader test by <a href="https://github.com/aleeper">aleeper</a>. PR2 head from <a href="http://www.ros.org/wiki/pr2_description">www.ros.org</a>
		</div>

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

		<script src="js/loaders/STLLoader.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;


				// ASCII file

				var loader = new THREE.STLLoader();
				loader.load( './models/stl/ascii/slotted_disk.stl', function ( geometry ) {

					var material = new THREE.MeshPhongMaterial( { color: 0xff5533, specular: 0x111111, shininess: 200 } );
					var mesh = new THREE.Mesh( geometry, material );

					mesh.position.set( 0, - 0.25, 0.6 );
					mesh.rotation.set( 0, - Math.PI / 2, 0 );
					mesh.scale.set( 0.5, 0.5, 0.5 );

					mesh.castShadow = true;
					mesh.receiveShadow = true;

					scene.add( mesh );

				} );


				// Binary files

				var material = new THREE.MeshPhongMaterial( { color: 0xAAAAAA, specular: 0x111111, shininess: 200 } );

				loader.load( './models/stl/binary/pr2_head_pan.stl', function ( geometry ) {

					var mesh = new THREE.Mesh( geometry, material );

					mesh.position.set( 0, - 0.37, - 0.6 );
					mesh.rotation.set( - Math.PI / 2, 0, 0 );
					mesh.scale.set( 2, 2, 2 );

					mesh.castShadow = true;
					mesh.receiveShadow = true;

					scene.add( mesh );

				} );

				loader.load( './models/stl/binary/pr2_head_tilt.stl', function ( geometry ) {

					var mesh = new THREE.Mesh( geometry, material );

					mesh.position.set( 0.136, - 0.37, - 0.6 );
					mesh.rotation.set( - Math.PI / 2, 0.3, 0 );
					mesh.scale.set( 2, 2, 2 );

					mesh.castShadow = true;
					mesh.receiveShadow = true;

					scene.add( mesh );

				} );

				// Colored binary STL
				loader.load( './models/stl/binary/colored.stl', function ( geometry ) {

					var meshMaterial = material;
					if (geometry.hasColors) {
						meshMaterial = new THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: THREE.VertexColors });
					}

					var mesh = new THREE.Mesh( geometry, meshMaterial );

					mesh.position.set( 0.5, 0.2, 0 );
					mesh.rotation.set( - Math.PI / 2, Math.PI / 2, 0 );
					mesh.scale.set( 0.3, 0.3, 0.3 );

					mesh.castShadow = true;
					mesh.receiveShadow = true;

					scene.add( mesh );

				} );


				// 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 );

				//

				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.cos( timer ) * 3;
				camera.position.z = Math.sin( timer ) * 3;

				camera.lookAt( cameraTarget );

				renderer.render( scene, camera );

			}

		</script>
	</body>
</html>