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app.js
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import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
import { STLLoader } from 'three/examples/jsm/loaders/STLLoader.js';
let container;
let camera, cameraTarget, scene, renderer;
let mesh; // Declare mesh globally
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.background = new THREE.Color(0x000000);
scene.fog = new THREE.Fog(0x72645b, 2, 15);
// Ground
const loader = new STLLoader();
loader.load('http://localhost:8000/test.stl', function (geometry) {
const material = new THREE.MeshPhongMaterial({ color: 0xffffff });
mesh = new THREE.Mesh(geometry, material); // Assign to global variable
mesh.position.set(0, 0, 0);
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
});
// Lights
scene.add(new THREE.HemisphereLight(0x8d7c7c, 0x494966, 3));
addShadowedLight(1, 1, 1, 0xffffff, 3.5);
addShadowedLight(0.5, 1, -1, 0x454545, 3);
// Renderer
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
// Controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableRotate = true;
controls.update();
window.addEventListener('resize', onWindowResize);
}
function addShadowedLight(x, y, z, color, intensity) {
const directionalLight = new THREE.DirectionalLight(color, intensity);
directionalLight.position.set(x, y, z);
scene.add(directionalLight);
directionalLight.castShadow = true;
const d = 1;
directionalLight.shadow.camera.left = -d;
directionalLight.shadow.camera.right = d;
directionalLight.shadow.camera.top = d;
directionalLight.shadow.camera.bottom = -d;
directionalLight.shadow.camera.near = 1;
directionalLight.shadow.camera.far = 4;
directionalLight.shadow.bias = -0.002;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
if (mesh) { // Check if mesh is defined
const timer = Date.now() * 0.0005;
mesh.rotation.x = Math.cos(timer);
mesh.rotation.y = Math.cos(timer);
mesh.rotation.z = Math.sin(timer);
}
renderer.render(scene, camera);
}