Improve WebGL export javascript template

Several improvements to the javascript in the template:

 * Render on demand rather than continuously
 * Support high-DPI displays
 * Fix the frustum depth for both cameras
 * Deal correctly with the browser window being resized
 * Only show controls for objects with geometry

Also some changes made for code clarity:

 * Use 'const' and 'let' instead of 'var', as appropriate
 * Use for...of and .map() instead of iterating over arrays
   using a loop counter
This commit is contained in:
Stephen Early
2021-04-10 17:39:46 +01:00
parent 8c4b2506bd
commit c617b252ff

View File

@@ -38,6 +38,7 @@
"""FreeCAD WebGL Exporter"""
import FreeCAD,Mesh,Draft,Part,OfflineRenderingUtils,json,six
import textwrap
if FreeCAD.GuiUp:
import FreeCADGui
@@ -60,291 +61,324 @@ base = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!#$%&()*+-
baseFloat = ',.-0123456789'
def getHTMLTemplate():
return """<!DOCTYPE html>
return textwrap.dedent("""\
<!DOCTYPE html>
<html lang="en">
<head>
<title>$pagetitle</title>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0" />
<meta name="generator" content="FreeCAD $version" />
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<meta name="generator" content="FreeCAD $version">
<style>
* { margin:0; padding:0; }
body{
* {
margin: 0;
padding: 0;
}
body {
background: #ffffff; /* Old browsers */
background: -moz-linear-gradient(top, #e3e9fc 0%, #ffffff 70%, #e2dab3 100%); /* FF3.6-15 */
background: -webkit-linear-gradient(top, #e3e9fc 0%,#ffffff 70%,#e2dab3 100%); /* Chrome10-25, Safari5.1-6 */
background: linear-gradient(to bottom, #e3e9fc 0%,#ffffff 70%,#e2dab3 100%); /* W3C, IE10+, FF16+, Chrome26+, Opera12+, Safari7+ */
width: 100vw;
height: 100vh;
}
canvas { display: block; }
#mainCanvas {
width: 100%;
height: 100%;
}
#arrowCanvas {
position: absolute;
left: 0px;
bottom: 0px;
z-index: 100;
position: absolute;
left: 0px;
bottom: 0px;
width: 150px;
height: 150px;
z-index: 100;
}
select { width: 170px; }
</style>
</head>
<body>
<canvas id="mainCanvas"></canvas>
<canvas id="arrowCanvas"></canvas>
<script type="module">
// Direct from mrdoob - r122(10/28/20): https://www.jsdelivr.com/package/npm/three
import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.122.0/build/three.module.js';
import { OrbitControls } from 'https://cdn.jsdelivr.net/npm/three@0.122.0/examples/jsm/controls/OrbitControls.js';
import Stats from 'https://cdn.jsdelivr.net/npm/three@0.122.0/examples/jsm/libs/stats.module.js';
import { GUI } from 'https://cdn.jsdelivr.net/npm/three@0.122.0/examples/jsm/libs/dat.gui.module.js';
import { Line2 } from 'https://cdn.jsdelivr.net/npm/three@0.122.0/examples/jsm/lines/Line2.js';
import { LineMaterial } from 'https://cdn.jsdelivr.net/npm/three@0.122.0/examples/jsm/lines/LineMaterial.js';
import { LineGeometry } from 'https://cdn.jsdelivr.net/npm/three@0.122.0/examples/jsm/lines/LineGeometry.js';
import { EdgeSplitModifier } from 'https://cdn.jsdelivr.net/npm/three@0.122.0/examples/jsm/modifiers/EdgeSplitModifier.js';
var disableCompression = $disableCompression;
var base = '$base';
var baseFloat = '$float';
THREE.Object3D.DefaultUp = new THREE.Vector3(0,0,1); // Z is up for FreeCAD
var raycasterObj = []; // list of obj that can mouseover highlight
var scene = new THREE.Scene();
var renderer = new THREE.WebGLRenderer( { alpha: true, antialias: true } ); // Clear bg so we can set it with css
renderer.setClearColor( 0x000000, 0 );
var mainCanvas = document.body.appendChild( renderer.domElement );
mainCanvas.setAttribute('id', 'mainCanvas');
// HemisphereLight gives different colors of light from the top and bottom simulating reflected light from the 'ground' and 'sky'
// Direct from mrdoob: https://www.jsdelivr.com/package/npm/three
import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.125.0/build/three.module.js';
import { OrbitControls } from 'https://cdn.jsdelivr.net/npm/three@0.125.0/examples/jsm/controls/OrbitControls.js';
import { GUI } from 'https://cdn.jsdelivr.net/npm/three@0.125.0/examples/jsm/libs/dat.gui.module.js';
import { Line2 } from 'https://cdn.jsdelivr.net/npm/three@0.125.0/examples/jsm/lines/Line2.js';
import { LineMaterial } from 'https://cdn.jsdelivr.net/npm/three@0.125.0/examples/jsm/lines/LineMaterial.js';
import { LineGeometry } from 'https://cdn.jsdelivr.net/npm/three@0.125.0/examples/jsm/lines/LineGeometry.js';
import { EdgeSplitModifier } from 'https://cdn.jsdelivr.net/npm/three@0.125.0/examples/jsm/modifiers/EdgeSplitModifier.js';
const data = $data;
// Z is up for FreeCAD
THREE.Object3D.DefaultUp = new THREE.Vector3(0, 0, 1);
const defaultWireColor = new THREE.Color('rgb(0,0,0)');
const defaultWireLineWidth = 2; // in pixels
const raycasterObj = []; // list of obj that can mouseover highlight
const canvas = document.querySelector('#mainCanvas');
const scene = new THREE.Scene();
const renderer = new THREE.WebGLRenderer({
alpha: true,
antialias: true,
canvas: canvas
}); // Clear bg so we can set it with css
renderer.setClearColor(0x000000, 0);
let renderRequested = false;
// HemisphereLight gives different colors of light from the top
// and bottom simulating reflected light from the 'ground' and
// 'sky'
scene.add(new THREE.HemisphereLight(0xC7E8FF, 0xFFE3B3, 0.4));
var dLight1 = new THREE.DirectionalLight( 0xffffff, 0.4 );
dLight1.position.set( 5, -2, 3 );
scene.add( dLight1 );
var dLight2 = new THREE.DirectionalLight( 0xffffff, 0.4 );
dLight2.position.set( -5, 2, 3 );
scene.add( dLight2 );
var data = $data;
function baseDecode( input ) {
var baseCt = base.length;
var output = [];
var len = parseInt( input[0] ); // num chars of each element
for ( var i=1; i<input.length; i+=len ) {
var str = input.substring(i, i+len).trim();
var val = 0;
for ( var s=0; s<str.length; s++ ) {
var ind = base.indexOf(str[s]);
val += ind * Math.pow(baseCt, s);
const dLight1 = new THREE.DirectionalLight(0xffffff, 0.4);
dLight1.position.set(5, -2, 3);
scene.add(dLight1);
const dLight2 = new THREE.DirectionalLight(0xffffff, 0.4);
dLight2.position.set(-5, 2, 3);
scene.add(dLight2);
if (data.compressed) {
const base = data.base;
const baseFloat = data.baseFloat;
function baseDecode(input) {
const baseCt = base.length;
const output = [];
const len = parseInt(input[0]); // num chars of each element
for (let i = 1; i < input.length; i += len) {
const str = input.substring(i, i + len).trim();
let val = 0;
for (let s = 0; s < str.length; s++) {
const ind = base.indexOf(str[s]);
val += ind * Math.pow(baseCt, s);
}
output.push(val);
}
output.push(val);
return output;
}
return output;
}
function floatDecode( input ) {
var baseCt = base.length;
var baseFloatCt = baseFloat.length;
var numString = '';
for ( var i=0; i<input.length; i+=4 ) {
var b90chunk = input.substring(i, i+4).trim();
var quotient = 0;
for ( var s=0; s<b90chunk.length; s++ ) {
var ind = base.indexOf(b90chunk[s]);
quotient += ind * Math.pow(baseCt, s);
function floatDecode(input) {
const baseCt = base.length;
const baseFloatCt = baseFloat.length;
let numString = '';
for (let i = 0; i < input.length; i += 4) {
const b90chunk = input.substring(i, i + 4).trim();
let quotient = 0;
for (let s = 0; s < b90chunk.length; s++) {
const ind = base.indexOf(b90chunk[s]);
quotient += ind * Math.pow(baseCt, s);
}
let buffer = '';
for (let s = 0; s < 7; s++) {
buffer = baseFloat[quotient % baseFloatCt] + buffer;
quotient = parseInt(quotient / baseFloatCt);
}
numString += buffer;
}
var buffer = '';
for ( var s=0; s<7; s++ ) {
buffer = baseFloat[ quotient % baseFloatCt ] + buffer;
quotient = parseInt(quotient / baseFloatCt);
}
numString += buffer;
}
var trailingCommas = 0;
for ( var s=1; s<7; s++ ) {
if( numString[ numString.length-s ] == baseFloat[0] ) { trailingCommas++; }
}
numString = numString.substring(0, numString.length - trailingCommas);
return numString;
}
// Decode from base90 and distribute the floats
for ( var obj=0; obj<data.objects.length; obj++ ) {
if (!disableCompression) {
data.objects[obj].floats = JSON.parse('[' + floatDecode( data.objects[obj].floats ) + ']');
data.objects[obj].verts = baseDecode( data.objects[obj].verts );
for ( var v=0; v<data.objects[obj].verts.length; v++ ) {
data.objects[obj].verts[v] = data.objects[obj].floats[ data.objects[obj].verts[v] ];
}
data.objects[obj].facets = baseDecode( data.objects[obj].facets );
for ( var w=0; w<data.objects[obj].wires.length; w++ ) {
data.objects[obj].wires[w] = baseDecode( data.objects[obj].wires[w] );
for ( var wv=0; wv<data.objects[obj].wires[w].length; wv++ ) {
data.objects[obj].wires[w][wv] = data.objects[obj].floats[ data.objects[obj].wires[w][wv] ];
let trailingCommas = 0;
for (let s = 1; s < 7; s++) {
if (numString[numString.length - s] == baseFloat[0]) {
trailingCommas++;
}
}
for ( var f=0; f<data.objects[obj].facesToFacets.length; f++ ) {
data.objects[obj].facesToFacets[f] = baseDecode( data.objects[obj].facesToFacets[f] );
numString = numString.substring(0, numString.length - trailingCommas);
return numString;
}
// Decode from base90 and distribute the floats
for (const obj of data.objects) {
obj.floats = JSON.parse('[' + floatDecode(obj.floats) + ']');
obj.verts = baseDecode(obj.verts).map(x => obj.floats[x]);
obj.facets = baseDecode(obj.facets);
obj.wires = obj.wires.map(w => baseDecode(w).map(x => obj.floats[x]));
obj.facesToFacets = obj.facesToFacets.map(x => baseDecode(x));
}
}
// Get bounds for global clipping
const globalMaxMin = [{min: null, max: null},
{min: null, max: null},
{min: null, max: null}];
for (const obj of data.objects) {
for (let v = 0; v < obj.verts.length; v++) {
if (globalMaxMin[v % 3] === null
|| obj.verts[v] < globalMaxMin[v % 3].min) {
globalMaxMin[v % 3].min = obj.verts[v];
}
if (globalMaxMin[v % 3] === null
|| obj.verts[v] > globalMaxMin[v % 3].max) {
globalMaxMin[v % 3].max = obj.verts[v];
}
}
data.objects[obj].floats = false;
}
// Get bounds for global clipping
for ( var obj=0; obj<data.objects.length; obj++ ) {
if (obj == 0) {
var globalMaxMin = [{min:data.objects[obj].verts[0],max:data.objects[obj].verts[0]},
{min:data.objects[obj].verts[1],max:data.objects[obj].verts[1]},
{min:data.objects[obj].verts[2],max:data.objects[obj].verts[2]}]
}
for ( var v=0; v<data.objects[obj].verts.length; v++ ) {
if ( data.objects[obj].verts[v] < globalMaxMin[v % 3].min ) { globalMaxMin[v % 3].min = data.objects[obj].verts[v]; }
if ( data.objects[obj].verts[v] > globalMaxMin[v % 3].max ) { globalMaxMin[v % 3].max = data.objects[obj].verts[v]; }
let bigrange = 0;
// add a little extra
for (const i of globalMaxMin) {
const range = i.max - i.min;
if (range > bigrange) {
bigrange = range;
}
i.min -= range * 0.01;
i.max += range * 0.01;
}
var bigrange = 0;
for ( var i=0; i<globalMaxMin.length; i++ ) { // add a little extra
var range = globalMaxMin[i].max - globalMaxMin[i].min;
if ( range > bigrange ) { bigrange = range; }
globalMaxMin[i].min -= range * 0.01;
globalMaxMin[i].max += range * 0.01;
}
var camCenter = new THREE.Vector3(
const camCenter = new THREE.Vector3(
0.5 * (globalMaxMin[0].max - globalMaxMin[0].min) + globalMaxMin[0].min,
0.5 * (globalMaxMin[1].max - globalMaxMin[1].min) + globalMaxMin[1].min,
0.5 * (globalMaxMin[2].max - globalMaxMin[2].min) + globalMaxMin[2].min );
var viewSize = 1.5 * bigrange; // make the view area a little bigger than the object
var aspectRatio = window.innerWidth / window.innerHeight;
var originalAspect = aspectRatio
const viewSize = 1.5 * bigrange; // make the view area a little bigger than the object
const aspectRatio = canvas.clientWidth / canvas.clientHeight;
const originalAspect = aspectRatio;
function initCam(camera) {
// XXX this needs to treat the perspective and orthographic
// cameras differently
camera.position.set(
data.camera.position_x,
data.camera.position_y,
data.camera.position_z);
camera.lookAt( camCenter );
camera.lookAt(camCenter);
camera.updateMatrixWorld();
}
var cameraType = data.camera.type;
var persCamera = new THREE.PerspectiveCamera( data.camera.focalDistance, window.innerWidth / window.innerHeight, 1, 10000 );
let cameraType = data.camera.type;
const persCamera = new THREE.PerspectiveCamera(
50, aspectRatio, 1, 100000);
initCam(persCamera);
var orthCamera = new THREE.OrthographicCamera(-aspectRatio * viewSize / 2, aspectRatio * viewSize / 2, viewSize / 2, -viewSize / 2, -10000, 10000);
const orthCamera = new THREE.OrthographicCamera(
-aspectRatio * viewSize / 2, aspectRatio * viewSize / 2,
viewSize / 2, -viewSize / 2, -100000, 100000);
initCam(orthCamera);
function assignMesh( positions, color, opacity ) {
var geometry = new THREE.BufferGeometry();
geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
function assignMesh(positions, color, opacity, faces) {
const baseGeometry = new THREE.BufferGeometry();
baseGeometry.setAttribute('position', new THREE.BufferAttribute(
positions, 3));
// EdgeSplitModifier is used to combine verts so that smoothing normals can be generated WITHOUT removing the hard edges of the design
// REF: https://threejs.org/examples/?q=edge#webgl_modifier_edgesplit - https://github.com/mrdoob/three.js/pull/20535
var edgeSplit = new EdgeSplitModifier();
var cutOffAngle = 20;
geometry = edgeSplit.modify( geometry, cutOffAngle * Math.PI / 180 );
const edgeSplit = new EdgeSplitModifier();
const cutOffAngle = 20;
const geometry = edgeSplit.modify(
baseGeometry, cutOffAngle * Math.PI / 180);
geometry.computeVertexNormals();
geometry.computeBoundingSphere();
var transparent = false;
if (opacity != 1.0) { transparent = true; }
var material = new THREE.MeshLambertMaterial({
const material = new THREE.MeshLambertMaterial({
color: color,
side: THREE.DoubleSide,
vertexColors: false,
flatShading: false,
opacity: opacity,
transparent: transparent,
transparent: opacity != 1.0,
fog: false
});
var meshobj = new THREE.Mesh( geometry, material );
const meshobj = new THREE.Mesh(geometry, material);
meshobj.name = meshobj.uuid;
faces.push( meshobj.uuid );
scene.add( meshobj );
faces.push(meshobj.uuid);
scene.add(meshobj);
raycasterObj.push(meshobj);
}
var objects = [];
var positions;
for ( var obj=0; obj<data.objects.length; obj++ ) { // Loop Objects
var faces = []; // Each face gets its own material because they each can have different colors
if (data.objects[obj].facesToFacets.length > 0) {
for ( var f=0; f<data.objects[obj].facesToFacets.length; f++ ) {
var facecolor = data.objects[obj].color;
if (data.objects[obj].faceColors.length > 0) {
facecolor = data.objects[obj].faceColors[f];
}
positions = new Float32Array( data.objects[obj].facesToFacets[f].length * 9 );
for ( var a=0; a<data.objects[obj].facesToFacets[f].length; a++ ) {
for ( var b=0; b<3; b++ ) {
for ( var c=0; c<3; c++ ) {
positions[ 9*a + 3*b + c ] = data.objects[obj].verts[ 3*data.objects[obj].facets[ 3*data.objects[obj].facesToFacets[f][a] + b ] + c ];
const objects = [];
for (const obj of data.objects) {
// Each face gets its own material because they each can
// have different colors
const faces = [];
if (obj.facesToFacets.length > 0) {
for (let f=0; f < obj.facesToFacets.length; f++) {
const facecolor = obj.faceColors.length > 0 ? obj.faceColors[f] : obj.color;
const positions = new Float32Array(obj.facesToFacets[f].length * 9);
for (let a=0; a < obj.facesToFacets[f].length; a++) {
for (let b=0; b < 3; b++) {
for (let c=0; c < 3; c++) {
positions[9 * a + 3 * b + c] = obj.verts[3 * obj.facets[3 * obj.facesToFacets[f][a] + b ] + c ];
}
}
}
assignMesh( positions, facecolor, data.objects[obj].opacity );
assignMesh(positions, facecolor, obj.opacity, faces);
}
} else { // No facesToFacets means that there was a tessellate() mismatch inside FreeCAD. Use all facets in object create this mesh
positions = new Float32Array( data.objects[obj].facets.length * 3 );
for ( var a=0; a<data.objects[obj].facets.length; a++ ) {
for ( var b=0; b<3; b++ ) {
positions[ 3*a + b ] = data.objects[obj].verts[ 3*data.objects[obj].facets[a] + b ];
} else {
// No facesToFacets means that there was a tessellate()
// mismatch inside FreeCAD. Use all facets in object to
// create this mesh
const positions = new Float32Array(obj.facets.length * 3);
for (let a=0; a < obj.facets.length; a++) {
for (let b=0; b < 3; b++) {
positions[3 * a + b] = obj.verts[3 * obj.facets[a] + b];
}
}
assignMesh( positions, data.objects[obj].color, data.objects[obj].opacity );
assignMesh(positions, obj.color, obj.opacity, faces);
}
// Wires
// cannot have lines in WebGL that are wider than 1px due to browser limitations so Line2 workaround lib is used
// REF: https://threejs.org/examples/?q=fat#webgl_lines_fat - https://jsfiddle.net/brLk6aud/1/
var wirematerial = new LineMaterial( {
color: new THREE.Color('rgb(0,0,0)'),
linewidth: 2, // in pixels
// This material is shared by all wires in this object
const wirematerial = new LineMaterial( {
color: defaultWireColor,
linewidth: defaultWireLineWidth,
dashed: false, dashSize: 1, gapSize: 1, dashScale: 3
} );
wirematerial.resolution.set( window.innerWidth, window.innerHeight );
var wires = [];
for ( var w=0; w<data.objects[obj].wires.length; w++ ) {
var wiregeometry = new LineGeometry();
wiregeometry.setPositions( data.objects[obj].wires[w] );
var wire = new Line2( wiregeometry, wirematerial );
wirematerial.resolution.set(
canvas.clientWidth * window.devicePixelRatio,
canvas.clientHeight * window.devicePixelRatio);
const wires = [];
for (const w of obj.wires) {
const wiregeometry = new LineGeometry();
wiregeometry.setPositions(w);
const wire = new Line2(wiregeometry, wirematerial);
wire.computeLineDistances();
wire.scale.set( 1, 1, 1 );
wire.scale.set(1, 1, 1);
wire.name = wire.uuid;
scene.add( wire );
wires.push( wire.name );
scene.add(wire);
wires.push(wire.name);
}
objects.push( { name: data.objects[obj].name, faces: faces, wires: wires } );
objects.push({
data: obj,
faces: faces,
wires: wires,
wirematerial: wirematerial
});
}
// ---- GUI Init ----
const gui = new GUI( { width: 300 } );
var guiparams = {
const gui = new GUI({ width: 300 });
const guiparams = {
wiretype: 'Normal',
wirewidth: wirematerial.linewidth,
wirecolor: '#'+wirematerial.color.getHexString(),
wirewidth: defaultWireLineWidth,
wirecolor: '#' + defaultWireColor.getHexString(),
clippingx: 100,
clippingy: 100,
clippingz: 100,
cameraType: cameraType,
navright: function() { navChange( [1,0,0] ); },
navtop: function() { navChange( [0,0,1] ); },
navfront: function() { navChange( [0,-1,0] ); }
navright: function() { navChange([1, 0, 0]); },
navtop: function() { navChange([0, 0, 1]); },
navfront: function() { navChange([0, -1, 0]); }
};
// ---- Wires ----
if (!wirematerial.visible) { guiparams.wiretype = 'None'; }
if (wirematerial.dashed) { guiparams.wiretype = 'Dashed'; }
const wiretypes = { Normal: 'Normal', Dashed: 'Dashed', None: 'None' };
var wireFolder = gui.addFolder( 'Wire' );
wireFolder.add( guiparams, 'wiretype', wiretypes ).name('Wire Display').onChange( wireChange );
wireFolder.add( guiparams, 'wirewidth').min(1).max(5).step(1).name('Wire Width').onChange( wireChange );
wireFolder.addColor( guiparams, 'wirecolor' ).name('Wire Color').onChange( wireChange );
wireFolder.close();
const wireFolder = gui.addFolder('Wire');
wireFolder.add(guiparams, 'wiretype', wiretypes).name('Wire Display').onChange(wireChange);
wireFolder.add(guiparams, 'wirewidth').min(1).max(5).step(1).name('Wire Width').onChange(wireChange);
wireFolder.addColor(guiparams, 'wirecolor').name('Wire Color').onChange(wireChange);
function wireChange() {
for ( var obj=0; obj<objects.length; obj++ ) {
if ( objects[obj].wires.length == 0 ) { continue; }
var m = scene.getObjectByName( objects[obj].wires[0] ).material; // all wires in obj share mat
for (const obj of objects) {
const m = obj.wirematerial;
if (m.dashed) {
if (guiparams.wiretype != 'Dashed') {
m.dashed = false;
@@ -366,201 +400,253 @@ def getHTMLTemplate():
m.color = new THREE.Color(guiparams.wirecolor);
m.needsUpdate = true;
}
requestRender();
}
wireChange();
// ---- Clipping ----
var clippingFolder = gui.addFolder( 'Clipping' );
clippingFolder.add( guiparams, 'clippingx').min(0).max(100).step(1).name('X-Axis Clipping').onChange( clippingChange );
clippingFolder.add( guiparams, 'clippingy').min(0).max(100).step(1).name('Y-Axis Clipping').onChange( clippingChange );
clippingFolder.add( guiparams, 'clippingz').min(0).max(100).step(1).name('Z-Axis Clipping').onChange( clippingChange );
clippingFolder.close();
var clipPlaneX = new THREE.Plane( new THREE.Vector3( -1, 0, 0 ), 0 );
var clipPlaneY = new THREE.Plane( new THREE.Vector3( 0, -1, 0 ), 0 );
var clipPlaneZ = new THREE.Plane( new THREE.Vector3( 0, 0, -1 ), 0 );
const clippingFolder = gui.addFolder('Clipping');
clippingFolder.add(guiparams, 'clippingx').min(0).max(100).step(1).name('X-Axis Clipping').onChange(clippingChange);
clippingFolder.add(guiparams, 'clippingy').min(0).max(100).step(1).name('Y-Axis Clipping').onChange(clippingChange);
clippingFolder.add(guiparams, 'clippingz').min(0).max(100).step(1).name('Z-Axis Clipping').onChange(clippingChange);
const clipPlaneX = new THREE.Plane(new THREE.Vector3( -1, 0, 0 ), 0);
const clipPlaneY = new THREE.Plane(new THREE.Vector3( 0, -1, 0 ), 0);
const clipPlaneZ = new THREE.Plane(new THREE.Vector3( 0, 0, -1 ), 0);
function clippingChange() {
if( guiparams.clippingx < 100 || guiparams.clippingy < 100 || guiparams.clippingz < 100 ) {
if (guiparams.clippingx < 100 || guiparams.clippingy < 100 || guiparams.clippingz < 100) {
if (renderer.clippingPlanes.length == 0) {
renderer.clippingPlanes.push( clipPlaneX, clipPlaneY, clipPlaneZ );
renderer.clippingPlanes.push(clipPlaneX, clipPlaneY, clipPlaneZ);
}
}
clipPlaneX.constant = (globalMaxMin[0].max - globalMaxMin[0].min) * guiparams.clippingx / 100.0 + globalMaxMin[0].min;
clipPlaneY.constant = (globalMaxMin[1].max - globalMaxMin[1].min) * guiparams.clippingy / 100.0 + globalMaxMin[1].min;
clipPlaneZ.constant = (globalMaxMin[2].max - globalMaxMin[2].min) * guiparams.clippingz / 100.0 + globalMaxMin[2].min;
requestRender();
}
// ---- Camera & Navigation ----
var camFolder = gui.addFolder( 'Camera' );
const camFolder = gui.addFolder('Camera');
const cameraTypes = { Perspective: 'Perspective', Orthographic: 'Orthographic' };
camFolder.add( guiparams, 'cameraType', cameraTypes ).name('Wire Display').onChange( cameraChange );
camFolder.add( guiparams, 'navright' ).name('View Right');
camFolder.add( guiparams, 'navtop' ).name('View Top');
camFolder.add( guiparams, 'navfront' ).name('View Front');
function navChange( v ) {
var t = new THREE.Vector3();
new THREE.Box3().setFromObject(scene).getSize( t );
persControls.object.position.set( v[0]*t.x + camCenter.x, v[1]*t.y + camCenter.y, v[2]*t.z + camCenter.z);
camFolder.add(guiparams, 'cameraType', cameraTypes).name('Camera type').onChange(cameraChange);
camFolder.add(guiparams, 'navright').name('View Right');
camFolder.add(guiparams, 'navtop').name('View Top');
camFolder.add(guiparams, 'navfront').name('View Front');
function navChange(v) {
const t = new THREE.Vector3();
new THREE.Box3().setFromObject(scene).getSize(t);
persControls.object.position.set(
v[0] * t.x * 2 + camCenter.x,
v[1] * t.y * 2 + camCenter.y,
v[2] * t.z * 2 + camCenter.z);
persControls.target = camCenter;
persControls.update();
orthControls.object.position.set( v[0]*t.x + camCenter.x, v[1]*t.y + camCenter.y, v[2]*t.z + camCenter.z);
orthControls.object.position.set(
v[0] * t.x + camCenter.x,
v[1] * t.y + camCenter.y,
v[2] * t.z + camCenter.z);
orthControls.target = camCenter;
orthControls.update();
// controls.update() implicitly calls requestRender()
}
function cameraChange( v ) {
function cameraChange(v) {
cameraType = v;
requestRender();
}
var guiObjData = [];
var guiObjects = gui.addFolder( 'Objects' );
for ( var obj=0; obj<data.objects.length; obj++ ) {
guiObjData.push( {index: obj, color: data.objects[obj].color, opacity:data.objects[obj].opacity } );
var guiObject = guiObjects.addFolder( objects[obj].name );
guiObject.addColor( guiObjData[ guiObjData.length-1 ], 'color' ).name('Color').onChange( GUIObjectChange );
guiObject.add( guiObjData[ guiObjData.length-1 ], 'opacity' ).min(0.0).max(1.0).step(0.05).name('Opacity').onChange( GUIObjectChange );
const guiObjects = gui.addFolder('Objects');
for (const obj of objects) {
// Ignore objects with no vertices
if (obj.data.verts.length > 0) {
const guiObjData = {
obj: obj, color: obj.data.color, opacity: obj.data.opacity };
const guiObject = guiObjects.addFolder(obj.data.name);
guiObject.addColor(guiObjData, 'color').name('Color').onChange(GUIObjectChange);
guiObject.add(guiObjData, 'opacity').min(0.0).max(1.0).step(0.05).name('Opacity').onChange(GUIObjectChange);
}
}
function GUIObjectChange( v ) {
for ( var f=0; f<objects[this.object.index].faces.length; f++ ) {
var m = scene.getObjectByName( objects[this.object.index].faces[f] ).material;
if (this.property == 'color') { m.color.setStyle( v ); }
function GUIObjectChange(v) {
for (const f of this.object.obj.faces) {
const m = scene.getObjectByName(f).material;
if (this.property == 'color') {
m.color.setStyle(v);
}
if (this.property == 'opacity') {
m.opacity = v;
if ( v == 1.0 ) { m.transparent = false; } else { m.transparent = true; }
m.transparent = (v != 1.0);
}
}
if (this.property == 'opacity' && objects[ this.object.index ].wires.length > 0) {
var w = scene.getObjectByName( objects[ this.object.index ].wires[0] ).material; // all wires in obj share mat
w.opacity = v;
if ( v == 1.0 ) { w.transparent = false; } else { w.transparent = true; }
if (this.property == 'opacity') {
const m = this.object.obj.wirematerial;
m.opacity = v;
m.transparent = (v != 1.0);
}
requestRender();
}
// Make simple orientation arrows and box - REF: http://jsfiddle.net/b97zd1a3/16/
var arrowCanvasSize = { x: 150, y: 150 }; // in pixels on the lower left
var arrowRenderer = new THREE.WebGLRenderer( { alpha: true } ); // clear
arrowRenderer.setClearColor( 0x000000, 0 );
arrowRenderer.setSize( arrowCanvasSize.x, arrowCanvasSize.y );
var arrowCanvas = document.body.appendChild( arrowRenderer.domElement );
arrowCanvas.setAttribute('id', 'arrowCanvas');
arrowCanvas.style.width = arrowCanvasSize.x;
arrowCanvas.style.height = arrowCanvasSize.y;
var arrowScene = new THREE.Scene();
var arrowCamera = new THREE.PerspectiveCamera( 50, arrowCanvasSize.x / arrowCanvasSize.y, 1, 500 );
const arrowCanvas = document.querySelector('#arrowCanvas');
const arrowRenderer = new THREE.WebGLRenderer({
alpha: true,
canvas: arrowCanvas
}); // clear
arrowRenderer.setClearColor(0x000000, 0);
arrowRenderer.setSize(arrowCanvas.clientWidth * window.devicePixelRatio,
arrowCanvas.clientHeight * window.devicePixelRatio,
false);
const arrowScene = new THREE.Scene();
const arrowCamera = new THREE.PerspectiveCamera(
50, arrowCanvas.clientWidth / arrowCanvas.clientHeight, 1, 500 );
arrowCamera.up = persCamera.up; // important!
var arrowPos = new THREE.Vector3( 0,0,0 );
arrowScene.add( new THREE.ArrowHelper( new THREE.Vector3( 1,0,0 ), arrowPos, 60, 0x7F2020, 20, 10 ) );
arrowScene.add( new THREE.ArrowHelper( new THREE.Vector3( 0,1,0 ), arrowPos, 60, 0x207F20, 20, 10 ) );
arrowScene.add( new THREE.ArrowHelper( new THREE.Vector3( 0,0,1 ), arrowPos, 60, 0x20207F, 20, 10 ) );
const arrowPos = new THREE.Vector3(0, 0, 0);
arrowScene.add(new THREE.ArrowHelper(
new THREE.Vector3(1, 0, 0), arrowPos, 60, 0x7F2020, 20, 10));
arrowScene.add(new THREE.ArrowHelper(
new THREE.Vector3(0, 1, 0), arrowPos, 60, 0x207F20, 20, 10));
arrowScene.add(new THREE.ArrowHelper(
new THREE.Vector3(0, 0, 1), arrowPos, 60, 0x20207F, 20, 10));
arrowScene.add(new THREE.Mesh(
new THREE.BoxGeometry( 40, 40, 40 ),
new THREE.MeshLambertMaterial( { color: 0xaaaaaa, flatShading: false } )
new THREE.BoxGeometry(40, 40, 40),
new THREE.MeshLambertMaterial(
{ color: 0xaaaaaa, flatShading: false })
));
arrowScene.add(new THREE.HemisphereLight(0xC7E8FF, 0xFFE3B3, 1.2));
// Controls
var persControls = new OrbitControls( persCamera, renderer.domElement );
const persControls = new OrbitControls(persCamera, renderer.domElement);
persControls.target = camCenter; // rotate around center of parts
// persControls.enablePan = false;
// persControls.enableDamping = true;
persControls.update();
var orthControls = new OrbitControls( orthCamera, renderer.domElement );
const orthControls = new OrbitControls(orthCamera, renderer.domElement);
orthControls.target = camCenter; // rotate around center of parts
// orthControls.enablePan = false;
// orthControls.enableDamping = true;
orthControls.update();
window.addEventListener( 'resize', onWindowResize, false );
onWindowResize();
var stats = new Stats();
document.body.appendChild( stats.dom );
renderer.domElement.addEventListener( 'mousemove', onMouseMove );
var animate = function () {
requestAnimationFrame( animate );
function render() {
renderRequested = false;
persControls.update();
if (cameraType == 'Perspective') {
arrowCamera.position.copy( persCamera.position );
arrowCamera.position.sub( persControls.target );
arrowCamera.position.copy(persCamera.position);
arrowCamera.position.sub(persControls.target);
}
orthControls.update();
if (cameraType == 'Orthographic') {
arrowCamera.position.copy( orthCamera.position );
arrowCamera.position.sub( orthControls.target );
arrowCamera.position.copy(orthCamera.position);
arrowCamera.position.sub(orthControls.target);
}
arrowCamera.lookAt( arrowScene.position );
arrowCamera.position.setLength( 200 );
stats.begin();
if (cameraType == 'Perspective') { renderer.render( scene, persCamera ); }
if (cameraType == 'Orthographic') { renderer.render( scene, orthCamera ); }
arrowRenderer.render( arrowScene, arrowCamera );
stats.end();
arrowCamera.lookAt(arrowScene.position);
arrowCamera.position.setLength(200);
if (cameraType == 'Perspective') {
renderer.render(scene, persCamera);
}
if (cameraType == 'Orthographic') {
renderer.render(scene, orthCamera);
}
arrowRenderer.render(arrowScene, arrowCamera);
};
animate();
function onWindowResize() {
for ( var obj=0; obj<objects.length; obj++ ) {
if (objects[obj].wires.length > 0) {
var w = scene.getObjectByName( objects[obj].wires[0] ).material.resolution.set( window.innerWidth, window.innerHeight ); // all wires in obj share mat
}
function requestRender() {
if (!renderRequested) {
renderRequested = true;
requestAnimationFrame(render);
}
// Ortho camera needs updating. REF: https://stackoverflow.com/questions/39373113/three-js-resize-window-not-scaling-properly
var aspect = window.innerWidth / window.innerHeight;
var change = originalAspect / aspect;
var newSize = viewSize * change;
orthCamera.left = -aspect * newSize / 2;
orthCamera.right = aspect * newSize / 2;
orthCamera.top = newSize / 2;
orthCamera.bottom = -newSize / 2;
orthCamera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onMouseMove( e ) {
var c = false;
if (cameraType == 'Orthographic') { c = orthCamera;}
if (cameraType == 'Perspective') { c = persCamera;}
if (!c) { return; }
var raycaster = new THREE.Raycaster();
raycaster.setFromCamera( new THREE.Vector2(
( e.clientX / window.innerWidth ) * 2 - 1,
-( e.clientY / window.innerHeight ) * 2 + 1
), c );
var intersects = raycaster.intersectObjects( raycasterObj );
var chosen = '';
if ( intersects.length > 0 ) {
for ( var i=0; i<intersects.length; i++ ) {
var m = intersects[i].object.material;
if (m.opacity > 0) {
if (m.emissive.getHex() == 0x000000) {
m.emissive.setHex( 0x777777 );
m.needsUpdate = true;
}
chosen = intersects[i].object.name;
break;
persControls.addEventListener('change', requestRender);
orthControls.addEventListener('change', requestRender);
renderer.domElement.addEventListener('mousemove', onMouseMove);
window.addEventListener('resize', onMainCanvasResize, false);
onMainCanvasResize();
requestRender();
function onMainCanvasResize() {
const pixelRatio = window.devicePixelRatio;
const width = canvas.clientWidth * pixelRatio | 0;
const height = canvas.clientHeight * pixelRatio | 0;
const needResize = canvas.width !== width || canvas.height !== height;
const aspect = canvas.clientWidth / canvas.clientHeight;
if (needResize) {
renderer.setSize(width, height, false);
// See https://stackoverflow.com/questions/39373113/three-js-resize-window-not-scaling-properly
const change = originalAspect / aspect;
const newSize = viewSize * change;
orthCamera.left = -aspect * newSize / 2;
orthCamera.right = aspect * newSize / 2;
orthCamera.top = newSize / 2;
orthCamera.bottom = -newSize / 2;
orthCamera.updateProjectionMatrix();
persCamera.aspect = canvas.clientWidth / canvas.clientHeight;
persCamera.updateProjectionMatrix();
}
for (const obj of objects) {
obj.wirematerial.resolution.set(width, height);
}
requestRender();
}
// XXX use mouse click to toggle the gui for the selected object?
function onMouseMove(e) {
let c = false;
if (cameraType == 'Orthographic') {
c = orthCamera;
}
if (cameraType == 'Perspective') {
c = persCamera;
}
if (!c) {
return;
}
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(new THREE.Vector2(
(e.clientX / canvas.clientWidth) * 2 - 1,
-(e.clientY / canvas.clientHeight) * 2 + 1),
c);
const intersects = raycaster.intersectObjects(raycasterObj);
let chosen = '';
for (const i of intersects) {
const m = i.object.material;
if (m.opacity > 0) {
if (m.emissive.getHex() == 0x000000) {
m.emissive.setHex( 0x777777 );
m.needsUpdate = true;
requestRender();
}
chosen = i.object.name;
break;
}
}
for ( var r=0; r<raycasterObj.length; r++ ) {
if (raycasterObj[r].name == chosen) { continue; }
if (raycasterObj[r].material.emissive.getHex() != 0x000000) {
raycasterObj[r].material.emissive.setHex( 0x000000 );
raycasterObj[r].material.needsUpdate = true;
for (const r of raycasterObj) {
if (r.name == chosen) {
continue;
}
if (r.material.emissive.getHex() != 0x000000) {
r.material.emissive.setHex(0x000000);
r.material.needsUpdate = true;
requestRender();
}
}
}
data = false; // free up some ram
</script>
</body>
</html>
"""
""")
def export( exportList, filename, colors = None, camera = None ):
"""Exports objects to an html file"""
@@ -772,11 +858,10 @@ def export( exportList, filename, colors = None, camera = None ):
html = html.replace('$version',version[0] + '.' + version[1] + '.' + version[2])
# Remove data compression in JS
if disableCompression: html = html.replace('$disableCompression','true')
else: html = html.replace('$disableCompression','false')
data['compressed'] = not disableCompression
data['base'] = base
data['baseFloat'] = baseFloat
html = html.replace('$base', base)
html = html.replace('$float', baseFloat)
html = html.replace('$data', json.dumps(data, separators=(',', ':')) ) # Shape Data
if six.PY2: