i3dmExample.js 3.0 KB

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  1. import { I3DMLoader } from '../src/index.js';
  2. import {
  3. Scene,
  4. DirectionalLight,
  5. AmbientLight,
  6. WebGLRenderer,
  7. PerspectiveCamera,
  8. Box3,
  9. sRGBEncoding,
  10. PCFSoftShadowMap,
  11. Vector3,
  12. Quaternion,
  13. Matrix4,
  14. } from 'three';
  15. import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
  16. let camera, controls, scene, renderer;
  17. let box, dirLight;
  18. init();
  19. animate();
  20. function init() {
  21. scene = new Scene();
  22. // primary camera view
  23. renderer = new WebGLRenderer( { antialias: true } );
  24. renderer.setPixelRatio( window.devicePixelRatio );
  25. renderer.setSize( window.innerWidth, window.innerHeight );
  26. renderer.setClearColor( 0x151c1f );
  27. renderer.shadowMap.enabled = true;
  28. renderer.shadowMap.type = PCFSoftShadowMap;
  29. renderer.outputEncoding = sRGBEncoding;
  30. document.body.appendChild( renderer.domElement );
  31. camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 4000 );
  32. camera.position.set( 100, 100, 100 );
  33. // controls
  34. controls = new OrbitControls( camera, renderer.domElement );
  35. controls.screenSpacePanning = false;
  36. controls.minDistance = 1;
  37. controls.maxDistance = 2000;
  38. // lights
  39. dirLight = new DirectionalLight( 0xffffff, 1.25 );
  40. dirLight.position.set( 1, 2, 3 ).multiplyScalar( 40 );
  41. dirLight.castShadow = true;
  42. dirLight.shadow.bias = - 0.01;
  43. dirLight.shadow.mapSize.setScalar( 2048 );
  44. const shadowCam = dirLight.shadow.camera;
  45. shadowCam.left = - 200;
  46. shadowCam.bottom = - 200;
  47. shadowCam.right = 200;
  48. shadowCam.top = 200;
  49. shadowCam.updateProjectionMatrix();
  50. scene.add( dirLight );
  51. const ambLight = new AmbientLight( 0xffffff, 0.05 );
  52. scene.add( ambLight );
  53. box = new Box3();
  54. new I3DMLoader()
  55. .load( 'https://raw.githubusercontent.com/CesiumGS/3d-tiles-samples/master/tilesets/TilesetWithTreeBillboards/tree.i3dm' )
  56. .then( res => {
  57. let instance = null;
  58. res.scene.traverse( c => {
  59. if ( ! instance && c.isInstancedMesh ) {
  60. instance = c;
  61. }
  62. } );
  63. if ( instance ) {
  64. res.scene.updateMatrixWorld( true );
  65. const pos = new Vector3();
  66. const quat = new Quaternion();
  67. const sca = new Vector3();
  68. const mat = new Matrix4();
  69. const averagePos = new Vector3();
  70. for ( let i = 0, l = instance.count; i < l; i ++ ) {
  71. instance.getMatrixAt( i, mat );
  72. mat.premultiply( instance.matrixWorld );
  73. mat.decompose( pos, quat, sca );
  74. averagePos.add( pos );
  75. }
  76. averagePos.divideScalar( instance.count );
  77. controls.target.copy( averagePos );
  78. camera.position.add( averagePos )
  79. controls.update();
  80. }
  81. console.log( res );
  82. scene.add( res.scene );
  83. } );
  84. onWindowResize();
  85. window.addEventListener( 'resize', onWindowResize, false );
  86. }
  87. function onWindowResize() {
  88. camera.aspect = window.innerWidth / window.innerHeight;
  89. renderer.setPixelRatio( window.devicePixelRatio );
  90. renderer.setSize( window.innerWidth, window.innerHeight );
  91. camera.updateProjectionMatrix();
  92. }
  93. function animate() {
  94. requestAnimationFrame( animate );
  95. render();
  96. }
  97. function render() {
  98. renderer.render( scene, camera );
  99. }