-
Notifications
You must be signed in to change notification settings - Fork 0
/
task4-pcd-load.html
144 lines (111 loc) · 6.39 KB
/
task4-pcd-load.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script type="module">
import * as THREE from "./three.js-dev/build/three.module.js"; // importing everything from the module - 'three.module.js''.
import { OrbitControls } from "./three.js-dev/examples/jsm/controls/OrbitControls.js"; // importing only single value, exported name OrbitControls should have been defined
// as 'class OrbitControls' and now visible in current scope (зона видимости).
import { PCDLoader } from "./three.js-dev/examples/jsm/loaders/PCDLoader.js"; // class PLYLoader
let camera, scene, raycaster, renderer, stats, mouse;
initialise();
function initialise() {
// Init renderer
renderer = new THREE.WebGLRenderer( { antialias: true } ); //antialias - whether to perform antialiasing (сглаживание). Default is false
renderer.setPixelRatio( window.devicePixelRatio ); // Sets device pixel ratio (соотношение). This is usually used for HiDPI device to prevent bluring output canvas.
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
renderer.outputEncoding = THREE.sRGBEncoding; //Defines the output encoding of the renderer. Default is THREE.LinearEncoding=3000, THREE.sRGBEncoding = 3001.
// Init scene
scene = new THREE.Scene();
// Init camera
camera = new CinematicCamera(
60, //field of view in degrees
window.innerWidth / window.innerHeight, //aspect ratio - соотношение сторон
1, // near clip frame - the coordinate of starting point to view on Z axe for frame, z=-n
1000 //far clip frame, z=-f, z=x=y=0 - view/eye point, frustum view - truncated pyramid - усеченная пирамида
);
camera.setLens( 5 );
camera.position.set( 2, 1, 500 );
camera = new THREE.PerspectiveCamera( // value in documentation, by default, almost always
30, //field of view in degrees
window.innerWidth / window.innerHeight, //aspect ratio - соотношение сторон
0.01, // near clip frame - the coordinate of starting point to view on Z axe for frame, z=-n
40 //far clip frame, z=-f, z=x=y=0 - view/eye point, frustum view - truncated pyramid - усеченная пирамида
);
camera.position.set(0, 0, 1); // by default x=y=z=0; z is a camera position on z axis, for visualising
scene.add(camera);
// controls
// Orbit controls allow the camera to orbit around a target.
const controls = new OrbitControls( //Constructor made initialing before using another methods of the class
camera, //The camera to be controlled.
renderer.domElement //The HTML element used for event listeners.
);
controls.addEventListener( //Registers an event handler (обработчик) for the specified type with the object.
'change', // type of event, which should be processed.
render // listener - function in JavaScript or EventListener, which will get notification if event have happened.
);
controls.minDistance = 0.5;
controls.maxDistance = 10;
controls.enablePan = false;
// ambient - внешняя среда
// AmbientLight( color : Integer, intensity : Float ),
// color - (optional) Numeric value of the RGB component of the color. Default is 0xffffff.
// intensity - (optional) Numeric value of the light's strength/intensity. Default is 1.
scene.add( new THREE.AmbientLight( 0xffffff, 0.3 ) );
// light
const light = new THREE.PointLight(0xffffff, 1.5);
camera.add(light);
// model
// pcd file
const loader = new PCDLoader();
loader.load( './three.js-dev/examples/models/pcd/binary/Zaghetto.pcd', function ( points ) { //works with function geometry, 'let geometry = new BufferGeometry();'
points.geometry.center(); // const geometry = new BufferGeometry(); center() - to center the geometry based on the bounding box.
points.geometry.rotateX( Math.PI ); // Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop.
// Use Object3D.rotation for typical real-time mesh rotation.
// Our object have been upside down (вверх ногами).
// rotateX ( radians : Float ).
// Math.PI = 180' = 3.14
scene.add( points );
render();
} );
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
window.addEventListener('resize', WindowResize);
document.addEventListener(//Registers an event handler (обработчик) for the specified type with the object.
'mousemove', // type of event, which should be processed.
onMouseMove ); // listener - function in JavaScript or EventListener, which will get notification if event have happened.
//window.addEventListener( 'mousemove', onMouseMove, false );
window.requestAnimationFrame(render);
}
function WindowResize(){
renderer.setSize( window.innerWidth, window.innerHeight );
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
render();
}
function onMouseMove( event ) {
// calculate mouse position in normalized device coordinates
// (-1 to +1) for both components
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
function render() {
// update the picking ray with the camera and mouse position
raycaster.setFromCamera( mouse, camera );
// calculate objects intersecting the picking ray
const intersects = raycaster.intersectObjects( scene.children );
for ( let i = 0; i < intersects.length; i ++ ) {
intersects[ i ].object.material.color.set( 0xff8f8f );
}
renderer.render( scene, camera );
}
</script>
</body>
</html>