<!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"> <link type="text/css" rel="stylesheet" href="main.css"> </head> <body> <div id="info"> <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - STL loader test by <a href="https://github.com/aleeper" target="_blank" rel="noopener">aleeper</a>.<br/> PR2 head from <a href="http://www.ros.org/wiki/pr2_description">www.ros.org</a> </div> <script type="importmap"> { "imports": { "three": "../build/three.module.js", "three/addons/": "./jsm/" } } </script> <script type="module"> import * as THREE from 'three'; import Stats from 'three/addons/libs/stats.module.js'; import { STLLoader } from 'three/addons/loaders/STLLoader.js'; let container, stats; let camera, cameraTarget, scene, renderer; init(); 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( 0x72645b ); scene.fog = new THREE.Fog( 0x72645b, 2, 15 ); // Ground const plane = new THREE.Mesh( new THREE.PlaneGeometry( 40, 40 ), new THREE.MeshPhongMaterial( { color: 0xcbcbcb, specular: 0x474747 } ) ); plane.rotation.x = - Math.PI / 2; plane.position.y = - 0.5; scene.add( plane ); plane.receiveShadow = true; // ASCII file const loader = new STLLoader(); loader.load( './models/stl/ascii/slotted_disk.stl', function ( geometry ) { const material = new THREE.MeshPhongMaterial( { color: 0xff9c7c, specular: 0x494949, shininess: 200 } ); const 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 const material = new THREE.MeshPhongMaterial( { color: 0xd5d5d5, specular: 0x494949, shininess: 200 } ); loader.load( './models/stl/binary/pr2_head_pan.stl', function ( geometry ) { const 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 ) { const 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 ) { let meshMaterial = material; if ( geometry.hasColors ) { meshMaterial = new THREE.MeshPhongMaterial( { opacity: geometry.alpha, vertexColors: true } ); } const 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.HemisphereLight( 0x8d7c7c, 0x494966, 3 ) ); addShadowedLight( 1, 1, 1, 0xffffff, 3.5 ); addShadowedLight( 0.5, 1, - 1, 0xffd500, 3 ); // renderer renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.setAnimationLoop( animate ); renderer.shadowMap.enabled = true; container.appendChild( renderer.domElement ); // stats stats = new Stats(); container.appendChild( stats.dom ); // 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() { render(); stats.update(); } function render() { const 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>