mirror of
https://github.com/CNCKitchen/stlTexturizer.git
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158 lines
4.5 KiB
JavaScript
158 lines
4.5 KiB
JavaScript
import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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let renderer, camera, scene, controls, meshGroup, ambientLight, dirLight1, dirLight2, grid;
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let currentMesh = null;
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export function initViewer(canvas) {
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// Renderer
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renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: false });
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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renderer.outputColorSpace = THREE.SRGBColorSpace;
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 1.1;
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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// Scene
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x111114);
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// Grid helper (subtle)
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grid = new THREE.GridHelper(200, 40, 0x222228, 0x1e1e24);
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grid.position.y = 0;
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scene.add(grid);
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// Camera
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camera = new THREE.PerspectiveCamera(45, 1, 0.01, 5000);
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camera.position.set(0, 80, 120);
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camera.lookAt(0, 0, 0);
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// Lights
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ambientLight = new THREE.AmbientLight(0xffffff, 0.4);
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scene.add(ambientLight);
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dirLight1 = new THREE.DirectionalLight(0xffffff, 1.2);
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dirLight1.position.set(80, 120, 60);
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dirLight1.castShadow = true;
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dirLight1.shadow.mapSize.set(1024, 1024);
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scene.add(dirLight1);
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dirLight2 = new THREE.DirectionalLight(0x8899ff, 0.4);
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dirLight2.position.set(-60, -20, -80);
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scene.add(dirLight2);
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// Group to hold the mesh
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meshGroup = new THREE.Group();
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scene.add(meshGroup);
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// Controls
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controls = new OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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controls.dampingFactor = 0.08;
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controls.minDistance = 1;
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controls.maxDistance = 3000;
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controls.screenSpacePanning = true;
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// Resize observer
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const resizeObserver = new ResizeObserver(() => onResize());
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resizeObserver.observe(canvas.parentElement);
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onResize();
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// Render loop
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(function animate() {
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requestAnimationFrame(animate);
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controls.update();
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renderer.render(scene, camera);
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})();
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}
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function onResize() {
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const el = renderer.domElement.parentElement;
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const w = el.clientWidth;
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const h = el.clientHeight;
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renderer.setSize(w, h, false);
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camera.aspect = w / h;
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camera.updateProjectionMatrix();
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}
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/**
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* Replace the mesh in the scene with new geometry.
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* @param {THREE.BufferGeometry} geometry
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* @param {THREE.Material} [material] – if omitted, a default material is used
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*/
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export function loadGeometry(geometry, material) {
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// Clear previous mesh
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while (meshGroup.children.length) {
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const old = meshGroup.children[0];
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old.geometry.dispose();
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if (old.material && old.material.dispose) old.material.dispose();
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meshGroup.remove(old);
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}
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const mat = material || new THREE.MeshStandardMaterial({
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color: 0xaaaacc,
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roughness: 0.6,
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metalness: 0.1,
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side: THREE.DoubleSide,
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});
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if (!geometry.attributes.normal) geometry.computeVertexNormals();
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currentMesh = new THREE.Mesh(geometry, mat);
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currentMesh.castShadow = true;
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currentMesh.receiveShadow = true;
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meshGroup.add(currentMesh);
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// Position grid at mesh bottom
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geometry.computeBoundingBox();
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const box = geometry.boundingBox;
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const centerY = (box.min.y + box.max.y) / 2;
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grid.position.y = box.min.y - 0.01;
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// Fit camera
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const sphere = new THREE.Sphere();
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geometry.computeBoundingSphere();
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sphere.copy(geometry.boundingSphere);
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fitCamera(sphere);
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}
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/**
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* Update only the material on the current mesh.
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* @param {THREE.Material} material
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*/
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export function setMeshMaterial(material) {
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if (!currentMesh) return;
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if (currentMesh.material && currentMesh.material.dispose) {
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currentMesh.material.dispose();
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}
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currentMesh.material = material || new THREE.MeshStandardMaterial({
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color: 0xaaaacc,
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roughness: 0.6,
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metalness: 0.1,
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side: THREE.DoubleSide,
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});
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}
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/**
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* Get the grid object so callers can adjust position.
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*/
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export function getGrid() { return grid; }
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function fitCamera(sphere) {
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const fov = THREE.MathUtils.degToRad(camera.fov);
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const dist = (sphere.radius * 2.2) / Math.tan(fov / 2);
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const dir = camera.position.clone().sub(controls.target).normalize();
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controls.target.copy(sphere.center);
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camera.position.copy(sphere.center).addScaledVector(dir, dist);
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controls.update();
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camera.near = dist * 0.001;
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camera.far = dist * 10;
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camera.updateProjectionMatrix();
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}
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export function getRenderer() { return renderer; }
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export function getCamera() { return camera; }
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export function getScene() { return scene; }
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export function getCurrentMesh() { return currentMesh; }
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