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See <tinyusdz>/.github/workflows/static.yaml | ||
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UsdCookie.usdz : Each asset has a license declared in the readme, typically CC0 or something highly permissive |
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wget https://github.com/usd-wg/assets/raw/main/full_assets/UsdCookie/UsdCookie.usdz | ||
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import * as THREE from 'three'; | ||
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import initTinyUSDZ from 'https://lighttransport.github.io/tinyusdz/tinyusdz.js'; | ||
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const USDZ_FILEPATH = './UsdCookie.usdz'; | ||
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const usd_res = await fetch(USDZ_FILEPATH); | ||
const usd_data = await usd_res.arrayBuffer(); | ||
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const usd_binary = new Uint8Array(usd_data); | ||
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initTinyUSDZ().then(function(TinyUSDZLoader) { | ||
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const usd = new TinyUSDZLoader.TinyUSDZLoader(usd_binary); | ||
console.log(usd.numMeshes()); | ||
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const scene = new THREE.Scene(); | ||
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); | ||
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const renderer = new THREE.WebGLRenderer(); | ||
renderer.setSize( window.innerWidth, window.innerHeight ); | ||
renderer.setAnimationLoop( animate ); | ||
document.body.appendChild( renderer.domElement ); | ||
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// First mesh only | ||
const mesh = usd.getMesh(0); | ||
console.log(mesh); | ||
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//const geometry = new THREE.BoxGeometry( 1, 1, 1 ); | ||
const geometry = new THREE.BufferGeometry(); | ||
geometry.setAttribute( 'position', new THREE.BufferAttribute( mesh.points, 3 ) ); | ||
// TODO: set normal from mesh | ||
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if (mesh.hasOwnProperty('texcoords')) { | ||
console.log(mesh.texcoords); | ||
geometry.setAttribute( 'uv', new THREE.BufferAttribute( mesh.texcoords, 2 ) ); | ||
} | ||
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const usdMaterial = usd.getMaterial(mesh.materialId); | ||
console.log("usdMat", usdMaterial); | ||
if (usdMaterial.aaa) { | ||
console.log("aaa"); | ||
} | ||
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var material; | ||
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if (usdMaterial.hasOwnProperty('diffuseColorTextureId')) { | ||
const diffTex = usd.getTexture(usdMaterial.diffuseColorTextureId); | ||
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const img = usd.getImage(diffTex.textureImageId); | ||
console.log(img); | ||
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// assume RGBA for now. | ||
let image8Array = new Uint8ClampedArray(img.data); | ||
let imgData = new ImageData(image8Array, img.width, img.height); | ||
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const texture = new THREE.DataTexture( imgData, img.width, img.height ); | ||
texture.flipY = true; | ||
texture.needsUpdate = true; | ||
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material = new THREE.MeshBasicMaterial({ | ||
map: texture | ||
}); | ||
} else { | ||
material = new THREE.MeshNormalMaterial(); | ||
} | ||
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// Assume triangulated indices. | ||
geometry.setIndex( new THREE.Uint32BufferAttribute(mesh.faceVertexIndices, 1) ); | ||
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geometry.computeVertexNormals(); | ||
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//const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); | ||
const cube = new THREE.Mesh( geometry, material ); | ||
scene.add( cube ); | ||
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//camera.position.z = 25; | ||
camera.position.z = 1.0; | ||
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function animate() { | ||
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cube.rotation.x += 0.01; | ||
cube.rotation.y += 0.01; | ||
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renderer.render( scene, camera ); | ||
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} | ||
}); |