Can anybody produce a clean \"for dummies\" example of HTML for using STLLoader.js to display ASCII (not binary) .stl object files in a web page? Result should let users manipul
The three.js examples are a good source:
https://github.com/mrdoob/three.js/blob/master/examples/webgl_loader_stl.html
Here is a simplified version:
<!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">
<style>
body {
font-family: Monospace;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
a { color: skyblue }
</style>
</head>
<body>
<div id="info">
STL loader test
</div>
<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/loaders/STLLoader.js"></script>
<script>
var container, camera, scene, renderer;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 3, 0.5, 3 );
scene.add( camera ); // required, because we are adding a light as a child of the camera
// lights
scene.add( new THREE.AmbientLight( 0x222222 ) );
var light = new THREE.PointLight( 0xffffff, 0.8 );
camera.add( light );
// object
var loader = new THREE.STLLoader();
loader.load( 'slotted_disk.stl', function ( geometry ) {
var material = new THREE.MeshPhongMaterial( { color: 0xff5533 } );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
} );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var timer = Date.now() * 0.0005;
camera.position.x = Math.cos( timer ) * 5;
camera.position.z = Math.sin( timer ) * 5;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>
three.js r.70