betaflight-configurator/js/model.js

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JavaScript
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'use strict';
// generate mixer
var mixerList = [
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{name: 'Tricopter', model: 'tricopter', image: 'tri'},
{name: 'Quad +', model: 'quad_x', image: 'quad_p'},
{name: 'Quad X', model: 'quad_x', image: 'quad_x'},
{name: 'Bicopter', model: 'custom', image: 'bicopter'},
{name: 'Gimbal', model: 'custom', image: 'custom'},
{name: 'Y6', model: 'y6', image: 'y6'},
{name: 'Hex +', model: 'hex_plus', image: 'hex_p'},
{name: 'Flying Wing', model: 'custom', image: 'flying_wing'},
{name: 'Y4', model: 'y4', image: 'y4'},
{name: 'Hex X', model: 'hex_x', image: 'hex_x'},
{name: 'Octo X8', model: 'custom', image: 'octo_x8'},
{name: 'Octo Flat +', model: 'custom', image: 'octo_flat_p'},
{name: 'Octo Flat X', model: 'custom', image: 'octo_flat_x'},
{name: 'Airplane', model: 'custom', image: 'airplane'},
{name: 'Heli 120', model: 'custom', image: 'custom'},
{name: 'Heli 90', model: 'custom', image: 'custom'},
{name: 'V-tail Quad', model: 'quad_vtail', image: 'vtail_quad'},
{name: 'Hex H', model: 'custom', image: 'custom'},
{name: 'PPM to SERVO', model: 'custom', image: 'custom'},
{name: 'Dualcopter', model: 'custom', image: 'custom'},
{name: 'Singlecopter', model: 'custom', image: 'custom'},
{name: 'A-tail Quad', model: 'quad_atail', image: 'atail_quad'},
{name: 'Custom', model: 'custom', image: 'custom'},
{name: 'Custom Airplane', model: 'custom', image: 'custom'},
{name: 'Custom Tricopter', model: 'custom', image: 'custom'}
];
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// 3D model
var Model = function (wrapper, canvas) {
var useWebGLRenderer = this.canUseWebGLRenderer();
this.wrapper = wrapper;
this.canvas = canvas;
if (useWebGLRenderer) {
this.renderer = new THREE.WebGLRenderer({ canvas: this.canvas[0], alpha: true, antialias: true });
} else {
this.renderer = new THREE.CanvasRenderer({ canvas: this.canvas[0], alpha: true });
}
// initialize render size for current canvas size
this.renderer.setSize(this.wrapper.width() * 2, this.wrapper.height() * 2);
// load the model including materials
var model_file = useWebGLRenderer ? mixerList[CONFIG.multiType - 1].model : 'fallback';
// Temporary workaround for 'custom' model until akfreak's custom model is merged.
if (model_file == 'custom') { model_file = 'fallback'; }
// setup scene
this.scene = new THREE.Scene();
// modelWrapper adds an extra axis of rotation to avoid gimbal lock with the euler angles
this.modelWrapper = new THREE.Object3D();
// stationary camera
this.camera = new THREE.PerspectiveCamera(60, this.wrapper.width() / this.wrapper.height(), 1, 10000);
// move camera away from the model
this.camera.position.z = 125;
// some light
var light = new THREE.AmbientLight(0x404040);
var light2 = new THREE.DirectionalLight(new THREE.Color(1, 1, 1), 1.5);
light2.position.set(0, 1, 0);
// add camera, model, light to the foreground scene
this.scene.add(light);
this.scene.add(light2);
this.scene.add(this.camera);
this.scene.add(this.modelWrapper);
// Load model file, add to scene and render it
this.loadJSON(model_file, (function (model) {
this.model = model;
this.modelWrapper.add(model);
this.scene.add(this.modelWrapper);
this.render();
}).bind(this));
};
Model.prototype.loadJSON = function (model_file, callback) {
var loader = new THREE.JSONLoader();
loader.load('./resources/models/' + model_file + '.json', function (geometry, materials) {
var modelMaterial = new THREE.MeshFaceMaterial(materials),
model = new THREE.Mesh(geometry, modelMaterial);
model.scale.set(15, 15, 15);
callback(model);
});
};
Model.prototype.canUseWebGLRenderer = function () {
// webgl capability detector
// it would seem the webgl "enabling" through advanced settings will be ignored in the future
// and webgl will be supported if gpu supports it by default (canary 40.0.2175.0), keep an eye on this one
var detector_canvas = document.createElement('canvas');
return window.WebGLRenderingContext && (detector_canvas.getContext('webgl') || detector_canvas.getContext('experimental-webgl'))
};
Model.prototype.rotateTo = function (x, y, z) {
if (!this.model) { return; }
this.model.rotation.x = x;
this.modelWrapper.rotation.y = y;
this.model.rotation.z = z;
this.render();
};
Model.prototype.render = function () {
if (!this.model) { return; }
// draw
this.renderer.render(this.scene, this.camera);
};
// handle canvas resize
Model.prototype.resize = function () {
this.renderer.setSize(this.wrapper.width() * 2, this.wrapper.height() * 2);
this.camera.aspect = this.wrapper.width() / this.wrapper.height();
this.camera.updateProjectionMatrix();
this.render();
};