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This guide explains how to lift the WebSocket connection and file loading functionality (GLB/GLTF and HDR) from the provided code and integrate it into a different Three.js-based application.
Before you begin, ensure that your application meets the following requirements:
- Your application uses Three.js.
- You have a Three.js scene with a camera, renderer, and basic scene setup (or are ready to set this up).
- You have a working environment capable of handling JavaScript modules (ES6 imports).
This integration focuses on the following features from the provided code:
- WebSocket Connection: Enables real-time communication to receive GLB/GLTF models over WebSocket.
- File Loading (GLB/GLTF & HDR): Allows for drag-and-drop or WebSocket-based loading of GLB/GLTF files (for 3D models) and HDR files (for environment maps).
The provided code establishes a WebSocket connection to receive GLB files. Below is the WebSocket setup that you need to integrate into your own application.
let ws;
const reconnectInterval = 5000; // 5 seconds
let isConnected = false;
function connect() {
ws = new WebSocket('ws://localhost:42069'); // Replace with your server URL
ws.onopen = function () {
isConnected = true;
console.log("Connected to WebSocket server!");
};
ws.onmessage = function (event) {
console.log('Message from server:', event.data);
if (typeof event.data === 'object') {
const blob = new Blob([event.data], { type: 'model/gltf-binary' });
const file = new File([blob], "model.glb", { type: 'model/gltf-binary' });
loadFile(file); // Call the file loader
console.log('Received GLB file blob');
}
};
ws.onclose = function () {
isConnected = false;
console.log("Disconnected from WebSocket server.");
};
ws.onerror = function (error) {
console.log("Error connecting to WebSocket server.");
console.error('WebSocket error:', error);
ws.close();
ws = undefined;
};
}
function checkConnection() {
if (!isConnected) {
console.log("Attempting to reconnect...");
connect(); // Attempt to reconnect if not connected
}
}
// Start WebSocket connection
connect();
setInterval(checkConnection, reconnectInterval);
- Ensure that the URL (
ws://localhost:42069
) is replaced with your actual WebSocket server's URL. - Call the
connect()
function when your Three.js application starts, so the WebSocket connection is immediately established.
The file loading functionality allows you to load .glb
, .gltf
, and .hdr
files into the scene. Here's how to implement the file loading:
Add this file loading logic to handle the drag-and-drop or WebSocket-based loading of GLTF/GLB models and HDR environment maps:
function loadFile(file) {
const filename = file.name;
const extension = filename.split('.').pop().toLowerCase();
const reader = new FileReader();
reader.addEventListener('progress', function(event) {
const progress = Math.floor((event.loaded / event.total) * 100) + '%';
console.log(`Loading ${filename}: ${progress}`);
// You can add a progress bar update here if needed
});
switch (extension) {
case 'hdr':
const url = URL.createObjectURL(file);
const rgbeLoader = new RGBELoader();
rgbeLoader.setCrossOrigin("anonymous");
rgbeLoader.load(url, texture => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.background = scene.environment = texture;
URL.revokeObjectURL(url);
}, undefined, console.error);
break;
case 'glb':
case 'gltf':
reader.addEventListener('load', function (event) {
const contents = event.target.result;
const loader = new GLTFLoader();
loader.parse(contents, '', gltf => {
loadGLTF(gltf, anchor); // Assuming you have a function to handle GLTF loading
});
}, false);
reader.readAsArrayBuffer(file);
break;
}
}
Set up drag-and-drop functionality for loading files by adding event listeners:
document.addEventListener('dragover', function(event) {
event.preventDefault(); // Prevent default behavior (open file)
});
document.addEventListener('drop', function(event) {
event.preventDefault(); // Prevent default behavior (open file)
const file = event.dataTransfer.files[0]; // Get the first file
if (file) {
loadFile(file);
}
});
- Ensure that
loadGLTF(gltf, anchor)
correctly integrates with your existing Three.js scene to add the loaded 3D model to the scene. - Use the
RGBELoader
for environment maps, adding HDR files as backgrounds and environment maps.
If you want to integrate the progress bar for file loading, make sure to update the progress display within the loadFile
function:
reader.addEventListener('progress', function(event) {
const progress = Math.floor((event.loaded / event.total) * 100) + '%';
document.getElementById('progress').style.width = progress;
});
Ensure that your application can handle window resizing by adding this code:
window.addEventListener('resize', onWindowResize, false);
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
-
WebSocket Setup:
- Integrate the
connect()
,checkConnection()
, and WebSocket handlers in your application to receive GLB/GLTF models via WebSocket.
- Integrate the
-
File Loading:
- Ensure that
loadFile(file)
is called when a file is dropped onto the page or received via WebSocket. - Handle GLTF/GLB models and HDR environment maps in your existing Three.js scene.
- Ensure that
-
Optional: Add progress bar functionality by updating the DOM during file loading.
-
Resize Handling: Ensure that the camera and renderer respond to window resizing to maintain correct aspect ratios.
By following these steps, you can successfully lift the WebSocket and file loading features from the provided code and integrate them into your Three.js application.