I was able to reduce the code to the bare minimum to display a packed .ldr
file:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - LDrawLoader</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 {
margin: 0;
padding: 0;
}
</style>
</head>
<body>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
import { LDrawLoader } from 'three/addons/loaders/LDrawLoader.js';
import { LDrawUtils } from 'three/addons/utils/LDrawUtils.js';
import { LDrawConditionalLineMaterial } from 'three/addons/materials/LDrawConditionalLineMaterial.js';
let container, camera, scene, renderer, controls, gui, model;
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 150, 200, 250 );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
container.appendChild( renderer.domElement );
const pmremGenerator = new THREE.PMREMGenerator( renderer );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xdeebed );
scene.environment = pmremGenerator.fromScene( new RoomEnvironment() ).texture;
controls = new OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
reloadObject();
}
function reloadObject() {
const lDrawLoader = new LDrawLoader();
const loader = new LDrawLoader();
lDrawLoader.setConditionalLineMaterial( LDrawConditionalLineMaterial );
lDrawLoader.smoothNormals = false;
lDrawLoader
.setPath( 'models/' )
.load( 'block.ldr_Packed.mpd', function ( model ) {
model.rotation.x = Math.PI;
scene.add( model );
const bbox = new THREE.Box3().setFromObject( model );
const size = bbox.getSize( new THREE.Vector3() );
const radius = Math.max( size.x, Math.max( size.y, size.z ) ) * 0.5;
controls.target0.copy( bbox.getCenter( new THREE.Vector3() ) );
controls.position0.set( - 2.3, 1, 2 ).multiplyScalar( radius ).add( controls.target0 );
controls.reset();
}, false, onError );
}
function animate() {
controls.update();
render();
}
function render() {
renderer.render( scene, camera );
}
function onError( error ) {
console.error( error );
}
init();
</script>
</body>
</html>
See this repo for instructions and code: https://github.com/codeadamca/nodejs-three-ldr