3d-to-photo/components/canvascomponent.js

104 lines
2.9 KiB
JavaScript

import React, { useRef, useState, useEffect } from 'react'
import { Canvas, useFrame, useThree } from '@react-three/fiber'
import styles from "../styles/studio.module.css";
import { OrbitControls } from '@react-three/drei'
import { useLoader } from '@react-three/fiber'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import { useGLTF, useGLB } from "@react-three/drei";
import { Box3, Vector3 } from 'three';
export function CanvasComponent({setCanvasRef, gltfModel}) {
return (
<>
<Canvas
camera={{ fov: 40, position: [0, 0, 5]}}
gl={{ alpha:true, preserveDrawingBuffer: true }}
>
<Scene gltfModel={gltfModel} setCanvasRef={setCanvasRef}/>
<OrbitControls dampingFactor={0.3} />
</Canvas>
</>
)
}
function Scene({ setCanvasRef, gltfModel }) {
const { gl, camera } = useThree();
// Set camera position closer to the object
// camera.position.set(0, 0, 5); // x, y, z
setCanvasRef(gl.domElement);
return (
<>
<ambientLight />
<pointLight position={[1, 1, 1]} />
<Light brightness={100} color={"white"}/> // highlight-line
<Model gltfModel={gltfModel} />
</>
);
}
function Model({ gltfModel, ...props }) {
const modelRef = useRef();
const { camera, size } = useThree();
useEffect(() => {
if (modelRef.current) {
// Compute the bounding box of the loaded model
const box = new Box3().setFromObject(modelRef.current);
const sizeModel = new Vector3();
box.getSize(sizeModel);
console.log("model size 1 is ", sizeModel)
// Determine the scaling factor
const maxSize = Math.max(sizeModel.x, sizeModel.y, sizeModel.z);
const scale = Math.min(size.width, size.height) / maxSize;
console.log("scaling factor is ", scale)
// Apply the scaling factor to the model
modelRef.current.scale.set(scale, scale, scale);
const boxAfterScaling = new Box3().setFromObject(modelRef.current);
const sizeModelAfterScaling = new Vector3();
boxAfterScaling.getSize(sizeModelAfterScaling);
console.log("model size after scaling is ", sizeModelAfterScaling)
const maxSizeAfterScaling = Math.max(sizeModelAfterScaling.x, sizeModelAfterScaling.y, sizeModelAfterScaling.z);
// Optional: Adjust the camera if necessary
camera.position.z =( maxSizeAfterScaling / (1 * Math.tan((camera.fov * Math.PI) / 360)));
console.log("camera position is ", camera.position.z)
camera.near = 0.1;
camera.far = 10000;
camera.updateProjectionMatrix();
}
}, [modelRef, camera]);
return <primitive ref={modelRef} object={gltfModel.scene} />;
}
function Light({ brightness, color }) {
return (
<rectAreaLight
width={3}
height={3}
color={color}
intensity={brightness}
position={[7, 0, 3]}
lookAt={[0, 0, 0]}
penumbra={1}
castShadow
/>
);
}