How do I see geometry and material with GLTFLoader in three.js? Right now it's a blank white page. Sorry this is my 2nd day on three.js, I don't think I understood completely on the manual.
https://threejs.org/docs/#examples/loaders/GLTFLoader
<html>
<head>
<title>demo</title>
<style>
body {margin: 0; overflow: hidden;}
</style>
</head>
<body>
<canvas id="myCanvas"></canvas>
<script src="three.min.js"></script>
<script src="GLTFLoader.js"></script>
<script>
var renderer, scene, camera, myCanvas = document.getElementById('myCanvas');
var renderer = new THREE.WebGLRenderer({ canvas: myCanvas, antialias: true });
renderer.setClearColor(0xffffff);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
var camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 300, 10000);
var scene = new THREE.Scene();
var light = new THREE.AmbientLight(0xffffff, 0.8);
var light2 = new THREE.PointLight(0xffffff, 0.5);
scene.add(light);
scene.add(light2);
var loader = new THREE.GLTFLoader();
loader.load('model.gltf', function (gltf) {
scene.add(gltf.scene);
});
requestAnimationFrame(render);
function render() {
renderer.render(scene, camera);
requestAnimationFrame(render);
}
</script>
</body>
</html>
Your camera near plane is super far away.. I also notice you don't position your camera initially.. it's probably starting inside the object..
or your object is too large or too small to see because it's behind the camera near clip plane..
try this:
var camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(100,100,100);
camera.lookAt(new THREE.Vector3(0,0,0));
Related
I have rendered a simple cube in Three.JS to the screen, now the way I have found online is that I need to use PointerLockControls.js lock the mouse and look around the scene. I have managed to look the cursor and hide it using this, however I am unsure how I go about implementing "look around"
Here is my code so far:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script src="javascript/three.js"></script>
<script src="javascript/PointerLockControls.js"></script>
<script>
var scene, camera, renderer, geometry, material, cube;
var init = function(){
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
geometry = new THREE.BoxGeometry();
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
document.addEventListener("mousedown", doMouseDown, false);
//const controls = new PointerLockControls( camera, document.body);
controls = new THREE.PointerLockControls( camera, document.body );
}
function doMouseDown(event){
controls.lock();
}
function render() {
renderer.render( scene, camera );
};
init();
render();
</script>
</body>
</html>
By "looking around", I assume you want to move the camera around?
This may be a start for you.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
#js3canvas { width:800px; height:600px; }
</style>
</head>
<body>
<canvas id="js3canvas"></canvas>
<script src="javascript/three.js"></script>
<script>
var scene, camera, renderer, geometry, material, cube;
var canvaselt = document.getElementById("js3canvas");
var init = function(){
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, canvaselt.clientWidth/canvaselt.clientHeight, 0.1, 1000 );
renderer = new THREE.WebGLRenderer( { canvas:canvaselt } );
renderer.setSize(canvaselt.clientWidth, canvaselt.clientHeight);
geometry = new THREE.BoxGeometry();
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
canvaselt.addEventListener("mousemove", doMouseMove, false);
}
function doMouseMove(ev) { // point camera
camera.lookAt((ev.pageX-400)/100, -(ev.pageY-300)/100, 0);
}
function animate() { // need to animate, not just render once
renderer.render( scene, camera );
requestAnimationFrame( animate );
}
init();
animate();
</script>
</body>
</html>
I have two cubes of .obj file.The obj file is render on the browser. I want to do is as the user click on any of the cube or anywhere on the cube one prompt box display to add annotation to that place on the cube.How to do this? I am new to three.js. Anyone can help me out?
Here is my code with.obj file
<!DOCTYPE html>
<html>
<head>
<title>Mouse Picking</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<script src="three.js"></script>
<script src="Detector.js"></script>
<script src="OrbitControls.js"></script>
<script src="OBJLoader.js"></script>
<script src="MTLLoader.js"></script>
<script src="DragControls.js"></script>
<style>
body {
overflow: hidden;
margin: 0;
padding: 0;
background: hsl(0, 0%, 10%);
}
</style>
</head>
<body>
<script>
if (!Detector.webgl) {
Detector.addGetWebGLMessage();
}
var container;
var camera, controls, scene, renderer;
var lighting, ambient, keyLight, fillLight, backLight;
var BlueCube, RedCube;
var objects = [];
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
/* Camera */
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.x = 5;
camera.position.y = 3;
camera.position.z = 7;
/* Scene */
scene = new THREE.Scene();
lighting = true;
ambient = new THREE.AmbientLight(0xffffff, 2.5);
scene.add(ambient);
keyLight = new THREE.DirectionalLight(new THREE.Color('hsl(30, 100%, 75%)'), 1.0);
keyLight.position.set(-100, 0, 100);
fillLight = new THREE.DirectionalLight(new THREE.Color('hsl(240, 100%, 75%)'), 0.75);
fillLight.position.set(100, 0, 100);
backLight = new THREE.DirectionalLight(0xffffff, 1.0);
backLight.position.set(100, 0, -100).normalize();
/* Model */
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setBaseUrl('assets/');
mtlLoader.setPath('assets/');
mtlLoader.load('mouse_picking.mtl', function (materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath('assets/');
objLoader.load('mouse_picking.obj', function (object) {
scene.add( object );
objects.push( object );
});
});
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
/* Renderer */
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(new THREE.Color("hsl(0, 0%, 10%)"));
container.appendChild(renderer.domElement);
/* Controls */
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false;
/* Events */
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
//selected();
requestAnimationFrame(animate);
controls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
</script>
</body>
</html>
I recommend that you subdivide the geometry of the cube mesh, and then use raycasting to determine the part of the scene (specifically, the triangle in the mesh) that was clicked. Then you could add a sprite object, which is a plane that always faces the camera, to display some text.
For more information, check out the collection of examples at http://stemkoski.github.io/Three.js/index.html - they are a little outdated, but the examples "Mouse Click" and "Sprite Text Labels" might help you to get started.
I have code like this:
<html>
<head>
<script src="js/three.js"></script>
<script type="text/javascript">
function init()
{
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(0, window.innerWidth / window.innerHeight, 100, 100);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(1000, 1000);
document.body.appendChild(renderer.domElement);
var sphere_geometry = new THREE.SphereGeometry(150);
var material1 = new THREE.MeshPhongMaterial({ color: 0x0033ff, specular: 0x555555 });
var sphere_mesh = new THREE.Mesh(sphere_geometry, material1);
scene.add(sphere_mesh);
renderer.render(scene, camera);
}
</script>
</head>
<body onload="init()">
<canvas id="mycanvas" width="100" height="100"></canvas>
</body>
</html>
and i can't add a sphere into the scene. The only thing that i get is black square. How can I do it?
Just some fast tips:
-Place the camera to see the object, not just position but the direction where it is facing, do you have all your objects in front?
-Make the object visible, choose a good material definition, start with a boiler plate/hello world scene, once it works, modify it to get the scene as you want it to be.
I am using the basic example on three.js but am unable to interact with the object to rotate via mouse interaction. Am I missing something obvious? My desired functionality is to rotate an object (such as a box) left,right,up,down, etc. The code I am using is as follows:
<!DOCTYPE html>
<script src="scripts/three.min.js"></script>
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title>My first Three.js app</title>
<style>
body {
margin: 0;
}
canvas {
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<script src="scripts/three.min.js"></script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry( 3, 1, 1 );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
var render = function () {
requestAnimationFrame( render );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
render();
</script>
</body>
</html>
You are missing EventListeners, your scene doesnt know about your mouse moving.
See this simple example from mr.doob on how to spin a cube with the mouse:
http://mrdoob.github.io/three.js/examples/canvas_geometry_cube.html
Similiar to the rotation on the Y-Axis (left, right) you can add rotation on the X-Axis (up, down) too.
I am just looking at the documentation on the threejs.org website and thought I would give making a sphere a shot, here is what I have quickly mocked up:
<!DOCTYPE html>
<html>
<head>
<title>Sphere</title>
<style>canvas { width: 100%; height: 100% }</style>
</head>
<body>
<script type="text/javascript" src="../../threejs/build/Three.js"></script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.SphereGeometry(5, 32, 32);
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var sphere = new THREE.Mesh(geometry, material);
sphere.overdraw = true;
scene.add( sphere );
camera.position.z = 5;
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
render();
</script>
</body>
</html>
Trouble I see no sphere, there are no errors in the console either...could someone help with this one.
Seems like the camera is at the edge of the sphere. Try camera.position.z = 20;.