three.js JSONLoader Unexpected token - three.js

I'm trying to import a 3D model encoded as json file using the respectively "JSONLoader" three.js function
Here's the code to load the model
var t_rex;
var loader = new THREE.JSONLoader();
loader.load('t-rex.json', addModelToScene)
function addModelToScene(geometry,materials){
var material = new THREE.MeshFaceMaterial(materials)
t_rex = new THREE.Mesh(geometry,material)
t_rex.scale.set(0.2,0.2,0.2)
scene.add(t_rex)
}
And this is the error I get:
Uncaught SyntaxError: Unexpected token < in JSON at position 0
What am I missing?
I think it may be useful to include the complete code as well
Edit:
As suggested here's the first lines of the JSON:
"metadata":{
"materials":1,
"faces":84060,
"vertices":133095,
"normals":132794,
"uvs":1,
"type":"Geometry",
"generator":"io_three",
"version":3
},
"materials":[{
"transparent":true,
"colorSpecular":[0,0,0],
"wireframe":false,
"doubleSided":false,
"colorDiffuse":[0.588,0.588,0.588],
"DbgIndex":0,
"depthWrite":true,
"DbgColor":15658734,
"shading":"phong",
"opacity":1,
"visible":true,
"colorEmissive":[0,0,0],
"blending":1,
"DbgName":"Rex_M_INST",
"specularCoef":6,
"depthTest":true
}],
"uvs":[[0.0395487,0.309911 ......lots of others number

I had the same error, which seemed to arrive when I upgraded to Three.js 0.92, although looking at the source code it doesn't look like anything changed recently in jsonLoader.
After some investigation the issue fixed itself once I removed some whitespace from the end of my json file (which was generated with the Blender plugin).

Related

Deleting images in Google sheet via script error

I probably will get downvoted for this but I can't do anything else. I searched, read and tried SOOOO many things. I am new at both Javascript and Google platform.
I have this piece of code that keeps telling me
"Missing name after . operation".
Even though .delete and .getAltTextTitle are both shown in autocomplete suggestion
var images = sheet.getImages();
var img = images[0];
Logger.log(img.getAltTextTitle()); //This is fine
img.delete(); //This throw error
In the meanwhile, I have this piece of code working totally fine. I don't know what to do. They look the same to me.
var img = sheet.getImages()[0];
var imgH = img.getHeight();
var imgW = img.getWidth();
var maxW = 700;
var newImgH = Math.round(imgH*(maxW/imgW));
img.setWidth(maxW);
img.setHeight(newImgH);
Unrelated topic, where do I get the documentation for sheet.getImages() because I just couldn't find it here
You want to delete the image on Spreadsheet using Google Apps Script.
If my understand is correct, I think that delete() might be new method which will be added for Spreadsheet in the near future. So the document is not updated and it might not complete yet. But from the error message, if you want to use the current delete() method, how about this sample script?
Sample script:
var images = sheet.getImages();
var img = images[0];
img["delete"](); // this one
Note:
I think that the detail infomation might be added to this document.
In my environment, I could confirm that the image can be deleted by img["delete"](). I think that this is one of new methods.
If I misunderstand your question, I'm sorry.
Update at 2018 October 13:
Now in order to delete the image, the following method can be used. This was confirmed at 2018 October 13.
var images = sheet.getImages();
var img = images[0];
img.remove(); // Here
Update at 2018 October 31:
This was officially released at October 30, 2018.
You can see the document at Class OverGridImage.

Adobe Animate gotoAndStop for Movie clip

I created HTML5-canvas and added Rectangle like Movie (Movie1)
Then I created Animate for Movie1
But I don't know how works JS, when I try to stop Animate.
AS3 Action:Frame1
trace (this.Movie1);
this.Movie1.gotoAndStop(1);
How I need to write it on JS ?
I check different way but all of them doesn't work.
this.Movie1.gotoAndStop(1);
Movie1.gotoAndStop(1);
I opened console IE and saw
SCRIPT5007: Unable to get property 'gotoAndStop' of undefined or null reference
also I wrote second Example
this.stop();
alert(this.Movie1);// output: MovieClip (name=null)
//this.Movie1.gotoAndStop(1);
this.addEventListener('click', alertpopup);
function alertpopup(){
//this.Movie1.gotoAndStop(1);
alert(this.Movie1); // output: undefined ???
}
So, I decided this task only when I inserted code in generated HTML file at the end Function Init(). Something like this
var canvas, stage, exportRoot;
function init() {
// --- write your JS code here ---
canvas = document.getElementById("canvas");
exportRoot = new lib.ExAS3_Canvas();
stage = new createjs.Stage(canvas);
stage.addChild(exportRoot);
stage.update();
createjs.Ticker.setFPS(lib.properties.fps);
createjs.Ticker.addEventListener("tick", stage);
Update(exportRoot);
}
function Update(root){
<!-- write your code here -->
root.stop();
//this.Movie1.name = 'Movie1';
console.log("m=" + root.Movie1);
root.Movie1.stop();
root.Movie1.addEventListener('click', alertpopup);
function alertpopup(){
root.Movie1.gotoAndStop(1);
console.log("r=" + root.Movie1);
}
}
Why the code is not working from the IDE ?
I try to change this on my first frame on exportRoot and it works partially
//this.Movie1.stop(); // it doesn't work
//exportRoot.Movie1.stop(); // it doesn't work
this.Movie1.addEventListener('click', alertpopup);
var i = 0;
function alertpopup(){
i++;
if(i==2) i = 0;
exportRoot.Movie1.gotoAndStop(i);
}
I found that writing your code in the first frame gives a problem getting in touch with movieclips on the Stage (this.Movie1) - but putting the code in the second frame helps. Also I found, that the use of "this" inside a function sometimes gives the usual js-error: "this" refers to the function, and not to the object you are "inside" (Stage). Solve this problem by a variable "var that=this;" and use "that" instead of "this" inside the function.

FPDF Error - Can't get image to appaear on PDF

I have a PDF with fillable forms. I can successfully fill the forms and save the new PDF to my server no problem, but I cannot place an image on the PDF. When I remove the Image(....) line the script works great. When I add it back it I get the error.
I think it's trying to look for the method in the wrong file, originally I only included fpdm..php but I tried adding back fpdf.php and it did not help. Not sure what I'm doing wrong.
Error:
Fatal error: Call to undefined method FPDM::Image() in /home/.../formPDF.php on line 113
Code:
require('../forms/pdf/fpdf.php');
require('../forms/pdf/fpdm.php');
$pdf = new FPDM($formPDFLocation);
$pdf->Image('images/sig_37-1405313221.png', 100, 20);
$pdf->Load($fields, false); // second parameter: false if field values are in ISO-8859-1, true if UTF-8
$pdf->Merge();
$filename= "../forms/generated/" . $ffID;
$pdf->Output($filename.'.pdf','I');
FPDM is not really related to FPDF but simply a script of a FPDF user. You cannot use FPDF methods on an FPDM instance.
If you search for an all in one solution for such task you may take a look at the SetaPDF-FormFiller component (not free!).
I was able to save the PDF to my server and then add the image but lost the form contents. Code for anyone that is interested in this half solution:
Code for adding image:
<?php
require_once('fpdf.php');
require_once('fpdi.php');
$pdf = new FPDI();
$pdf->AddPage();
$pdf->setSourceFile("16.pdf");
$tplIdx = $pdf->importPage(1);
$pdf->useTemplate($tplIdx, 10, 10, 100);
$pdf->Image('car.jpg',20,100);
$pdf->Output();
?>

How the elements of scene.children in threeJS can be accessed?

I added some objects to ThreeJS scene (using scene.add(object)). I know the name of object and just want to fetch index of it from scene.children.
I tried to use scene.children.indexOf("objectName") but it returns -1 index. Can anybody suggest what can I do?
Thanks
var object = scene.getObjectByName( "objectName" );
or to recursively search the scene graph
var object = scene.getObjectByName( "objectName", true );
Alternatively, you can search by ID.
var id = scene.getObjectById( 4, true );
three.js r.60
I believe that something that can actually can answer your question is the following code that I use to clean the scene:
while (scene.children.length > 0) {
scene.remove(scene.children[scene.children.length - 1]);
}
this way I don't need to access an element by its name or id. The object are simply fetched from the array with an index, so it's like scene.children[i].
You got an alert text as undefined because you're getting back an object not a value/text. You would need to alert something like scene.getObjectByName( "objectName" ).name or scene.getObjectByName( "objectName" ).id i believe.
The relevant docs: getObjectById, getObjectByName. An important note from getObjectByName:
Note that for most objects the name is an empty string by default. You will have to set it manually to make use of this method.
This could be why you were getting undefined. Also, if you are getting undefined, trying to access .name or .id is going to throw an error. If you were getting an object back you would see something like "[object Object]" in the alert.
Another important note I learned the hard way is that the value you need to pass to getObjectById is object.id, and not object.uuid. Also, object.id is essentially just the index of the object in the children array.
Putting it all together:
// var object = new THREE.Mesh(...) or similar
object.name = 'objectName';
scene.add(object);
var retrievedObject = scene.getObjectById(object.id);
// or
var retrievedObject = scene.getObjectByName('objectName');
alert(retrievedObject.name);

ActionScript 2 loadClip depth

When I use:
loader = new MovieClipLoader();
_root.createEmptyMovieClip("level1",getNextHighestDepth());
_root.level1.createEmptyMovieClip("image",getNextHighestDepth());
loader.loadClip("http://someimage.jpg",_root.level1.image);
...it works and the image shows up.
But when I use:
loader = new MovieClipLoader();
_root.createEmptyMovieClip("level1",getNextHighestDepth());
_root.level1.createEmptyMovieClip("level2",getNextHighestDepth());
_root.level1.level2.createEmptyMovieClip("image",getNextHighestDepth());
loader.loadClip("http://someimage.jpg",_root.level1.level2.image);
...the image doesn't show up. Can anyone tell me why? How can I make this work?
the depth you are supplying is going to be '1'. is that what you are expecting?
each movie clip has it's own set of depths, so the nextHighestDepth() of the newly create 'image' mc, will be 1. it should not prevent loading the image though.
As gthmb says, you should call getNextHighestDepth() on the same MovieClip as you do the createEmptyMovieClip() on. So your code example should be more like:
loader = new MovieClipLoader();
_root.createEmptyMovieClip("level1",_root.getNextHighestDepth());
_root.level1.createEmptyMovieClip("level2",_root.level1.getNextHighestDepth());
_root.level1.level2.createEmptyMovieClip("image",_root.level1.level2.getNextHighestDepth());
loader.loadClip("http://someimage.jpg",_root.level1.level2.image);
Also, I would recommend storing references to the created MovieClips, so you won't have to use the full path in each occurrence in the code, something in the lines of this:
loader = new MovieClipLoader();
var level1:MovieClip = _root.createEmptyMovieClip("level1",_root.getNextHighestDepth());
var level2:MovieClip = level1.createEmptyMovieClip("level2",level1.getNextHighestDepth());
var image:MovieClip = level2.createEmptyMovieClip("image",level2.getNextHighestDepth());
loader.loadClip("http://someimage.jpg",image);

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