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;.
Related
I was making a sphere that can be moved by a mouse using three.js but the output is just a black screen as shown.
The code I used is:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r79/three.min.js"></script>
<script>
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.set( 0, 0, 50 );
camera.lookAt( 0, 0, 0 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.SphereGeometry( 15, 32, 16 );
const texture = new THREE.TextureLoader().load( 'https://i.imgur.com/kFoWvzw.jpg' );
const material = new THREE.MeshBasicMaterial( { map: texture } );
const sphere = new THREE.Mesh( geometry, material );
const controls = new OrbitControls( camera, renderer.domElement );
controls.mouseButtons = {
LEFT: THREE.MOUSE.ROTATE,
MIDDLE: THREE.MOUSE.DOLLY,
RIGHT: THREE.MOUSE.PAN
}
controls.update();
scene.add( sphere );
function animate()
{
requestAnimationFrame( animate );
sphere.rotation.x += 0.01;
sphere.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
</script>
</body>
</html>
I couldn't explain why the code was unable to render the sphere. What went wrong?
Thank you!
Like the error message indicates, you are trying to use OrbitControls but it cannot be found. This is because it is not part of the core THREE.js library, but it is in the THREE.js examples directory so you need to import it separately.
You can import it through an HTML script tag like you do with THREE.js:
<script src="path/to/your/local/file/OrbitControls.js">.
Notice also that if you import it in your HTML, you should call it as
const controls = new THREE.OrbitControls(...);
as the js/ file adds the class to the THREE object.
See the docs or the source.
This is the complete code on how to move the camera on the Sphere.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script src="https://cdn.jsdelivr.net/npm/three#0.143/build/three.min.js"></script>
<script src=".\three.js-master\three.js-master\examples\js\controls\OrbitControls.js"></script>
<script>
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.set( 0, 0, 50 );
camera.lookAt( 0, 0, 0 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.SphereGeometry( 15, 32, 16 );
const texture = new THREE.TextureLoader().load( 'https://i.imgur.com/kFoWvzw.jpg' );
const material = new THREE.MeshBasicMaterial( { map: texture } );
const sphere = new THREE.Mesh( geometry, material );
const controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.update();
scene.add( sphere );
function animate()
{
requestAnimationFrame( animate );
sphere.rotation.x += 0.01;
sphere.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
</script>
</body>
</html>
This is the correct code on how to move the camera on the Sphere...:-)
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>
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));
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 new to three.js, but am just coming off of a project using Java and JMonkeyEngine, so I know my way around 3d.
My issue comes with loading a texture. I'm sure this question has come up quite a few times coming from the topics I've read, however the topics I have seen are older, and it didn't work with what I needed.
I took an example from the site and tried editing it to my own needs. I was able to load my texture fine, and it spun around just like the example....
HOWEVER, when I removed the animation from the rendering process my image poofed. I can use a regular square with color just fine, but no texture.
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - geometries</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 {
font-family: Monospace;
background-color: #000;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="three.min.js"></script>
<script>
var container, stats;
var camera, scene, renderer;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera(
45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.y = 400;
scene = new THREE.Scene();
var light, object;
scene.add( new THREE.AmbientLight( 0x404040 ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 1, 0 );
scene.add( light );
var map = THREE.ImageUtils.loadTexture( 'butter.jpg' );
map.wrapS = map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 16;
var material =
new THREE.MeshLambertMaterial(
{ ambient: 0xbbbbbb, map: map, side: THREE.DoubleSide } );
//
object = new THREE.Mesh(
new THREE.PlaneGeometry(100, 100, 4, 4 ), material );
object.position.set( -400, 0, 0 );
scene.add( object );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var timer = Date.now() * 0.0001;
camera.position.x = Math.cos( timer ) * 800;
camera.position.z = Math.sin( timer ) * 800;
camera.lookAt( scene.position );
for ( var i = 0, l = scene.children.length; i < l; i ++ ) {
var object = scene.children[ i ];
object.rotation.x = timer * 5;
object.rotation.y = timer * 2.5;
}
renderer.render( scene, camera );
}
</script>
</body>
I read up something here Using textures in THREE.js stating I needed to call the render after the texture loads. Sure, no problem, but it doesn't work. I assumed this could be the case, but I think about the animation. Did it load and since the animation is constant it just loaded after a render pass and then was okay during the rest of it, or something else?
Next I saw Texture from hard disk not loading in three.js - showing black
Now the user says he cannot see anything doing all sorts of things, I haven't tried any of that, but I'm using Netbeans 8.0 and it calls from the LocalHost, and I can see the animated textures, so I'm assuming this isn't the issue.
I saw another forum like this as well, with similar answers to the 2 above."
Any thoughts to think? Hopefully it's something simple.
Thanks for the help all, hopefully this library works out great!
EDIT: I found a post here ThreeJS texture issue saying there is an issue with chrome (which I was using as the browser to test). I tried the internal netbeans browser (it just gave me an error with webgl so meh) and ie didn;t work either...
I also tried to use a loader as suggested but his method gives off an "undefined" error.
I saw another post stating R58 -> R59 had changes to thw ImageLoader, so idk :(
EDIT2: Trying out the starting example of Three.JS I cannot get the texture to work stationary or during the animation.... weird..
<html>
<head>
<title>My first Three.js app</title>
<style>canvas { width: 100%; height: 100% }</style>
</head>
<body>
<script src="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(1,1,1);
var map = THREE.ImageUtils.loadTexture('butter.jpg', {}, function() {render();});
// render();
map.wrapS = map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 16;
var material = new THREE.MeshLambertMaterial( { ambient: 0xbbbbbb, map: map, side: THREE.DoubleSide } );
//var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
function render()
{
requestAnimationFrame(render);
cube.rotation.x += 0.1;
cube.rotation.y += 0.1;
renderer.render(scene, camera);
}
render();
</script>
</body>
EDIT3: Thought about this last night as I was going to sleep, and realized today that there is no NPOT... I tried another image that was 184x184 with no luck :(