I was making ocean waves in three.js but when I run it on web browser, it just displays white screen.
The code I used to create the ocean waves 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://cdn.jsdelivr.net/npm/three#0.143/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.143/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.143/examples/js/objects/Water.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 WaterGeometry = new THREE.PlaneGeometry( 45, 45 );
const texture = new THREE.TextureLoader().load( 'https://i.imgur.com/mK9cHLq.jpeg' );
const material = new THREE.MeshBasicMaterial( { map: texture, side: THREE.DoubleSide } );
const controls = new THREE.OrbitControls( camera, renderer.domElement );
const params = {
color: '#ffffff',
scale: 4,
flowX: 1,
flowY: 1
};
water = new THREE.Water( WaterGeometry, material, {
color: params.color,
scale: params.scale,
flowDirection: new THREE.Vector2( params.flowX, params.flowY ),
textureWidth: 1024,
textureHeight: 1024
} );
controls.update();
scene.add( water );
function animate()
{
requestAnimationFrame( animate );
water.rotation.x += 0.00;
water.rotation.y += 0.00;
water.rotation.z += 0.01;
renderer.render( scene, camera );
};
animate();
</script>
</body>
</html>
Where did I messed up? All I now see is the slowly rotating black square now.
I thank you for all the feedbacks. How to fix this error?
Thank you!
Your imports are messed up. Try it like so:
<script src="https://cdn.jsdelivr.net/npm/three#0.143/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.143/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.143/examples/js/objects/Water.js"></script>
Keep in mind to never import three.js files from different sources and releases.
Related
I'm just trying to prototype something quickly (typically use React), dumping some JS code into an html file. I don't get why this import doesn't work.
index.html:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>three.js app</title>
<h1>Some app:</h1>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script src="/threeCode.js"></script>
</body>
</html
Then my JS code would live here:
threeCode.js:
import * as THREE from './three';
console.log("hellow world")
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry( 1, 1, 1 );
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
function animate() {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
But then I get:
Uncaught SyntaxError: import declarations may only appear at top level of a module
Three is a node module (three.js) via npm install.
EDIT: serving using http-server -o -cors
i have an instance of dat.GUI. I added a "comboBox" to that instance to make a selection of possible values. When i run my app, the dat.GUI appears with the comboBox but there is a problem: I cannot change it's default value (my gui is frozen), here is my code:
<html>
<head>
<title>Stack Overflow</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<div id="container"></div>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.3/jquery.min.js"></script>
<script src="js/three.min.js"></script>
<script src="js/optimer_regular.typeface.js"></script>
<script src="js/TrackballControls.js"></script>
<script src="js/stats.min.js"></script>
<script src="js/threex.dynamictexture.js"></script>
<script src="js/dat.gui.min.js"></script>
<script>
//Basic Three components
var scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000 );
//position camera
camera.position.z = 700;
//Set camera controls
var controls = new THREE.TrackballControls( camera );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
controls.keys = [ 65, 83, 68 ];
//Set the renderer
var renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//Set the lights
var light;
scene.add( new THREE.AmbientLight( 0x404040 ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 1, 1 );
scene.add( light );
//GUI
initGUI();
//Let's add a cube
var geometry = new THREE.BoxGeometry( 50, 50, 50 );
var material = new THREE.MeshBasicMaterial( { color: 0x5484d3 } );
var cube = new THREE.Mesh( geometry, material );
cube.position.set(0,20,50)
scene.add( cube );
function initGUI(){ //HERE IS THE MEAT, I THINK
var LevelView = function() {
this.level = 'Operacion';
// Define render logic ...
};
var gui = new dat.GUI();
var text = new LevelView();
gui.add(text, 'level', [ 'Operacion', 'Procesos', 'Participantes', 'Fuentes de Datos', 'Logica de software', 'Telecomunicaciones', 'Infraestructura'] ).onChange(function(value){
this.level = value;
});
}
function animate() {
requestAnimationFrame( animate );
render();
}
//Render scene
function render() {
controls.update();
renderer.render( scene, camera );
}
animate();
</script>
</body>
</html>
¿What i am doing wrong? I need to be able to change values with my GUI.
Solution: If you use a mouse-controlled camera with three.js, you have to comment the following line in the MouseListener of the mouseDown action:
event.preventDefault();
Place div containing dat.gui element bellow Three.js div
<div id="ThreeJS" style="position: absolute; left:0px; top:0px"></div>
and then dat.gui
<div id="gui"></div>
I have the following Three.js code:
<html>
<head>
<title>My first Three.js app</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="js/three.min.js"></script>
<script src="js/optimer_regular.typeface.js"></script>
<script>
//Basic Three components
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 );
//Let´s add a cube
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
//Let´s add a text
var material2 = new THREE.MeshPhongMaterial({
color: 0x00ff00
});
var textGeom = new THREE.TextGeometry( 'Sitescope', {
font: 'optimer',
weight: 'normal'
});
var textMesh = new THREE.Mesh( textGeom, material2 );
scene.add( textMesh );
//Render scene
function render() {
requestAnimationFrame( render );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
}
render();
</script>
</body>
When i run my code, My cube renders well but my text does not appear anywhere.
The only output that i get in the javascript console is:
THREE.WebGLRenderer 69.
Could anyone tell me why my text does not appear? (I am a beginner in Three.js) Thanks!
When using a THREE.MeshPhongMaterial() you need a light in the scene. Otherwise the model will come out black. If your scene background is also black you will never know if the model was drawn or not. Take a look at this fiddle. I am using THREE.MeshNormalMaterial(). Replace it with PhongMaterial to see what I am talking about. You can see the text is being drawn with black color just because it is over the green cube.
I am new in three.js and using the following code I want to know how to change the background by clicking a button. So I think there is something different than using "switch" and "break". Here is something with .loadTexture am I right?
<html lang="en">
<head>
<title>gyroscopic</title>
<meta charset="utf-8">
<meta name="viewport" content="user-scalable=no, initial-scale=1">
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
</style>
</head>
<body>
<div id="container"></div>
<script src="three.min.js"></script>
<script src="DeviceOrientationControls.js"></script>
<script>
(function() {
"use strict"
window.addEventListener('load', function() {
var container, camera, scene, renderer, controls, geometry, mesh;
var animate = function(){
window.requestAnimationFrame( animate );
controls.update();
renderer.render(scene, camera);
};
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera(80, window.innerWidth / window.innerHeight, 1, 1100);
controls = new THREE.DeviceOrientationControls( camera );
scene = new THREE.Scene();
var geometry = new THREE.SphereGeometry( 500, 316, 18 );
geometry.applyMatrix( new THREE.Matrix4().makeScale( -1, 1, 1 ) );
var material = new THREE.MeshBasicMaterial( {
map: THREE.ImageUtils.loadTexture( 'pic.jpg' )
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var geometry = new THREE.BoxGeometry( 100, 100, 100, 4, 4, 4 );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.domElement.style.position = 'absolute';
renderer.domElement.style.top = 0;
container.appendChild(renderer.domElement);
window.addEventListener('resize', function() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}, false);
animate();
}, false);
})();
</script>
</body>
</html>
You should be able to change the texture using .loadTexture on a button click listener.
So you would probably add something like this to your HTML:
<button id="change-background">Change Background</button>
Then in Javascript:
var backgroundButton = document.getElementById('change-background');
backgroundButton.addEventListener('click', function(){
material.map = THREE.ImageUtils.loadTexture('//new image path//');
});
You'll obviously need to replace the //new image path// with whatever URL you have for the new image.
The only question would be whether this updates the material on the mesh as well. I'm sure it does, but have no way of testing it at present.
I'm trying to apply a bump map to a plane to create a vaguely felt-like surface using Three.js r55.
Here's my code:
var mapHeight = THREE.ImageUtils.loadTexture("images/felt.png");
mapHeight.repeat.set(2, 2);
mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
mapHeight.format = THREE.RGBFormat;
var groundMaterial = new THREE.MeshPhongMaterial({
ambient: 0x008800, color: 0x008800, specular: 0x888888,
shininess: 25, bumpMap: mapHeight, bumpScale: 10, metal: false
} );
scene.add(new THREE.Mesh(new THREE.PlaneGeometry(0.3, 0.3), groundMaterial));
Notice how I set the texture to repeat twice along x/y axes. However what I'm seeing only applies the texture in one quadrant:
I would expect this with clamp/repeat wrapping (or whatever it's called) but I've requested RepeatWrapping here.
How can I have the bump map correctly repeat an arbitrary number of times on the plane.
EDIT - Full Code
I set about making a simple reproduction case. This is pretty minimal and reproduces the image below (from a slightly different camera angle.) The output has the identical problem.
<!DOCTYPE html>
<html>
<head>
<script src="scripts/libs/three.min.js" type="text/javascript"></script>
</head>
<body>
<div id="scene-container"></div>
<script>
init();
function init() {
var camera, scene, renderer;
scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0x555555 ) );
var light = new THREE.DirectionalLight( 0x555555 );
light.position.set( 0, 0, 10 );
scene.add( light );
var bumpMapTexture = THREE.ImageUtils.loadTexture( "images/felt.png", undefined, function () {
requestAnimationFrame( function () {
// render once texture has loaded
renderer.render( scene, camera );
} );
} );
bumpMapTexture.repeat.set( 2, 2 );
bumpMapTexture.wrapS = bumpMapTexture.wrapT = THREE.RepeatWrapping;
var groundMaterial = new THREE.MeshPhongMaterial( {
ambient: 0x00AA00,
color: 0x00AA00,
bumpMap: bumpMapTexture
} );
scene.add( new THREE.Mesh( new THREE.PlaneGeometry( 3, 3 ), groundMaterial ) );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.01, 100000 );
camera.position.set( 0, 0, 3 );
camera.lookAt( new THREE.Vector3( 0, 0, 0 ) );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );// renderer.render(scene, camera);
document.getElementById( 'scene-container' ).appendChild( renderer.domElement );
}
</script>
</body>
</html>
This links to Three.js r55 (minified).
Any help appreciated.
If you want a texture to repeat, it's size in pixels in each dimension must be a power of two ( e.g., 512 x 256 ).
If you have a diffuse map and a bumpMap, they must have the same offset/repeat settings. See for example this answer.
three.js r.55