Three.js - Uncaught ReferenceError: OBJLoader is not defined - javascript

I'm following several tutorials on Three.js, yet I keep getting a Uncaught ReferenceError: OBJLoader is not defined error when trying to implement my own .obj file. Tried different methods, nothing is helping. Been stuck on this problem for days.
I'm running on localhost using http-server.
Oddly enough, when I switch the new OBJLoader(); to new THREE.ObjectLoader(); it seems to work as it tries to load the file, albeit the file is not a .json file, it is an .obj so it throws an error.
HTML
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>three.js crash course</title>
<link rel="stylesheet" href="css/styles.css">
</head>
<body>
<script type="module" src="js/jQuery.js"></script>
<script type="module" src="js/three.min.js"></script>
<script type="module" src="js/OrbitControls.js"></script>
<script type="module" src="loaders/GLTFLoader.js"></script>
<script type="module" src="loaders/OBJLoader.js"></script>
<script type="module" src="js/index.js"></script>
</body>
</html>
JS
window.onload = function() {
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);
$(window).resize(function(){
var width = window.innerWidth;
var height = window.innerHeight;
renderer.setSize(width, height);
camera.aspect = width/height;
camera.updateProjectionMatrix();
});
var controls = new THREE.OrbitControls(camera, renderer.domElement);
const loader = new OBJLoader();
loader.load (
// resource URL
'./models/boat_large.obj',
// called when resource is loaded
function ( object ) {
scene.add( object );
},
// called when loading is in progresses
function ( xhr ) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
},
// called when loading has errors
function ( error ) {
console.log( 'An error happened' );
}
);
camera.position.z = 3;
var ambientLight = new THREE.AmbientLight(0xFFFFFF, 0.8);
// game logic
var update = () => {
};
// draw scene
var render = () => {
renderer.render(scene, camera);
};
// run game loop (update, render, repeat)
var GameLoop = () => {
requestAnimationFrame(GameLoop);
update();
render();
}
GameLoop();
}

You need to use new THREE.OBJLoader() when you reference the javascript files like that.
The reason it works in the ThreeJS example is, because it is imported via
import { OBJLoader } from './jsm/loaders/OBJLoader.js';
.
Alternatively you could include the file like it is shown in the example
.
In your case it would obviously be something like
import { OBJLoader } from '../loaders/OBJLoader.js';
assuming the JS posted above is from index.js.

it worked for me adding the following import:
import {OBJLoader} from 'three/examples/jsm/loaders/OBJLoader';

Related

Three.js installation and modules not working on a localhost

I hope that there are some experienced people on this platform who'd be willing to help me with my three.js problem.
My current problem is this, I can't seem to properly run the three.js library on my localhost, all I get is a white screen.
My files:
My Javascript code:
import * as THREE from 'three.js-master/three.js';
import { OrbitControls } from "three.js-master/examples/OrbitControls.js";
const scene = new THREE.Scene(); //generate scene
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); //generate camera
const renderer = new THREE.WebGLRenderer(); //launch renderer using WebGl
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
const controls = new OrbitControls( camera, renderer.domElement );
const animate = function () {
requestAnimationFrame( animate );
cube.rotation.x += 0.05;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
And my HTML code:
<!DOCTYPE html>
<html>
<head>
<title>EMBÄR</title>
<link src="style.css" type="stylesheet">
</head>
<body>
<script src = "three.js" type="module"></script>
<script src="Main.js" type="module"> </script>
</body>
</html>
Now, this just gives a white screen all the time, but I've managed to use the link:
https://unpkg.com/three/build/three.module.js (instead of three.js-master/three.js) in combination with:
https://cdn.jsdelivr.net/npm/three#0.114/examples/jsm/controls/OrbitControls.js (instead of three.js-master/examples/OrbitControls.js)
to successfully run the script, but this really isn't a solution, since I had to search for days to find these links, and it surely isn't efficient if I want to include more modules besides these.
It'd be awesome if someone knew the answer, but please, don't feel pressured to do a lot of research.
Your HTML should look like so:
<!DOCTYPE html>
<html>
<head>
<title>EMBÄR</title>
<link src="style.css" type="stylesheet">
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims#1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "./three.js-master/build/three.module.js",
"three/addons/": "./three.js-master/examples/jsm/"
}
}
</script>
<script src="Main.js" type="module"> </script>
</head>
<body>
</body>
</html>
In your Main.js file, use the following imports:
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
The imports in your JS should look exactly like the ones from the official examples. The only thing that differs is the import map. In your case, you refer to your locally hosted version of the three.js repo. Keep in mind to always use the module.js version of three.js. Not the UMD build.
You find more information about the setup/installation of three.js in this guide.

Can't import three.js glTF model

I'm trying to import a 3D module into three.js and I was reading here and here. But it's all black. I've tried moving the Camera's z position to 5, but still black. I've just started with Three.js. I loaded the model in online Three.js viewers and it loads fine. Here's my code:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Import 3D Model into Three JS</title>
<link rel="stylesheet" href="../common.css">
</head>
<body>
<div id="container">
</div>
</body>
<script src="../three.js-master/build/three.js"></script>
<script type="module">
// import { THREE } from '../three.js-master/build/three.js';
import { GLTFLoader } from '../three.js-master/examples/jsm/loaders/GLTFLoader.js';
const container = document.querySelector('div#container');
const path_to_model = './Mini-Game Variety Pack/Models/gltf/tree_forest.gltf.glb';
const loader = new GLTFLoader();
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);
loader.load(path_to_model, function (gltf)
{
console.log('Adding glTF model to scene...');
scene.add(gltf.scene);
console.log('Model added.');
console.log('Moving camera 5z...');
camera.position.z = 5;
console.log('Camera moved.');
}, undefined, function (error)
{
console.error(error);
});
container.appendChild(renderer.domElement);
function animate()
{
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
</script>
</html>
My folders are like this:
Three JS/
common.css
three.js-master/
ImportModel/
index.html
Mini-Game Variety Pack/
Models/
gltf/
tree_forest.glb
tree_forest.gltf.glb
(Not all files are shown, only necessary ones)
I downloaded all the models from here, but using the tree_forest one.
When I load the page, all I see is:
I'm on a Mac and I'm using Five Server on VSCode.
<script src="../three.js-master/build/three.js"></script>
<script type="module">
// import { THREE } from '../three.js-master/build/three.js';
import { GLTFLoader } from '../three.js-master/examples/jsm/loaders/GLTFLoader.js';
Mixing global scripts with ES6 modules is no good idea and quickly leads to undefined behavior. I suggest you organize imports like so until the app works:
import * as THREE from 'https://cdn.skypack.dev/three#0.129.0/build/three.module.js';
import { OrbitControls } from 'https://cdn.skypack.dev/three#0.129.0/examples/jsm/loaders/GLTFLoader.js';
You should also add some lights to your scene otherwise you just see a black screen. Try it with:
const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444 );
hemiLight.position.set( 0, 10, 0 );
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0xffffff );
dirLight.position.set( 0, 0, 10 );
scene.add( dirLight );

How to add a glTF object to the scene?

I am trying to add a 3D object to the scene.
Uncaught TypeError: Class constructor ol cannot be invoked without 'new' at new GLTFLoader
Major line error let loader = new THREE.GLTFLoader();
But I can't figure out what to put in brackets? New? .., or what?
Constructor:
https://threejs.org/docs/#examples/en/loaders/GLTFLoader
Model 2(Mb): https://drive.google.com/file/d/1bPnC5coazNFIcsyvV9U29BFiFhXhriYg/view?usp=sharing
Source:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/loaders/GLTFLoader.js"></script>
<script>
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 10; // Отдаление камеры
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x000000, 0);
renderer.setSize(1280 , 720);
renderer.domElement.setAttribute("id", "Church3DObj");
document.body.insertBefore(renderer.domElement, document.body.firstChild);
const aLight = new THREE.AmbientLight(0x404040, 1.2);
scene.add(aLight);
let loader = new THREE.GLTFLoader();
let obj = null;
loader.load('/3d/Church.gltf', function(gltf) {
obj = gltf;
obj.scene.scale.set(1.3, 1.3, 1.3);
scene.add(obj.scene);
});
</script>
</body>
</html>
It is telling you that you cannot invoked GLTFLoader without 'new' at new GLTFLoader
If you look at the doc you linked in the code exemple they use
const loader = new GLTFLoader(); before doing anything with it.
You must instance GLTFLoader.
To avoid this error, we must download from GitHub файлы .js:
three.js, GLTFLoader.js, OrbitControls.js, three.module.js
<script src="scripts/three.js"></script>
<script type="module"> src="scripts/GLTFLoader.js"></script>
<script type="module"> src="scripts/OrbitControls.js"></script>// IF THERE IS A CAMERA CONTROL IN SPACE
Place them in the root of the project and open GLTFLoader.js. At the time of 05/24/2021 we find 64 lines
from './smthPath/smthPath/smthPath/three.module.js';
and remove the excess. (that is, we specify the path to the three.module.js file). In my case:
from './three.module.js';
(If there is a camera control, then we do the same with the OrbitControls.js file, line 9)
from './three.module.js';
Further it is IMPORTANT in the script, in which all the brains add type = "module", and import the files - that is, it turns out
<script type="module">
import {GLTFLoader} from "./scripts/GLTFLoader.js";
import {OrbitControls} from './scripts/OrbitControls.js';
//...
</script>
IMPORTANT
*For people who have not worked with 3D on the web, but model in Cinema4D, 3Ds Max, ZBrush ... (like me). You need not only a .gltf file but also a .bin file
How do I get them?
Go to the site [Scetchfab] (https://sketchfab.com/feed).
Load the model (set the settings for free download (then
you can delete the model)).
We are waiting for it to be processed.
4.download the required format (glFT)
Remove the model from Scetchfab *
IMPORTANT
***The final view of the html file ***
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Dragon</title>
</head>
<body id="c" style="margin: 0;">
<!--3D-->
<script src="scripts/three.js"></script>
<script type="module" src="scripts/GLTFLoader.js"></script>
<script type="module" src="scripts/OrbitControls.js"></script>
<script type="module">
import {GLTFLoader} from "./scripts/GLTFLoader.js";
import {OrbitControls} from './scripts/OrbitControls.js';
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x555555);
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 5, 15);
const renderer = new THREE.WebGLRenderer({alpha: true, antialias: true});
renderer.setClearColor(0x000000, 0);
renderer.setSize(1920 , 1080);
document.body.appendChild(renderer.domElement);
const aLight = new THREE.AmbientLight(0x404040, 15);
aLight.position.set(0,10,10)
scene.add(aLight);
const pLight = new THREE.PointLight(0xFFFFFF, 15);
pLight.position.set(0,5,0)
scene.add(pLight);
const phelper = new THREE.PointLightHelper(pLight);
scene.add(phelper);
const loader = new GLTFLoader();
let obj = null;
loader.load("3d/Dragon/scene.gltf", function(gltf) {
obj = gltf.scene;
scene.add(gltf.scene);
});
const canvas = document.getElementById("c");
const controls = new OrbitControls(camera, canvas);
controls.target.set(0, 1, 0);
controls.update();
function animate(){
requestAnimationFrame(animate)
obj.rotation.y += 0.005;
renderer.render(scene, camera)
}
animate();
</script>
</body>
</html>

Three.js - TypeError: THREE.XLoader is not a constructor

So I decided to see if I could import a DirectX Model and found this XLoader. However I can't seem to initialize it at all. Now, I am the kind of guy who likes to link directly to the library so that whenever there is an update I don't have to re-download and re-upload. My test code looks like this:
<html>
<body>
<script src="https://threejs.org/build/three.js"></script>
<script type="module" src="https://threejs.org/examples/jsm/loaders/XLoader.js"></script>
<script>
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.001, 10000 );
var manager = new THREE.LoadingManager();
var Texloader = new THREE.TextureLoader();
var loader = new THREE.XLoader(manager, Texloader);
loader.load(['FrigateHull.x'], function (object) {
console.log(object);
},function (xhr) {
if (xhr.lengthComputable) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log(Math.round(percentComplete, 2) + '% downloaded');
}},
function (xhr) {
console.log(xhr);
});
</script>
</body>
</html>
The error I am getting from this setup is this:
TypeError: THREE.XLoader is not a constructor
I have also tried the import method as described in the examples but still same error. I have also downloaded the git to the server and tried linking to that, but it said something about global is undefined.
What am I missing, or is there another DirectX Model Loader out there I could try?
Should be like this:
<script src="https://threejs.org/build/three.js"></script>
<script type="module">
import { XLoader } from "https://threejs.org/examples/jsm/loaders/XLoader.js";
// ....
var loader = new XLoader(manager, Texloader);
// ....
</script>
Although the TypeError: THREE.XLoader is not a constructor exception is resolved, there are still other problems.
Let's look at the source code of XLoader.js:
import {
AnimationClip,
AnimationMixer,
Bone,
BufferGeometry,
FileLoader,
Float32BufferAttribute,
FrontSide,
Loader,
LoaderUtils,
Matrix4,
Mesh,
MeshPhongMaterial,
Quaternion,
Skeleton,
SkinnedMesh,
TextureLoader,
Uint16BufferAttribute,
Vector2,
Vector3
} from "../../../build/three.module.js";
// ...
We don't have ../../../build/three.module.js code.
It is recommended that you clone the repository of three.js, and then npm install → npm start to start the project, instead of viewing it directly in the browser, which involves a lot of import and export of modules depends on front-end construction tools.

Three.JS render .stp file

I am looking to create a simple 3d Model preview based on a '.stp' file.
While searching I found the Three JS libairy. This libairy allows you to render 3D files like this example: https://threejs.org/examples/#webgl_loader_3mf
I would love to implement this into my own site except with a .stp file (The file: https://www.eleq.com/binaries/downloads/ELEQ%20LS-94%203D%20solid.stp).
I have tried to load this file with the THREE.ObjectLoader without a success. The loader expects a JSON format.
// Create a scene
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);
// Load the object
var loader = new THREE.ObjectLoader();
loader.load(
// resource URL
'https://www.eleq.com/binaries/downloads/ELEQ%20LS-94%203D%20solid.stp',
// called when resource is loaded
function ( gltf ) {
scene.add( gltf.scene );
},
// called when loading is in progresses
function ( xhr ) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
},
// called when loading has errors
function ( error ) {
console.log( 'An error happened' );
}
);
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>
</body>
</html>
Does someone have expirence with 3D model rendering that can help me?

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