Why is my canvas element showing only a black screen? - javascript

I'm setting up a 3d asset viewer in Three.js. I'm running the code on a Plesk server provided by the university and have it linked via Dreamweaver. I'm a total newbie to JS and it was suggested in many threads and posts that I wrap my code within an 'init();' function. Up doing so, and clearing any errors that the code had, it is now showing a black screen, rather than the 3d model it would show before.
I've spent the whole day error checking removing problems that I was having which included the 'canvas' not being created inside the 'container' div, and the 'onWindowResize' function. All these problems have been resolved, and there are no errors in the code apparently. I've got ambient lights in the code and there was a working skybox, so I'm sure its not a problem with position of camera or lack of lighting.
I know that you need as little code as possible, but I have no idea where the problem is coming from, so a majority of the code on the page is here :
<div id="container" ></div>
<script>
let container;
let camera;
let controls;
let scene;
let renderer;
init();
animate;
function init(){
// Renderer - WebGL is primary Renderer for Three.JS
var renderer = new THREE.WebGLRenderer({antialias : true});
renderer.setClearColor(0xEEEEEE, 0.5);
// Selects and applies parameters to the 'Container' div
var container = document.querySelector("#container");
container.appendChild(renderer.domElement);
renderer.setSize(container.clientWidth, container.clientHeight);
// Perspective Camera (FOV, aspect ratio based on container, near, far)
var camera = new THREE.PerspectiveCamera( 75, container.clientWidth / container.clientHeight, 0.1, 1000);
camera.position.x = 750;
camera.position.y = 500;
camera.position.z = 1250;
// Scene will contain all objects in the world
var scene = new THREE.Scene();
//Lighting (Colour, intensity)
var light1Ambient = new THREE.AmbientLight(0xffffff , 0.3);
scene.add(light1Ambient);
var light1Point = new THREE.PointLight(0xfff2c1, 0.5, 0, 2);
scene.add(light1Point);
var light2Point = new THREE.PointLight(0xd6e3ff, 0.4, 0, 2);
scene.add(light2Point);
// All basic Geomety
var newPlane = new THREE.PlaneGeometry(250,250,100,100);
const mesh = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshBasicMaterial( {color: 0x00ff00} )
);
scene.add(mesh);
// Water
water = new THREE.Water(newPlane,
{
textureWidth: 512,
textureHeight: 512,
waterNormals: new THREE.TextureLoader().load( 'http://up826703.ct.port.ac.uk/CTPRO/textures/waternormals.jpg', function ( texture ) {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
} ),
alpha: 1.0,
sunDirection: light1Point.position.clone().normalize(),
sunColor: 0xffffff,
waterColor: 0x001e0f,
distortionScale: 0.5,
fog: scene.fog !== undefined
}
);
water.rotation.x = - Math.PI / 2;
scene.add( water );
// All Materials (Normal for Debugging) (Lambert: color)
var material = new THREE.MeshLambertMaterial({color: 0xF3FFE2});
var materialNew = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
// Skybox
var skybox = new THREE.BoxGeometry(1000,1000, 1000);
var skyboxMaterials =
[
new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load("http://up826703.ct.port.ac.uk/CTPRO/skybox/blue/bluecloud_ft.jpg"), side: THREE.DoubleSide }),
new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load("http://up826703.ct.port.ac.uk/CTPRO/skybox/blue/bluecloud_bk.jpg"), side: THREE.DoubleSide }),
new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load("http://up826703.ct.port.ac.uk/CTPRO/skybox/blue/bluecloud_up.jpg"), side: THREE.DoubleSide }),
new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load("http://up826703.ct.port.ac.uk/CTPRO/skybox/blue/bluecloud_dn.jpg"), side: THREE.DoubleSide }),
new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load("http://up826703.ct.port.ac.uk/CTPRO/skybox/blue/bluecloud_rt.jpg"), side: THREE.DoubleSide }),
new THREE.MeshBasicMaterial({map: new THREE.TextureLoader().load("http://up826703.ct.port.ac.uk/CTPRO/skybox/blue/bluecloud_lf.jpg"), side: THREE.DoubleSide }),
];
var skyboxMaterial = new THREE.MeshFaceMaterial(skyboxMaterials);
var skyMesh = new THREE.Mesh (skybox, skyboxMaterial);
scene.add(skyMesh);
//Grid Helper Beneath Ship
scene.add(new THREE.GridHelper(250, 250));
//OBJ Model Loading
var objLoader = new THREE.OBJLoader();
objLoader.load('http://up826703.ct.port.ac.uk/CTPRO/models/ship1.obj', function(object){
scene.add(object);
});
// Object positioning
water.position.y = -2.5;
// Misc Positioning
light1Point.position.z =20;
light1Point.position.x = 25;
// z - front-back position
light2Point.position.z = -400;
// x - left-right
light2Point.position.x = -25;
// y - up- down
light2Point.position.y = 250;
window.addEventListener("resize", onWindowResize, false);
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(container.clientWidth, container.clientHeight);
};
};
// Canvas adapts size based on changing windows size
//Render loop
var animate = function(){
water.material.uniforms[ "time" ].value += 1.0 / 120.0;
function drawFrame(ts){
var center = new THREE.Vector2(0,0);
window.requestAnimationFrame(drawFrame);
var vLength = newPlane.geometry.vertices.length;
for (var i = 0; i < vLength; i++) {
var v = newPlane.geometry.vertices[i];
var dist = new THREE.Vector2(v.x, v.y).sub(center);
var size = 2.0;
var magnitude = 8;
v.z = Math.sin(dist.length()/-size + (ts/900)) * magnitude;
}
newPlane.geometry.verticesNeedUpdate = true;
};
requestAnimationFrame(animate)
renderer.render(scene, camera);
controls.update();
}
</script>
I'm no professional, so I'm sorry if this is super rough for those of you with experience!
I need to point out, before wrapping all of this in the init(); function, it was working perfectly.
When working, I should see a crudely modeled ship sitting in some water, with a cloud skybox. The controls were working and it would auto rotate.
Right now it does none of this. The obj loader is working as seen in the chrome console log OBJLoader: 1661.970703125ms but again, nothing is actually displayed, it's just a black screen.
Thanks to anyone who's able to help me out with this!

this line
animate;
needs to a function call
animate();
Also you probably need to change the code below where you create the animate function from
var animate = function(){
To this
function animate(){
The reason is named functions are defined when the code is loaded but variables var are created when the code is executed. So with code like this
init();
animate();
var animate = function(){ ...
animate doesn't actually exist at the point the code tries to call it whereas with this
init();
animate();
function animate(){ ...
it does exist
You could also re-arrange the code so for example define animate before you use it should work.
var animate = function(){
...
};
init();
animate();
It also appear some are declared inside init which means that are not available to animate. So for example
var renderer = new THREE.WebGLRenderer({antialias : true});
declares a new variable renderer that only init can see. You wanted to set the renderer variable that is outside of init so change the code to
renderer = new THREE.WebGLRenderer({antialias : true});
controls is never defined so you probably need to define it or comment out
controls.update();
to
// controls.update();
note: you might find these tutorials helpful although if you're new to JavaScript you should probably spend time learning JavaScript

Related

multiple calls to the renderer do not work

In the last two months i have learned a lot about three.js and javascript. i have now gone deeper into the handling of shaders and i once saw a nice example of creating procedural planets on the web. I find spherical geometries interesting because their non-euclidean geometry makes them a nice challenge for textures.
I have shown the main code here. my problem is that the texture rendering doesn't work.
I have tested the individual components of my program. The shader and the planet class, all functions work correctly.
the problem is the renderer. I need this to display the scene but also to create the textures. When in the function
textureGeneratorMaterial (below) renderer.render(textureScene, textureCamera, texture, true); is activate, I only get a black screen. There after the function renderer.render(scene, camera); is called, I mean that the normal scene should be seen. Does the program remain trapped in the texture scene? Why does renderer.render(scene, camera) not work, if the renderer is also called in textureGeneratorMaterial?
I've already tried to create a second renderer, but that doesn't work either. At the moment i don't know what to do, because i don't understand the cause. Someone knows why the renderer doesn't want the way I want?
var camera, controls, scene, renderer, container;
var sunLight, ambientlight;
var test1, test2, test3, test4;
function main() {
init();
animate();
}
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
container = document.getElementById('container');
renderer.setSize(container.clientWidth, container.clientHeight);
container.appendChild( renderer.domElement );
var aspect = container.clientWidth / container.clientHeight;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x000000 );
camera = new THREE.PerspectiveCamera( 45, container.clientWidth / container.clientHeight, 1, 10000 );
camera.position.set(0, 0, 20);
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableZoom = true;
controls.enabled = true;
controls.target.set(0, 0, 0);
//-------------
sunLight = new THREE.PointLight(new THREE.Color(0xffffff), 1.0);
sunLight.position.set(100, 0, 0);
scene.add(sunLight);
ambientlight = new THREE.AmbientLight( 0xF0F0F0 ); // soft white light
scene.add( ambientlight );
var maps = generateTextures(); //--here is the problem---
/* -----used ro check "function textureGeneratorMaterial(index)" works------
var plane = new THREE.Mesh(
new THREE.PlaneGeometry(1024, 1024),
textureGeneratorMaterial(0)
);
scene.add( plane );
*/
/*-----used ro check "Planet class" works------
for(var i = 0; i <6;i++){
maps.textureMaps[i].texture = new THREE.TextureLoader().load("img/Cay_sand.jpeg");
maps.bumpMaps[i].texture = new THREE.TextureLoader().load("img/Cay_sand.jpeg");
}
*/
scene.add(new Planet(5, maps.textureMaps, maps.bumpMaps)); // works correct
}//-------End init----------
function animate() {
requestAnimationFrame( animate );
render();
}//-------End animate----------
function render() {
document.getElementById("demo1").innerHTML = test1;
document.getElementById("demo2").innerHTML = test2;
document.getElementById("demo3").innerHTML = test3;
document.getElementById("demo4").innerHTML = test4;
camera.updateMatrixWorld();
camera.updateProjectionMatrix();
renderer.render(scene, camera);
}//-------End render----------
function generateTextures() {
var textureMaps = [];
var bumpMaps = [];
var resolution = 1024;
for (var index = 0; index < 6; index++) {
var texture = new THREE.WebGLRenderTarget(resolution, resolution, {minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat});
var textureCamera = new THREE.OrthographicCamera(-resolution/2, resolution/2, resolution/2, -resolution/2, -100, 100);
textureCamera.position.z = 10;
var textureScene = new THREE.Scene();
var plane = new THREE.Mesh(
new THREE.PlaneGeometry(resolution, resolution),
textureGeneratorMaterial(index)
);
plane.position.z = -10;
textureScene.add(plane);
// renderer.render(textureScene, textureCamera, texture, true);
var buffer = new Uint8Array(resolution * resolution * 4);
var gl = renderer.getContext();
gl.readPixels( 0, 0, resolution, resolution, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
textureMaps.push(texture);
bumpMaps.push({image: {data: buffer, height: resolution, width: resolution}});
}
return {textureMaps: textureMaps, bumpMaps: bumpMaps};
}
Ok i have found a solution. I was convinced that it was up to the renderer and that it would remain trapped in the texture target when it was called up for the first time.
In three.js there is the possibility to reset the render target and if you do that, three.js seems to see it as in need of initialization and accepts the call to the renderer to render the main scene.
I added this line: renderer.setRenderTarget(null);
See below
function generateTextures() {
var textureMaps = [];
var bumpMaps = [];
var resolution = 2048;
for (var index = 0; index < 6; index++) {
var texture = new THREE.WebGLRenderTarget(resolution, resolution, {minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat});
var textureCamera = new THREE.OrthographicCamera(-resolution/2, resolution/2, resolution/2, -resolution/2, -100, 100);
textureCamera.position.z = 10;
var textureScene = new THREE.Scene();
var plane = new THREE.Mesh(
new THREE.PlaneGeometry(resolution, resolution),
textureGeneratorMaterial(index)
);
plane.position.z = -10;
textureScene.add(plane);
renderer.render(textureScene, textureCamera, texture, true);
var buffer = new Uint8Array(resolution * resolution * 4);
var gl = renderer.getContext();
gl.readPixels( 0, 0, resolution, resolution, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
textureMaps.push(texture);
bumpMaps.push({image: {data: buffer, height: resolution, width: resolution}});
renderer.setRenderTarget(null);
}
return {textureMaps: textureMaps, bumpMaps: bumpMaps};
}
In older versions like the example I saw, this wasn't necessary. But this is not meant as a criticism. It's a clean solution. So three always knows that there is a need for renderer action.

three.js - How to set camera position?

I'm pretty beginner in three.js and webgl programming. so I have created a box in three.js and its working fine but the problem is when I set camera position in z axis(eg: camera.position.z = 2; ) the box just disappears. could anyone explain me why is it happening and how can I properly set the position of the camera?
try uncommenting the camera.position.z = 2; in the fiddle
function init() {
var scene = new THREE.Scene();
var box = getBox(1, 1, 1);
scene.add(box);
var camera = new THREE.Camera(45, window.innerWidth/window.innerHeight, 1, 1000 );
//camera.position.z = 2;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.getElementById("webgl").appendChild(renderer.domElement);
renderer.render(scene, camera);
}
function getBox(w, h, d) {
var geometry = new THREE.BoxGeometry(w, h, d);
var material = new THREE.MeshBasicMaterial({
color : 0x00ff00
});
var mesh = new THREE.Mesh(geometry, material);
return mesh;
}
init();
not sure if you're trying to create this scene with an orthographic camera or perspective camera, but you'll typically need to specify the camera by type (ie THREE.PerspectiveCamera(...)).
I also added a few extra lines to ensure the camera was configured correctly, namely, setting the "LookAt" point to (0,0,0) , as well as setting an actual position of the camera via the THREE.Vector3.set(...) method.
Here are my adjustments to your code:
function init() {
var scene = new THREE.Scene();
var box = getBox(1, 1, 1);
scene.add(box);
var camera = new THREE.PerspectiveCamera(70,
window.innerWidth/window.innerHeight, 0.1, 1000 ); // Specify camera type like this
camera.position.set(0,2.5,2.5); // Set position like this
camera.lookAt(new THREE.Vector3(0,0,0)); // Set look at coordinate like this
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.getElementById("webgl").appendChild(renderer.domElement);
renderer.render(scene, camera);
}
function getBox(w, h, d) {
var geometry = new THREE.BoxGeometry(w, h, d);
var material = new THREE.MeshBasicMaterial({
color : 0x00ff00
});
var mesh = new THREE.Mesh(geometry, material);
return mesh;
}
init();
Try
camera.position.set( <X> , <Y> , <Z> );
where <X> and <Z> are 2D coordinates and <Y> is height

three.js texture not applied to mesh

I am trying to apply texture to my sphere mesh with the following.
var loader = new THREE.TextureLoader();
var balltex = loader.load("pic1.jpg");
var ballmat = new THREE.MeshBasicMaterial({ map:balltex });
var ballgeo = new THREE.SphereGeometry( 0.3, 20, 20 );
var ball = new THREE.Mesh( ballgeo , ballmat );
scene.add(ball);
Now I am just getting a black sphere instead of textured sphere. I do not know what is the problem in the code.
Please help me.
It's hard to say for sure without a complete example, but my first guess is the simplest case: the texture isn't finished loading by the time the mesh is rendered.
If that's the problem, make sure the texture(s) are loaded before you call your render loop. There are many ways to do this and it's hard to say which is best without seeing your code, but the most straightforward way to handle it is pass a function to the loader's load() method and call your renderer from it. A simple but complete example reworking the code you posted:
var scene, camera, light, renderer, balltex;
load();
function load() {
var loader;
loader = new THREE.TextureLoader(new THREE.LoadingManager());
loader.load('pic1.jpg', function(obj) {
balltex = obj;
init();
animate();
});
}
function init() {
var height = 500, width = 500, bg = '#000000';
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, height/width, 1, 10000);
camera.position.set(1.5, 1.5, 1.5);
camera.lookAt(new THREE.Vector3(0, 0, 0));
scene.add(camera);
light = new THREE.AmbientLight(0xffffff);
scene.add(light);
var ballmat = new THREE.MeshBasicMaterial({
map: balltex
});
var ballgeo = new THREE.SphereGeometry( 0.3, 20, 20 );
var ball = new THREE.Mesh( ballgeo , ballmat );
scene.add(ball);
renderer = new THREE.WebGLRenderer({ antialias: true } );
renderer.setClearColor(bg);
renderer.setSize(width, height);
var d = document.createElement('div');
document.body.appendChild(d);
d.appendChild(renderer.domElement);
var c = document.getElementsByTagName('canvas')[0];
c.style.width = width + 'px';
c.style.height = height + 'px'
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}

Rotating .obj file OBJMTLLoader three.js

I used the OBJMTLLoader class for one obj file and rotation worked well around a fixed point on the object by using object.rotation.y -= 0.5. Using the same code (minus changing the camera position), I replaced the .obj file with another and the rotation is now going in a circular motion, like around the camera instead of staying in place. Any idea why when I used the same code?
Thanks
EDIT:
var OBJLoaded;
function init()
{
container = document.getElementById('player');
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 2000);
camera.position.x = 110;
camera.position.z = -160;
camera.position.y = 15;
// camera.position.z = 40;
// camera.position.y = 2;
//scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x444444 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( 100, 90, 200 );
scene.add( directionalLight );
//model
var loader = new THREE.OBJMTLLoader();
//loader.load('./assets/Stereo_LowPoly.obj', './assets/Stereo_LowPoly.mtl', function(object)
loader.load('./assets/studio_beats.obj', './assets/studio_beats.mtl', function(object)
{
OBJLoaded = object;
console.log(object);
scene.add( object );
});
renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setClearColor(0x000000, 0);
renderer.setSize($('#player').width(), $('#player').height());
container.appendChild(renderer.domElement);
scene.add(camera);
}
function animateBoombox()
{
requestAnimationFrame(animateBoombox);
render();
}
function render()
{
var rotSpeed = 0.004;
if (OBJLoaded)
{
OBJLoaded.rotation.y -= rotSpeed;
}
renderer.render(scene, camera);
}
The parts commented (camera and object load) is for the previous object that was loaded. That works fine, but the uncommented partdoes not work the same.
The object you loaded has a pivot point which came from the model creater software... You need to change the pivot point of the object before you load it with three.js.
If you cannot, you should do it like i had in loader callback:
var loader = new THREE.OBJMTLLoader();
loader.load('your_file.obj', 'your_file.mtl', function (object) {
object.traverse(function (child) {
child.centroid = new THREE.Vector3();
for (var i = 0, l = child.geometry.vertices.length; i < l; i++) {
child.centroid.add(child.geometry.vertices[i].clone());
}
child.centroid.divideScalar(child.geometry.vertices.length);
var offset = child.centroid.clone();
child.geometry.applyMatrix(new THREE.Matrix4().makeTranslation(-offset.x, -offset.y, -offset.z));
child.position.copy(child.centroid);
child.geometry.computeBoundingBox();
});
});
Then rotate your object...

three.js load object/model and then manipulate sub-parts/children

I have a 3D model of a robot arm, that I want displayed and manipulated in the browser.
My question is: how do I load the model into three.js, so that I can manipulate all sub-parts of the robot arm.
As an example I have a rotary motor and a shaft attached as an assembly in Inventor.
Image: http://i.stack.imgur.com/custz.png
This is exported as an stl file and imported in Three.js using STLLoader.js.
Image: http://i.stack.imgur.com/nLmBe.png
I want to know how I can manipulate the shaft to turn to a specified angle.
I have loaded the model using the following code:
<div id="container"></div>
<script src="three.js\build\three.min.js"></script>
<script src="js\STLLoader.js"></script>
<script>
// Set size variables
var SIZE_x = 400, SIZE_y = 400;
// Set three main THREE variables
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, SIZE_x/SIZE_y, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
// Set renderer options
renderer.setSize(SIZE_x, SIZE_y);
renderer.setClearColor(0xEEEEEE, 1.0);
renderer.clear();
// Append to HTML Dom
//document.body.appendChild(renderer.domElement);
$('#container').append(renderer.domElement);
// Create light
var pointLight = new THREE.PointLight(0xFFFFFF);
pointLight.position.x = 10;
pointLight.position.y = 50;
pointLight.position.z = 130;
scene.add(pointLight);
// Move camera
camera.position.x = 0;
camera.position.y = 20;
camera.position.z = 20;
var loader = new THREE.STLLoader();
loader.addEventListener( 'load', function ( event ) {
var geometry = event.content;
var material = new THREE.MeshLambertMaterial( { ambient: 0xff5533, color: 0xff5533 } );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
mesh.traverse(function ( child ) {
//if ( child instanceof THREE.Mesh ) {
console.log("Hej: " + child);
//}
});
//scene.add( new THREE.Mesh( geometry ) );
console.log('Loaded');
} );
loader.load( 'models/AssemblySimple1.stl' );
// Render loop
var render = function () {
requestAnimationFrame(render);
camera.lookAt(scene.position);
renderer.render(scene, camera);
};
render();
</script>
Any points and hints are welcome. Also if there is a preferred export file format. I have both SolidWorks and Inventor at my disposal. Or if I've taken a completely wrong approach to the problem, please let me know of other ways.
Thanks
Three js has function called THREE.STLLoader() .This one can be used to load stl file.
Here is the way how it is loaded
var loader = new THREE.STLLoader();
var group = new THREE.Object3D();
loader.load("../lib/SolidFz.stl", function (geometry) {
console.log(geometry);
var mat = new THREE.MeshLambertMaterial({color: 0x7777ff});
group = new THREE.Mesh(geometry, mat);
group.rotation.x = -0.5 * Math.PI;
group.scale.set(0.6, 0.6, 0.6);
scene.add(group);
});
Here scene
var scene new THREE.Scene();
After that you have a created 3d object and loaded one added into that 3d object.Then you can control that 3d object as you wish. According to this way you can load several parts and do the what you want to do with that

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