I am trying to just copy the example three.js page into my own small website with a canvas where the 3d animation should be added to. But it just shows nothing even though it shows no errors.
I tried figuring it out by myself but nothing seems to work :(
i have my canvas element in one div on the page:
var canvas = document.getElementById("background");
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.canvas = canvas;
renderer.setSize(canvas.innerWidth, canvas.innerHeight);
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;
var animate = function() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
animate();
#background {
height: 100%;
width: 100%;
}
<script src = "https://cdnjs.cloudflare.com/ajax/libs/three.js/r83/three.min.js"></script>
<canvas id='background'></canvas>
Can you please take a look and show me what i did wrong?
Unless there is a reason for trying to create your own canvas, you can just let three.js produce its own with the following code:
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
With this it creates a new element sets the height and width to match the window and then adds it to the html.
To alter the style further you should use
renderer.domElement.style.attribute = "";
and then you just replace attribute with whatever you are trying to modify.
For more examples you can visit this link:
https://developer.mozilla.org/en-US/docs/Web/API/CSS_Object_Model/Using_dynamic_styling_information
Related
I am a novice to Javascript and ThreeJS. I have a 3D rotating cube that appears on top of a static background, but one frustrating property is that the cube typically appears first and then the background image appears. How do I ensure the background is rendered first? Specifically, I always want the background image to appear before the cube.
My code:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script src="js/three.js"></script>
<script>
function resize() {
var aspect = window.innerWidth / window.innerHeight;
let texAspect = bgWidth / bgHeight;
let relAspect = aspect / texAspect;
bgTexture.repeat = new THREE.Vector2( Math.max(relAspect, 1), Math.max(1/relAspect,1) );
bgTexture.offset = new THREE.Vector2( -Math.max(relAspect-1, 0)/2, -Math.max(1/relAspect-1, 0)/2 );
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
const scene = new THREE.Scene();
// Arguments:
// 1) Field of Value (degrees)
// 2) Aspect ratio
// 3) Near clipping plane
// 4) Far clipping plane
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
// Need to set size of renderer. For performance, may want to reduce size.
// Can also reduce resolution by passing false as third arg to .setSize
renderer.setSize( window.innerWidth, window.innerHeight );
// Add the rendered to the HTML
document.body.appendChild( renderer.domElement );
// A BoxGeometry is an object that contains all points (vertices) and fill (faces)
// of the cube
const geometry = new THREE.BoxGeometry();
// Determines surface color (maybe texture?)
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
// Mesh takes a geometry and applies the material to it
const cube = new THREE.Mesh( geometry, material );
// Add background image
const loader = new THREE.TextureLoader();
bgTexture = loader.load('https://images.pexels.com/photos/1205301/pexels-photo-1205301.jpeg' ,
function(texture) {
// Resize image to fit in window
// Code from https://stackoverflow.com/a/48126806/4570472
var img = texture.image;
var bgWidth = img.width;
var bgHeight = img.height;
resize();
});
scene.background = bgTexture;
// By default, whatever we add to the scene will be at coordinates (0, 0, 0)
scene.add( cube );
camera.position.z = 5;
// This somehow creates a loop that causes the rendered to draw the scene
// every time the screen is refreshed (typically 60fps)
function animate() {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
}
animate();
</script>
</body>
</html>
This is happening because the texture is taking longer to load than it takes for Three.js to set up the rest of the scene. You already have a handler for the onLoad callback of TextureLoader.load(), so we can use that to adjust the behavior.
Before scene.add( cube );, add a new line:
cube.visible = false;
Now the cube will still be added to the scene, but it won't be visible. Now after the resize() call at the end of function(texture), add
cube.visible = true;
While testing the problem and solution locally, I ran into a few other, less significant issues with your code. You can see all of the changes I had to make to get it running properly at this Gist.
I have looked through stack overflow and google and I have found how to CENTER a text geometry but that is not what I want to do.
I have a scene that just has a block of text that says "Buy Here!". Using the documentation in the three.js website and examples here I was able to do that after some struggling. I had some trouble finding out how to refer to that mesh since I had created the geometry inside a function, and it took hours for me to know about setting a name for it as a string so it can be accessible from different parent/child levels.
What I am NOT able to do now is to offset the text by some arbitrary number of units. I tried shifting it down by 5 units. No matter how I try to do it it isn't working. I either manage to make the text geometry disappear OR my whole scene is black.
Here is my code...
I have the basic scene setup working properly and I'll include it here but feel free to skip since I'm pretty sure this has nothing to do with the issue...
import './style.css'
import * as THREE from 'three';
import { OrbitControls } from 'https://cdn.jsdelivr.net/npm/three#0.117.0/examples/jsm/controls/OrbitControls.js';
import TWEEN from 'https://cdn.jsdelivr.net/npm/#tweenjs/tween.js#18.5.0/dist/tween.esm.js';
//BASIC SCENE SETUP
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
//LIGHTS (POINT AND AMBIENT)
const pointLight = new THREE.PointLight(0xFFFFFF);
pointLight.position.set(5, 5, 5);
const ambientLight = new THREE.AmbientLight(0xFFFFFF);
scene.add(pointLight, ambientLight);
//RESIZE WINDOW
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
render();
}, false);
//ORBIT CONTROLS
const controls = new OrbitControls(camera, renderer.domElement);
controls.minDistance = 5;
controls.maxDistance = 70;
controls.enablePan = false;
controls.enableRotate = false;
controls.enableZoom = false;
controls.target.set(0,0,-1);
camera.position.setZ(25);
window.addEventListener("click", (event) => {
onClick(event);
})
window.addEventListener("mousemove", onMouseMove);
var animate = function() {
requestAnimationFrame(animate);
controls.update();
render();
TWEEN.update();
};
function render() {
renderer.render(scene, camera);
}
animate();
and here is my code for the text object....
var loaderF = new THREE.FontLoader();
loaderF.load( 'https://threejs.org/examples/fonts/optimer_regular.typeface.json', function ( font ) {
var geometry = new THREE.TextGeometry( 'Buy Here!', {
font: font,
size: 2.3,
height: 0.1,
curveSegments: 15,
bevelEnabled: true,
bevelThickness: 0.5,
bevelSize: 0.31,
bevelSegments: 7
} );
geometry.center();
var material = new THREE.MeshLambertMaterial({color: 0x686868});
var mesh = new THREE.Mesh( geometry, material );
mesh.name = "bhText"
scene.add( mesh );
mesh.userData = { URL: "http://google.com"};
} );
Here's what I have tried.....
under "var geometry ({...});" I typed....
geometry.position.setX(-5);
but the text object disappears completely so I tried
geometry.position.setX = -5;
but there was no difference so i tried taking out
geometry.center();
but it had the same results.
So then I tried using
mesh.position.x = -5;
with AND without
geometry.center();
but again, they all just make my text object disappear.
So now I tried to set the position from outside the function by typing the following code OUTSIDE of everything that is contained in
loaderF.load ('https.....', function (font){var geometry = .....})
using the reference I learned....
scene.getObjectByName("bhText").position.x(-5);
but this makes my entire scene go blank (black). So I tried variations of like
scene.getObjectByName("bhText").position.x = -5;
scene.getObjectByName("bhText").position.setX(-5);
scene.getObjectByName("bhText").position.setX = -5;
mesh.position.setX = -5;// I was pretty sure this wasn't going to work since I wasn't
//using the mesh name specifically for when it's inside something
//I can't reach because of parent-child relations
and again trying each of those with AND without
geometry.center();
but they all made my scene go black.
I just wanna move it down a couple of units. Sheesh.
Could anyone be kind enough to tell me WHERE in my code I can set the position of the text geometry? Thank you please.
I just wanna move it down a couple of units.
In this case use mesh.position.y = - 5;. Changing the x coordinate will move the mesh to the left or right. Here is a complete live example based on your code:
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set( 0, 0, 10 );
const renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
const pointLight = new THREE.PointLight(0xFFFFFF);
pointLight.position.set(5, 5, 5);
const ambientLight = new THREE.AmbientLight(0xFFFFFF);
scene.add(pointLight, ambientLight);
const loader = new THREE.FontLoader();
loader.load('https://threejs.org/examples/fonts/optimer_regular.typeface.json', function(font) {
const geometry = new THREE.TextGeometry('Buy Here!', {
font: font,
size: 2,
height: 0.5
});
geometry.center();
const material = new THREE.MeshLambertMaterial({
color: 0x686868
});
const mesh = new THREE.Mesh(geometry, material);
mesh.position.y = - 1; // FIX
mesh.name = "bhText"
scene.add(mesh);
renderer.render(scene, camera);
});
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.130.1/build/three.min.js"></script>
So I'm working on a ThreeJS WebVR Page. (I'm quite new to three.js)
So I tired to make a basic scene to test some stuff. But when I load the page with renderer.setAnimationLoop(render) I get my green cube for 1 Frame and then it disappears.
(I got it working with requestAnimationFrame() but this will not work with WebVR)
This is my code for my test sandbox:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.01, 10);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.vr.enabled = true;
document.body.appendChild(renderer.domElement);
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;
function render() {
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
function animate() {
renderer.setAnimationLoop(render);
}
animate();
//Button vor start VR Session
document.body.appendChild(WEBVR.createButton(renderer));
Not the problem with setAnimationLoop
The problem is you cannot set camera position when vr is enabled
check this stack overflow question
Unable to change camera position when using VRControls
Check this CodePen Link where i fixed your code by changing position of cube instead of camera
var cube = new THREE.Mesh(geometry, material);
cube.position.z = -5; //added this instead of camera.position.z = 5;
if you want to move the camera you need make it as child of another object and set the position to that object
I have a Website with WebGL content. For this I have a div-element for showing the WebGL.
Now I am trying to get this content in multiple divs on the same page. The content should be exactly the same. If it is possible the animation should be shown on all divs.
I have tried to create a second renderer and tried to add this to the second div but this seems not to work.
How can I get the same WebGL content in multiple divs on the same page?
This is my code for creating the WebGL content. renderer1 was my try to append to the second div but this didnt work.
<div id="WebGLCanvas"/>
<script>
var scene;
var camera;
var controls;
var geometryArray;
initializeScene();
animateScene();
function initializeScene(){
if(!Detector.webgl){
Detector.addGetWebGLMessage();
return;
}
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setClearColorHex(0x000000, 1);
renderer1 = new THREE.WebGLRenderer({antialias:true});
renderer1.setClearColorHex(0x000000, 1);
canvasWidth = window.innerWidth;
canvasHeight = window.innerHeight;
renderer.setSize(canvasWidth, canvasHeight);
renderer1.setSize(canvasWidth, canvasHeight);
document.getElementById("WebGLCanvas").appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, canvasWidth / canvasHeight, 1, 100);
camera.position.set(0, 0, 6);
camera.lookAt(scene.position);
scene.add(camera);
controls = new THREE.TrackballControls(camera, renderer.domElement);
axisSystem = new AxisSystem(camera, controls);
geometryArray = new Object();
var loader = new THREE.JSONLoader();
for(var i = 0; i < jsonFileNames.length; i++){
var layerName = jsonFileNames[i].split("/")[2].split(".")[0];
loader.load(jsonFileNames[i], function(geometry, layerName){
mesh = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({vertexColors: THREE.FaceColors}));
mesh.scale.set(0.003, 0.003, 0.003);
mesh.doubleSided = true;
scene.add(mesh);
geometryArray[layerName] = mesh;
}, layerName);
}
var directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
directionalLight.position = camera.position;
scene.add(directionalLight);
}
function animateScene(){
controls.update();
axisSystem.animate();
requestAnimationFrame(animateScene);
renderScene();
}
function renderScene(){
renderer.render(scene, camera);
axisSystem.render();
}
</script>
EDIT:
I have tried to add the renderer to a second div element but the scene than only appears on the last added div element and not on both.
This is the code I have tried. A simple example of what I am trying is that I want a left div element and a right div element. On both I want the same content. That means if I move the 3D object on my left element it should also move on the right element.
container = document.getElementById("webglcanvas");
container2 = document.getElementById("webglcanvas2");
containerWidth = container.clientWidth;
containerHeight = container.clientHeight;
renderer = new THREE.WebGLRenderer({antialias:true, alpha:true});
renderer.setSize(containerWidth, containerHeight);
container.appendChild(renderer.domElement);
container2.appendChild(renderer.domElement);
It's possible, take a look at this example. You just have to set the same camera not four different:
http://stemkoski.github.io/Three.js/Viewports-Quad.html
Did you need something more?
i asked yesterday about how to draw 3D objects in the browser, be able to manipulate them with the mouse and be sure that it works in every browser. Now i am using three.js and im quite happy because it actually works.
I was able to understand the basic tutorial, draw my first scene and rotate the first cube etc.
Now i want to be able to rotate the complete scene with the mouse, googled and found this link. Works fine in the example and i tried to copy the example. Current code looks like this:
<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 src="TrackballControls.js"></script>
<script type="text/javascript">
// Variables
var scene, camera, controls, renderer;
var geometry, material, cube;
init();
animate();
render();
function init() {
// Scene, camera
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 500, window.innerWidth / window.innerHeight, 0.1, 1000 );
// Mouse controls
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 ];
controls.addEventListener('change',test,false);
// Renderer
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
// Basic cube to show
geometry = new THREE.CubeGeometry(10,10,10);
material = new THREE.MeshBasicMaterial({color:0x00ff00});
cube = new THREE.Mesh(geometry);
scene.add(cube);
camera.position.z = 10;
}
function test() {
alert("hi");
render();
}
function animate() {
requestAnimationFrame(render);
controls.update();
}
function render() {
renderer.render(scene, camera);
//cube.rotation.x += 0.1;
//cube.rotation.y += 0.1;
}
</script>
</body>
But it doesn't work. The testoutput "hi" only appears once. It should appear quite often when using the mouse. What i tried to accomplish is that controls.addEventListener('change',test,false); looks if anything with the mouse changes (position, keydown etc.) and then calls a new renderframe. In the example (Example) it somehow does what i want it to do.
What am i doing wrong here? I just want to be able to rotate the camera with mousedragging. And yes i am totally new to this. Just read about it for 2 hours now.
Thanks in advance.