So I'm trying to load a 3D model(file.json) with JSONLoader. It's about 40mb, but the model doesn't show up on the webpage, and my laptop starts to heat up. The console doesn't tell any error or warning, I wonder what should I do to load my model.
// ----------- render --------------
var renderer = new THREE.WebGLRenderer({canvas:document.getElementById('myCanvas'), antialias:true});
renderer.setClearColor(0x000000);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
// ----------- camera --------------
var camera = new THREE.PerspectiveCamera(35, window.innerWidth/ window.innerHeight, 0.1, 3000);
// ----------- scene --------------
var scene = new THREE.Scene();
// create light
var light = new THREE.AmbientLight(0xC2ffe3, 0.5);
scene.add(light);
var light1 = new THREE.PointLight(0xffffff,0.5);
scene.add(light1);
var loader = new THREE.JSONLoader();
// load a resource
loader.load(
// resource URL
'untitled.json',
// onLoad callback
function ( geometry, materials ) {
var mesh = new THREE.Mesh( geometry, materials);
scene.add( mesh );
mesh.position.z = -10;
},
);
render();
function render(){
renderer.render(scene, camera);
requestAnimationFrame(render);
}
</script>enter code here
Related
I'm trying to make a model of planet Earth, but the texture doesn't load and I don't know why this happens, I tried to change the image format and also use it as an export link and it still doesn't work.
my code:
import * as THREE from 'https://cdn.skypack.dev/three#0.134.0'
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);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const sphere = new THREE.Mesh(
new THREE.SphereGeometry(5, 50, 50),
new THREE.MeshBasicMaterial({
map: new THREE.TextureLoader().load('.img/global.jpeg')
})
);
scene.add(sphere);
camera.position.z = 15;
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
My first suggestion is for you to split up your code into individual steps so you can pinpoint where the error is taking place. Additionally, TextureLoader.load() has a few callback functions that you can help you determine if loading was successful or if it failed:
const geom = new THREE.SphereGeometry(5, 50, 50);
const texLoader = new THREE.TextureLoader();
const texture = texLoader.load(
// Location
'.img/global.jpeg',
// On success
function(texture) {
console.log("Success!");
console.log(texture);
},
// Progress (ignored)
undefined,
// On error
function(err) {
console.log("Error");
console.log(err);
}
);
const mat = new THREE.MeshBasicMaterial({map: texture});
const sphere = new THREE.Mesh(geom, mat);
Then you can check your console to see what the logs are displaying.
I´m trying to make use of layers in Three.js.
I have this script with a sphere, a triangle and a glTF object (car).
I made a second layer enable: camera.layers.enable(1);
Set the sphere, the triangle and the glTF object to the layer 1:
car.layers.set( 1 );
sphere.layers.set( 1 );
triangle.layers.set( 1 );
But when i set the camera to the layer 1 ( camera.layers.set(1); ), the glTF object does not display, but other elements do. So, it seens like i can´t set the glTF object to a different layer then default layer.
Here is the code. What could be wrong?
Thanks for the attention!
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(50, window.innerWidth/window.innerHeight, 0.1, 3000);
camera.position.set( 0, 0.1, 1 );
camera.layers.enable(1);
camera.layers.set(1);
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setClearColor("#f5e5e5");
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// LIGHT ------------------------------------------------------------------------------>
var dLight = new THREE.DirectionalLight( 0x0000ff, 6.5 );
dLight.position.set(1500, -700, 500);
dLight.castShadow = true;
dLight.layers.set(1);
scene.add( dLight);
// Load a glTF resource -------------------------------------------------------->
var loader = new THREE.GLTFLoader();
var car;
loader.load('car.gltf', function ( gltf ) {
car = gltf.scene.children[0];
car.scale.set(0.5, 0.5, 0.5);
car.position.z = 0;
car.position.y = -0.095;
car.layers.set(1);
scene.add( gltf.scene );
render();
});
// SPHERE --------------------------------------------------------------->
var material = new THREE.MeshLambertMaterial();
var geometry = new THREE.SphereGeometry(0.05, 20, 20);
var sphere = new THREE.Mesh(geometry, material);
sphere.position.x = 0.25;
scene.add(sphere);
sphere.layers.set( 1 );
// TRIANGLE ------------------------------------------------------------->
var geometre = new THREE.Geometry();
geometre.vertices.push(new THREE.Vector3(-0.25, -0.1, 0));
geometre.vertices.push(new THREE.Vector3(0, 0.30, 0));
geometre.vertices.push(new THREE.Vector3(0.25, -0.1, 0));
geometre.vertices.push(new THREE.Vector3(-0.25, -0.1, 0));
var triangle= new THREE.Line(geometre, new THREE.LineBasicMaterial({ color: 0x000000, linewidth: 12 }));
triangle.layers.set( 1 );
scene.add(triangle);
// POST-PROCESSING ------------------------------------------------------->
var composer = new THREE.EffectComposer(renderer);
var renderPass = new THREE.RenderPass(scene, camera);
composer.addPass(renderPass);
var pass1 = new THREE.GlitchPass(0);
composer.addPass(pass1);
// RENDER -------------------------------------------------------------->
requestAnimationFrame(render);
function render(){
sphere.rotation.y += -0.02;
car.rotation.y += 0.01;
composer.render();
requestAnimationFrame(render);
};
</script>
You have to set layers recursively for the entire hierarchy of objects like so:
gltf.scene.traverse( function( object ) {
object.layers.set( 1 );
} );
By default, a layer configuration does not automatically apply to its descendant nodes in the scene graph.
three.js r116
I tried to set all the necessary functionality into one class in order to create a simple three.js scene with a cube. I don't get any errors, but the scene stays black when I open it in the browser.
Here is my code:
class SceneInit {
constructor(fov = 45,camera,scene,controls,renderer)
{
this.camera = camera;
this.scene = scene;
this.controls = controls;
this.renderer = renderer;
this.fov = fov;
}
initScene() {
this.camera = new THREE.PerspectiveCamera(this.fov, window.innerWidth / window.innerHeight, 1, 1000);
this.camera.position.z = 15;
this.controls = new THREE.TrackballControls( this.camera );
//this.controls.addEventListener('change', this.renderScene);
this.scene = new THREE.Scene();
//specify a canvas which is already created in the HTML file and tagged by an id //aliasing enabled
this.renderer = new THREE.WebGLRenderer({canvas: document.getElementById('myThreeJsCanvas') , antialias: true});
this.renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(this.renderer.domElement);
//ambient light which is for the whole scene
let ambientLight = new THREE.AmbientLight(0xffffff, 0.7);
ambientLight.castShadow = false;
this.scene.add(ambientLight);
//spot light which is illuminating the chart directly
let spotLight = new THREE.SpotLight(0xffffff, 0.55);
spotLight.castShadow = true;
spotLight.position.set(0,40,10);
this.scene.add(spotLight);
//if window resizes
window.addEventListener('resize', this.onWindowResize, false);
}
animate(){
requestAnimationFrame( this.animate.bind(this) );
this.render();
this.controls.update();
}
render(){
this.renderer.render( this.scene, this.camera );
}
onWindowResize() {
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize( window.innerWidth, window.innerHeight );
}
}
And then I try to instantiate a new object and add an object to the scene. When I try to print the children of the scene, it returns me the right objects, but as I mentioned before the scene stays black. Only the renderer window is getting drawed in the browser.
let test = new SceneInit(45);
test.initScene();
test.animate();
let geometry = new THREE.BoxBufferGeometry( 200, 200, 200 );
let material = new THREE.MeshBasicMaterial();
let mesh = new THREE.Mesh( geometry, material );
test.scene.add(mesh);
console.log(test.scene.children); //returns 3 objects (ambientLight, spotLight, mesh)
I got the answer.
The problem in the code was that the BoxGeometry was too big and the camera was inside the box. With the clipping set to 1 it wouldn't even render it.
So the solution is to set a smaller BoxGeometry. or to move the camera away!
I am using the following code to implement WebGL viewer:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(100, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera.position.set(0, 4, 0);
var loader = new THREE.ColladaLoader();
loader.load("b.dae", function (result) {
scene.add(result.scene);
render();
});
var light = new THREE.AmbientLight( 0x404040 );
scene.add( light );
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
But when I load the my own model using colladaloader, there's a error message:
Uncaught TypeError: Cannot read property 'input' of null
And I find that error occur on this line in ColladaLoader.js
var vertexData = sources[ this.vertices.input['POSITION'].source ].data;
I don't know is this a problem in my model?
I use SketchUp to create the model and export to .dae format.
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