Three js load Img in Scene - javascript

i would like to load a image in my 360 degree Scene but it dosen't work.
My Code:
<script>
var controls, camera, scene, renderer, element;
var container;
var sceneCube;
init();
animate();
function init() {
// CAMERAS
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
camera.position.set( 0, 0, 1000 );
cameraCube = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
//
renderer = new THREE.WebGLRenderer();
renderer.autoClear = false;
renderer.setSize( window.innerWidth, window.innerHeight );
element = renderer.domElement;
container = document.getElementById('webglviewer');
container.appendChild(element);
//
controls = new THREE.OrbitControls( camera, element );
controls.noPan = true;
controls.noZoom = true;
// SCENE
scene = new THREE.Scene();
sceneCube = new THREE.Scene();
// Textures
var r = "textures/cube/Bridge2/";
var urls = [ r + "face_4_2048.jpg", r + "face_2_2048.jpg",
r + "face_6_2048.jpg", r + "face_5_2048.jpg",
r + "face_1_2048.jpg", r + "face_3_2048.jpg" ];
textureCube = THREE.ImageUtils.loadTextureCube( urls );
textureCube.format = THREE.RGBFormat;
textureCube.mapping = THREE.CubeReflectionMapping;
// Materials
var cubeShader = THREE.ShaderLib[ "cube" ];
var cubeMaterial = new THREE.ShaderMaterial( {
fragmentShader: cubeShader.fragmentShader,
vertexShader: cubeShader.vertexShader,
uniforms: cubeShader.uniforms,
depthWrite: true,
side: THREE.BackSide
} );
cubeMaterial.uniforms[ "tCube" ].value = textureCube;
// Skybox
cubeMesh = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), cubeMaterial );
sceneCube.add( cubeMesh );
var materials = THREE.ImageUtils.loadTexture('badge.png');
myImg = new THREE.Mesh(
new THREE.BoxGeometry( 562, 562, 562, 1, 1, 1 ),
new THREE.MeshFaceMaterial( materials ) );
sceneCube.add( myImg );
//INIT END
}
function onWindowResize() {
var width = container.offsetWidth;
var height = container.offsetHeight;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
cameraCube.aspect = window.innerWidth / window.innerHeight;
cameraCube.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
controls.update();
}
function render() {
var timer = -0.0002 * Date.now();
camera.lookAt( scene.position );
cameraCube.rotation.copy( camera.rotation );
renderer.render( sceneCube, cameraCube );
renderer.render( scene, camera );
}
At this position:
var materials = THREE.ImageUtils.loadTexture('badge.png');
myImg = new THREE.Mesh(
new THREE.BoxGeometry( 562, 562, 562, 1, 1, 1 ),
new THREE.MeshFaceMaterial( materials ) );
sceneCube.add( myImg );
Got this error message:
three.min.js:538 Uncaught TypeError: Cannot read property 'visible' of undefined
Many thanks for help!

Your code and the version of three.js that you are using are not the same. Your code looks like it could be compatible with three.js version r72.

Related

spotLight not attached to camera properly

I'm still struggling with getting spotLight to stick to the camera. I can see the light but looks like it stays at one place (?).
See the video for reference
//Camera
camera = new THREE.PerspectiveCamera( 90, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.set( 0, 1, 0 );
//spotLight attached to camera
spotlight = new THREE.SpotLight( 0xffffff, 55 );
spotlight.angle = 0.20*(Math.PI / 3);
spotlight.penumbra = 0.1;
spotlight.decay = 2;
spotlight.distance = 200;
camera.add( spotlight);
camera.add( spotlight.target );
spotlight.target.position.set( 0, 0, 1 );
spotlight.target=camera;
spotlight.position.copy( camera.position );
controls = new PointerLockControls( camera, document.body );
//adding first person camera from PointerLockControls
scene.add( controls.getObject() );
I also tried grouping camera and spotlight:
const group = new THREE.Group();
group.add(camera);
group.add(spotlight);
spotlight.target=camera;
spotlight.position.copy( camera.position );
controls = new PointerLockControls( group, document.body );
but that did not work either. What should I change? What's missing here?
//edit this is what my current code looks like
import * as THREE from "../node_modules/three/build/three.module.js";
import { GUI } from './jsm/libs/dat.gui.module.js';
let renderer, scene, camera, gui;
let spotlight, lightHelper;
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 90, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.set(0,0,1);
const boxgeometry = new THREE.BoxGeometry( 25, 25, 25 );
const boxmaterial = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
const cube = new THREE.Mesh( boxgeometry, boxmaterial );
scene.add( cube );
cube.position.set(-20,0,1);
const ambient = new THREE.AmbientLight( 0xffffff, 0.2 );
scene.add(ambient);
**scene.add(camera);
spotlight = new THREE.SpotLight(0xffffff, 55, 80, 0.8*Math.PI);
camera.add(spotlight);
camera.add(spotlight.target);**
let material = new THREE.MeshPhongMaterial( { color: 0x808080, dithering: true } );
let geometry = new THREE.PlaneGeometry( 2000, 2000 );
let floor= new THREE.Mesh( geometry, material );
floor.position.set( 0, - 1, 0 );
floor.rotation.x = - Math.PI * 0.5;
floor.receiveShadow = true;
scene.add(floor);
render();
window.addEventListener( 'resize', onWindowResize );
}
function animate()
{
requestAnimationFrame( animate );
camera.rotation.y+=0.01;
renderer.render( scene, camera );
}
animate();
The setup should look like so:
let camera, scene, renderer;
init();
function init() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.01, 10);
camera.position.z = 1;
scene = new THREE.Scene();
scene.add(camera);
const ambientLight = new THREE.AmbientLight(0xffffff, 0.4);
scene.add(ambientLight);
const spotLight = new THREE.SpotLight(0xffffff, 0.6, 0, Math.PI * 0.05);
camera.add(spotLight);
const geometry = new THREE.PlaneGeometry();
const material = new THREE.MeshPhongMaterial();
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animation);
document.body.appendChild(renderer.domElement);
}
function animation(time) {
const t = time * 0.001;
camera.position.x = Math.sin(t) * 0.25;
camera.position.y = Math.cos(t) * 0.25;
renderer.render(scene, camera);
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.134.0/build/three.min.js"></script>
It's important to add the spot light as a child to the camera and the camera itself to the scene.

Need help in figuring out why my 3d model is not being rendered in the browser

I am new to three.js and 3D model rendering and have been playing around with this sample code that i found on the internet. My aim here is to be able to render my 3D model using the chrome browser.
The default code is :
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 );
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 += 0.1;
cube.rotation.y += 0.1;
renderer.render(scene, camera);
};
animate();
When i go to my browser and type in http://localhost:8080/ i get a cube rotating
Now i try modifying the code to
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.z = 200;
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = true;
var keyLight = new THREE.DirectionalLight(new THREE.Color('hsl(30, 100%, 75%)'), 1.0);
keyLight.position.set(-100, 0, 100);
var fillLight = new THREE.DirectionalLight(new THREE.Color('hsl(240, 100%, 75%)'), 0.75);
fillLight.position.set(100, 0, 100);
var backLight = new THREE.DirectionalLight(0xffffff, 1.0);
backLight.position.set(100, 0, -100).normalize();
scene.add(keyLight);
scene.add(fillLight);
scene.add(backLight);
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setTexturePath('/examples/3d-obj-loader/assets/');
mtlLoader.setPath('/examples/3d-obj-loader/assets/');
mtlLoader.load('r2-d2.mtl', function (materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath('/examples/3d-obj-loader/assets/');
objLoader.load('r2-d2.obj', function (object) {
scene.add(object);
object.position.y -= 60;
});
});
var animate = function () {
requestAnimationFrame( animate );
controls.update();
renderer.render(scene, camera);
};
animate();
This should give me an image of r2-d2 model being rendered but i see a blank screen
I would really appreciate help in understanding what i am missing.

Three JS TextGeometry always facing user

This is my source code.
I'm trying to make the TextGeometry always look to the camera?It's possible?
Code:
var stats;
var camera, controls, scene, renderer;
init();
render();
function init() {
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0xFFFFFF );
scene.add( ambient );
var container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({antialias: 1 });
renderer.shadowMap.enabled = true;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight);
renderer.setClearColor(0x013A65);
container.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 5000 );
camera.position.set(0,0,0);
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render );
controls.enableKeys = false;
controls.enableZoom = true;
controls.minDistance = 2000;
controls.maxDistance = 3500;
controls.maxPolarAngle = Math.PI/2;
// world
var onError = function ( xhr ) { };
THREE.Loader.Handlers.add( /\.dds$/i, new THREE.DDSLoader() );
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setPath( './assets/3d/' );
mtlLoader.load( 'A.mtl', function( materials ) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials( materials );
mtlLoader.setPath( './assets/3d/' );
objLoader.load( './assets/3d/A.obj', function ( object ) {
object.position.x = 0;
object.position.y = 0;
object.position.z = 0;
scene.add( object );
}, onError );
});
//Text
var loader = new THREE.FontLoader();
loader.load( './fonts/Open_Sans_Regular.json', function ( font ) {
var textGeometry = new THREE.TextGeometry( "Test", {font: font, size: 22, height: 3, curveSegments: 1});var textMaterial = new THREE.MeshPhongMaterial({ color: 0xFFFFFF, specular: 0xFFFFFF });var mesh1 = new THREE.Mesh( textGeometry, textMaterial );mesh1.position.x = -200;mesh1.position.y = 250;mesh1.position.z = 725;scene.add( mesh1);});
// lights
light = new THREE.DirectionalLight( 0xFFFFFF );
light.position.set( 1, 1, 1 );
scene.add( light );
window.addEventListener( 'resize', onWindowResize, true );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
stats.update();
render();
}
function render() {
renderer.render( scene, camera );
}
I already tried mesh.lookAt(camera.position) inside the render function but no sucess.
Best Regards.
I believe your question is how to make the text appear regardless of where the camera is. Instead of using text geometry you can try to put your text in a div container and make the position absolute using CSS. https://threejs.org/docs/#manual/en/introduction/Creating-text

How to reflect an object in itself?

Is it possible that an object reflects in itself?
I like to receive a self reflection on a metallic object.
So basicially, the two rings of the mechanism should be reflected in the lower part.
Thank you very much in advance!
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container;
var loader;
var camera, cameraTarget, controls, scene, renderer;
init();
animate();
function init() {
var previewDiv = document.getElementById("preview");
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 15 );
camera.position.set( 3, 0.15, 3 );
cameraTarget = new THREE.Vector3( 0, -0.25, 0 );
controls = new THREE.OrbitControls( camera );
controls.maxPolarAngle = Math.PI / 2.2;
controls.minDistance = 1;
controls.maxDistance = 8;
controls.noPan = false;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0xdae1e6, 2, 15 );
// Ground
var plane = new THREE.Mesh(
new THREE.PlaneBufferGeometry( 40, 40 ),
new THREE.MeshPhongMaterial( { color: 0x999999, specular: 0x101010 } )
);
plane.rotation.x = -Math.PI/2;
plane.position.y = -0.5;
scene.add( plane );
plane.receiveShadow = true;
// feinleinen
var feinleinentexture = THREE.ImageUtils.loadTexture( 'textures/feinleinen.jpg' );
feinleinentexture.anisotropy = 16;
feinleinentexture.wrapS = feinleinentexture.wrapT = THREE.RepeatWrapping;
feinleinentexture.repeat.set( 5, 5 );
var feinleinen = new THREE.MeshPhongMaterial( { color: 0xffffff, map: feinleinentexture } );
// Chrome
var path = "textures/chrome/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var envMap = THREE.ImageUtils.loadTextureCube( urls, THREE.CubeReflectionMapping );
var chrome = new THREE.MeshPhongMaterial( {
color : 0x151515,
specular : 0xffffff,
shininess : 200,
envMap : envMap,
combine : THREE.MixOperation, // or THREE.AddOperation, THREE.MultiplyOperation
reflectivity : 0.8
} );
// basis
var basisGeometry = new THREE.BoxGeometry(1.8,0.012,3);
var basis = new THREE.Mesh(basisGeometry, feinleinen);
basis.castShadow = false;
basis.receiveShadow = true;
basis.position.set( 0, -0.47, 0 );
scene.add(basis);
// 2 Ring
var loader = new THREE.JSONLoader();
loader.load('/models/2ring.js', function(geo, mat){
var mesh = new THREE.Mesh(geo, chrome);
mesh.position.set( 0.08, - 0.477, -0.2 );
mesh.rotation.set( 0, - Math.PI / 0.67, 0 );
mesh.scale.set( 0.1, 0.1, 0.1 );
mesh.castShadow = true;
mesh.receiveShadow = true;
loadJson(mesh );
});
function loadJson(mesh){
scene.add( mesh );
}
// Lights
scene.add( new THREE.AmbientLight( 0x777777 ) );
addShadowedLight( 1, 1, 1, 0xffffff, 1.35 );
addShadowedLight( 0.5, 1, -1, 0xffffff, 1 );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( scene.fog.color );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
renderer.shadowMapCullFace = THREE.CullFaceBack;
previewDiv.appendChild (renderer.domElement);
// resize
window.addEventListener( 'resize', onWindowResize, false );
}
function addShadowedLight( x, y, z, color, intensity ) {
var directionalLight = new THREE.DirectionalLight( color, intensity );
directionalLight.position.set( x, y, z )
scene.add( directionalLight );
directionalLight.castShadow = true;
// directionalLight.shadowCameraVisible = true;
var d = 1;
directionalLight.shadowCameraLeft = -d;
directionalLight.shadowCameraRight = d;
directionalLight.shadowCameraTop = d;
directionalLight.shadowCameraBottom = -d;
directionalLight.shadowCameraNear = 1;
directionalLight.shadowCameraFar = 4;
directionalLight.shadowMapWidth = 2048;
directionalLight.shadowMapHeight = 2048;
directionalLight.shadowBias = -0.005;
directionalLight.shadowDarkness = 0.15;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.lookAt( cameraTarget );
controls.update();
renderer.render( scene, camera );
}
</script>
You want an object to reflect itself when using a three.js renderer.
Environment mapping, which you have implemented, is based on an approximation that the environment being reflected is (infinitely) far away.
Even if you used a CubeCamera for your environment map, as in this example, you would have the same problem.
The solution using three.js is to use a form of raytracing. three.js has a RaytracingRenderer, and a simple demo, but that renderer is currently not highly-supported, nor does it run at real-time frame rates.
three.js r.71

Three.js, no shadow rendered (.stl files)

I'm using three.js and I'm trying to make a good viewer for .stl files.
But I have a big problem with the shadow, for some files it's ok and for some other it's just horrible. (Most of the time, it's stl file that come from Blender that don't work).
Here are the two different render with a "normal" file and the same file import/export with Blender.
Images : http://imageup.fr/uploads/1367501292.jpeg & http://imageup.fr/uploads/1367501311.jpeg
Here is the code:
<script src="scripts/three.min.js"></script>
<script src="three/js/loaders/STLLoader.js"></script>
<script src="three/js/Detector.js"></script>
<script src="three/js/controls/TrackballControls.js"></script>
<div id='3d' style='width:400px;height:300px;margin:auto;position:relative;border:5px solid white;border-radius:5px;'>
<script>
var modele = document.getElementById('modele3d').value;
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, cameraTarget, scene, renderer;
init();
animate();
function init() {
container = document.getElementById('3d');
camera = new THREE.PerspectiveCamera( 45, 400 / 300, 0.1, 10000 );
camera.position.set( 200, 200, 200 );
cameraTarget = new THREE.Vector3( 0, 0, 0 );
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x1875cd, 0, 100000 );
var material = new THREE.MeshPhongMaterial( { ambient: 0xaeadad, color: 0xfefcfc, specular: 0x111111, shininess: 200} );
var loader = new THREE.STLLoader();
loader.addEventListener( 'load', function ( event ) {
var geometry = event.content;
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( 0, 0, 0 );
mesh.rotation.set( - Math.PI / 2, 0, 0 );
// Recherche et envoi des tailles //
geometry.computeBoundingBox();
var largeur = (mesh.geometry.boundingBox.max.x)-(mesh.geometry.boundingBox.min.x);
var hauteur = (mesh.geometry.boundingBox.max.y)-(mesh.geometry.boundingBox.min.y);
var profondeur = (mesh.geometry.boundingBox.max.z)-(mesh.geometry.boundingBox.min.z);
var tailles = largeur + " " + hauteur + " " + profondeur;
var prix = document.getElementById('prototype_prix').value;
if(prix==0){
document.getElementById('prototype_taille1').value = Math.round(largeur);
document.getElementById('prototype_taille2').value = Math.round(hauteur);
document.getElementById('prototype_taille3').value = Math.round(profondeur);
document.getElementById('prototype_taille1_base').value = largeur;
document.getElementById('prototype_taille2_base').value = hauteur;
document.getElementById('prototype_taille3_base').value = profondeur;
}
geometry.computeBoundingSphere();
var radius = mesh.geometry.boundingSphere.radius;
mesh.position.set( 0, -radius/2, 0 );
var d = 300/(2*radius);
mesh.scale.set( d, d, d );
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
} );
loader.load( 'images/'+modele);
// Lights
scene.add( new THREE.AmbientLight( 0x777777 ) );
addShadowedLight( 1, 1, 1, 0xffffff, 0.8 );
addShadowedLight( 0.5, 1, -1, 0xfcd891, 0.6 );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true, alpha: false } );
renderer.setSize( 400, 300);
renderer.setClearColor( scene.fog.color, 1 );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.physicallyBasedShading = true;
renderer.shadowMapEnabled = true;
renderer.shadowMapCullFace = THREE.CullFaceBack;
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
// Trackball
enhanced_control = new THREE.TrackballControls(camera,renderer.domElement);
}
function addShadowedLight( x, y, z, color, intensity ) {
var directionalLight = new THREE.DirectionalLight( color, intensity );
directionalLight.position.set( x, y, z );
scene.add( directionalLight );
directionalLight.castShadow = true;
directionalLight.shadowCameraVisible = true;
directionalLight.shadowCameraNear = 0;
directionalLight.shadowCameraFar = 20;
directionalLight.shadowMapWidth = 1024;
directionalLight.shadowMapHeight = 1024;
directionalLight.shadowBias = -0.005;
directionalLight.shadowDarkness = 0.15;
}
function onWindowResize() {
camera.aspect = 400 / 300;
renderer.setSize( 400, 300);
}
function animate() {
requestAnimationFrame( animate );
enhanced_control.update();
render();
}
function render() {
var timer = Date.now() * 0.0005;
camera.lookAt( cameraTarget );
renderer.render( scene, camera );
}
</script>
<p style='position:relative;margin-top:-310px;margin-left:3px;float:left;color:white;text-shadow:1px 1px 1px #135da4'>Rendu 3D :</p>
</div>
I hope you can help me, I have already passed a lot of time trying to make the render works :s

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