I have been working through the basic cube exercise on Three.js, integrating the three.js cube into my Vue.JS application.
All was well, my cube rotated as planned using animate etc.
However, it all falls apart when I add OrbitControls.
I have tried three different versions of npm package: three-orbitcontrols, three-orbit-controls(THREE) and now orbit-controls-es6.
Regardless of which one I use, as soon as I remove comments in front of:
controls = new OrbitControls(camera, renderer.domElement) my screen canvas goes black...
I have included my code below so you can see what I have.
I've spent hours testing and searching today, but to no avail.
Hope someone can shine some light on my error.
Thanks all!
<template>
<div id="container"></div>
</template>
<script>
import * as Three from "three";
import OrbitControls from 'orbit-controls-es6';
export default {
name: 'ThreeWindow',
data() {
return {
camera: null,
scene: null,
renderer: null,
mesh: null
}
},
methods: {
init() {
let container = document.getElementById('container');
this.camera = new Three.PerspectiveCamera(70, container.clientWidth/container.clientHeight, 0.01, 10);
this.camera.position.z = 1;
this.scene = new Three.Scene();
let geometry = new Three.BoxGeometry(0.2, 0.2, 0.2);
let material = new Three.MeshNormalMaterial();
this.mesh = new Three.Mesh(geometry, material);
this.scene.add(this.mesh);
//var controls = new OrbitControls(camera, renderer.domElement);
//This line here breaks the code and sends canvas black with no cube.
this.renderer = new Three.WebGLRenderer({antialias: true});
this.renderer.setSize(container.clientWidth, container.clientHeight);
container.appendChild(this.renderer.domElement);
},
animate() {
requestAnimationFrame(this.animate);
//controls.update();
this.mesh.rotation.x += 0.01;
this.mesh.rotation.y += 0.02;
this.renderer.render(this.scene, this.camera);
}
},
mounted() {
this.init();
this.animate();
}
}
</script>
<style scoped>
#container {
width: 1000px;
height: 1000px;
}
</style>
[Cube Image Provided.][1]
[1]: https://i.stack.imgur.com/UwEEi.png
Agree with the previous answer, import orbit controls as follows - worked for me:
import * as Three from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
But you have some other errors that are breaking it:
As you are working with a VueComponent object, you need to modify your camera and renderer variables that you pass in to the OrbitControls constructor with the this reference, so they are referring to the variables attached to your component,
So you need to replace
var controls = new OrbitControls(camera, renderer.domElement);
with
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
and move that line below the line where you declare the this.renderer
so you end up with:
this.renderer = new Three.WebGLRenderer({antialias: true});
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
then similarly in your animate() function,
replace controls.update() with this.controls.update()
you should import OrbitControl as below:
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
First, check for errors in the browser console.
The first thing that pops out to me is the second argument you are sending to the OrbitControls constructor is renderer.domElement, but the renderer object is created after this line.
Try moving the OrbitControls call to after the renderer is created.
ie.
this.renderer = new Three.WebGLRenderer({antialias: true});
this.renderer.setSize(container.clientWidth, container.clientHeight);
var controls = new OrbitControls(camera, renderer.domElement); /*<-- moved to after renderer is created*/
I was experimenting with Three.js and Vue a couple of years back, You may find it interesting or helpful
Related
I just created a new app with npm and started to learn three.js . I don't know if I deleted something accidentally but the browser keeps giving an error. (VM80:6770 crbug/1173575, non-JS module files deprecated.)
import './style.css'
import * as THREE from 'three';
import { BoxGeometry } from 'three';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth/ window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({
canvas: document.querySelector('#bg'),
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(innerWidth/innerHeight);
camera.position.setZ(30);
renderer.render(scene, camera);
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshBasicMaterial( {color: red, wireframe: true} ) ;
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
HTML:
<body>
<canvas id="bg"></canvas>
<div id="app"></div>
<script type="module" src="/main.js"></script>
</body>
edit: it somehow a bit fixed but chrome still gives errors.
updated screenshot
edit 2:
I created new app again and when I render it, the page gave me this:
I fixed it. In the last version, npm creates an automatic 'app' and I kept deleting it. I should include 'canvas' tag in there. That was all it
I'm a beginner to three.js.I'm trying to build something similar to this https://virtualshowroom.nissan.in/car-selected.html?selectedCar=ext360_deep_blue_pearl. I built everything using three.js, but I'm not able to figure out how to create a hotspot(like the red dot in the above link) and show pop up when you click on it. below is my project code, let me know if anything else is required.
<html>
<head>
<title>My first three.js app</title>
<style>
body { margin: 0; }
canvas { display: block; }
</style>
</head>
<body>
<h1></h1>
<script src="./three.js"></script>
<script type="module">
import { GLTFLoader } from 'https://threejs.org/examples/jsm/loaders/GLTFLoader.js';
import { OrbitControls } from 'https://threejs.org/examples/jsm/controls/OrbitControls.js';
var renderer,scene,camera;
scene = new THREE.Scene();
scene.background = new THREE.Color(0xfff6e6)
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var loader = new GLTFLoader();
var hlight = new THREE.AmbientLight(0x404040, 100)
scene.add(hlight)
var directionalLight = new THREE.DirectionalLight(0xffffff, 100)
directionalLight.position.set(0,1,0)
directionalLight.castShadow = true
scene.add(directionalLight)
var light = new THREE.PointLight(0xffffff, 10)
light.position.set(0, 300, 500)
scene.add(light)
var light2 = new THREE.PointLight(0xffffff, 10)
light2.position.set(500, 100, 0)
scene.add(light2)
var light3 = new THREE.PointLight(0xffffff, 10)
light3.position.set(0, 100, -500)
scene.add(light3)
var light4 = new THREE.PointLight(0xffffff, 10)
light4.position.set(-5000, 300, 0)
scene.add(light4)
var controls = new OrbitControls(camera, renderer.domElement);
document.body.appendChild(renderer.domElement)
var loader = new GLTFLoader();
loader.load( './scene.gltf', function ( gltf )
{
scene.add( gltf.scene );
}, undefined, function ( error ) { console.error( error ); } );
// load a image resource
camera.position.z = 5;
var animate = function () {
requestAnimationFrame( animate );
renderer.render( scene, camera );
};
animate();
</script>
</body>
</html>
Those “hotspots” as you call them are Annotations where the annotation content is basically pure HTML.
The tutorial in the link is probably the best step-by-step readiness you can follow to learn how to do it in your scene.
I can give a walkthrough on the steps required to get the desired effect since I have done it a few times myself.
define a 3d point in your scene where the hotspot should be. You can optionally nest this in a an other Object3D to make sure it scales, moves and rotates with the model / parent.
Add a plane to this point load a image texture to this plane. and there you have your visible hotspot
update the hotspots to make sure they are always looking at the camera by using the lookAt function.
when the user clicks the screen cast a raycast against all the hotspots you have in your scene. Easiest way to do this is by storing all your hotspots in an array.
When the raycast hits a hotspot get the location either of the hitpoint or the hotspots location. Transform that to screen coordinates. Search on stackoverflow how to do this. I am sure there is a post about this.
Final step display your html on the correct location you obtained from the previous step.
The advantage of this method is that the hotspot will integrate nicely with the model in your scene. Since html based hotspots will always be on top of the scene.
That is about all that is to it. Let me know if you need any further clarification!
I'm trying to display an OBJ 3D model as a wireframe that can be moved with OrbitControls using Three.js. I'm new with three.js, so I apologize if I'm missing something "obvious".
I've been able to get a cube to show as a wireframe with OrbitControls.
In a different setup, I was able to display the OBJ 3D model as a wireframe. Therefore, the issue isn't related to the 3D model.
The issue happens when I try to mix both approaches together.
I've tried to go about this in two ways:
I tried to insert the OBJLoader into the cube environment. (most promising)
I tried to add OrbitControls into the working, but unmovable, wireframe OBJ environment. (didn't really work at all)
Most of the other answers focus on the order of scripts: yes, I have tried to move the three.min.js, OrbitControls.js, OBJLoader.js, and my main working model.js into order and disorder, in every possible way.
Here's my code:
<head>
<style media="screen"> html, body { margin: 0; } #model_container { background-color: #333333; margin: 50px; } </style>
<title>OBJ Wireframe</title>
<script defer src="script/three/build/three.min.js"></script>
<script defer src="script/three/examples/jsm/controls/OrbitControls.js"></script>
<script defer src="script/three/examples/jsm/loaders/OBJLoader.js"></script>
<script defer src="script/model.js"></script>
</head>
<body>
<div id="model_container"></div>
</body>
const globalWidth = window.innerWidth - 100;
const globalHeight = window.innerHeight - 100;
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, globalWidth / globalHeight, 0.1, 1000);
camera.position.x = 300;
camera.position.y = -6;
camera.position.z = 1;
const renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setClearColor( 0xffffff, 0);
renderer.setSize(globalWidth, globalHeight);
const canvas = document.getElementById("model_container");
canvas.appendChild( renderer.domElement );
const ambient = new THREE.AmbientLight(0xffffff);
scene.add(ambient);
const loader = new THREE.OBJLoader();
loader.load("assets/castle.obj", function(object) {
const geometry = object.children[0].geometry;
THREE.GeometryUtils.center(geometry);
const material = new THREE.MeshLambertMaterial({});
const mesh = new THREE.Mesh(geometry, material);
mesh.material.wireframe = true;
scene.add(mesh);
})
const controls = new THREE.OrbitControls(camera);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.rotateSpeed = 0.1;
controls.target.set(0, 0, 0);
var animate = function () {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
};
animate();
Here are the errors I can't fix after 3 days of searching and trying everything I could:
OrbitControls.js:9: Uncaught SyntaxError: Unexpected token {
OBJLoader.js:5: Uncaught SyntaxError: Unexpected token {
Uncaught TypeError: THREE.OBJLoader is not a constructor at model.js:23
The errors seem to be rooted in the THREE.js files themselves, which I find very strange. I'm all out of ideas and documentation to go through.
I'm running this with MAMP, but have also tried uploading to a server to see if the issue is related to being local files or anything similar.
<script defer src="script/three/examples/jsm/controls/OrbitControls.js"></script>
<script defer src="script/three/examples/jsm/loaders/OBJLoader.js"></script>
It seems you are loading the files from the wrong path. Files from the jsm directory are ES6 modules which are imported via ES6 import syntax. Try to include the files from the js directory:
<script defer src="script/three/examples/js/controls/OrbitControls.js"></script>
<script defer src="script/three/examples/js/loaders/OBJLoader.js"></script>
three.js R106
I am loading FBX models for my project. I Want to create multiple objects of the same FBX model but loading each separately is very inefficient so I would like to save one loaded model and clone it. This concept is working with the .OBJ format.
Everything works as expected but then I use "model.clone();" nothing really happens.
The model is no longer visible but I get no errors. If you compare the cloned model with the original they look exactly the same so I don't know why it's not showing up.
This is how it looks when it's working:
When it's not working it's just a blank canvas.
Here is some simplified working source code:
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<script src="https://vitalkia.com/jsLibraries/zlib.min.js"></script>
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/loaders/FBXLoader.js">
</script>
<script>
var aspectRatio = 240 / 135;
var scene;
var renderer;
var loaderFBX;
var camera = new THREE.PerspectiveCamera(45, aspectRatio, 1, 10000);
//Actual code
//Setus up scene and renderer
sceneSetup();
//Load fbx and render
//IGNORE ERROR ABOUT NOT FINDING THE RIGHT TEXTURE. It still works
loaderFBX.load("https://threejs.org/examples/models/fbx/Samba Dancing.fbx", function(model){
//Sending the object "model" works
//But using model.clone() does not. It doesn't give any errors or anything, it's just not visible
//If you compare the cloned model with the original they look exactly the same.
var sendModel = model;//Works
//var sendModel = model.clone();//Doesn't works
console.log("Original: ");
console.log(model);
console.log("Cloned: ");
console.log(model.clone());
calcDistance(sendModel);
scene.add(sendModel);
renderer.render(scene, camera);
});
function calcDistance(model){
var bbox = new THREE.Box3().setFromObject(model);
var camDistance = bbox.max.z;
if(bbox.max.x > camDistance){
camDistance = bbox.max.x;
}
if(bbox.max.y*aspectRatio > camDistance){
camDistance = bbox.max.y*aspectRatio;
}
camera.position.z = camDistance;
model.position.x -= bbox.getCenter().x;
model.position.y -= bbox.getCenter().y;
}
function sceneSetup(){
loaderFBX = new THREE.FBXLoader();
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
renderer.setSize(240, 135);
document.body.appendChild(renderer.domElement);
var light1 = new THREE.PointLight(0xffffff, 1, 100000000);
light1.position.set(0, 0, 15);
scene.add(light1);
var newLightPoint = new THREE.HemisphereLight(0x8be2ff, 0xfff9cf, 0.55);
scene.add(newLightPoint);
camera.position.set(0, 0, 100);
scene.add(camera);
}
</script>
Is this how you should do it to reuse models instead of having to reload them for every object? Or is there a better way?
I´ve started programming using three.js a little time ago, and I would like to know how to make a menu on a page before it loaded the program using three itself.So, for instance I would like before running my game to have two options:"start" and "music control" being desplayed before it loaded itself.
Is this made using three, or do you use html, javascript files?(Sorry, I really don´t know how to even start it).
If possible, I would like some tutorials or even videos about it.
I would like something like this for example:
http://www.dilladimension.com/
http://lights.helloenjoy.com/
You probably do want to use html to display the menu and js to control the instantiation of your scene.
Rather than use the page load event to set up your renderer, etc, put them inside a function, and use js events to begin the function:
function start() {
var renderer = new THREE.WebGLRenderer();
...
// more setup
...
renderer.render(scene, camera);
};
Then activate this method with a button or a link:
<button onclick="start()">
Start Scene
</button>
Here's a test implementation:
function start() {
var renderer = new THREE.WebGLRenderer();
renderer.setSize(800, 600);
document.body.appendChild(renderer.domElement);
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
35, // Field of view
800 / 600, // Aspect ratio
0.1, // Near plane
10000 // Far plane
);
camera.position.set(-15, 10, 10);
camera.lookAt(scene.position);
var geometry = new THREE.BoxGeometry(5, 5, 5);
var material = new THREE.MeshLambertMaterial({
color: 0xFF0000
});
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
var light = new THREE.PointLight(0xFFFF00);
light.position.set(10, 0, 10);
scene.add(light);
renderer.setClearColor(0xdddddd, 1);
renderer.render(scene, camera);
};
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r77/three.min.js"></script>
<button onclick="start()">
Start Scene
</button>