I use the addon io_blender to export my 3d model to JSON file.
but when i try to load in the html show the next error:
three.js:31844 Failed to load file:///F:/xampp/htdocs/threejs/Rock1.json: Cross origin requests are only supported for protocol schemes: http, data, chrome, chrome-extension, https.
enter image description here
readed a lot of possible solutions, but i don't understand.
some people said that i need to put the json file on a server. so i copy the files on htdocs from xampp and didn't work.
<html>
<head>
<title>My first three.js app</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="js/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/OBJLoader.js"></script>
<script>
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 );
controls = new THREE.OrbitControls(camera, renderer.domElement);
var obj;
var loader = new THREE.JSONLoader();
loader.load(
'Rock1.json',
function(g,m){
obj = new THREE.Mesh(g,m);
scene.add(obj);
obj.position = -6;
obj.rotation = 0.4;
}
);
//create the model
/*var geometry = new THREE.BoxGeometry(1, 1, 1);
//create material
var material = new THREE.MeshBasicMaterial({color: 0xFFFFFF, wireframe: false});
var cube = new THREE.Mesh(geometry, material);*/
//scene.add (cube);
camera.position.z = 3;
//game logic
var update = function(){
/*cube.rotation.x += 0.01;
cube.rotation.y += 0.05;*/
};
//draw scene
var render = function() {
renderer.render(scene, camera);
};
//run game loop (update. render, repeat)
var GameLoop = function(){
requestAnimationFrame( GameLoop );
update( );
render( );
};
GameLoop();
</script>
</body>
</html>
thanks
You need to upload your json file on a server, basically this is the solution.
I had the same error and I found the same possibles solutions, I putted the dae file on a server but it didn't work as you said, but in my case I got a different error
Failed to load https://...test.dae: No 'Access-Control-Allow-Origin' header is present on the requested resource. Origin 'null' is therefore not allowed access.
I added this chrome extension Allow-Control-Allow-Origin and the problem was fixed.
Your problem is related to json file but I'm sure this solution will be useful.
Related
I have the following error while using OBJLoader.js to load obj model o
Resource "https://cdnjs.cloudflare.com/ajax/libs/three.js/r119/OBJLoader.js" blocked due to mismatch (X-Content-Type-Options: nosniff) MIME type ("text/html").
My whole code below.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Model 3D</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r119/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r119/OBJLoader.js"></script>
<style>
body {
margin: 0;
}
</style>
</head>
<body>
<script>
// Tworzymy scenę
var scene = new THREE.Scene();
// Tworzymy kamerę
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.z = 5;
// Tworzymy render
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
// Tworzymy loader
var loader = new THREE.OBJLoader();
// Załadowanie modelu
loader.load( 'Rubix.obj', function ( object ) {
scene.add( object );
object.position.set(0, 0, 0);
object.rotation.set(0, 0, 0);
object.scale.set(1, 1, 1);
});
// Pętla renderująca
var render = function () {
requestAnimationFrame( render );
renderer.render( scene, camera );
};
render();
</script>
</body>
</html>
3D model: https://drive.google.com/file/d/1ScF-bSB46F7Ua4dQ0jw1sihmuTjahvom/view?usp=share_link
If you have any ideas what can go wrong please tell me. I will be grateful if you can propose me how to display my OBJ model on a webpage, because I tried ideas from the Internet and none of them worked for me.
cdnjs only serves the core files but not the examples/addons like loaders or controls. Do you mind using a different CDN instead? Below links should work as expected.
https://cdn.jsdelivr.net/npm/three#0.119/build/three.min.js
https://cdn.jsdelivr.net/npm/three#0.119/examples/js/loaders/OBJLoader.js
I am going through a three.js example and when I use import within a javascript module I get the error:
Loading module from “http://localhost:8000/build/three.module.js” was blocked because of a disallowed MIME type (“”).
When I import traditionally using a script tag I do not get this error. Here is my code:
Commented out lines will render a rotating cube
<!DOCTYPE html>
<html>
<head>
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script type="module">
import * as THREE from '/build/three.module.js';
// 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 );
// const geometry = new THREE.BoxGeometry();
// const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
// const cube = new THREE.Mesh( geometry, material );
// scene.add( cube );
// camera.position.z = 5;
// const animate = function () {
// requestAnimationFrame( animate );
// cube.rotation.x += 0.01;
// cube.rotation.y += 0.01;
// renderer.render( scene, camera );
// };
// animate();
</script>
</body>
</html>
In contrast, this works fine:
<!DOCTYPE html>
<html>
<head>
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script src="build/three.js"></script>
<script>
// ...
</script>
</body>
</html>
My file structure is:
|_index.html
|_ ...
|_build/
|_ three.module.js
|_ three.js
|_ ...
Why do i get the MIME-type error when using import in a module? I would like to be able to use this import method because all the other three.js examples seem to do this in JS modules.
I get the same error message Loading module from “http://localhost:8080/build/three.module.js” was blocked because of a disallowed MIME type (“”). when I start my http server in the three_js/examples/ folder. Starting the http-server in three_js/ fixes the problem. The reason is that the import statement for me was import * as THREE from '../build/three.module.js';. I'm not sure this solves your exact problem, but it seems closely related.
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
Help, I'm getting multiple brain spasms trying to figure this out. I'm using r74 the most recent version threejs and I've created a model in blender and exported it using the most recent plugin. When I run my program, it loads the 3d file just fine, but it should also load the texture and apply it, right? Well it isn't, and according to everything I've seen online and every article I've read I'm doing it right. So what the heck! Is three.js broken right now?
Anyway, rants aside, here is my javascript code:
<!doctype html>
<html lang="en">
<head>
<title>Imported Model (Three.js)</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel=stylesheet href="css/base.css"/>
</head>
<body>
<script src="js/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/Stats.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/THREEx.KeyboardState.js"></script>
<script src="js/THREEx.FullScreen.js"></script>
<script src="js/THREEx.WindowResize.js"></script>
<!-- jQuery code to display an information button and box when clicked. -->
<script src="js/jquery-1.9.1.js"></script>
<script src="js/jquery-ui.js"></script>
<link rel=stylesheet href="css/jquery-ui.css" />
<link rel=stylesheet href="css/info.css"/>
<script src="js/info.js"></script>
<div id="infoButton"></div>
<div id="infoBox" title="Demo Information">
This three.js demo is part of a collection at
http://stemkoski.github.io/Three.js/
</div>
<div id="ThreeJS" style="position: absolute; left:0px; top:0px"></div>
<script>
// MAIN
// standard global variables
var container, scene, camera, renderer, controls, stats;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();
// custom global variables
var android;
init();
animate();
// FUNCTIONS
function init()
{
// SCENE
scene = new THREE.Scene();
// CAMERA
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(0,150,400);
camera.lookAt(scene.position);
// RENDERER
renderer = new THREE.WebGLRenderer( {antialias:true} );
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'ThreeJS' );
container.appendChild( renderer.domElement );
// EVENTS
THREEx.WindowResize(renderer, camera);
THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) });
// CONTROLS
controls = new THREE.OrbitControls( camera, renderer.domElement );
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// LIGHT
var light = new THREE.PointLight(0xffffff);
light.position.set(-100,200,100);
scene.add(light);
// SKYBOX/FOG
var skyBoxGeometry = new THREE.CubeGeometry( 10000, 10000, 10000 );
var skyBoxMaterial = new THREE.MeshBasicMaterial( { color: 0x9999ff, side: THREE.BackSide } );
var skyBox = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial );
// scene.add(skyBox);
scene.fog = new THREE.FogExp2( 0x9999ff, 0.00025 );
//JSON LOADER HERE !!!!!!!
// Note: if imported model appears too dark,
// add an ambient light in this file
// and increase values in model's exported .js file
// to e.g. "colorAmbient" : [0.75, 0.75, 0.75]
var jsonLoader = new THREE.JSONLoader();
jsonLoader.load("map/titled.json", addModelToScene );
jsonLoader.setTexturePath("http://localhost:8080/map/");
// addModelToScene function is called back after model has loaded
var ambientLight = new THREE.AmbientLight(0x111111);
scene.add(ambientLight);
}
function addModelToScene( geometry, materials )
{
var material = new THREE.MeshFaceMaterial( materials );
mesh = new THREE.Mesh( geometry, material );
mesh.scale.set(10,10,10);
scene.add( mesh );
}
function animate()
{
requestAnimationFrame( animate );
render();
update();
}
function update()
{
if ( keyboard.pressed("z") )
{
// do something
}
controls.update();
stats.update();
}
function render()
{
renderer.render( scene, camera );
}
</script>
</body>
</html>
Json file (titled.json):
"materials":[{
"DbgIndex":81,
"DbgColor":15658734,
"depthTest":true,
"shading":"phong",
"wireframe":false,
"depthWrite":true,
"transparent":false,
"DbgName":"Material.002",
"colorSpecular":[0.5,0.5,0.5],
"visible":true,
"colorEmissive":[0,0,0],
"opacity":1,
"colorDiffuse":[0.64,0.64,0.64],
"specularCoef":50,
"blending":"NormalBlending"
},{
"DbgIndex":117,
"DbgColor":15658734,
"depthTest":true,
"shading":"phong",
"wireframe":false,
"depthWrite":true,
"transparent":false,
"DbgName":"Material",
"colorSpecular":[0.5,0.5,0.5],
"visible":true,
"colorEmissive":[0,0,0],
"opacity":1,
"colorDiffuse":[0.64,0.64,0.64],
"specularCoef":50,
"blending":"NormalBlending"
}],
--- edit --- in response to gaitat ---
I know.
Earlier I was using the old version of the blender plug-in "io_mesh_three" and I would choose the same settings as I'm choosing now, and there would a be reference to my texture in the json file. However, I recently found that the old blender plug-in, according to mrdoob found here: (https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender), had been completely replaced. So I installed the new plug-in, and with the new exporter options ui I could't quite tell if I was using the same settings or not, but the reference would no longer show up, so I figured it just didn't need the reference. I think I'm having trouble understanding what's happening because there isn't a lot of support online for the more recent versions of three.js. Most of what I've found has been support for the older versions, so I'm just fishing to try and find a solution to get my code to load my json file AND apply the texture.
I need help loading a object file from my local browser in Threejs ( Rev 71). The error I get is loadModel.html:1 Uncaught SyntaxError: Unexpected token #.
I tried loading the object file by chrome --allow-file-access-from-files, but
still I get a blank page with the same error. I Would like to know what I did wrong within this simple script
<!DOCTYPE html>
<html lang="en">
<head>
<title> Load Model</title>
<meta charset="utf-8">
</head>
<body style="margin: 0;">
<script src="three.js"></script>
<script src="ObjectLoader.js"></script>
<script>
var scene, camera, renderer;
init();
animate();
function init()
{
scene = new THREE.Scene()
var WIDTH = window.innerWidth,
HEIGHT = window.innderHeight;
//Created camera
camera = new THREE.PerspectiveCamera(45, WIDTH/HEIGHT, 0.1, 2000);
camera.position.set(0,0, 100);
scene.add(camera);
var ambientLight = new THREE.AmbientLight(0xffffff);
scene.add(ambientLight);
var loader = new THREE.ObjectLoader();
loader.load( 'obj/Male.obj', function (object) {
scene.add( object );
});
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setSize(WIDTH, HEIGHT);
document.body.appendChild(renderer.domElement);
}
function animate()
{
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
</script>
</body>
</html>
I was getting the same error, but then I checked carefully the object file, and there were the values like ".#IND" ("IND" for "indeterminate") in some arrays, which was generated by some script while converting the object from one file to another ("#" caused that error), I changed these values to "0", and the issue "Uncaught SyntaxError: Unexpected token #" disappeared like a fine mist in the morning.