I'm trying to create an object loader with Three.js but I noticed that the quality is way too low and used too much CPU at the same time.
When I use my version, the scene looks like this:
But when I use this website to load it, looks so much better and uses less CPU:
My JavaScript to load this object is:
var camera;
var scene;
var renderer;
var controls;
var container = document.getElementById('webgl');
var WIDTH = container.clientWidth;
var HEIGHT = container.clientHeight;
var ASPECT = WIDTH / HEIGHT;
var ANGLE = 45;
var container = document.getElementById('webgl');
if (Detector.webgl) {
main();
} else {
var warning = Detector.getWebGLErrorMessage();
document.getElementById('webgl').appendChild(warning);
}
function main(){
//Scene
scene = new THREE.Scene();
//Camera
camera = new THREE.PerspectiveCamera(
ANGLE, // field of view
ASPECT, // aspect ratio
10, // near clipping plane
100000 // far clipping plane
);
camera.position.x = 500;
camera.position.y = 200;
camera.position.z = 500;
camera.lookAt(new THREE.Vector3(100, 100, 100));
//Renderer
renderer = new THREE.WebGLRenderer();
var ambientLight = getAmbientLigth(1);
scene.add(ambientLight);
scene.background = new THREE.Color( 0xc3c3c3 );
renderer.setSize(WIDTH, HEIGHT);
renderer.shadowMap.enabled = true;
document.getElementById('webgl').appendChild(renderer.domElement);
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.maxPolarAngle = Math.PI/2;
controls.enableKeys = true;
loadObject();
update(renderer, scene, camera, controls);
}
function getAmbientLigth(intensity, color) {
color = color === undefined ? 'rgb(255, 255, 255)' : color;
var light = new THREE.AmbientLight(color, intensity);
return light;
}
function loadObject() {
var mtlLoader = new THREE.MTLLoader();
var objLoader = new THREE.OBJLoader();
mtlLoader.setPath( 'objects/Blue_shed/' );
mtlLoader.load('blueShed.mtl', function( materials ) {
materials.isMultiMaterial = true;
materials.preload();
objLoader.setMaterials( materials );
objLoader.setPath( 'objects/Blue_shed/' );
objLoader.load( 'blueShed.obj', function ( object ) {
object.name = 'cute-house';
object.receiveShadow = true;
object.castShadow = true;
object.scale.set( 30, 30, 30);
scene.add( object );
} );
});
}
function update(renderer, scene, camera, controls) {
controls.update();
renderer.render(scene, camera);
requestAnimationFrame(function() {
update(renderer, scene, camera, controls);
});
}
I used renderer.setSize to increase the resolution of the renderer and that helped a little bit but still is not as good as in the second image, and still uses too much CPU.
Any ideas? Is there a setting or something that I'm not setting up correctly? I see that website uses a JSON loader, but I don't think that has something to do with this issue, but I mention it just in case.
Related
I am rendering a cityscape using Three.js. When attempting to view the scene I can't seem to get the camera near/far settings correct to render the whole scene. When I increase the camera's far plane - I am able to see the model, but it appears blue (image below) until I zoom into it. Is there a way to see the entire model without having to zoom super close to the scene?
var scene = new THREE.Scene()
scene.background = new THREE.Color(33,33,33);
var ambient = new THREE.AmbientLight(0xe8ecff, 1.4)
ambient.name = 'ambientLight'
scene.add(ambient)
var directionalLight1 = new THREE.DirectionalLight(0xfff1f1, 0.7)
directionalLight1.name = 'directionalLight1'
directionalLight1.position.set(-1500, 900, 1500)
directionalLight1.castShadow = true
scene.add(directionalLight1)
directionalLight1.shadow.camera.right = 2500
directionalLight1.shadow.camera.left = -2500
directionalLight1.shadow.camera.top = 2500
directionalLight1.shadow.camera.bottom = -2500
directionalLight1.shadow.camera.near = 0
directionalLight1.shadow.camera.far = 5000
var shadowCameraHelper = new THREE.CameraHelper(directionalLight1.shadow.camera)
shadowCameraHelper.visible = false
shadowCameraHelper.name = 'directionalLight1Helper'
scene.add(shadowCameraHelper)
var directionalLight2 = new THREE.DirectionalLight(0x87c0ff, 0.2)
directionalLight2.name = 'directionalLight2'
directionalLight2.position.set(1, 1, -1)
scene.add(directionalLight2)
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 1, 10000);
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
var canvas = document.getElementById("canvas");
canvas.appendChild( renderer.domElement );
var controls = new THREE.OrbitControls( camera, renderer.domElement );
camera.position.set(-400, 700, 500)
function animate (){
requestAnimationFrame( animate );
controls.update();
stats.update()
renderer.render( scene, camera );
}
animate();
var loader = new THREE.ObjectLoader
loader.load("example_mesh.json",
function(obj){
var bb = new THREE.Box3()
bb.expandByObject(obj)
var center = new THREE.Vector3()
bb.getCenter(center)
let modelSettings = { x: -center.x, y: center.y, z: -center.z }
let cameraRadius = this.boundingBox.geometry.boundingSphere.radius/2 * (1 + Math.sqrt(5))
obj.position.set(modelSettings.x, modelSettings.y, modelSettings.z)
camera.position.set(cameraRadius, cameraRadius, cameraRadius);
controls.target.set(0,modelSettings.y, 0)
controls.update()
scene.add(obj)
}, onProgress, onError)
When an object is being clipped out of the camera's focal length, you can use Object3D.scale. AFter adjusting this scaler value the entire building is visible in the camera on load and does not get clipped. You adjust the objects scale during the loading callback.
var scene = new THREE.Scene()
scene.background = new THREE.Color(33,33,33);
var ambient = new THREE.AmbientLight(0xe8ecff, 1.4)
ambient.name = 'ambientLight'
scene.add(ambient)
var directionalLight1 = new THREE.DirectionalLight(0xfff1f1, 0.7)
directionalLight1.name = 'directionalLight1'
directionalLight1.position.set(-1500, 900, 1500)
directionalLight1.castShadow = true
scene.add(directionalLight1)
directionalLight1.shadow.camera.right = 2500
directionalLight1.shadow.camera.left = -2500
directionalLight1.shadow.camera.top = 2500
directionalLight1.shadow.camera.bottom = -2500
directionalLight1.shadow.camera.near = 0
directionalLight1.shadow.camera.far = 5000
var shadowCameraHelper = new THREE.CameraHelper(directionalLight1.shadow.camera)
shadowCameraHelper.visible = false
shadowCameraHelper.name = 'directionalLight1Helper'
scene.add(shadowCameraHelper)
var directionalLight2 = new THREE.DirectionalLight(0x87c0ff, 0.2)
directionalLight2.name = 'directionalLight2'
directionalLight2.position.set(1, 1, -1)
scene.add(directionalLight2)
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 1, 10000);
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
var canvas = document.getElementById("canvas");
canvas.appendChild( renderer.domElement );
var controls = new THREE.OrbitControls( camera, renderer.domElement );
camera.position.set(-400, 700, 500)
function animate (){
requestAnimationFrame( animate );
controls.update();
stats.update()
renderer.render( scene, camera );
}
animate();
var loader = new THREE.ObjectLoader
loader.load("example_mesh.json",
function(obj){
// adjust the scale of the object in the scene.
// default scale is (1,1,1)
obj.scale.set( .1, .1, .1 );
var bb = new THREE.Box3()
bb.expandByObject(obj)
var center = new THREE.Vector3()
bb.getCenter(center)
let modelSettings = { x: -center.x, y: center.y, z: -center.z }
let cameraRadius = this.boundingBox.geometry.boundingSphere.radius/2 * (1 + Math.sqrt(5))
obj.position.set(modelSettings.x, modelSettings.y, modelSettings.z)
camera.position.set(cameraRadius, cameraRadius, cameraRadius);
controls.target.set(0,modelSettings.y, 0)
controls.update()
scene.add(obj)
}, onProgress, onError)
I have this really simple test scene to place a bunch of html labels on the position of a 3d object in my scene. But when ever i try converting the 3d coordinates to the screen location i get weird values that do not at all corrosponded with the position of my 3d object. See below for the code with which i generate a scene and place a label:
var CanvasContainer = document.getElementById("KettingContainer");
function CameraSetup(container){
var camera = new THREE.PerspectiveCamera( 50, container.offsetWidth / container.offsetHeight, 1, 300 );
camera.position.set( 0, 0, 100 );
camera.lookAt( 0, 0, 0 );
return camera;
}
function SceneSetup(){
var scene = new THREE.Scene();
return scene;
}
function RenderSetup(container) {
var renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.autoClear = false;
renderer.setClearColor( 0x000000, 0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( container.offsetWidth, container.offsetHeight );
container.appendChild( renderer.domElement );
return renderer;
}
function OnWindowResize(container){
camera.aspect = container.offsetWidth / container.offsetHeight;
camera.updateProjectionMatrix();
renderer.setSize( container.offsetWidth, container.offsetHeight );
}
var kraalLabels = document.getElementById('kraalLinkLabels').getElementsByTagName('div');
function Animate(){
requestAnimationFrame(Animate);
Render();
}
function Render(){
renderer.render( scene, camera );
}
function createScreenVector(pos, camera, width, height) {
const hw = width/2, hh = height/2;
var pos2d = pos.clone();
pos2d.project(camera);
console.log(pos2d);
pos2d.x = ( pos2d.x * hw ) + hw;
pos2d.y = - ( pos2d.y * hh ) + hh;
return pos2d;
}
function positionLabels(positions, camera, width, height){
for( var i = 0; i < kraalLabels.length; i++ )
{
const d = createScreenVector(positions, camera, width, height);
kraalLabels[i].style.left = d.x + "px";
kraalLabels[i].style.top = d.y + "px";
}
}
var camera = CameraSetup(CanvasContainer);
var scene = SceneSetup();
var renderer = RenderSetup(CanvasContainer);
console.log("fc: ", camera.position);
const geometry = new THREE.SphereGeometry( 10, 32, 32 );
const material = new THREE.MeshBasicMaterial( {color: 0xff0000} );
let sphere = new THREE.Mesh( geometry, material );
sphere.position.set(20, 20, 0.1);
scene.add( sphere );
positionLabels(new THREE.Vector3(20, 20, 0.1), camera, CanvasContainer.offsetWidth, CanvasContainer.offsetHeight);
window.addEventListener("resize", function(){ OnWindowResize(CanvasContainer); }, false);
Animate();
See below a screenshot of the camera position, the canvas container size, and the screen location for each of the labels:
As you can see the positions of the labels are huge way bigger then the canvas itself. And the positions are all in the negative...
Even doh my object is just a bit to the top and left of the center of the screen..
I am completely stuck at this time i have no clue what i am doing wrong :(
If extra information is needed i am happy to clarify!
After searching for a solution for houres upon hours i finally found the problem before you do the vector3.project(camera); you have to update the camera matrix like so: camera.updateMatrixWorld(); this will fix the problem with weird values.
Hopes this helps someone in the future!
I have been trying to display a 3D json model using three.js. I am fairly new to three.js and have tried everything I can think of, but don't know anything else to try.
Currently when I try to load the model I get an error that says:
Uncaught TypeError: Cannot read property 'visible' of undefinedr # three.min.js:602r # three.min.js:602render # three.min.js:649render # test.html:106animate # test.html:100
I really am not sure where to go from here. Thanks for any help.
Here is my code:
<script type="text/javascript">
if (!Detector.webgl) Detector.addGetWebGLMessage();
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var FLOOR = 0;
var container;
var camera, scene;
var webglRenderer;
var zmesh, geometry;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
document.addEventListener(
'mousemove',
onDocumentMouseMove,
false
);
init();
animate();
// Renderer
webglRenderer = new THREE.WebGLRenderer();
webglRenderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
webglRenderer.domElement.style.position = 'relative';
container.appendChild(webglRenderer.domElement);
// Loader
var loader = new THREE.JSONLoader(),
callbackModel = function(geometry) {
createScene(geometry, 90, FLOOR, -50, 105)
};
loader.load('can.js', callbackModel);
function init() {
container = document.createElement('div');
document.body.appendChild(container);
// Camera
camera = new THREE.PerspectiveCamera(
75,
SCREEN_WIDTH / SCREEN_HEIGHT,
1,
100000
);
camera.position.z = 75;
// Scene
scene = new THREE.Scene();
// Lights
var ambient = new THREE.AmbientLight(0xffffff);
scene.add(ambient);
// More lights
var directionalLight = new THREE.DirectionalLight(0xffeedd);
directionalLight.position.set(0, -70, 100).normalize();
scene.add(directionalLight);
}
function createScene( geometry, x, y, z, b ) {
zmesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial() );
zmesh.position.set( 0, 16, 0 );
zmesh.scale.set( 1, 1, 1 );
scene.add( zmesh );
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX);
mouseY = (event.clientY - windowHalfY);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
if(webglRenderer != undefined && zmesh != undefined) {
zmesh.rotation.set(-mouseY/500 + 1, -mouseX/200, 0);
webglRenderer.render(scene, camera);
}
}
</script>
If your JSON file contains material information, then a materials array will be passed to your callback function, and you need to do this:
callbackModel = function( geometry, materials ) {
// your code
};
...
zmesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( materials ) );
Otherwise, you need to define your own material. For example,
zmesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial( { color: 0xff000 } ) );
three.js r.77
I'm really struggling with this and have gone through several discussions that are not really related to my problem. If anybody can help, I would greatly appreciate.
I'm writing a html document using the three.js library. There is a scene called scaledScene as below (scaledMap and scaledScene are already defined):
scaledMap = new THREE.Mesh(
new THREE.PlaneGeometry( 1600, 1200 ),
new THREE.MeshBasicMaterial( {
map: new THREE.ImageUtils.loadTexture( 'texture/test1.png' ),
//wireframe: true,
side: THREE.DoubleSide
} )
);
scaledScene.add( scaledMap );
The scene is created by a high solution picture that's zoomed in to the highest level. Zooming is not allowed but only panning.
controls.noZoom = true;
controls.noPan = false;
I would like to get the absolute coordinates on the scene when panning. For example, if I pan to the top left corner, I'd like to get the information that the cursor or the view is located at top left corner. Is this possible? If so, how do I do it?
You want a picking ray.
A ray can be sent from the center of the viewport to the map in 3d space. this will tell you the pixel of the map that's currently at the center of the viewport.
I have created a fiddle.
The code is as follows. It disables rotation of the camera so that only panning is available. The pixel of the image that is at the center of the view port is listed below the viewport. Remember that threejs uses cartesian space. So an image that is 150px / 150px will report pixels from -75 to 75. So if both of your x is negative and your y is positive, then you know you're viewing the top left portion of the image.
The fiddle: http://jsfiddle.net/v1g64zkb/
var width = 400;
var height = 300;
var aspect = width/height;
var near = 1;
var far = 1000;
var angle = 45;
var createRenderer = function(){
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width,height);
return renderer;
}
var camera;
var createCamera = function(){
camera = new THREE.PerspectiveCamera(
angle, aspect, near, far);
camera.position.set( 0, 0, 100 );
camera.lookAt(new THREE.Vector3( 0, 0, 0 ));
return camera;
}
var createScene = function(){
var scene = new THREE.Scene();
return scene;
}
var createControls = function(camera){
var controls = new
THREE.OrbitControls(camera);
controls.rotateSpeed = 0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = true;
controls.noPan = false;
return controls;
}
var createLight = function(){
var light = new THREE.PointLight(0xFFFFFF);
light.position.x=0;
light.position.y=0;
light.position.z=100;
return light;
}
var scene = createScene();
var camera = createCamera();
var controls = createControls(camera);
var light = createLight();
var renderer = createRenderer();
scene.add(light);
scaledMap = new THREE.Mesh(
new THREE.PlaneGeometry( 150, 150 ),
new THREE.MeshBasicMaterial( {
map: new THREE.ImageUtils.loadTexture( '../img/logo.png' ),
color:0xFFFFFF,
side: THREE.DoubleSide
} )
);
scene.add( scaledMap );
var raycaster = new THREE.Raycaster();
var cameraPosition = new THREE.Vector2();
cameraPosition.x = 0;
cameraPosition.y = 0;
console.log(cameraPosition)
var render = function(){
renderer.render(scene,camera);
raycaster.setFromCamera( cameraPosition, camera );
var intersects = raycaster.intersectObjects( scene.children );
if(intersects[0] != undefined){
$("#output").html(intersects[0].point.x.toFixed(2)+" "+intersects[0].point.y.toFixed(2));
}
renderer.render( scene, camera );
}
controls.addEventListener('change',render);
var animate = function(){
requestAnimationFrame(animate);
render();
controls.update();
}
animate();
$("#container").append(renderer.domElement);
//edit: I would not run a picking ray inside a render call. This is just a simplified example. Use the controls change event or whatever to fire the picking ray.
I've read many blogs/questions about this and didn't find the right answer. I'm creating an earth in three.js. But every time I'm mapping my texture and bump map it doesn't show. Also there aren't any console errors. It still shows my light on the sphere so the sphere is still there. But the textures won't show. :(
var scene,
camera,
light,
renderer,
earthObject;
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight;
var angle = 45,
aspect = WIDTH / HEIGHT,
near = 0.1,
far = 3000;
//Environment
var container = document.getElementById('container');
camera = new THREE.PerspectiveCamera(angle, aspect, near, far);
camera.position.set(0, 0, 0);
scene = new THREE.Scene();
//light
scene.add(new THREE.AmbientLight(0x333333));
var light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(5,3,5);
scene.add(light);
var earthGeo = new THREE.SphereGeometry (30, 40, 400),
earthMat = new THREE.MeshPhongMaterial();
// diffuse map
earthMat.map = THREE.ImageUtils.loadTexture('http://i317248.iris.fhict.nl/LSTE/globe/Images/globe.jpg');
// bump map
earthMat.bumpMap = THREE.ImageUtils.loadTexture('http://i317248.iris.fhict.nl/LSTE/globe/Images/bump.jpg');
earthMat.bumpScale = 8;
var earthMesh = new THREE.Mesh(earthGeo, earthMat);
earthMesh.position.set(-100, 0, 0);
earthMesh.rotation.y=5;
scene.add(earthMesh);
camera.lookAt( earthMesh.position );
//Renderer code.
var renderer = new THREE.WebGLRenderer({antialiasing : true});
renderer.setSize(WIDTH, HEIGHT);
renderer.domElement.style.position = 'relative';
container.appendChild(renderer.domElement);
renderer.autoClear = false;
renderer.shadowMapEnabled = true;
function render () {
renderer.render(scene, camera);
}
render();
Two problems in your code:
you're not waiting for the images to load before rendering the scene
you're having Cross-domain Policy problems (https://en.wikipedia.org/wiki/Same-origin_policy) so the images are actually never loaded