Loading a JSON model in three.js - javascript

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

Related

Cycle through materials onclick with three.js

I'm new to three.js and I'd like to learn how to cycle through materials onclick. This example shows what I'd like to achieve except it's cycling through textures rather than materials.
I'd like to have the materials in an array, then be able to click the canvas to cycle and loop through the materials.
Here's the code for the above example:
var scene = new THREE.Scene();
scene.background = new THREE.Color( 0xcccccc );
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 5;
camera.position.y = 5;
camera.position.x = 5;
camera.lookAt(new THREE.Vector3(0,0,0)); // Make the camera look at the point of origin
var renderer = new THREE.WebGLRenderer({antialias:true});
var devicePixelRatio = window.devicePixelRatio || 1; // To handle high pixel density displays
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(devicePixelRatio);
document.body.appendChild( renderer.domElement );
var render = function () {
requestAnimationFrame( render );
renderer.render(scene, camera);
};
// instantiate a texture loader
var loader = new THREE.TextureLoader();
//allow cross origin loading
loader.crossOrigin = '';
// The textures to use
var arr = [
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/259155/THREE_gates.jpg',
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/259155/THREE_crate1.jpg',
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/259155/THREE_crate2.jpg'
];
var textureToShow = 0;
// Load the first texture
// var texture = loadTexture('https://s3-us-west-2.amazonaws.com/s.cdpn.io/259155/MarbleSurface.jpg');
// Instantiate the material we will be using
var material = new THREE.MeshBasicMaterial();
// Instantiate a geometry to use
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
// Instatiate the mesh with the geometry and material
var cube = new THREE.Mesh( geometry, material );
cube.position.y = 0.5;
// Then load the texture
loader.load(arr[textureToShow], function(tex) {
// Once the texture has loaded
// Asign it to the material
material.map = tex;
// Update the next texture to show
textureToShow++;
// Add the mesh into the scene
scene.add( cube );
});
// Click interaction
var canvas = document.getElementsByTagName("canvas")[0];
canvas.addEventListener("click", function() {
loader.load(arr[textureToShow], function(tex) {
// Once the texture has loaded
// Asign it to the material
material.map = tex;
// Update the next texture to show
textureToShow++;
// Have we got to the end of the textures array
if(textureToShow > arr.length-1) {
textureToShow = 0;
}
});
});
// Start rendering the scene
render();
Here's the code I can't get working:
var container, stats;
var camera, scene, renderer;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var globalObject;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 2000);
camera.position.z = 500;
//scene
scene = new THREE.Scene();
ambientLight = new THREE.AmbientLight(0xffffff, 0.2);
scene.add(ambientLight);
pointLight = new THREE.PointLight(0xff0000, 0.5);
pointLight.position.z = 2500;
scene.add(pointLight);
var pointLight2 = new THREE.PointLight(0xff6666, 1);
camera.add(pointLight2);
var pointLight3 = new THREE.PointLight(0x0000ff, 0.5);
pointLight3.position.x = -1000;
pointLight3.position.z = 1000;
scene.add(pointLight3);
//manager
var manager = new THREE.LoadingManager();
manager.onProgress = function(item, loaded, total) {
console.log(item, loaded, total);
};
//materials
var path = "textures/cube/skybox/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var reflectionCube = new THREE.CubeTextureLoader().load(urls);
var material = new THREE.MeshStandardMaterial({
envMap: reflectionCube,
roughness: 0.1,
metalness: 1,
color: 0xfee6af,
});
var materialTwo = new THREE.MeshStandardMaterial({
envMap: reflectionCube,
roughness: 0.1,
metalness: 0,
color: 0xffff00,
});
//model
var loader = new THREE.OBJLoader(manager);
loader.load('logo97.obj', function(object) {
//store global reference to .obj
globalObject = object;
object.traverse(function(child) {
if (child instanceof THREE.Mesh) {
child.material = material;
child.material.needsUpdate = true;
}
});
object.position.y = 0;
scene.add(object);
});
//render
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('mousemove', onDocumentMouseMove, false);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 2;
mouseY = (event.clientY - windowHalfY) / 2;
}
// Click interaction
var canvas = document.getElementsByTagName("canvas")[0];
canvas.addEventListener("click", function() {
var materials = [
new THREE.MeshBasicMaterial( {color:'#b02030'} ),
new THREE.MeshLambertMaterial( {color:'#b02030'} ),
new THREE.MeshPhongMaterial( {color:'#b02030', shininess: 100 } ),
new THREE.MeshNormalMaterial(),
// ...
];
var materialToShow = 0;
materialToShow ++;
if ( materialToShow >= materials.length ) materialToShow = 0;
child.material = materials[materialToShow];
});
//animate
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * .05;
camera.position.y += (-mouseY - camera.position.y) * .05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
You have to create an array of THREE.Materials:
e.g.
var materials = [
new THREE.MeshBasicMaterial( {color:'#b02030'} ),
new THREE.MeshLambertMaterial( {color:'#b02030'} ),
new THREE.MeshPhongMaterial( {color:'#b02030', shininess: 100 } ),
new THREE.MeshNormalMaterial(),
// ...
];
var materialToShow = 0;
In the "click" can change the current material of the THREE.Mesh by changing the property .material.
canvas.addEventListener("click", function() {
materialToShow ++;
if ( materialToShow >= materials.length ) materialToShow = 0;
mesh.material = materials[materialToShow];
});
Of course you have to add some light (e.g. THREE.AmbientLight, THREE.DirectionalLight) to the scne, to make the behaviour of the different materials "visible".
See the example, where I applied the suggested changes to your original code.
I used a sphere, to represent the specular highlight of the THREE.MeshPhongMaterial.
And I removed the texture, but of course you can apply the texture, too.
var scene = new THREE.Scene();
scene.background = new THREE.Color( 0xcccccc );
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.y = 4;
camera.lookAt(new THREE.Vector3(0,0,0)); // Make the camera look at the point of origin
var renderer = new THREE.WebGLRenderer({antialias:true});
var devicePixelRatio = window.devicePixelRatio || 1; // To handle high pixel density displays
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(devicePixelRatio);
document.body.appendChild( renderer.domElement );
window.onresize = resize;
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set(1,2,-1.0);
scene.add( directionalLight );
var render = function () {
requestAnimationFrame( render );
renderer.render(scene, camera);
};
var materials = [
new THREE.MeshBasicMaterial( {color:'#b02030'} ),
new THREE.MeshLambertMaterial( {color:'#b02030'} ),
new THREE.MeshPhongMaterial( {color:'#b02030', shininess: 100 } ),
new THREE.MeshNormalMaterial(),
// ...
];
var materialToShow = 0;
var geometry = new THREE.SphereGeometry( 1, 32, 16 );
var mesh = new THREE.Mesh( geometry, materials[materialToShow] );
scene.add( mesh );
// Click interaction
var canvas = document.getElementsByTagName("canvas")[0];
canvas.addEventListener("click", function() {
materialToShow ++;
if ( materialToShow >= materials.length ) materialToShow = 0;
mesh.material = materials[materialToShow];
});
function resize() {
var aspect = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
// Start rendering the scene
render();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/99/three.min.js"></script>
Since you have used the THREE.OBJLoader, you have to change of the .material of the .children of the root object globalObject (Object3D).
Of course materialToShow and materials have to be initialized only once:
var materials = [
new THREE.MeshBasicMaterial( {color:'#b02030'} ),
new THREE.MeshLambertMaterial( {color:'#b02030'} ),
new THREE.MeshPhongMaterial( {color:'#b02030', shininess: 100 } ),
new THREE.MeshNormalMaterial(),
// ...
];
var materialToShow = 0;
canvas.addEventListener("click", function() {
materialToShow ++;
if ( materialToShow >= materials.length ) materialToShow = 0;
globalObject.traverse(function(child) {
if (child instanceof THREE.Mesh) {
child.material = materials[materialToShow];
child.material.needsUpdate = true;
}
});
});
See the example, where I applied the changes to your original code, with some changes to make it work in here:
var container, stats;
var camera, scene, renderer;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var globalObject;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 2000);
camera.position.y = 3;
camera.position.z = 3;
//scene
scene = new THREE.Scene();
ambientLight = new THREE.AmbientLight(0xffffff, 0.2);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set(0.5,2,-1.0);
scene.add( directionalLight );
pointLight = new THREE.PointLight(0xff0000, 0.5);
pointLight.position.z = 10;
scene.add(pointLight);
var pointLight2 = new THREE.PointLight(0xff6666, 1);
camera.add(pointLight2);
var pointLight3 = new THREE.PointLight(0x0000ff, 0.5);
pointLight3.position.x = -10;
pointLight3.position.z = 10;
scene.add(pointLight3);
//manager
var manager = new THREE.LoadingManager();
manager.onProgress = function(item, loaded, total) {
console.log(item, loaded, total);
};
//materials
/*
var path = "textures/cube/skybox/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
*/
//var reflectionCube = new THREE.CubeTextureLoader().load(urls);
var material = new THREE.MeshStandardMaterial({
//envMap: reflectionCube,
roughness: 0.1,
metalness: 1,
color: 0xfee6af,
});
var materialTwo = new THREE.MeshStandardMaterial({
//envMap: reflectionCube,
roughness: 0.1,
metalness: 0,
color: 0xffff00,
});
makeTextFile = function (text) {
var data = new Blob([text], {type: 'text/plain'});
var textFile = window.URL.createObjectURL(data);
return textFile;
}
var textbox_obj = document.getElementById('plane_obj');
var obj_url = makeTextFile(textbox_obj.value);
//model
var loader = new THREE.OBJLoader(manager);
loader.load(obj_url, function(object) {
//store global reference to .obj
globalObject = object;
object.traverse(function(child) {
if (child instanceof THREE.Mesh) {
child.material = material;
child.material.needsUpdate = true;
}
});
object.position.y = 0;
scene.add(object);
});
//render
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('mousemove', onDocumentMouseMove, false);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 2;
mouseY = (event.clientY - windowHalfY) / 2;
}
// Click interaction
var canvas = document.getElementsByTagName("canvas")[0];
var materials = [
new THREE.MeshBasicMaterial( {color:'#b02030'} ),
new THREE.MeshLambertMaterial( {color:'#b02030'} ),
new THREE.MeshPhongMaterial( {color:'#b02030', shininess: 100 } ),
new THREE.MeshNormalMaterial(),
// ...
];
var materialToShow = 0;
canvas.addEventListener("click", function() {
materialToShow ++;
if ( materialToShow >= materials.length ) materialToShow = 0;
globalObject.traverse(function(child) {
if (child instanceof THREE.Mesh) {
child.material = materials[materialToShow];
child.material.needsUpdate = true;
}
});
});
//animate
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
//camera.position.x += (mouseX - camera.position.x) * .05;
//camera.position.y += (-mouseY - camera.position.y) * .05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
<textarea id="plane_obj" style="display:none;">
# Blender v2.77 (sub 0) OBJ File: 'Plane.blend'
# www.blender.org
mtllib Plane.mtl
o Plane
v -1.000000 0.000000 1.000000
v 1.000000 0.000000 1.000000
v -1.000000 0.000000 -1.000000
v 1.000000 0.000000 -1.000000
vt 0.000000 0.000000
vt 1.000000 0.000000
vt 0.000000 1.000000
vt 1.000000 1.000000
vn 0.0000 1.0000 0.0000
usemtl Material
s off
f 1/1/1 2/2/1 4/4/1 3/3/1
</textarea>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/99/three.min.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/loaders/OBJLoader.js"></script>

Create a plane mesh with pointcloud in three.js

I've created pointcloud with all points in an exact plane. I want the pointcloud to be highlighted and shown as a rectangle shape when the mouse is rolled over. For that, I think the pointcloud has to be converted in to a mesh, first.
I've googled for hours and tried to read thee.js documentation too. But couldn't find any solution. Could you please help me convert this pointcloud to a mesh. Thank you very much
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var camera, scene, renderer, controls;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 45.0, window.innerWidth / window.innerHeight, 5, 3500 );
camera.position.z = 2500;
controls = new THREE.TrackballControls( camera, renderer.domElement );
createScene();
}
function createScene() {
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x000000 );
var geometry = new THREE.BufferGeometry();
var positions = [];
for ( var i = 0; i < 500; i ++ ) {
for ( var j = 0; j < 300; j ++ ) {
var y = j;
var x = i;
var z = 0;
positions.push( x, y, z );
}
}
geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
var material = new THREE.PointsMaterial( {color: 0xFFFFFF} );
points = new THREE.Points( geometry, material );
scene.add( points );
}
function animate( time ) {
requestAnimationFrame( animate );
controls.update();
renderer.render( scene, camera );
}
</script>
Here is a quick and dirty modification of your sample, basically it creates a thin box with the same dimensions than your pointcloud and toggle its visibility when the mouse is getting over (using a raycaster). As far as I know there is no direct/built-in way to turn a pointcloud into a plane/mesh.
<!DOCTYPE html>
<html lang="en">
<head>
<title>Three.js - wall construction</title>
<meta charset="utf-8">
<script src="js/three.js"></script>
<script src="js/TrackballControls.js"></script>
</head>
<body style="margin:0;">
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var camera, scene, renderer, controls, box, boxMaterial;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 45.0, window.innerWidth / window.innerHeight, 5, 3500 );
camera.position.z = 2500;
controls = new THREE.TrackballControls( camera, renderer.domElement );
createScene();
renderer.domElement.addEventListener('mousemove', onMouseMove, false);
}
function createScene() {
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x000000 );
var geometry = new THREE.BufferGeometry();
var positions = [];
for ( var i = -250; i < 250; ++i) {
for ( var j = -150; j < 150; ++j) {
positions.push(i, j, 0);
}
}
geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
var material = new THREE.PointsMaterial({color: 0xFFFFFF});
points = new THREE.Points(geometry, material);
scene.add(points);
//create box based on pointcloud extends
var geometry = new THREE.BoxGeometry(500, 300, 1 );
boxMaterial = new THREE.MeshBasicMaterial({color: 0x0000FF});
boxMaterial.visible = false //set invisible by default
box = new THREE.Mesh(geometry, boxMaterial);
scene.add(box);
}
function onMouseMove (e) {
var pointer = {
x: (e.clientX / window.innerWidth ) * 2 - 1,
y: - ( e.clientY / window.innerHeight ) * 2 + 1
}
var raycaster = new THREE.Raycaster()
raycaster.setFromCamera(pointer, camera)
var intersects = raycaster.intersectObjects([box])
boxMaterial.visible = !!intersects.length
}
function animate(time) {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
</script>
</body>
</html>

Measure distance between points of STL file using three.js

I am trying to get the user to click on two different points and get distance between them.
The clicks seems to be happening at random positions, so the calculation is getting to be wrong.
The calculation is correct when the the OBJ loader is used and we use an OBJ file, but if I use an STL file using the STL loader, it just shows up incorrect.
Codepen link: https://codepen.io/anon/pen/NLXavX
JS Code:
<script type="text/javascript" src="https://dl.dropboxusercontent.com/s/qooungyrgltucai/three.js"></script>
<script type="text/javascript" src="https://dl.dropboxusercontent.com/s/ddt89ncslm4o7ie/Detector.js"></script>
<script type="text/javascript" src="https://dl.dropboxusercontent.com/s/mrhumrr2bxwt9nt/OBJLoader.js"></script>
<script type="text/javascript" src="https://dl.dropboxusercontent.com/s/n5sjyymajykna51/TGALoader.js"></script>
<script type="text/javascript" src="https://dl.dropboxusercontent.com/s/y4r5bmq2037jacg/OrbitControls.js"></script>
<script type="text/javascript" src="https://dl.dropboxusercontent.com/s/h18h48v52739df4/STLLoader.js"></script>
<script>
var container;
var camera, controls, scene, renderer, model;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 5;
controls = new THREE.OrbitControls(camera);
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight(0x404040); //0x101030
scene.add(ambient);
var directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(1, 1, 1).normalize();
scene.add(directionalLight);
// Loading manager
var manager = new THREE.LoadingManager();
manager.onProgress = function (item, loaded, total) {
console.log(item, loaded, total);
};
var onProgress = function (xhr) {
if (xhr.lengthComputable) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log(Math.round(percentComplete, 2) + '% downloaded');
}
};
var onError = function (xhr) {
console.log('Error: ' + xhr);
};
// Model
//model = new THREE.Object3D();
//scene.add(model);
var material = new THREE.MeshPhongMaterial({
color: 0xffffff,
needsUpdate: true
});
window.model ='';
// Added an if else here, STL code:
var loader = new THREE.STLLoader();
loader.load( 'https://dl.dropboxusercontent.com/s/t57h7xketafodui/5a9b75e521aaf-DI_PIPE_FBG_holder.stl', function ( geometry ) {
var material = new THREE.MeshPhongMaterial( { color: 0xff5533, specular: 0x111111, shininess: 200 } );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( 0, - 0.25, 0.6 );
mesh.rotation.set( 0, - Math.PI / 2, 0 );
mesh.scale.set( 0.05, 0.05, 0.05 );
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
window.model = scene;
} );
// This OBJ Loader will load if user requests an OBJ file.
var loader = new THREE.OBJLoader(manager);
var object = loader.load('https://dl.dropboxusercontent.com/s/pn3yw6w5962o5r8/BIGIPIGI.obj', function (Object) {
Object.castShadow = true;
Object.position.x = 0;
Object.position.y = -1;
Object.position.z = 0;
Object.traverse(function (child) {
if (child instanceof THREE.Mesh) {
child.material = material;
}
});
console.log(Object);
window.model = Object;
scene.add(Object);
}, onProgress, onError);
// Object
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('mousedown', onDocumentMouseDown, false);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// Measurement Code
var pointA = new THREE.Vector3( 0, 1, 0 );
var pointB = new THREE.Vector3();
var markerA = new THREE.Mesh( new THREE.SphereGeometry( 0.1, 16, 16 ), new THREE.MeshBasicMaterial( { color: 0xFF5555, depthTest: false, depthWrite: false } ) );
var markerB = markerA.clone();
scene.add( markerA );
scene.add( markerB );
var line;
function getIntersections( event ) {
var vector = new THREE.Vector2();
vector.set(
( event.clientX / window.innerWidth ) * 2 - 1,
- ( event.clientY / window.innerHeight ) * 2 + 1 );
var raycaster = new THREE.Raycaster();
raycaster.setFromCamera( vector, camera );
var intersects = raycaster.intersectObjects( window.model.children );
return intersects;
}
function getLine( vectorA, vectorB ) {
var geometry = new THREE.Geometry();
geometry.vertices.push( vectorA );
geometry.vertices.push( vectorB );
var material = new THREE.LineBasicMaterial({
color: 0xFFFF00,
depthWrite: false,
depthTest: false
});
line = new THREE.Line( geometry, material );
return line;
}
function onDocumentMouseDown( event ) {
var intersects = getIntersections( event );
if( intersects.length > 0 ){
if ( ! pointB.equals( pointA ) ) {
pointB = intersects[ 0 ].point;
} else {
pointB = pointA;
}
pointA = intersects[ 0 ].point;
markerA.position.copy( pointA );
markerB.position.copy( pointB );
var distance = pointA.distanceTo( pointB );
if ( line instanceof THREE.Line ) {
scene.remove( line );
}
if ( distance > 0 ) {
console.log( "distance", distance );
alert( "distance: "+distance );
line = getLine( pointA, pointB );
scene.add(line);
}
}
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}</script>
Try to add in CSS section:
body{
overflow: hidden;
margin: 0;
}

How to load objects with Three.js with high quality?

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.

Changing z rotation in three.js animation

I need to add an additional function to change the Z rotation value of the teapot from within the updateTeapot function. I saw this answer Three.js camera tilt up or down and keep horizon level, but how do I incorporate a z rotation function within this function?
function updateTeapot() {
if (teapot != null) {
teaPotHeight+=1;
teapot.position.y = teaPotHeight%200;
}
}
(function ( lab3 , $, undefined) {
lab3.init = function(hook) {
// Create a renderer
var WIDTH = 600,
HEIGHT = 500;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(WIDTH, HEIGHT);
hook.append(renderer.domElement);
var scene = new THREE.Scene();
// Create lights
var pointLight =
new THREE.PointLight(0xFFFFFF);
pointLight.position = new THREE.Vector3(-10, 100, 100);
scene.add(pointLight);
// Add ambient light
var ambient = new THREE.AmbientLight( 0x555555 );
scene.add( ambient );
// Create a camera
var VIEW_ANGLE = 65, //65 FOV is most 'natural' FOV
ASPECT = WIDTH / HEIGHT,
NEAR = 0.1, //these elements are needed for cameras to
FAR = 10000; //partition space correctly
var camera = new THREE.PerspectiveCamera(
VIEW_ANGLE,
ASPECT,
NEAR,
FAR);
camera.position.z = 300;
scene.add(camera);
// Create and add controls
var controls = new THREE.TrackballControls( camera );
controls.target.set( 0, 0, 0 );
// Create a cube
var material =
new THREE.MeshLambertMaterial(
{
color: 0x00bbcc
});
var cube = new THREE.Mesh(
new THREE.CubeGeometry(
40, 55, 30),
material);
scene.add(cube);
// Animation
function renderLoop() {
renderer.render(scene, camera);
controls.update();
window.requestAnimationFrame(renderLoop);
updateTeapot();
}
window.requestAnimationFrame(renderLoop);
////////////////////////////////////////////////
var teapot = null;
var teaPotHeight=0;
loader = new THREE.JSONLoader();
loader.load( "models/utah-teapot.json", function( geometry ) {
teapot = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial({
color: 0x00bb00,
side: THREE.DoubleSide
}));
teapot.scale.set( 20, 20, 20 );
teapot.position = new THREE.Vector3(-30, 100, 20);
function updateTeapot() {
if (teapot != null) {
teaPotHeight+=1;
teapot.position.y = teaPotHeight%200;
}
}
//add it to the scene
scene.add(teapot);
});
}
})(window.lab3 = window.lab3 || {} , jQuery)
Add
teapot.rotation.z = numInRadians;

Categories