I'm kinda new to Three.js, I'm enjoying it a whole bunch, though I'm having an issue with shadow maps, I've read and looked everywhere but I just can't get it to work, can somebody point me in the direction of what I'm doing wrong?
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 cube = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial( {color: 0x808080 } ));
cube.castShadow = true;
scene.add( cube );
camera.position.y = 2;
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set( 0, 10, 0 );
directionalLight.castShadow = true;
scene.add( directionalLight );
var geo2 = new THREE.BoxGeometry(5,0.1,5);
var floor = new THREE.Mesh(geo2, new THREE.MeshLambertMaterial( {color: 0x808080 } ));
floor.position.y = -1;
floor.receiveShadow = true;
scene.add(floor);
renderer.shadowMapEnabled = true;
renderer.shadowMapType = THREE.PCFSoftShadowMap;
var ambient = new THREE.AmbientLight( 0x111111 );
directionalLight.shadowCameraVisible = true;
scene.add( ambient );
renderer.shadowCameraNear = 3;
renderer.shadowCameraFar = camera.far;
renderer.shadowCameraFov = 50;
function animate() {
camera.lookAt({x:0,y:0,z:0});
var timer = Date.now() * 0.0002;
camera.position.x = Math.cos(timer) * 5;
camera.position.z = Math.sin(timer) * 5;
requestAnimationFrame(animate);
render();
}
function render() {
cube.rotation.x += 0.1;
cube.rotation.y += 0.1;
renderer.render(scene, camera);
}
animate();
These three lines:
renderer.shadowCameraNear = 3;
renderer.shadowCameraFar = camera.far;
renderer.shadowCameraFov = 50;
should be on your light not the renderer; so
directionalLight.shadowCameraNear = 3;
directionalLight.shadowCameraFar = camera.far;
directionalLight.shadowCameraFov = 50;
and since your light is directional you will need:
directionalLight.shadowCameraLeft = -500;
directionalLight.shadowCameraRight = 500;
directionalLight.shadowCameraTop = 500;
directionalLight.shadowCameraBottom = -500;
and you might need to play around with these values.
Related
I'm trying to create an ocean for my Three.js application. I took the example from this site:
https://codepen.io/RemiRuc/pen/gJMwOe?fbclid=IwAR2caTQL-AOPE2Gv6x4rzSWBrOmAh2j-raqesOO0XbYQAuSG37imbMszSis
var params = {
res : 32,
speed : 8,
amp : 2,
wireframe : true,
backgroundColor : 0x9c81e3,
planeColor : 0x4a4a4a
}
var scene = new THREE.Scene();
scene.background = new THREE.Color(params.backgroundColor)
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 )
let canvas = document.getElementById("webgl")
var renderer = new THREE.WebGLRenderer({canvas:canvas, antialias: true})
renderer.setSize( window.innerWidth, window.innerHeight )
var simplex = new SimplexNoise()
var light = new THREE.AmbientLight( 0xcccccc ); // soft white light
scene.add( light );
var pointLight = new THREE.PointLight( 0xeeeeee, 1, 100 );
pointLight.position.set( 0, 20, -20 );
scene.add( pointLight );
let geometry, material, plane
createPlane()
camera.position.z = 5;
camera.position.y = 3;
camera.lookAt(new THREE.Vector3( 0, 3, 0 ))
var animate = function () {
requestAnimationFrame( animate );
for (var i = 0; i < geometry.vertices.length; i++) {
var z = (i + Date.now() * params.speed/100000)
geometry.vertices[i].z = simplex.noise4D(z,z,z,z) * params.amp
plane.geometry.verticesNeedUpdate = true;
}
scene.background = new THREE.Color(params.backgroundColor)
material.color = new THREE.Color(params.planeColor)
material.wireframe = params.wireframe
camera.rotation.y += 0.001
renderer.render( scene, camera );
};
animate();
function createPlane(){
geometry = new THREE.PlaneGeometry( 200, 200, params.res,params.res );
material = new THREE.MeshLambertMaterial( {color: params.planeColor, side: THREE.DoubleSide, wireframe: params.wireframe} );
plane = new THREE.Mesh( geometry, material );
scene.add( plane );
plane.rotation.x = Math.PI/2
}
/***RESIZE***/
window.addEventListener('resize', ()=>{
document.querySelector('canvas').style.width = window.innerWidth + "px"
document.querySelector('canvas').style.height = window.innerHeight + "px"
renderer.setSize( window.innerWidth, window.innerHeight )
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
})
var gui = new dat.GUI()
var controller = gui.add(params, "res", 0, 100).name("Plane resolution")
gui.add(params, "speed", 0, 500).name("Wave speed")
gui.add(params, "amp", 0, 20).name("Wave amplitude")
gui.add(params, "wireframe", 0, 20).name("Wireframe")
gui.addColor(params, "backgroundColor").name("Background color")
gui.addColor(params, "planeColor").name("Plane color")
controller.onChange(()=>{
scene.remove(plane)
createPlane()
})
Issue is, I'm using PlaneBufferGeometry instead of PlaneGeometry, and it seems there are some differences
My code in render after creating the waterPlane
for (var i = 0; i < waterGeometry.attributes.position.count; i++) {
var z = (i + Date.now() * params.speed/100000);
waterGeometry.attributes.position[i] = simplex.noise4D(z,z,z,z) * params.amp;
}
waterGeometry.attributes.position.needsUpdate = true;
waterPlaneMesh.attributes.position.needsUpdate = true;
I'm not getting any errors, but no matter what I do, all I get is a flat wireframe plane geometry that doesn't move or anything. I think issue is in the updating of the plane?
This is an example of how you can displace vertices of a buffer geometry, using that SimplexNoise library:
body {
margin: 0;
background-color: #000;
color: #fff;
font-family: Monospace;
font-size: 13px;
line-height: 24px;
overscroll-behavior: none;
}
<script type="module">
import * as THREE from "https://cdn.skypack.dev/three#0.136.0";
import { OrbitControls } from "https://cdn.skypack.dev/three#0.136.0/examples/jsm/controls/OrbitControls";
import { createNoise3D } from "https://cdn.skypack.dev/simplex-noise";
let simplex = createNoise3D();
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 2000);
camera.position.set(0, 0.5, 1).setLength(12);
let renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", onWindowResize);
//scene.add(new THREE.GridHelper())
let controls = new OrbitControls(camera, renderer.domElement);
let light = new THREE.DirectionalLight(0xffffff, 0.5);
light.position.setScalar(1);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.5));
let v3 = new THREE.Vector3();
let v2 = new THREE.Vector2();
let g = new THREE.PlaneGeometry(200, 200, 100, 100);
g.rotateX(-Math.PI *0.5);
let m = new THREE.MeshLambertMaterial({color: "aqua", wireframe: false});
let o = new THREE.Mesh(g, m);
scene.add(o);
let clock = new THREE.Clock();
renderer.setAnimationLoop(() => {
renderer.render(scene, camera);
let t = clock.getElapsedTime();
for(let i = 0; i < g.attributes.position.count; i++){
v2.fromBufferAttribute(g.attributes.uv, i).addScalar(t * 0.01).multiplyScalar(20);
let h = simplex(v2.x, v2.y, t * 0.1);
g.attributes.position.setY(i, h);
}
g.computeVertexNormals();
g.attributes.position.needsUpdate = true;
});
function onWindowResize() {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
}
</script>
Im having quite a bit of trouble adding an environment map to a loaded GLTF / GLB file, as of now I get some sort of reflection instead of a black dot with a light point on it,
I was reading a bit of the document for three js and think I can pull it off with the standardmeshmaterial and applying it somehow to the object(gltf) and adding the mesh into the scene. I tried a similar mockup but the item disappears. I dont know how to go about it, help guys.
This is the environment map im trying to apply to it, (or something similar)
https://hdrihaven.com/files/hdri_images/tonemapped/8192/venice_sunset.jpg
here is the codepen I am working on
https://codepen.io/8AD/pen/XWpxmpO
HTML
<script src="https://unpkg.com/three#0.87.1/build/three.js"></script>
<script src="https://rawcdn.githack.com/mrdoob/three.js/d9f87fb1a2c5db1ea0e2feda9bd42b39b5bedc41/build/three.min.js"></script>
<!-- OrbitControls.js -->
<script src="https://rawcdn.githack.com/mrdoob/three.js/d9f87fb1a2c5db1ea0e2feda9bd42b39b5bedc41/examples/js/controls/OrbitControls.js"></script>
<!-- DRACOLoader.js -->
<script src="https://rawcdn.githack.com/mrdoob/three.js/d9f87fb1a2c5db1ea0e2feda9bd42b39b5bedc41/examples/js/loaders/DRACOLoader.js"></script>
<!-- GLTFLoader.js -->
<script src="https://rawcdn.githack.com/mrdoob/three.js/d9f87fb1a2c5db1ea0e2feda9bd42b39b5bedc41/examples/js/loaders/GLTFLoader.js"></script>
<div id="3dmain">
</div>
JS
var gltf = null;
var mixer = null;
var clock = new THREE.Clock();
var controls;
var camera;
init();
animate();
var renderCalls = [];
function render () {
requestAnimationFrame( render );
renderCalls.forEach((callback)=>{ callback(); });
}
render();
function init() {
width = window.innerWidth;
height = window.innerHeight;
scene = new THREE.Scene();
var light = new THREE.PointLight( 0xffffcc, 20, 200 );
light.position.set( 4, 30, 80 );
scene.add( light );
var light2 = new THREE.AmbientLight( 0x20202A, 20, 100 );
light2.position.set( 30, -10, 30 );
scene.add( light2 );
camera = new THREE.PerspectiveCamera( 60, width / height, 0.01, 10000 );
camera.position.set(0, 3, 10);
window.addEventListener( 'resize', function () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}, false );
var geometry = new THREE.BoxGeometry(100, 5, 100);
var material = new THREE.MeshLambertMaterial({
color: "#707070"
});
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log( item, loaded, total );
};
var loader = new THREE.GLTFLoader();
loader.setCrossOrigin( 'anonymous' );
var scale = 0.01;
var url = "https://8ad.studio/wp-content/uploads/3D%20Assets/blimp.glb";
loader.load(url, function (data) {
gltf = data;
var object = gltf.scene;
object.scale.set(scale, scale, scale);
//object.position.y = -5;
//object.position.x = 4;
object.castShadow = true;
object.receiveShadow = true;
var animations = gltf.animations;
if ( animations && animations.length ) {
mixer = new THREE.AnimationMixer( object );
for ( var i = 0; i < animations.length; i ++ ) {
var animation = animations[ i ];
mixer.clipAction( animation ).play();
}
}
scene.add(object);
});
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true } );
renderer.setClearColor( 0x000000, 0 );
renderer.shadowMap.enabled = true;
controls = new THREE.OrbitControls( camera,);
controls.rotateSpeed = 0.3;
controls.zoomSpeed = 0.9;
controls.minDistance = 14;
controls.maxDistance = 14;
controls.minPolarAngle = 0; // radians
controls.maxPolarAngle = Math.PI /2; // radians
controls.enableDamping = true;
controls.dampingFactor = 0.05;
var renderCalls = [];
renderCalls.push(function(){
controls.update()
});
renderer.setSize( width, height );
renderer.gammaOutput = true;
document.getElementById('3dmain').appendChild( renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
if (mixer) mixer.update(clock.getDelta());
controls.update();
render();
}
function render() {
renderer.render( scene, camera );
}
You have to include RGBELoader into your app for importing HDR textures and make use of PMREMGenerator in order to pre-process the environment map for the usage with a PBR material.
var gltf = null;
var mixer = null;
var clock = new THREE.Clock();
var controls;
var camera;
var renderer;
init();
animate();
var renderCalls = [];
function render() {
requestAnimationFrame(render);
renderCalls.forEach((callback) => {
callback();
});
}
render();
function init() {
width = window.innerWidth;
height = window.innerHeight;
scene = new THREE.Scene();
var light = new THREE.PointLight(0xffffcc, 20, 200);
light.position.set(4, 30, 80);
scene.add(light);
var light2 = new THREE.AmbientLight(0x20202A, 20, 100);
light2.position.set(30, -10, 30);
scene.add(light2);
camera = new THREE.PerspectiveCamera(60, width / height, 0.01, 10000);
camera.position.set(0, 3, 10);
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
renderer.setClearColor(0x000000, 0);
renderer.shadowMap.enabled = true;
window.addEventListener('resize', function() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}, false);
var geometry = new THREE.BoxGeometry(100, 5, 100);
var material = new THREE.MeshLambertMaterial({
color: "#707070"
});
var manager = new THREE.LoadingManager();
manager.onProgress = function(item, loaded, total) {
console.log(item, loaded, total);
};
var scale = 0.01;
var url = "https://8ad.studio/wp-content/uploads/3D%20Assets/blimp.glb";
var loader = new THREE.GLTFLoader();
loader.setCrossOrigin('anonymous');
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
const rgbeLoader = new THREE.RGBELoader();
rgbeLoader.load('https://threejs.org/examples/textures/equirectangular/venice_sunset_1k.hdr', function(texture) {
const envMap = pmremGenerator.fromEquirectangular(texture).texture;
scene.background = envMap;
scene.environment = envMap;
texture.dispose();
pmremGenerator.dispose();
loader.load(url, function(data) {
gltf = data;
var object = gltf.scene;
object.scale.set(scale, scale, scale);
//object.position.y = -5;
//object.position.x = 4;
object.castShadow = true;
object.receiveShadow = true;
var animations = gltf.animations;
if (animations && animations.length) {
mixer = new THREE.AnimationMixer(object);
for (var i = 0; i < animations.length; i++) {
var animation = animations[i];
mixer.clipAction(animation).play();
}
}
scene.add(object);
});
});
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.rotateSpeed = 0.3;
controls.zoomSpeed = 0.9;
controls.minDistance = 14;
controls.maxDistance = 14;
controls.minPolarAngle = 0; // radians
controls.maxPolarAngle = Math.PI / 2; // radians
controls.enableDamping = true;
controls.dampingFactor = 0.05;
var renderCalls = [];
renderCalls.push(function() {
controls.update()
});
renderer.setSize(width, height);
document.getElementById('3dmain').appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
if (mixer) mixer.update(clock.getDelta());
controls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.127/build/three.js"></script>
<!-- OrbitControls.js -->
<script src="https://cdn.jsdelivr.net/npm/three#0.127/examples/js/controls/OrbitControls.js"></script>
<!-- DRACOLoader.js -->
<script src="https://cdn.jsdelivr.net/npm/three#0.127/examples/js/loaders/DRACOLoader.js"></script>
<!-- GLTFLoader.js -->
<script src="https://cdn.jsdelivr.net/npm/three#0.127/examples/js/loaders/GLTFLoader.js"></script>
<!-- RGBELoader.js -->
<script src="https://cdn.jsdelivr.net/npm/three#0.127/examples/js/loaders/RGBELoader.js"></script>
<div id="3dmain">
</div>
The example applies the environment map to Scene.environment. However, you could also traverse through the glTF object and apply it to each material's envMap property.
I have this code which should create a 3D form. The idea is that I have whatever coordinates stored into a vector in the same plan to which I should add a default height in order to make it 3D. As you can see I am a beginner in programming and this is the first time I use ThreeJS so can you tell me what am I doing wrong? Honestly I have no clue and I would like to know if there is another way of adding the default height to my 2D vector coordinates in order to make it 3D without using ThreeJS. Thank you!
$(document).ready(function(){
function storeCoordinate(x, y, array) {
array.push(x);
array.push(y);
}
var coords = [];
var z=500;
storeCoordinate(3, 5, coords);
storeCoordinate(10, 100, coords);
storeCoordinate(30, 120, coords);
storeCoordinate(3, 5, coords);
for (var i = 0; i < coords.length; i+=2) {
var x = coords[i];
var y = coords[i+1];
var canvas = document.getElementById('myCanvas');
var ctx = canvas.getContext('2d');
var shape = new THREE.Shape( coords );
ctx.moveTo(coords[i],coords[i+1]);
ctx.lineTo(coords[i+2],coords[i+3]);
ctx.stroke();
}
var render,mycanvas,scene,camera,renderer,light;
init();
animate();
function init(){
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 1, 1000 );
var extrudedGeometry = new THREE.ExtrudeGeometry(shape, {amount: 5, bevelEnabled: false});
var extrudedMesh = new THREE.Mesh(extrudedGeometry, new THREE.MeshPhongMaterial({color: 0xff0000}));
scene.add(extrudedMesh);
document.body.onmousemove = function(e){
extrudedMesh.rotation.z = e.pageX / 100;
extrudedMesh.rotation.x = e.pageY / 100;
}
//lights
dirLight = new THREE.DirectionalLight(0xffffff);
dirLight.intensity = .9;
dirLight.position.set(500, 140, 500);
dirLight.castShadow = true;
dirLight.shadowMapHeight = 2048
dirLight.shadowMapWidth = 2048
dirLight.shadowDarkness = .15
spotLight = new THREE.PointLight( 0xffffff );
spotLight.intensity = .5
spotLight.position.set( -500, 140, -500 );
camera.add( spotLight)
camera.add(dirLight);
lighthelper = new THREE.DirectionalLightHelper(dirLight, 20);
lighthelper.children[1].material.color.set(0,0,0)
lighthelper.visible = false;
scene.add(lighthelper);
ambientLight = new THREE.AmbientLight( 0x020202, 1 );
scene.add( ambientLight );
light = new THREE.PointLight(0xffffff);
light.position.set(-100,200,100);
scene.add(light);
renderer = new THREE.WebGLRenderer({canvas: mycanvas});
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.autoRotate = true;
controls.enableZoom = true;
controls.enablePan = true;
controls.rotateSpeed = 3.0;
controls.zoomSpeed = 1.0;
controls.panSpeed = 2.0;
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.minDistance = 1.1;
controls.maxDistance = 1000;
controls.keys = [65, 83, 68]; // [ rotateKey, zoomKey, panKey ]
}
function animate() {
window.requestAnimationFrame( animate );
render();
}
function render() {
renderer.render( scene, camera );
}
var loader = new THREE.OBJLoader();
});
Just an option of how you can do it, using THREE.ExtrudeGeometry():
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 3);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var grid = new THREE.GridHelper(5, 10, "white", "gray");
grid.geometry.rotateX(Math.PI * 0.5);
scene.add(grid);
var points = [
new THREE.Vector2(0, 1),
new THREE.Vector2(1, 1),
new THREE.Vector2(1, 0)
]
var shape = new THREE.Shape(points);
var extrudeGeom = new THREE.ExtrudeGeometry(shape, {
amount: 0.5,
bevelEnabled: false
});
var mesh = new THREE.Mesh(extrudeGeom, new THREE.MeshBasicMaterial({
color: "aqua",
wireframe: true
}));
scene.add(mesh);
render();
function render() {
requestAnimationFrame(render)
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/92/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
My code is :
$(function() {
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setClearColor(0xdddddd);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMapSoft = true;
var axis = new THREE.AxisHelper(10);
scene.add(axis);
var grid = new THREE.GridHelper(50, 5);
var color = new THREE.Color("rgb(255,0,0)");
grid.setColors(color, 0x000000);
scene.add(grid);
var Ground_geometry = new THREE.BoxGeometry( 20, 0.1, 20 );
var Ground_material = new THREE.MeshPhongMaterial( {
color: 0xa0adaf,
shininess: 150,
specular: 0xffffff,
shading: THREE.SmoothShading
} );
var ground = new THREE.Mesh( Ground_geometry, Ground_material );
ground.scale.multiplyScalar( 3 );
ground.castShadow = false;
ground.receiveShadow = true;
scene.add( ground );
var ambient = new THREE.AmbientLight( 0x404040 );
scene.add( ambient );
spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( 10, 10, 15 );
spotLight.castShadow = true;
spotLight.shadowCameraNear = 8;
spotLight.shadowCameraFar = 30;
spotLight.shadowDarkness = 0.5;
spotLight.shadowCameraVisible = false;
spotLight.shadowMapWidth = 1024;
spotLight.shadowMapHeight = 1024;
spotLight.name = 'Spot Light';
scene.add( spotLight );
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', renderer );
var cubeGeometry = new THREE.BoxGeometry(5, 5, 5);
var cubeMaterial = new THREE.MeshPhongMaterial({
color: 0x456574 ,
shininess: 150,
specular: 0x222222,
shading: THREE.SmoothShading,
});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.x = 0;
cube.position.y = 0;
cube.position.z = 0;
scene.add(cube);
camera.position.x = 40;
camera.position.y = 40;
camera.position.z = 40;
camera.lookAt(scene.position);
renderer.render(scene, camera);
$("#webGL-container").append(renderer.domElement);
$(window).resize(function(){
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
camera.updateProjectionMatrix();
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
});
});
I am getting an error that says : TypeError: array[i].call is not a function
and is pointing to line 7484 of three.js library.
I have included the three.js library using:
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r73/three.js"></script>
So as you can see, its the v73 and I haven't touched the code. What could be the problem?
The error only comes after screen is clicked and then mouse pointer is dragged, so it must have got to do with that piece of code.
Assuming that you want the scene to render when OrbitControls sends a change event, you'll have to change the code to:
controls.addEventListener( 'change', render );
.
.
.
function render() {
renderer.render( scene, camera );
}
renderer.render( scene, camera );
I use three.js TrackballControls for rotating object.
Here is simple application - http://zheden.elitno.net/
I cannot rotate object horizontally when mouse position is on left side of scene. Vertical rotation is ok.
Could you please tell me what is wrong?
Here is my code:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, 1, 0.1, 1000);
var controls;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(500, 500);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.CubeGeometry(1,1,1);
var material = new THREE.MeshLambertMaterial(
{
overdraw: true,
color: 0x00aa80,
shading: THREE.FlatShading
});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.x = 1;
directionalLight.position.y = 1;
directionalLight.position.z = 1;
directionalLight.position.normalize();
scene.add( directionalLight );
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( -1, -1, -1 );
scene.add( light );
var light1 = new THREE.AmbientLight( 0x222222 );
scene.add( light1 );
camera.position.z = 3;
controls = new THREE.TrackballControls( camera );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
controls.keys = [ 65, 83, 68 ];
controls.addEventListener( 'change', render );
function render() {
renderer.render(scene, camera);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
render();
};
animate();
Thanks!