I am trying to implement a WebGl viewer using three.js + colladaloader.js but i am having some problems when trying to import and view my own collada object. I can load the example correctly, but when adding my own model to it (without changing the code) i get a
Can not convert Transform of type lookat
WebGLRenderingContext: GL ERROR :GL_INVALID_OPERATION :
glDrawElements: attempt to access out of range vertices in attribute 0
Any ideas how to get my own model working
I should add that my ColladaLoader.js is a patched version hosted here https://raw.github.com/jihoonl/three.js/6e5a02427f2b9626a3fccc9c09d8654cc02d2109/examples/js/loaders/ColladaLoader.js
Here is the model i am trying to load: http://sketchup.google.com/3dwarehouse/details?mid=bad38a0b2a3d753c8857d6b1c783b210&ct=mdsa&prevstart=0
Here is my code:
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer, objects;
var particleLight, pointLight;
var dae, skin;
var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load( '/site_media/models/model.dae', function ( collada ) {
dae = collada.scene;
skin = collada.skins[ 0 ];
dae.scale.x = dae.scale.y = dae.scale.z = 0.002;
dae.updateMatrix();
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.set( 2, 2, 3 );
scene = new THREE.Scene();
// Grid
var size = 14, step = 1;
var geometry = new THREE.Geometry();
var material = new THREE.LineBasicMaterial( { color: 0x303030 } );
for ( var i = - size; i <= size; i += step ) {
geometry.vertices.push( new THREE.Vector3( - size, - 0.04, i ) );
geometry.vertices.push( new THREE.Vector3( size, - 0.04, i ) );
geometry.vertices.push( new THREE.Vector3( i, - 0.04, - size ) );
geometry.vertices.push( new THREE.Vector3( i, - 0.04, size ) );
}
var line = new THREE.Line( geometry, material, THREE.LinePieces );
scene.add( line );
// Add the COLLADA
scene.add( dae );
particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
scene.add( particleLight );
// Lights
scene.add( new THREE.AmbientLight( 0xcccccc ) );
var directionalLight = new THREE.DirectionalLight(/*Math.random() * 0xffffff*/0xeeeeee );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
pointLight = new THREE.PointLight( 0xffffff, 4 );
pointLight.position = particleLight.position;
scene.add( pointLight );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
var t = 0;
var clock = new THREE.Clock();
function animate() {
var delta = clock.getDelta();
requestAnimationFrame( animate );
if ( t > 1 ) t = 0;
if ( skin ) {
// guess this can be done smarter...
// (Indeed, there are way more frames than needed and interpolation is not used at all
// could be something like - one morph per each skinning pose keyframe, or even less,
// animation could be resampled, morphing interpolation handles sparse keyframes quite well.
// Simple animation cycles like this look ok with 10-15 frames instead of 100 ;)
for ( var i = 0; i < skin.morphTargetInfluences.length; i++ ) {
skin.morphTargetInfluences[ i ] = 0;
}
skin.morphTargetInfluences[ Math.floor( t * 30 ) ] = 1;
t += delta;
}
render();
stats.update();
}
function render() {
var timer = Date.now() * 0.0005;
camera.position.x = Math.cos( timer ) * 10;
camera.position.y = 2;
camera.position.z = Math.sin( timer ) * 10;
camera.lookAt( scene.position );
particleLight.position.x = Math.sin( timer * 4 ) * 3009;
particleLight.position.y = Math.cos( timer * 5 ) * 4000;
particleLight.position.z = Math.cos( timer * 4 ) * 3009;
renderer.render( scene, camera );
}
</script>
fixed it by making my texture BIGGER (and placing it on the same folder as my model and renaming to the same name as my model)
It seems like ColladaLoader.js does not load small textures for some reason
Another thing there is a bug https://github.com/mrdoob/three.js/issues/3106 but this is the fix https://raw.github.com/jihoonl/three.js/6e5a02427f2b9626a3fccc9c09d8654cc02d2109/examples/js/loaders/ColladaLoader.js , and it seems that it doesnt work without this fix
Related
i create a three js program that load mtl and obj and show on scene
when run program show no texture and show black object.
i use mtl loader and obj loader and add files in root folder of host
this code work on three js site fine and i copy this code in my program but dont work for me.
i also use light ambien light and point light.
its link my model : my program
here my code:
import * as THREE from './three.module.js';
import { DDSLoader } from './jsm/loaders/DDSLoader.js';
import { MTLLoader } from './jsm/loaders/MTLLoader.js';
import { OBJLoader } from './jsm/loaders/OBJLoader.js';
var container;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
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 = 250;
// scene
scene = new THREE.Scene();
var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
scene.add( ambientLight );
var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
camera.add( pointLight );
scene.add( camera );
// model
var onProgress = function ( xhr ) {
if ( xhr.lengthComputable ) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log( Math.round( percentComplete, 2 ) + '% downloaded' );
}
};
var onError = function () { };
var manager = new THREE.LoadingManager();
manager.addHandler( /\.dds$/i, new DDSLoader() );
// comment in the following line and import TGALoader if your asset uses TGA textures
// manager.addHandler( /\.tga$/i, new TGALoader() );
new MTLLoader( manager )
.setPath( '/' )
.load( 'char4.mtl', function ( materials ) {
console.log(materials);
materials.preload();
new OBJLoader( manager )
.setMaterials( materials )
.setPath( '/' )
.load( 'char4.obj', function ( object ) {
object.scale.set(20,20,20);
scene.add( object );
}, onProgress, onError );
} );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
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;
}
//
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 );
}
Your MLT file contains a Kd entry which represents the diffuse color and a map_Kd entry which represents a diffuse color texture. E.g.
Kd 0.00 0.00 0.00
map_Kd char4.png
So the diffuse color is black. The (unofficial) MTL spec says: material diffuse is multiplied by the texture value. And that means all final color values are black in your case.
You can easily fix the issue my changing all Kd values to 1.00 1.00 1.00.
I just recently started creating a 3D model for a website I am creating.. and for some reason one of the arms of the character is transparent, but only partially as in you can see inside it. As seen here:
Transparent arm and I can't figure it out. I tried back tracking some of my code to no avail, and I tried re rendering it in blender (as it is a .obj import) and it still has the same issue. Does anyone happen to know a fix for the issue?
<body>
<script src="./JS/three.js"></script>
<script src="./JS/DDSLoader.js"></script>
<script src="./JS/MTLLoader.js"></script>
<script src="./JS/OBJLoader.js"></script>
<script src="./JS/OrbitControls.js"></script>
<script src="./JS/Detector.js"></script>
<script src="./JS/stats.min.js"></script>
<script>
var container, stats;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
renderer = new THREE.WebGLRenderer( {
alpha: true,
antialias: true
} );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( 200,300);
container.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 14, window.innerWidth / window.innerHeight, .3, 1000 );
camera.position.z = 1;
camera.position.y = 8;
//camera.rotation.y = -90*(180/3.14159265)
var orbit = new THREE.OrbitControls( camera, renderer.domElement );
orbit.enableZoom = false;
orbit.enablePan = false;
orbit.autoRotate = true;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0xffffff );
scene.add( ambient );
var dirLight = new THREE.DirectionalLight(0xffffff, .41);
dirLight.position.set(100, 100, 50);
scene.add(dirLight);
var light = new THREE.PointLight( 0xf8f8ff, 0.25, 10000 );
light.position.set( 0, 100,-75);
scene.add( light );
//var directionalLight = new THREE.DirectionalLight( 0xf8f8ff );
//directionalLight.position.set( 0, 0, 1 ).normalize();
//scene.add( directionalLight );
// model
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 ) { };
THREE.Loader.Handlers.add( /\.dds$/i, new THREE.DDSLoader() );
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setBaseUrl( './Avatar/' );
mtlLoader.setPath( './Avatar/' );
mtlLoader.load( 'Avatar.mtl', function( materials ) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials( materials );
objLoader.setPath( './Avatar/' );
objLoader.load( 'Avatar.obj', function ( object )
{
object.alphaTest = 0;
object.transparent = false;
object.side = THREE.DoubleSide;
//object.rotation.y = -25*(180/3.14159265)
//object.rotation.x = -35*(180/3.14159265)
object.position.y = 0;
scene.add( object );
}, onProgress, onError );
});
//
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;
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
//camera.position.x += ( mouseX - camera.position.x ) * .005;
//camera.position.y += ( - mouseY - camera.position.y ) * .005;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
I'm a bit lost at this point and could really use your help! Thanks in advance. If you have any questions, or not sure about something in my code let me know.
Face normals of the arm might be flipped backside. As you may know, if the face normal is facing backside, it will not be rendered, and only back-side will be rendered, even in 3d modeler too such as blender.
You can check normal direction in three.js using FaceNormalsHelper as well.
Docs for the helper:
http://threejs.org/docs/#Reference/Extras.Helpers/FaceNormalsHelper
http://threejs.org/examples/#webgl_helpers
If normal direction were wrong, flip them in your 3d modeler app.
I made a reflection cube and I am trying to put an animated model inside. But something happen in my function render and I can not see anything.
I am making my first steps using javascript and playing with three.js. If you can help me would be amazing.
//var scene, camera, etc
var container, loader;
var camera, scene, projector, renderer;
var controls;
var mesh, mixer;
var pointLight;
var mouseX = 0;
var mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var height = 300; // of camera frustum
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
//renderer
renderer = new THREE.WebGLRenderer( { alpha: true } );
renderer.setClearColor(0xffffff, 1);
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
//set up the scene
scene = new THREE.Scene();
var aspect = window.innerWidth / window.innerHeight;
//set up the Orthographic Camera
camera = new THREE.OrthographicCamera( - height * aspect, height * aspect, height, - height, 1, 10000 );
camera.position.z = 1500;
scene.add( camera );
//set up the controls
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableZoom = true;
controls.enableDamping = true;
//set up the lights
var ambientLight = new THREE.AmbientLight( 0x111111 );
scene.add( ambientLight );
pointLight = new THREE.PointLight( 0x030303, 0.5 );
pointLight.position.z = 2500;
scene.add( pointLight );
var pointLight2 = new THREE.PointLight( 0x030303, 1 );
camera.add( pointLight2 );
var pointLight3 = new THREE.PointLight( 0xe8e4e4, 0.5 );
pointLight3.position.x = - 1000;
pointLight3.position.z = 1000;
scene.add( pointLight3 );
//create the environment map
var imgAr = [
'sources/instagram2/image1.jpg',
'sources/instagram2/image2.jpg',
'sources/instagram2/image3.jpg',
'sources/instagram2/image4.jpg',
'sources/instagram2/image5.jpg',
'sources/instagram2/image6.jpg',
'sources/instagram2/image7.jpg',
'sources/instagram2/image8.jpg',
'sources/instagram2/image9.jpg',
'sources/instagram2/image10.jpg',
'sources/instagram2/image11.jpg',
'sources/instagram2/image12.jpg',
'sources/instagram2/image13.jpg',
'sources/instagram2/image14.jpg',
'sources/instagram2/image15.jpg',
'sources/instagram2/image16.jpg'
];
var urls = imgAr.sort(function(){return .6 - Math.random()}).slice(0,6);
var reflectionCube = THREE.ImageUtils.loadTextureCube( urls, THREE.CubeReflectionMapping );
//Load the animation
var loader = new THREE.JSONLoader();
loader.load( "sources/models/animated/horse.js", function ( geometry ) {
var material = new THREE.MeshPhongMaterial( {
morphTargets: true,
overdraw: 0.5,
envMap: reflectionCube,
combine: THREE.AddOperation,
reflectivity: 1,
shininess: 0,
side: THREE.DoubleSide
} );
mesh = new THREE.Mesh( geometry, material );
mesh.scale.set( 1.5, 1.5, 1.5 );
mesh.position.set(0,-150,0);
scene.add( mesh );
mixer = new THREE.AnimationMixer( mesh );
var clip = THREE.AnimationClip.CreateFromMorphTargetSequence( 'gallop', geometry.morphTargets, 30 );
mixer.addAction( new THREE.AnimationAction( clip ).warpToDuration( 1 ) );
} );
// window resize
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
var aspect = window.innerWidth / window.innerHeight;
camera.left = - height * aspect;
camera.right = height * aspect;
camera.top = height;
camera.bottom = - height;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//set up the background
var backgroundMesh = new THREE.Mesh(
new THREE.MeshBasicMaterial({
map: texture
}));
backgroundMesh .material.depthTest = false;
backgroundMesh .material.depthWrite = false;
var backgroundScene = new THREE.Scene();
var backgroundCamera = new THREE.Camera();
backgroundScene .add(backgroundCamera );
backgroundScene .add(backgroundMesh );
function animate() {
requestAnimationFrame( animate );
controls.update();
render();
}
var radius = 600;
var theta = 0;
var prevTime = Date.now();
function render() {
theta += 0.1;
camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
camera.lookAt( camera.target );
if ( mixer ) {
var time = Date.now();
mixer.update( ( time - prevTime ) * 0.001 );
prevTime = time;
}
renderer.render( scene, camera );
renderer.render(backgroundScene , backgroundCamera );
mixer.update();
}
</script>nter code here
I am making my first steps learning JavaScript and playing with Three.js.
I made a reflection cube with a tween animation and i would like to make this tween runs everytime that I reload my site without clicking.
I have two days trying to make it and cant. Can you tell me which is the problem with my code please? I tryied to verify it in the JavaScript console in Chrome and it didnt say anything. If you can help would be amazing because i am doing my best and it's something really hard.
Here is my code with some comments i made:
<script>
// set up the first variables scene, the camera, etc, etc
var container;
var camera, scene, renderer;
var raycaster;
var mouse;
init();
animate();
function init() {
// My scene is a div inside the html
container = document.createElement( 'div' );
document.body.appendChild( container );
//Set up the camera and make an scene
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.target = new THREE.Vector3( 0, 50, 0 );
camera.position.y = 300;
camera.position.z = 500;
scene = new THREE.Scene();
//environment map
var imgAr = [
'sources/cube_sides/0.jpg',
'sources/cube_sides/02.jpg',
'sources/cube_sides/03.jpg',
'sources/cube_sides/04.jpg',
'sources/cube_sides/05.jpg',
'sources/cube_sides/06.jpg',
'sources/cube_sides/07.jpg',
'sources/cube_sides/08.jpg',
'sources/cube_sides/09.jpg',
'sources/cube_sides/010.jpg',
'sources/cube_sides/011.jpg',
'sources/cube_sides/012.jpg',
'sources/cube_sides/013.jpg',
'sources/cube_sides/014.jpg',
'sources/cube_sides/015.jpg',
'sources/cube_sides/016.jpg',
'sources/cube_sides/017.jpg',
'sources/cube_sides/018.jpg'
];
var urls = imgAr.sort(function(){return .6 - Math.random()}).slice(0,6);
var reflectionCube = THREE.ImageUtils.loadTextureCube( urls, THREE.CubeReflectionMapping );
//load the model
var loader = new THREE.BinaryLoader();
loader.load( "sources/obj/mmlogo/mm_logo.js", function ( geometry ) {
var material = new THREE.MeshPhongMaterial( {
color: 0x515151,
morphTargets: true,
overdraw: 0.5,
envMap: reflectionCube,
combine: THREE.AddOperation,
reflectivity: 1,
shininess: 0,
side: THREE.DoubleSide,
} );
//assign a mesh to the geometry
mesh = new THREE.Mesh( geometry, material );
mesh.scale.set( 120, 120, 120 );
mesh.position.y = 50;
mesh.position.x = 0;
mesh.position.z = 700;
mesh.rotation.y = 10;
mesh.rotation.x = 10;
scene.add( mesh );
//mixer = new THREE.AnimationMixer( mesh );
//var clip = THREE.AnimationClip.CreateFromMorphTargetSequence( 'gallop', geometry.morphTargets, 30 );
//mixer.addAction( new THREE.AnimationAction( clip ).warpToDuration( 1 ) );
} );
//set up the Raycaster
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
//set up the renderer
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0xffffff );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild(renderer.domElement);
document.addEventListener( 'load', onDocumentLoad, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentLoad( event ) {
event.preventDefault();
var intersects = raycaster.intersectObjects( scene.children );
new TWEEN.Tween( intersects[ 0 ].object.position ).to( {
x: 0,
y: 50,
z: 70 }, 20000 )
.easing( TWEEN.Easing.Sinusoidal.In).start();
new TWEEN.Tween( intersects[ 0 ].object.rotation ).to( {
x: 0,
y: 0,
z: 0 }, 20000 )
.easing( TWEEN.Easing.Sinusoidal.In).start();
}
function animate() {
requestAnimationFrame( animate );
render();
}
var radius = 600;
var theta = 0;
function render() {
TWEEN.update();
theta += 0;
camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
camera.lookAt( camera.target );
renderer.render( scene, camera );
}
</script>
i am using threejs with my colladaLoader, and my model displays fine except for the fact that the ambient light or something related makes it dark sometimes.. the light comes and goes. with the following code, how can i disable this behavior and make is lighting constant and bright?
CODE:
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer, objects;
var particleLight, pointLight;
var skin;
function load_model(el,model_url,type) {
window.loader = new THREE.ColladaLoader();
window.loader.options.convertUpAxis = true;
window.imageReplace = [{"name":"stock.jpg","new_image":"colors/generated_color.png"}];
window.loader.load( model_url, imageReplace, function ( collada ) {
//console.log(collada);
dae = collada.scene;
skin = collada.skins[ 0 ];
dae.scale.x = dae.scale.y = dae.scale.z = 0.040;
dae.updateMatrix();
//setMaterial(dae, new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( "/media/images/stock.jpg") } ));
window.init(el);
window.animate();
} );
window.init = function(el) {
container = document.createElement( 'div' );
el.append( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 2, 2, 3 );
scene = new THREE.Scene();
// Add the COLLADA
scene.add( dae );
particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
scene.add( particleLight );
// Lights
// scene.add( new THREE.AmbientLight( 0xFFFFFF ) );
var directionalLight = new THREE.DirectionalLight(/*Math.random() * 0xffffff*/0xeeeeee );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
// pointLight = new THREE.PointLight( 0xffffff, 4 );
// pointLight.position = particleLight.position;
// scene.add( pointLight );
renderer = new THREE.WebGLRenderer();
if ( type =='edit')
renderer.setSize( window.innerWidth/2, window.innerHeight/2 );
else
renderer.setSize( window.innerWidth/3, window.innerHeight/3 );
container.appendChild( renderer.domElement );
// stats = new Stats();
// stats.domElement.style.position = 'absolute';
// stats.domElement.style.top = '0px';
// container.appendChild( stats.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
if ( type =='edit')
renderer.setSize( window.innerWidth/2, window.innerHeight/2 );
else
renderer.setSize( window.innerWidth/3, window.innerHeight/3 );
}
//
var t = 0;
var clock = new THREE.Clock();
window.animate = function() {
var delta = clock.getDelta();
requestAnimationFrame( animate );
if ( t > 1 ) t = 0;
if ( skin ) {
// guess this can be done smarter...
// (Indeed, there are way more frames than needed and interpolation is not used at all
// could be something like - one morph per each skinning pose keyframe, or even less,
// animation could be resampled, morphing interpolation handles sparse keyframes quite well.
// Simple animation cycles like this look ok with 10-15 frames instead of 100 ;)
for ( var i = 0; i < skin.morphTargetInfluences.length; i++ ) {
skin.morphTargetInfluences[ i ] = 0;
}
skin.morphTargetInfluences[ Math.floor( t * 30 ) ] = 1;
t += delta;
}
window.render();
//stats.update();
}
window.render = function() {
var timer = Date.now() * 0.0005;
camera.position.x = Math.cos( timer ) * 10;
camera.position.y = 2;
camera.position.z = Math.sin( timer ) * 10;
camera.lookAt( scene.position );
particleLight.position.x = Math.sin( timer * 4 ) * 3009;
particleLight.position.y = Math.cos( timer * 5 ) * 4000;
particleLight.position.z = Math.cos( timer * 4 ) * 3009;
renderer.render( scene, camera );
}
}
Your main (?) light position is defined as random like this:
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
Just use hardcoded, constant position there.
You can use ambient light too, that doesn't need position at all. You can uncomment that from your code, if you want.