I tried the code again. I used correct file structure this time and i used the jsm js files. (I just removed the stat part).
This is the code right now:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - STL</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> -
STL loader test by <a href="https://github.com/aleeper" target="_blank" rel="noopener">aleeper</a>.<br/>
PR2 head from <a href="http://www.ros.org/wiki/pr2_description">www.ros.org</a>
</div>
<script type="module">
import * as THREE from '../build/three.module.js';
import { STLLoader } from './jsm/loaders/STLLoader.js';
var container;
var camera, cameraTarget, scene, renderer;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 15 );
camera.position.set( 3, 0.15, 3 );
cameraTarget = new THREE.Vector3( 0, - 0.25, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x72645b );
scene.fog = new THREE.Fog( 0x72645b, 2, 15 );
// Ground
var plane = new THREE.Mesh(
new THREE.PlaneBufferGeometry( 40, 40 ),
new THREE.MeshPhongMaterial( { color: 0x999999, specular: 0x101010 } )
);
plane.rotation.x = - Math.PI / 2;
plane.position.y = - 0.5;
scene.add( plane );
plane.receiveShadow = true;
// ASCII file
var loader = new STLLoader();
loader.load( 'esp32.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( 0.5, 0.5, 0.5 );
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
} );
// Binary files
var material = new THREE.MeshPhongMaterial( { color: 0xAAAAAA, specular: 0x111111, shininess: 200 } );
loader.load( 'esp32.stl', function ( geometry ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( 0, - 0.37, - 0.6 );
mesh.rotation.set( - Math.PI / 2, 0, 0 );
mesh.scale.set( 2, 2, 2 );
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
} );
loader.load( 'esp32.stl', function ( geometry ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( 0.136, - 0.37, - 0.6 );
mesh.rotation.set( - Math.PI / 2, 0.3, 0 );
mesh.scale.set( 2, 2, 2 );
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
} );
// Colored binary STL
loader.load( 'esp32.stl', function ( geometry ) {
var meshMaterial = material;
if ( geometry.hasColors ) {
meshMaterial = new THREE.MeshPhongMaterial( { opacity: geometry.alpha, vertexColors: true } );
}
var mesh = new THREE.Mesh( geometry, meshMaterial );
mesh.position.set( 0.5, 0.2, 0 );
mesh.rotation.set( - Math.PI / 2, Math.PI / 2, 0 );
mesh.scale.set( 0.3, 0.3, 0.3 );
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
} );
// Lights
scene.add( new THREE.HemisphereLight( 0x443333, 0x111122 ) );
addShadowedLight( 1, 1, 1, 0xffffff, 1.35 );
addShadowedLight( 0.5, 1, - 1, 0xffaa00, 1 );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.shadowMap.enabled = true;
container.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function addShadowedLight( x, y, z, color, intensity ) {
var directionalLight = new THREE.DirectionalLight( color, intensity );
directionalLight.position.set( x, y, z );
scene.add( directionalLight );
directionalLight.castShadow = true;
var d = 1;
directionalLight.shadow.camera.left = - d;
directionalLight.shadow.camera.right = d;
directionalLight.shadow.camera.top = d;
directionalLight.shadow.camera.bottom = - d;
directionalLight.shadow.camera.near = 1;
directionalLight.shadow.camera.far = 4;
directionalLight.shadow.bias = - 0.002;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var timer = Date.now() * 0.0005;
camera.position.x = Math.cos( timer ) * 3;
camera.position.z = Math.sin( timer ) * 3;
camera.lookAt( cameraTarget );
renderer.render( scene, camera );
}
</script>
</body>
</html>
This is the error i get:
main.css: Failed to load resource: the server responded with a status of 404 (Not Found)
STLLoader.js:1 Failed to load resource: the server responded with a status of 404 (Not Found)
I am thinking i have declared the STL directory erroneously.
The HTML file is in the same dir with the build and examples folder, and the STL file is in the exact same directorhy as the HTML file.