Hi,
I’m new to three.js and I’m trying to use the example orbit controls to view a model that is an obj and mtl file with orbit controls. I’m basing this on the orbit controls example. Here’s my code:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - orbit controls</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">
<style>
body {
background-color: #ccc;
color: #000;
}
a {
color: #f00;
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - orbit controls
</div>
<script type="module">
import * as THREE from '../build/three.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { OBJLoader2 } from './jsm/loaders/OBJLoader2.js';
import { MTLLoader } from './jsm/loaders/MTLLoader.js';
import { MtlObjBridge } from './jsm/loaders/obj2/bridge/MtlObjBridge.js';
var camera, controls, scene, renderer;
init();
//render(); // remove when using next line for animation loop (requestAnimationFrame)
animate();
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xcccccc );
scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 400, 200, 0 );
// controls
controls = new OrbitControls( camera, renderer.domElement );
//controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)
controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
controls.dampingFactor = 0.05;
controls.screenSpacePanning = false;
controls.minDistance = 100;
controls.maxDistance = 500;
controls.maxPolarAngle = Math.PI / 2;
// world
// var geometry = new THREE.CylinderBufferGeometry( 0, 10, 30, 4, 1 );
// var material = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true } );
// for ( var i = 0; i < 500; i ++ ) {
// var mesh = new THREE.Mesh( geometry, material );
// mesh.position.x = Math.random() * 1600 - 800;
// mesh.position.y = 0;
// mesh.position.z = Math.random() * 1600 - 800;
// mesh.updateMatrix();
// mesh.matrixAutoUpdate = false;
// scene.add( mesh );
// }
// truck
var mtlLoader = new MTLLoader();
mtlLoader.load( 'models/truck/truck.mtl', function( materials ) {
materials.preload();
materials.side = THREE.DoubleSide;
const mat = MtlObjBridge.addMaterialsFromMtlLoader(materials);
console.log(mat);
var objLoader = new OBJLoader2();
objLoader.addMaterials( mat );
objLoader.load( 'models/truck/truck.obj', function ( object ) {
console.log(object);
object.position.y = - 95;
scene.add( object );
} );
});
// var loader = new OBJLoader();
// loader.load( 'models/truck/truck.obj', function ( obj ) {
// // center asset
// var box = new THREE.Box3().setFromObject( obj );
// var center = new THREE.Vector3();
// box.getCenter( center );
// obj.position.sub( center );
// // add to scene
// scene.add( obj );
// } );
// lights
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
var light = new THREE.DirectionalLight( 0x002288 );
light.position.set( - 1, - 1, - 1 );
scene.add( light );
var light = new THREE.AmbientLight( 0x222222 );
scene.add( light );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
controls.update(); // only required if controls.enableDamping = true, or if controls.autoRotate = true
render();
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>
Here’s the result:
Two questions here. First, why does it look like this? I don’t see any errors or warnings in the console, and here’s the exact same file loaded into 3DS Max:
What could I be doing wrong that only parts of the model show?
Lastly, the origin seems to be set incorrectly. In this case, on the “hood” of the truck, how can I flip it so that it orbits on the “ground” normal to the tires?
Thanks!