Hi I am facing a problem on cannot display the 3D model THREE.js GLTFLoader(), the following is my script:
Here is the html file:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<link rel="stylesheet" href="./style.css" />
<title>Document</title>
</head>
<body>
<nav>
<ul>
<li>hey</li>
<li>heysda</li>
</ul>
</nav>
<div class="scene"></div>
<script src="./three.min.js"></script>
<script src="./GLTFLoader.js"></script>
<script src="./app.js"></script>
</body>
</html>
here is the js file:
//Variables for setup
let container;
let camera;
let renderer;
let scene;
let house;
function init() {
container = document.querySelector(".scene");
//Create scene
scene = new THREE.Scene();
const fov = 35;
const aspect = container.clientWidth / container.clientHeight;
const near = 0.1;
const far = 1000;
//Camera setup
camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 0, 100);
const ambient = new THREE.AmbientLight(0x404040, 2);
scene.add(ambient);
const light = new THREE.DirectionalLight(0xffffff, 2);
light.position.set(50, 50, 100);
scene.add(light);
//Renderer
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setSize(container.clientWidth, container.clientHeight);
renderer.setPixelRatio(window.devicePixelRatio);
container.appendChild(renderer.domElement);
//Load Model
let loader = new THREE.GLTFLoader();
loader.load("./house/scene.gltf", function(gltf) {
scene.add(gltf.scene);
house = gltf.scene.children[0];
animate();
});
}
function animate() {
requestAnimationFrame(animate);
house.rotation.z += 0.005;
renderer.render(scene, camera);
}
init();
function onWindowResize() {
camera.aspect = container.clientWidth / container.clientHeight;
camera.updateProjectionMatrix();
renderer.setSize(container.clientWidth, container.clientHeight);
}
window.addEventListener("resize", onWindowResize);
I ran the code on notepad++ and chrome browser, but it turned out blank screen without showing my 3D model.
Anyone knows the solution? thanks in advance!
The way how you work with container
is problematic since clientHeight
is zero when you access it to compute the aspect ratio. I suggest you start with using window.innerWidth
and window.innerHeight
at the beginning.
Besides, there are two minor issues with your model. The model has an extreme scale so you won't see it with your current camera position. You are way too close. Besides, the model has an offset so it's recommended to center it. Try it with this code:
//Variables for setup
let camera;
let renderer;
let scene;
let house;
init();
function init() {
//Create scene
scene = new THREE.Scene();
const fov = 60;
const aspect = window.innerWidth / window.innerHeight;
const near = 0.1;
const far = 1000;
//Camera setup
camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.set( 0, 0, 5 );
const ambient = new THREE.AmbientLight( 0xffffff, 0.4 );
scene.add( ambient );
const light = new THREE.DirectionalLight( 0xffffff, 0.8 );
light.position.set( 0, 0, 10 );
scene.add( light );
//Renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//Load Model
const loader = new THREE.GLTFLoader();
loader.load( './house/scene.gltf', function ( gltf ) {
house = gltf.scene;
// scale model down
house.scale.setScalar( 0.001 );
// center it
const box = new THREE.Box3().setFromObject( house );
const center = box.getCenter( new THREE.Vector3() );
house.position.x += ( house.position.x - center.x );
house.position.y += ( house.position.y - center.y );
house.position.z += ( house.position.z - center.z );
scene.add( house );
animate();
} );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
window.addEventListener( 'resize', onWindowResize );