Reputation: 529
I seem to be having issues with Three.ObjectLoader. I am exporting a scene in JSON Format 4.3. This scene includes geometries, materials, and lights. The scene opens in the Three.js Editor just fine without any errors.
I am working on firefox with Three.js r70 master. Here is a link to the generated json: https://gist.github.com/fraguada/d86637f7987096b361ea
In the viewer I am trying to write I am using the following code for the loading:
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log( item, loaded, total );
};
// instantiate a loader
var loader = new THREE.ObjectLoader(manager);
loader.load(
// resource URL coming from other file
Name,
// Function when resource is loaded
function ( result )
{ scene.add( result.scene ); },
// Function called when download progresses
function ( xhr )
{ console.log( (xhr.loaded / xhr.total * 100) + '% loaded' ); },
// Function called when download errors
function ( xhr )
{ console.log( 'An error happened' ); }
);
In the console I see the following:
THREE.WebGLRenderer 70 three.min.js (line 513)
100% loaded content.js (line 117)
THREE.Object3D.add: undefined is not an instance of THREE.Object3D. three.min.js (line 164)
js/Test83.js 1 1 content.js (line 86)
The error also appears in the unminified three.js in line 7674
This issue also appears if I create geometry and other objects in the Three.js editor and export it as a scene.
The issue seems to be here: scene.add( result.scene );
Am incorrect in assuming the THREE.ObjectLoader can consume JSON from a file? In the code I post, if I remove scene.add( result.scene );
it seems the file loads at least (data loads, no geometry is visualized), as no errors appear. If I have scenes with many meshes, the progress gets output to the console (10% loaded, 20%loaded, etc).
Any insights would be much appreciated.
Upvotes: 0
Views: 5777
Reputation: 529
After some more digging I realized I needed to use an THREE.XHRLoader to bring in the json, then use the THREE.ObjectLoader to parse the results. Something like this should work:
var loaderObj = new THREE.ObjectLoader();
var loader = new THREE.XHRLoader();
loader.load( 'js/data.json', function ( text ) {
text = "{ \"scene\" : " + text + " }";
var json = JSON.parse( text );
var scene = loaderObj.parse( json.scene );
},
// Function called when download progresses
function ( xhr )
{ console.log( (xhr.loaded / xhr.total * 100) + '% loaded' ); },
// Function called when download errors
function ( xhr )
{ console.log( 'An error happened' ); } );
This method works well, and was learned from inspecting the code generated when one publishes a scene through the ThreeJS Editor.
Upvotes: 2