Reputation: 339
I'm trying to upload a 3D model to my scene in three.js however I have trouble doing this. I decided to recreate an example to practice which is shown below but I still get error and it doesn't work.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Website first attempt</title>
<script src="js/three.min.js"></script>
<script type = "module"src="js/OrbitControls.js"></script>
<script type = "module" src="js/GLTFLoader.js"></script>
<style>
body { margin: 0;}
canvas { display: block; }
</style>
</head>
<body>
<div class = "wave"></div>
<script type = "module">
var scene, camera, renderer, controls;
var hlight,directionalLight, light, light2, light3, light4;
function init () {
//scene
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xdddddd );
//camera
camera = new THREE.PerspectiveCamera(40,window.innerWidth/window.innerHeight,1,5000);
camera.rotation.y = 45/180*Math.PI;
camera.position.x = 800;
camera.position.y = 100;
camera.position.z = 1000;
//render
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
//controls
controls = new THREE.OrbitControls( camera, renderer.domElement );
hlight = new THREE.AmbientLight (0x404040,100);
scene.add(hlight);
directionalLight = new THREE.DirectionalLight(0xffffff,100);
directionalLight.position.set(0,1,0);
directionalLight.castShadow = true;
scene.add(directionalLight);
light = new THREE.PointLight(0xc4c4c4,10);
light.position.set(0,300,500);
scene.add(light);
light2 = new THREE.PointLight(0xc4c4c4,10);
light2.position.set(500,100,0);
scene.add(light2);
light3 = new THREE.PointLight(0xc4c4c4,10);
light3.position.set(0,100,-500);
scene.add(light3);
light4 = new THREE.PointLight(0xc4c4c4,10);
light4.position.set(-500,300,500);
scene.add(light4);
var loader = new THREE.GLTFLoader();
loader.load('scene.gltf', function(gltf){
car = gltf.scene.children[0];
car.scale.set(0.5,0.5,0.5);
scene.add(gltf.scene);
animate();
});
}
function onWindowResize () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
window.addEventListener('resize', onWindowResize, false);
function animate () {
requestAnimationFrame(animate);
controls.update();
render();
}
function render() {
renderer.render( scene, camera );
}
init ();
animate();
</script>
</body>
</html>
Comes with an error:
GET http://127.0.0.1:5500/build/three.module.js net::ERR_ABORTED 404 (Not Found) index4.html:78 Uncaught TypeError: THREE.GLTFLoader is not a constructor at init (index4.html:78) at index4.html:122
Upvotes: 1
Views: 7958
Reputation: 31086
I think easier to stick to the example's code style and organize your imports like so:
<script type = "module">
import * as THREE from '../build/three.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
var scene, camera, renderer, controls;
Meaning three.module.js
, OrbitControls
and GLTFLoader
are ES6 modules. In this case, you can create an instance of GLTFLoader
without the THREE
namespace. Same for OrbitControls
.
Notice that it's no good approach to mix ES6 modules with non-ES6 modules. If you do so, you will be inevitably faced with issues which are really hard to track down. E.g. libraries like three.js
get included twice.
Upvotes: 3