Reputation: 31
I am trying to add a 3D object to the scene.
Uncaught TypeError: Class constructor ol cannot be invoked without 'new' at new GLTFLoader
Major line error let loader = new THREE.GLTFLoader();
But I can't figure out what to put in brackets? New? .., or what?
Constructor:
https://threejs.org/docs/#examples/en/loaders/GLTFLoader
Model 2(Mb): https://drive.google.com/file/d/1bPnC5coazNFIcsyvV9U29BFiFhXhriYg/view?usp=sharing
Source:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/loaders/GLTFLoader.js"></script>
<script>
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 10; // Отдаление камеры
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x000000, 0);
renderer.setSize(1280 , 720);
renderer.domElement.setAttribute("id", "Church3DObj");
document.body.insertBefore(renderer.domElement, document.body.firstChild);
const aLight = new THREE.AmbientLight(0x404040, 1.2);
scene.add(aLight);
let loader = new THREE.GLTFLoader();
let obj = null;
loader.load('/3d/Church.gltf', function(gltf) {
obj = gltf;
obj.scene.scale.set(1.3, 1.3, 1.3);
scene.add(obj.scene);
});
</script>
</body>
</html>
Upvotes: 2
Views: 2786
Reputation: 31
To avoid this error, we must download from GitHub файлы .js:
three.js, GLTFLoader.js, OrbitControls.js, three.module.js
<script src="scripts/three.js"></script>
<script type="module"> src="scripts/GLTFLoader.js"></script>
<script type="module"> src="scripts/OrbitControls.js"></script>// IF THERE IS A CAMERA CONTROL IN SPACE
Place them in the root of the project and open GLTFLoader.js. At the time of 05/24/2021 we find 64 lines
from './smthPath/smthPath/smthPath/three.module.js';
and remove the excess. (that is, we specify the path to the three.module.js file). In my case: from './three.module.js';
(If there is a camera control, then we do the same with the OrbitControls.js file, line 9)
from './three.module.js';
Further it is IMPORTANT in the script, in which all the brains add type = "module", and import the files - that is, it turns out
<script type="module">
import {GLTFLoader} from "./scripts/GLTFLoader.js";
import {OrbitControls} from './scripts/OrbitControls.js';
//...
</script>
IMPORTANT
*For people who have not worked with 3D on the web, but model in Cinema4D, 3Ds Max, ZBrush ... (like me). You need not only a .gltf file but also a .bin file How do I get them?
IMPORTANT
***The final view of the html file ***
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Dragon</title>
</head>
<body id="c" style="margin: 0;">
<!--3D-->
<script src="scripts/three.js"></script>
<script type="module" src="scripts/GLTFLoader.js"></script>
<script type="module" src="scripts/OrbitControls.js"></script>
<script type="module">
import {GLTFLoader} from "./scripts/GLTFLoader.js";
import {OrbitControls} from './scripts/OrbitControls.js';
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x555555);
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 5, 15);
const renderer = new THREE.WebGLRenderer({alpha: true, antialias: true});
renderer.setClearColor(0x000000, 0);
renderer.setSize(1920 , 1080);
document.body.appendChild(renderer.domElement);
const aLight = new THREE.AmbientLight(0x404040, 15);
aLight.position.set(0,10,10)
scene.add(aLight);
const pLight = new THREE.PointLight(0xFFFFFF, 15);
pLight.position.set(0,5,0)
scene.add(pLight);
const phelper = new THREE.PointLightHelper(pLight);
scene.add(phelper);
const loader = new GLTFLoader();
let obj = null;
loader.load("3d/Dragon/scene.gltf", function(gltf) {
obj = gltf.scene;
scene.add(gltf.scene);
});
const canvas = document.getElementById("c");
const controls = new OrbitControls(camera, canvas);
controls.target.set(0, 1, 0);
controls.update();
function animate(){
requestAnimationFrame(animate)
obj.rotation.y += 0.005;
renderer.render(scene, camera)
}
animate();
</script>
</body>
</html>
Upvotes: 1