Three.JS Black screen on attaching camera to a GLTF object











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So I am writing a bit of stuff if Three.JS and I seem to have hit a stump with the camera. I'm attempting to attach the camera to an imported model object and it would seem that it IS attaching, however it would seem as if shadows are negated, the distance is far off from the actual field I've created. As well as some other annoying issues like Orbit controls would be inverted and non-functional. Here is my code (with certain things blocked out because I'm hotlinking script files hosted on my server...):






// This is basically everything to setup for a basic THREE.JS field to do our work in
var scene = new THREE.Scene(); // Empty Space
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000); // Perspective Camera (Args, FOV, Aspect = W/H, Min View Dist, Max View Dist)
//var controls = new THREE.OrbitControls(camera); // We will use this to look around
camera.position.set(0, 2, 5); // Note that depth into positon is mainly the opposite of where you normally want it to be.
camera.rotation.x = -0.3 // This is an attempt to rotate the angle of the camera off of an axis
var renderer = new THREE.WebGLRenderer({antialias: true}); // Our Renderer + Antialiasing
renderer.shadowMap.enabled = true; // This allows shadows to work in our 3D animation
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // This one isn't as blocky as THREE.PCFShadowMap
renderer.setClearColor("#00CCCC"); // Note: same as 0x000000
renderer.setSize(window.innerWidth, window.innerHeight); // Renderer Dimensions
document.getElementById("container").appendChild(renderer.domElement); // Add our renderer creation to our div named "container"
// Lighting (It's not necessary but it looks cool!)
var light = new THREE.PointLight("#FFFFFF", 5, 1000); // Color, intensity, range(lighting will not exceed render distance)
light.castShadow = true;
light.position.set(5, 5, 0); // This will treat the light coming from an angle!
scene.add(light);
light.shadow.mapSize.width = 512;
light.shadow.mapSize.height = 512;
light.shadow.camera.near = 0.5;
light.shadow.camera.far = 500;
// We will make a cube here
var cubeGeo = new THREE.BoxGeometry(1, 1, 1); // This is the shape, width, height and length of our cube. Note BoxGeometry IS the current shape!
var cubeMat = new THREE.MeshStandardMaterial({color: "#FF0000"}); // Create a basic mesh with undefined color, you can also use a singular color using Basic rather than Normal, There is also Lambert and Phong. Lambert is more of a Matte material while Phong is more of a gloss or shine effect.
var cube = new THREE.Mesh(cubeGeo, cubeMat); // Create the object with defined dimensions and colors!
cube.castShadow = true; // This will allow our cube to cast a shadow outward.
cube.recieveShadow = false // This will make our cube not recieve shadows from other objects (Although it isn't needed because it's default, you show make a habit of writing it anyways as some things default to true!)
scene.add(cube); // scene.add(object) is what we will use for almost every object we create in THREE.JS
//cube.add(camera); // This is an attempt to attach the camera to the cube...
// Loader
var ship;
var loader = new THREE.GLTFLoader();
loader.load("http://ipaddress:port/files/models/raven/scene.gltf", function(gltf) {
scene.add(gltf.scene);
ship = gltf.scene;
ship.scale.multiplyScalar(0.005);
ship.rotation.y = Math.PI;
}, undefined, function(error) {
console.error(error);
});
// Lest make a floor to show the shadow!
var floorGeo = new THREE.BoxGeometry(1000, 0.1, 1000);
var floorMat = new THREE.MeshStandardMaterial({color: "#0000FF"});
var floor = new THREE.Mesh(floorGeo, floorMat);
floor.recieveShadow = true; // This will allow the shadow from the cube to portray itself unto it.
floor.position.set(0, -3, 0);
scene.add(floor);
// Now let's create an object on the floor so that we can distance ourself from our starting point.
var buildingGeo = new THREE.BoxGeometry(10, 100, 10);
var buildingMat = new THREE.MeshNormalMaterial();
var building = new THREE.Mesh(buildingGeo, buildingMat);
building.position.z = -100;
scene.add(building);
var rotation = 0;
// Controls
var keyState = {};

window.addEventListener('keydown',function(e){
keyState[e.keyCode || e.which] = true;
},true);

window.addEventListener('keyup',function(e){
keyState[e.keyCode || e.which] = false;
},true);
document.addEventListener("keydown", function(event) {
console.log(event.which);
});
var camAdded = false;
var render = function() {
requestAnimationFrame(render); // This grabs the browsers frame animation function.
if (rotation == 1) {
ship.rotation.x += 0.01; // rotation is treated similarly to how two dimensional objects' location is treated
ship.rotation.y += 0.01; // however it will be based on an axis point plus the width/height and subtract but keep it's indice location!
ship.rotation.z += 0.01;
}
if (keyState[87]) { // Up
ship.rotateX(0.01);
}
if (keyState[83]) { // Down
ship.rotateX(-0.01);
}
if (keyState[65]) { // Left
ship.rotateY(0.03);
}
if (keyState[68]) { // Right
ship.rotateY(-0.03);
}
if (keyState[81]) {
ship.rotateZ(0.1);
}
if (keyState[69]) {
ship.rotateZ(-0.1);
}
if (keyState[82]) { // Reset
for (var i = 0; i < 10; i++) {
if (!ship.rotation.x == 0) {
if (ship.rotation.x > 0) {
ship.rotation.x -= 0.005;
} else if (ship.rotation.x < 0){
ship.rotation.x += 0.005;
}
}
if (!ship.rotation.z == 0) {
if (ship.rotation.z > 0) {
ship.rotation.z -= 0.01;
} else if (ship.rotation.z < 0){
ship.rotation.z += 0.01;
}
}
}
}
ship.translateZ(0.2); // This will translate our ship forward in the direction it's currently facing so that it will look as if it is flyimg.
renderer.render(scene, camera); // This will render the scene after the effects have changed (rotation!)
window.addEventListener('resize', onWindowResize, false);
}
render(); // Finally, we need to loop the animation otherwise our object will not move on it's own!
function onWindowResize() {
var sceneWidth = window.innerWidth - 20;
var sceneHeight = window.innerHeight - 20;
renderer.setSize(sceneWidth, sceneHeight);
camera.aspect = sceneWidth / sceneHeight;
camera.updateProjectionMatrix();
}

<!DOCTYPE htm>
<html>
<head>
<meta charset="utf-8">
<title>Basic Three.JS</title>
</head>
<body style="background-color: #2B2B29; color: #FFFFFF; text-align: center;">
<div id="container"></div>
<script>
window.onload = function() {
document.getElementById("container").width = window.innerWidth - 20;
document.getElementById("container").height = window.innerHeight - 20;
}
</script>
<script src="http://ipaddress:port/files/scripts/three.min.js"></script>
<script src="http://ipaddress:port/files/scripts/GLTFLoader.js"></script>
<script src="http://ipaddress:port/files/scripts/OrbitControls.js"></script>
<script src="http://ipaddress:port/files/scripts/basicthree.js"></script> <!-- This is the code below -->
</body>
</html>












share|improve this question


























    up vote
    0
    down vote

    favorite
    1












    So I am writing a bit of stuff if Three.JS and I seem to have hit a stump with the camera. I'm attempting to attach the camera to an imported model object and it would seem that it IS attaching, however it would seem as if shadows are negated, the distance is far off from the actual field I've created. As well as some other annoying issues like Orbit controls would be inverted and non-functional. Here is my code (with certain things blocked out because I'm hotlinking script files hosted on my server...):






    // This is basically everything to setup for a basic THREE.JS field to do our work in
    var scene = new THREE.Scene(); // Empty Space
    var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000); // Perspective Camera (Args, FOV, Aspect = W/H, Min View Dist, Max View Dist)
    //var controls = new THREE.OrbitControls(camera); // We will use this to look around
    camera.position.set(0, 2, 5); // Note that depth into positon is mainly the opposite of where you normally want it to be.
    camera.rotation.x = -0.3 // This is an attempt to rotate the angle of the camera off of an axis
    var renderer = new THREE.WebGLRenderer({antialias: true}); // Our Renderer + Antialiasing
    renderer.shadowMap.enabled = true; // This allows shadows to work in our 3D animation
    renderer.shadowMap.type = THREE.PCFSoftShadowMap; // This one isn't as blocky as THREE.PCFShadowMap
    renderer.setClearColor("#00CCCC"); // Note: same as 0x000000
    renderer.setSize(window.innerWidth, window.innerHeight); // Renderer Dimensions
    document.getElementById("container").appendChild(renderer.domElement); // Add our renderer creation to our div named "container"
    // Lighting (It's not necessary but it looks cool!)
    var light = new THREE.PointLight("#FFFFFF", 5, 1000); // Color, intensity, range(lighting will not exceed render distance)
    light.castShadow = true;
    light.position.set(5, 5, 0); // This will treat the light coming from an angle!
    scene.add(light);
    light.shadow.mapSize.width = 512;
    light.shadow.mapSize.height = 512;
    light.shadow.camera.near = 0.5;
    light.shadow.camera.far = 500;
    // We will make a cube here
    var cubeGeo = new THREE.BoxGeometry(1, 1, 1); // This is the shape, width, height and length of our cube. Note BoxGeometry IS the current shape!
    var cubeMat = new THREE.MeshStandardMaterial({color: "#FF0000"}); // Create a basic mesh with undefined color, you can also use a singular color using Basic rather than Normal, There is also Lambert and Phong. Lambert is more of a Matte material while Phong is more of a gloss or shine effect.
    var cube = new THREE.Mesh(cubeGeo, cubeMat); // Create the object with defined dimensions and colors!
    cube.castShadow = true; // This will allow our cube to cast a shadow outward.
    cube.recieveShadow = false // This will make our cube not recieve shadows from other objects (Although it isn't needed because it's default, you show make a habit of writing it anyways as some things default to true!)
    scene.add(cube); // scene.add(object) is what we will use for almost every object we create in THREE.JS
    //cube.add(camera); // This is an attempt to attach the camera to the cube...
    // Loader
    var ship;
    var loader = new THREE.GLTFLoader();
    loader.load("http://ipaddress:port/files/models/raven/scene.gltf", function(gltf) {
    scene.add(gltf.scene);
    ship = gltf.scene;
    ship.scale.multiplyScalar(0.005);
    ship.rotation.y = Math.PI;
    }, undefined, function(error) {
    console.error(error);
    });
    // Lest make a floor to show the shadow!
    var floorGeo = new THREE.BoxGeometry(1000, 0.1, 1000);
    var floorMat = new THREE.MeshStandardMaterial({color: "#0000FF"});
    var floor = new THREE.Mesh(floorGeo, floorMat);
    floor.recieveShadow = true; // This will allow the shadow from the cube to portray itself unto it.
    floor.position.set(0, -3, 0);
    scene.add(floor);
    // Now let's create an object on the floor so that we can distance ourself from our starting point.
    var buildingGeo = new THREE.BoxGeometry(10, 100, 10);
    var buildingMat = new THREE.MeshNormalMaterial();
    var building = new THREE.Mesh(buildingGeo, buildingMat);
    building.position.z = -100;
    scene.add(building);
    var rotation = 0;
    // Controls
    var keyState = {};

    window.addEventListener('keydown',function(e){
    keyState[e.keyCode || e.which] = true;
    },true);

    window.addEventListener('keyup',function(e){
    keyState[e.keyCode || e.which] = false;
    },true);
    document.addEventListener("keydown", function(event) {
    console.log(event.which);
    });
    var camAdded = false;
    var render = function() {
    requestAnimationFrame(render); // This grabs the browsers frame animation function.
    if (rotation == 1) {
    ship.rotation.x += 0.01; // rotation is treated similarly to how two dimensional objects' location is treated
    ship.rotation.y += 0.01; // however it will be based on an axis point plus the width/height and subtract but keep it's indice location!
    ship.rotation.z += 0.01;
    }
    if (keyState[87]) { // Up
    ship.rotateX(0.01);
    }
    if (keyState[83]) { // Down
    ship.rotateX(-0.01);
    }
    if (keyState[65]) { // Left
    ship.rotateY(0.03);
    }
    if (keyState[68]) { // Right
    ship.rotateY(-0.03);
    }
    if (keyState[81]) {
    ship.rotateZ(0.1);
    }
    if (keyState[69]) {
    ship.rotateZ(-0.1);
    }
    if (keyState[82]) { // Reset
    for (var i = 0; i < 10; i++) {
    if (!ship.rotation.x == 0) {
    if (ship.rotation.x > 0) {
    ship.rotation.x -= 0.005;
    } else if (ship.rotation.x < 0){
    ship.rotation.x += 0.005;
    }
    }
    if (!ship.rotation.z == 0) {
    if (ship.rotation.z > 0) {
    ship.rotation.z -= 0.01;
    } else if (ship.rotation.z < 0){
    ship.rotation.z += 0.01;
    }
    }
    }
    }
    ship.translateZ(0.2); // This will translate our ship forward in the direction it's currently facing so that it will look as if it is flyimg.
    renderer.render(scene, camera); // This will render the scene after the effects have changed (rotation!)
    window.addEventListener('resize', onWindowResize, false);
    }
    render(); // Finally, we need to loop the animation otherwise our object will not move on it's own!
    function onWindowResize() {
    var sceneWidth = window.innerWidth - 20;
    var sceneHeight = window.innerHeight - 20;
    renderer.setSize(sceneWidth, sceneHeight);
    camera.aspect = sceneWidth / sceneHeight;
    camera.updateProjectionMatrix();
    }

    <!DOCTYPE htm>
    <html>
    <head>
    <meta charset="utf-8">
    <title>Basic Three.JS</title>
    </head>
    <body style="background-color: #2B2B29; color: #FFFFFF; text-align: center;">
    <div id="container"></div>
    <script>
    window.onload = function() {
    document.getElementById("container").width = window.innerWidth - 20;
    document.getElementById("container").height = window.innerHeight - 20;
    }
    </script>
    <script src="http://ipaddress:port/files/scripts/three.min.js"></script>
    <script src="http://ipaddress:port/files/scripts/GLTFLoader.js"></script>
    <script src="http://ipaddress:port/files/scripts/OrbitControls.js"></script>
    <script src="http://ipaddress:port/files/scripts/basicthree.js"></script> <!-- This is the code below -->
    </body>
    </html>












    share|improve this question
























      up vote
      0
      down vote

      favorite
      1









      up vote
      0
      down vote

      favorite
      1






      1





      So I am writing a bit of stuff if Three.JS and I seem to have hit a stump with the camera. I'm attempting to attach the camera to an imported model object and it would seem that it IS attaching, however it would seem as if shadows are negated, the distance is far off from the actual field I've created. As well as some other annoying issues like Orbit controls would be inverted and non-functional. Here is my code (with certain things blocked out because I'm hotlinking script files hosted on my server...):






      // This is basically everything to setup for a basic THREE.JS field to do our work in
      var scene = new THREE.Scene(); // Empty Space
      var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000); // Perspective Camera (Args, FOV, Aspect = W/H, Min View Dist, Max View Dist)
      //var controls = new THREE.OrbitControls(camera); // We will use this to look around
      camera.position.set(0, 2, 5); // Note that depth into positon is mainly the opposite of where you normally want it to be.
      camera.rotation.x = -0.3 // This is an attempt to rotate the angle of the camera off of an axis
      var renderer = new THREE.WebGLRenderer({antialias: true}); // Our Renderer + Antialiasing
      renderer.shadowMap.enabled = true; // This allows shadows to work in our 3D animation
      renderer.shadowMap.type = THREE.PCFSoftShadowMap; // This one isn't as blocky as THREE.PCFShadowMap
      renderer.setClearColor("#00CCCC"); // Note: same as 0x000000
      renderer.setSize(window.innerWidth, window.innerHeight); // Renderer Dimensions
      document.getElementById("container").appendChild(renderer.domElement); // Add our renderer creation to our div named "container"
      // Lighting (It's not necessary but it looks cool!)
      var light = new THREE.PointLight("#FFFFFF", 5, 1000); // Color, intensity, range(lighting will not exceed render distance)
      light.castShadow = true;
      light.position.set(5, 5, 0); // This will treat the light coming from an angle!
      scene.add(light);
      light.shadow.mapSize.width = 512;
      light.shadow.mapSize.height = 512;
      light.shadow.camera.near = 0.5;
      light.shadow.camera.far = 500;
      // We will make a cube here
      var cubeGeo = new THREE.BoxGeometry(1, 1, 1); // This is the shape, width, height and length of our cube. Note BoxGeometry IS the current shape!
      var cubeMat = new THREE.MeshStandardMaterial({color: "#FF0000"}); // Create a basic mesh with undefined color, you can also use a singular color using Basic rather than Normal, There is also Lambert and Phong. Lambert is more of a Matte material while Phong is more of a gloss or shine effect.
      var cube = new THREE.Mesh(cubeGeo, cubeMat); // Create the object with defined dimensions and colors!
      cube.castShadow = true; // This will allow our cube to cast a shadow outward.
      cube.recieveShadow = false // This will make our cube not recieve shadows from other objects (Although it isn't needed because it's default, you show make a habit of writing it anyways as some things default to true!)
      scene.add(cube); // scene.add(object) is what we will use for almost every object we create in THREE.JS
      //cube.add(camera); // This is an attempt to attach the camera to the cube...
      // Loader
      var ship;
      var loader = new THREE.GLTFLoader();
      loader.load("http://ipaddress:port/files/models/raven/scene.gltf", function(gltf) {
      scene.add(gltf.scene);
      ship = gltf.scene;
      ship.scale.multiplyScalar(0.005);
      ship.rotation.y = Math.PI;
      }, undefined, function(error) {
      console.error(error);
      });
      // Lest make a floor to show the shadow!
      var floorGeo = new THREE.BoxGeometry(1000, 0.1, 1000);
      var floorMat = new THREE.MeshStandardMaterial({color: "#0000FF"});
      var floor = new THREE.Mesh(floorGeo, floorMat);
      floor.recieveShadow = true; // This will allow the shadow from the cube to portray itself unto it.
      floor.position.set(0, -3, 0);
      scene.add(floor);
      // Now let's create an object on the floor so that we can distance ourself from our starting point.
      var buildingGeo = new THREE.BoxGeometry(10, 100, 10);
      var buildingMat = new THREE.MeshNormalMaterial();
      var building = new THREE.Mesh(buildingGeo, buildingMat);
      building.position.z = -100;
      scene.add(building);
      var rotation = 0;
      // Controls
      var keyState = {};

      window.addEventListener('keydown',function(e){
      keyState[e.keyCode || e.which] = true;
      },true);

      window.addEventListener('keyup',function(e){
      keyState[e.keyCode || e.which] = false;
      },true);
      document.addEventListener("keydown", function(event) {
      console.log(event.which);
      });
      var camAdded = false;
      var render = function() {
      requestAnimationFrame(render); // This grabs the browsers frame animation function.
      if (rotation == 1) {
      ship.rotation.x += 0.01; // rotation is treated similarly to how two dimensional objects' location is treated
      ship.rotation.y += 0.01; // however it will be based on an axis point plus the width/height and subtract but keep it's indice location!
      ship.rotation.z += 0.01;
      }
      if (keyState[87]) { // Up
      ship.rotateX(0.01);
      }
      if (keyState[83]) { // Down
      ship.rotateX(-0.01);
      }
      if (keyState[65]) { // Left
      ship.rotateY(0.03);
      }
      if (keyState[68]) { // Right
      ship.rotateY(-0.03);
      }
      if (keyState[81]) {
      ship.rotateZ(0.1);
      }
      if (keyState[69]) {
      ship.rotateZ(-0.1);
      }
      if (keyState[82]) { // Reset
      for (var i = 0; i < 10; i++) {
      if (!ship.rotation.x == 0) {
      if (ship.rotation.x > 0) {
      ship.rotation.x -= 0.005;
      } else if (ship.rotation.x < 0){
      ship.rotation.x += 0.005;
      }
      }
      if (!ship.rotation.z == 0) {
      if (ship.rotation.z > 0) {
      ship.rotation.z -= 0.01;
      } else if (ship.rotation.z < 0){
      ship.rotation.z += 0.01;
      }
      }
      }
      }
      ship.translateZ(0.2); // This will translate our ship forward in the direction it's currently facing so that it will look as if it is flyimg.
      renderer.render(scene, camera); // This will render the scene after the effects have changed (rotation!)
      window.addEventListener('resize', onWindowResize, false);
      }
      render(); // Finally, we need to loop the animation otherwise our object will not move on it's own!
      function onWindowResize() {
      var sceneWidth = window.innerWidth - 20;
      var sceneHeight = window.innerHeight - 20;
      renderer.setSize(sceneWidth, sceneHeight);
      camera.aspect = sceneWidth / sceneHeight;
      camera.updateProjectionMatrix();
      }

      <!DOCTYPE htm>
      <html>
      <head>
      <meta charset="utf-8">
      <title>Basic Three.JS</title>
      </head>
      <body style="background-color: #2B2B29; color: #FFFFFF; text-align: center;">
      <div id="container"></div>
      <script>
      window.onload = function() {
      document.getElementById("container").width = window.innerWidth - 20;
      document.getElementById("container").height = window.innerHeight - 20;
      }
      </script>
      <script src="http://ipaddress:port/files/scripts/three.min.js"></script>
      <script src="http://ipaddress:port/files/scripts/GLTFLoader.js"></script>
      <script src="http://ipaddress:port/files/scripts/OrbitControls.js"></script>
      <script src="http://ipaddress:port/files/scripts/basicthree.js"></script> <!-- This is the code below -->
      </body>
      </html>












      share|improve this question













      So I am writing a bit of stuff if Three.JS and I seem to have hit a stump with the camera. I'm attempting to attach the camera to an imported model object and it would seem that it IS attaching, however it would seem as if shadows are negated, the distance is far off from the actual field I've created. As well as some other annoying issues like Orbit controls would be inverted and non-functional. Here is my code (with certain things blocked out because I'm hotlinking script files hosted on my server...):






      // This is basically everything to setup for a basic THREE.JS field to do our work in
      var scene = new THREE.Scene(); // Empty Space
      var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000); // Perspective Camera (Args, FOV, Aspect = W/H, Min View Dist, Max View Dist)
      //var controls = new THREE.OrbitControls(camera); // We will use this to look around
      camera.position.set(0, 2, 5); // Note that depth into positon is mainly the opposite of where you normally want it to be.
      camera.rotation.x = -0.3 // This is an attempt to rotate the angle of the camera off of an axis
      var renderer = new THREE.WebGLRenderer({antialias: true}); // Our Renderer + Antialiasing
      renderer.shadowMap.enabled = true; // This allows shadows to work in our 3D animation
      renderer.shadowMap.type = THREE.PCFSoftShadowMap; // This one isn't as blocky as THREE.PCFShadowMap
      renderer.setClearColor("#00CCCC"); // Note: same as 0x000000
      renderer.setSize(window.innerWidth, window.innerHeight); // Renderer Dimensions
      document.getElementById("container").appendChild(renderer.domElement); // Add our renderer creation to our div named "container"
      // Lighting (It's not necessary but it looks cool!)
      var light = new THREE.PointLight("#FFFFFF", 5, 1000); // Color, intensity, range(lighting will not exceed render distance)
      light.castShadow = true;
      light.position.set(5, 5, 0); // This will treat the light coming from an angle!
      scene.add(light);
      light.shadow.mapSize.width = 512;
      light.shadow.mapSize.height = 512;
      light.shadow.camera.near = 0.5;
      light.shadow.camera.far = 500;
      // We will make a cube here
      var cubeGeo = new THREE.BoxGeometry(1, 1, 1); // This is the shape, width, height and length of our cube. Note BoxGeometry IS the current shape!
      var cubeMat = new THREE.MeshStandardMaterial({color: "#FF0000"}); // Create a basic mesh with undefined color, you can also use a singular color using Basic rather than Normal, There is also Lambert and Phong. Lambert is more of a Matte material while Phong is more of a gloss or shine effect.
      var cube = new THREE.Mesh(cubeGeo, cubeMat); // Create the object with defined dimensions and colors!
      cube.castShadow = true; // This will allow our cube to cast a shadow outward.
      cube.recieveShadow = false // This will make our cube not recieve shadows from other objects (Although it isn't needed because it's default, you show make a habit of writing it anyways as some things default to true!)
      scene.add(cube); // scene.add(object) is what we will use for almost every object we create in THREE.JS
      //cube.add(camera); // This is an attempt to attach the camera to the cube...
      // Loader
      var ship;
      var loader = new THREE.GLTFLoader();
      loader.load("http://ipaddress:port/files/models/raven/scene.gltf", function(gltf) {
      scene.add(gltf.scene);
      ship = gltf.scene;
      ship.scale.multiplyScalar(0.005);
      ship.rotation.y = Math.PI;
      }, undefined, function(error) {
      console.error(error);
      });
      // Lest make a floor to show the shadow!
      var floorGeo = new THREE.BoxGeometry(1000, 0.1, 1000);
      var floorMat = new THREE.MeshStandardMaterial({color: "#0000FF"});
      var floor = new THREE.Mesh(floorGeo, floorMat);
      floor.recieveShadow = true; // This will allow the shadow from the cube to portray itself unto it.
      floor.position.set(0, -3, 0);
      scene.add(floor);
      // Now let's create an object on the floor so that we can distance ourself from our starting point.
      var buildingGeo = new THREE.BoxGeometry(10, 100, 10);
      var buildingMat = new THREE.MeshNormalMaterial();
      var building = new THREE.Mesh(buildingGeo, buildingMat);
      building.position.z = -100;
      scene.add(building);
      var rotation = 0;
      // Controls
      var keyState = {};

      window.addEventListener('keydown',function(e){
      keyState[e.keyCode || e.which] = true;
      },true);

      window.addEventListener('keyup',function(e){
      keyState[e.keyCode || e.which] = false;
      },true);
      document.addEventListener("keydown", function(event) {
      console.log(event.which);
      });
      var camAdded = false;
      var render = function() {
      requestAnimationFrame(render); // This grabs the browsers frame animation function.
      if (rotation == 1) {
      ship.rotation.x += 0.01; // rotation is treated similarly to how two dimensional objects' location is treated
      ship.rotation.y += 0.01; // however it will be based on an axis point plus the width/height and subtract but keep it's indice location!
      ship.rotation.z += 0.01;
      }
      if (keyState[87]) { // Up
      ship.rotateX(0.01);
      }
      if (keyState[83]) { // Down
      ship.rotateX(-0.01);
      }
      if (keyState[65]) { // Left
      ship.rotateY(0.03);
      }
      if (keyState[68]) { // Right
      ship.rotateY(-0.03);
      }
      if (keyState[81]) {
      ship.rotateZ(0.1);
      }
      if (keyState[69]) {
      ship.rotateZ(-0.1);
      }
      if (keyState[82]) { // Reset
      for (var i = 0; i < 10; i++) {
      if (!ship.rotation.x == 0) {
      if (ship.rotation.x > 0) {
      ship.rotation.x -= 0.005;
      } else if (ship.rotation.x < 0){
      ship.rotation.x += 0.005;
      }
      }
      if (!ship.rotation.z == 0) {
      if (ship.rotation.z > 0) {
      ship.rotation.z -= 0.01;
      } else if (ship.rotation.z < 0){
      ship.rotation.z += 0.01;
      }
      }
      }
      }
      ship.translateZ(0.2); // This will translate our ship forward in the direction it's currently facing so that it will look as if it is flyimg.
      renderer.render(scene, camera); // This will render the scene after the effects have changed (rotation!)
      window.addEventListener('resize', onWindowResize, false);
      }
      render(); // Finally, we need to loop the animation otherwise our object will not move on it's own!
      function onWindowResize() {
      var sceneWidth = window.innerWidth - 20;
      var sceneHeight = window.innerHeight - 20;
      renderer.setSize(sceneWidth, sceneHeight);
      camera.aspect = sceneWidth / sceneHeight;
      camera.updateProjectionMatrix();
      }

      <!DOCTYPE htm>
      <html>
      <head>
      <meta charset="utf-8">
      <title>Basic Three.JS</title>
      </head>
      <body style="background-color: #2B2B29; color: #FFFFFF; text-align: center;">
      <div id="container"></div>
      <script>
      window.onload = function() {
      document.getElementById("container").width = window.innerWidth - 20;
      document.getElementById("container").height = window.innerHeight - 20;
      }
      </script>
      <script src="http://ipaddress:port/files/scripts/three.min.js"></script>
      <script src="http://ipaddress:port/files/scripts/GLTFLoader.js"></script>
      <script src="http://ipaddress:port/files/scripts/OrbitControls.js"></script>
      <script src="http://ipaddress:port/files/scripts/basicthree.js"></script> <!-- This is the code below -->
      </body>
      </html>








      // This is basically everything to setup for a basic THREE.JS field to do our work in
      var scene = new THREE.Scene(); // Empty Space
      var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000); // Perspective Camera (Args, FOV, Aspect = W/H, Min View Dist, Max View Dist)
      //var controls = new THREE.OrbitControls(camera); // We will use this to look around
      camera.position.set(0, 2, 5); // Note that depth into positon is mainly the opposite of where you normally want it to be.
      camera.rotation.x = -0.3 // This is an attempt to rotate the angle of the camera off of an axis
      var renderer = new THREE.WebGLRenderer({antialias: true}); // Our Renderer + Antialiasing
      renderer.shadowMap.enabled = true; // This allows shadows to work in our 3D animation
      renderer.shadowMap.type = THREE.PCFSoftShadowMap; // This one isn't as blocky as THREE.PCFShadowMap
      renderer.setClearColor("#00CCCC"); // Note: same as 0x000000
      renderer.setSize(window.innerWidth, window.innerHeight); // Renderer Dimensions
      document.getElementById("container").appendChild(renderer.domElement); // Add our renderer creation to our div named "container"
      // Lighting (It's not necessary but it looks cool!)
      var light = new THREE.PointLight("#FFFFFF", 5, 1000); // Color, intensity, range(lighting will not exceed render distance)
      light.castShadow = true;
      light.position.set(5, 5, 0); // This will treat the light coming from an angle!
      scene.add(light);
      light.shadow.mapSize.width = 512;
      light.shadow.mapSize.height = 512;
      light.shadow.camera.near = 0.5;
      light.shadow.camera.far = 500;
      // We will make a cube here
      var cubeGeo = new THREE.BoxGeometry(1, 1, 1); // This is the shape, width, height and length of our cube. Note BoxGeometry IS the current shape!
      var cubeMat = new THREE.MeshStandardMaterial({color: "#FF0000"}); // Create a basic mesh with undefined color, you can also use a singular color using Basic rather than Normal, There is also Lambert and Phong. Lambert is more of a Matte material while Phong is more of a gloss or shine effect.
      var cube = new THREE.Mesh(cubeGeo, cubeMat); // Create the object with defined dimensions and colors!
      cube.castShadow = true; // This will allow our cube to cast a shadow outward.
      cube.recieveShadow = false // This will make our cube not recieve shadows from other objects (Although it isn't needed because it's default, you show make a habit of writing it anyways as some things default to true!)
      scene.add(cube); // scene.add(object) is what we will use for almost every object we create in THREE.JS
      //cube.add(camera); // This is an attempt to attach the camera to the cube...
      // Loader
      var ship;
      var loader = new THREE.GLTFLoader();
      loader.load("http://ipaddress:port/files/models/raven/scene.gltf", function(gltf) {
      scene.add(gltf.scene);
      ship = gltf.scene;
      ship.scale.multiplyScalar(0.005);
      ship.rotation.y = Math.PI;
      }, undefined, function(error) {
      console.error(error);
      });
      // Lest make a floor to show the shadow!
      var floorGeo = new THREE.BoxGeometry(1000, 0.1, 1000);
      var floorMat = new THREE.MeshStandardMaterial({color: "#0000FF"});
      var floor = new THREE.Mesh(floorGeo, floorMat);
      floor.recieveShadow = true; // This will allow the shadow from the cube to portray itself unto it.
      floor.position.set(0, -3, 0);
      scene.add(floor);
      // Now let's create an object on the floor so that we can distance ourself from our starting point.
      var buildingGeo = new THREE.BoxGeometry(10, 100, 10);
      var buildingMat = new THREE.MeshNormalMaterial();
      var building = new THREE.Mesh(buildingGeo, buildingMat);
      building.position.z = -100;
      scene.add(building);
      var rotation = 0;
      // Controls
      var keyState = {};

      window.addEventListener('keydown',function(e){
      keyState[e.keyCode || e.which] = true;
      },true);

      window.addEventListener('keyup',function(e){
      keyState[e.keyCode || e.which] = false;
      },true);
      document.addEventListener("keydown", function(event) {
      console.log(event.which);
      });
      var camAdded = false;
      var render = function() {
      requestAnimationFrame(render); // This grabs the browsers frame animation function.
      if (rotation == 1) {
      ship.rotation.x += 0.01; // rotation is treated similarly to how two dimensional objects' location is treated
      ship.rotation.y += 0.01; // however it will be based on an axis point plus the width/height and subtract but keep it's indice location!
      ship.rotation.z += 0.01;
      }
      if (keyState[87]) { // Up
      ship.rotateX(0.01);
      }
      if (keyState[83]) { // Down
      ship.rotateX(-0.01);
      }
      if (keyState[65]) { // Left
      ship.rotateY(0.03);
      }
      if (keyState[68]) { // Right
      ship.rotateY(-0.03);
      }
      if (keyState[81]) {
      ship.rotateZ(0.1);
      }
      if (keyState[69]) {
      ship.rotateZ(-0.1);
      }
      if (keyState[82]) { // Reset
      for (var i = 0; i < 10; i++) {
      if (!ship.rotation.x == 0) {
      if (ship.rotation.x > 0) {
      ship.rotation.x -= 0.005;
      } else if (ship.rotation.x < 0){
      ship.rotation.x += 0.005;
      }
      }
      if (!ship.rotation.z == 0) {
      if (ship.rotation.z > 0) {
      ship.rotation.z -= 0.01;
      } else if (ship.rotation.z < 0){
      ship.rotation.z += 0.01;
      }
      }
      }
      }
      ship.translateZ(0.2); // This will translate our ship forward in the direction it's currently facing so that it will look as if it is flyimg.
      renderer.render(scene, camera); // This will render the scene after the effects have changed (rotation!)
      window.addEventListener('resize', onWindowResize, false);
      }
      render(); // Finally, we need to loop the animation otherwise our object will not move on it's own!
      function onWindowResize() {
      var sceneWidth = window.innerWidth - 20;
      var sceneHeight = window.innerHeight - 20;
      renderer.setSize(sceneWidth, sceneHeight);
      camera.aspect = sceneWidth / sceneHeight;
      camera.updateProjectionMatrix();
      }

      <!DOCTYPE htm>
      <html>
      <head>
      <meta charset="utf-8">
      <title>Basic Three.JS</title>
      </head>
      <body style="background-color: #2B2B29; color: #FFFFFF; text-align: center;">
      <div id="container"></div>
      <script>
      window.onload = function() {
      document.getElementById("container").width = window.innerWidth - 20;
      document.getElementById("container").height = window.innerHeight - 20;
      }
      </script>
      <script src="http://ipaddress:port/files/scripts/three.min.js"></script>
      <script src="http://ipaddress:port/files/scripts/GLTFLoader.js"></script>
      <script src="http://ipaddress:port/files/scripts/OrbitControls.js"></script>
      <script src="http://ipaddress:port/files/scripts/basicthree.js"></script> <!-- This is the code below -->
      </body>
      </html>





      // This is basically everything to setup for a basic THREE.JS field to do our work in
      var scene = new THREE.Scene(); // Empty Space
      var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000); // Perspective Camera (Args, FOV, Aspect = W/H, Min View Dist, Max View Dist)
      //var controls = new THREE.OrbitControls(camera); // We will use this to look around
      camera.position.set(0, 2, 5); // Note that depth into positon is mainly the opposite of where you normally want it to be.
      camera.rotation.x = -0.3 // This is an attempt to rotate the angle of the camera off of an axis
      var renderer = new THREE.WebGLRenderer({antialias: true}); // Our Renderer + Antialiasing
      renderer.shadowMap.enabled = true; // This allows shadows to work in our 3D animation
      renderer.shadowMap.type = THREE.PCFSoftShadowMap; // This one isn't as blocky as THREE.PCFShadowMap
      renderer.setClearColor("#00CCCC"); // Note: same as 0x000000
      renderer.setSize(window.innerWidth, window.innerHeight); // Renderer Dimensions
      document.getElementById("container").appendChild(renderer.domElement); // Add our renderer creation to our div named "container"
      // Lighting (It's not necessary but it looks cool!)
      var light = new THREE.PointLight("#FFFFFF", 5, 1000); // Color, intensity, range(lighting will not exceed render distance)
      light.castShadow = true;
      light.position.set(5, 5, 0); // This will treat the light coming from an angle!
      scene.add(light);
      light.shadow.mapSize.width = 512;
      light.shadow.mapSize.height = 512;
      light.shadow.camera.near = 0.5;
      light.shadow.camera.far = 500;
      // We will make a cube here
      var cubeGeo = new THREE.BoxGeometry(1, 1, 1); // This is the shape, width, height and length of our cube. Note BoxGeometry IS the current shape!
      var cubeMat = new THREE.MeshStandardMaterial({color: "#FF0000"}); // Create a basic mesh with undefined color, you can also use a singular color using Basic rather than Normal, There is also Lambert and Phong. Lambert is more of a Matte material while Phong is more of a gloss or shine effect.
      var cube = new THREE.Mesh(cubeGeo, cubeMat); // Create the object with defined dimensions and colors!
      cube.castShadow = true; // This will allow our cube to cast a shadow outward.
      cube.recieveShadow = false // This will make our cube not recieve shadows from other objects (Although it isn't needed because it's default, you show make a habit of writing it anyways as some things default to true!)
      scene.add(cube); // scene.add(object) is what we will use for almost every object we create in THREE.JS
      //cube.add(camera); // This is an attempt to attach the camera to the cube...
      // Loader
      var ship;
      var loader = new THREE.GLTFLoader();
      loader.load("http://ipaddress:port/files/models/raven/scene.gltf", function(gltf) {
      scene.add(gltf.scene);
      ship = gltf.scene;
      ship.scale.multiplyScalar(0.005);
      ship.rotation.y = Math.PI;
      }, undefined, function(error) {
      console.error(error);
      });
      // Lest make a floor to show the shadow!
      var floorGeo = new THREE.BoxGeometry(1000, 0.1, 1000);
      var floorMat = new THREE.MeshStandardMaterial({color: "#0000FF"});
      var floor = new THREE.Mesh(floorGeo, floorMat);
      floor.recieveShadow = true; // This will allow the shadow from the cube to portray itself unto it.
      floor.position.set(0, -3, 0);
      scene.add(floor);
      // Now let's create an object on the floor so that we can distance ourself from our starting point.
      var buildingGeo = new THREE.BoxGeometry(10, 100, 10);
      var buildingMat = new THREE.MeshNormalMaterial();
      var building = new THREE.Mesh(buildingGeo, buildingMat);
      building.position.z = -100;
      scene.add(building);
      var rotation = 0;
      // Controls
      var keyState = {};

      window.addEventListener('keydown',function(e){
      keyState[e.keyCode || e.which] = true;
      },true);

      window.addEventListener('keyup',function(e){
      keyState[e.keyCode || e.which] = false;
      },true);
      document.addEventListener("keydown", function(event) {
      console.log(event.which);
      });
      var camAdded = false;
      var render = function() {
      requestAnimationFrame(render); // This grabs the browsers frame animation function.
      if (rotation == 1) {
      ship.rotation.x += 0.01; // rotation is treated similarly to how two dimensional objects' location is treated
      ship.rotation.y += 0.01; // however it will be based on an axis point plus the width/height and subtract but keep it's indice location!
      ship.rotation.z += 0.01;
      }
      if (keyState[87]) { // Up
      ship.rotateX(0.01);
      }
      if (keyState[83]) { // Down
      ship.rotateX(-0.01);
      }
      if (keyState[65]) { // Left
      ship.rotateY(0.03);
      }
      if (keyState[68]) { // Right
      ship.rotateY(-0.03);
      }
      if (keyState[81]) {
      ship.rotateZ(0.1);
      }
      if (keyState[69]) {
      ship.rotateZ(-0.1);
      }
      if (keyState[82]) { // Reset
      for (var i = 0; i < 10; i++) {
      if (!ship.rotation.x == 0) {
      if (ship.rotation.x > 0) {
      ship.rotation.x -= 0.005;
      } else if (ship.rotation.x < 0){
      ship.rotation.x += 0.005;
      }
      }
      if (!ship.rotation.z == 0) {
      if (ship.rotation.z > 0) {
      ship.rotation.z -= 0.01;
      } else if (ship.rotation.z < 0){
      ship.rotation.z += 0.01;
      }
      }
      }
      }
      ship.translateZ(0.2); // This will translate our ship forward in the direction it's currently facing so that it will look as if it is flyimg.
      renderer.render(scene, camera); // This will render the scene after the effects have changed (rotation!)
      window.addEventListener('resize', onWindowResize, false);
      }
      render(); // Finally, we need to loop the animation otherwise our object will not move on it's own!
      function onWindowResize() {
      var sceneWidth = window.innerWidth - 20;
      var sceneHeight = window.innerHeight - 20;
      renderer.setSize(sceneWidth, sceneHeight);
      camera.aspect = sceneWidth / sceneHeight;
      camera.updateProjectionMatrix();
      }

      <!DOCTYPE htm>
      <html>
      <head>
      <meta charset="utf-8">
      <title>Basic Three.JS</title>
      </head>
      <body style="background-color: #2B2B29; color: #FFFFFF; text-align: center;">
      <div id="container"></div>
      <script>
      window.onload = function() {
      document.getElementById("container").width = window.innerWidth - 20;
      document.getElementById("container").height = window.innerHeight - 20;
      }
      </script>
      <script src="http://ipaddress:port/files/scripts/three.min.js"></script>
      <script src="http://ipaddress:port/files/scripts/GLTFLoader.js"></script>
      <script src="http://ipaddress:port/files/scripts/OrbitControls.js"></script>
      <script src="http://ipaddress:port/files/scripts/basicthree.js"></script> <!-- This is the code below -->
      </body>
      </html>






      javascript three.js






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      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 8 at 9:27









      William Johnson

      31




      31
























          1 Answer
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          Nevermind, I have found a solution - shoddy as it may be...






          if (typeof ship != "undefined") {
          // Previous code inside of the main three.js loop...
          ship.translateZ(0.2); // Move ship
          camera.position.set(ship.position.x, ship.position.y, ship.position.z); // Set the camera's position to the ships position
          camera.translateZ(10); // Push the camera back a bit so it's not inside the ship
          camera.rotation.set(ship.rotation.x, ship.rotation.y, ship.rotation.z); // Set the rotation of the ship to be the exact same as the ship
          camera.rotateX(0.3); // Tilt the camera downwards so that it's viewing over the ship
          camera.rotateY(Math.PI); // Flip the camera so it's not facing the head of the ship model.

          // Note: many bits of code I have are inverted due to the ship's model being backwards (or so it seems)...
          }








          share|improve this answer





















            Your Answer






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            1 Answer
            1






            active

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            active

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            up vote
            0
            down vote













            Nevermind, I have found a solution - shoddy as it may be...






            if (typeof ship != "undefined") {
            // Previous code inside of the main three.js loop...
            ship.translateZ(0.2); // Move ship
            camera.position.set(ship.position.x, ship.position.y, ship.position.z); // Set the camera's position to the ships position
            camera.translateZ(10); // Push the camera back a bit so it's not inside the ship
            camera.rotation.set(ship.rotation.x, ship.rotation.y, ship.rotation.z); // Set the rotation of the ship to be the exact same as the ship
            camera.rotateX(0.3); // Tilt the camera downwards so that it's viewing over the ship
            camera.rotateY(Math.PI); // Flip the camera so it's not facing the head of the ship model.

            // Note: many bits of code I have are inverted due to the ship's model being backwards (or so it seems)...
            }








            share|improve this answer

























              up vote
              0
              down vote













              Nevermind, I have found a solution - shoddy as it may be...






              if (typeof ship != "undefined") {
              // Previous code inside of the main three.js loop...
              ship.translateZ(0.2); // Move ship
              camera.position.set(ship.position.x, ship.position.y, ship.position.z); // Set the camera's position to the ships position
              camera.translateZ(10); // Push the camera back a bit so it's not inside the ship
              camera.rotation.set(ship.rotation.x, ship.rotation.y, ship.rotation.z); // Set the rotation of the ship to be the exact same as the ship
              camera.rotateX(0.3); // Tilt the camera downwards so that it's viewing over the ship
              camera.rotateY(Math.PI); // Flip the camera so it's not facing the head of the ship model.

              // Note: many bits of code I have are inverted due to the ship's model being backwards (or so it seems)...
              }








              share|improve this answer























                up vote
                0
                down vote










                up vote
                0
                down vote









                Nevermind, I have found a solution - shoddy as it may be...






                if (typeof ship != "undefined") {
                // Previous code inside of the main three.js loop...
                ship.translateZ(0.2); // Move ship
                camera.position.set(ship.position.x, ship.position.y, ship.position.z); // Set the camera's position to the ships position
                camera.translateZ(10); // Push the camera back a bit so it's not inside the ship
                camera.rotation.set(ship.rotation.x, ship.rotation.y, ship.rotation.z); // Set the rotation of the ship to be the exact same as the ship
                camera.rotateX(0.3); // Tilt the camera downwards so that it's viewing over the ship
                camera.rotateY(Math.PI); // Flip the camera so it's not facing the head of the ship model.

                // Note: many bits of code I have are inverted due to the ship's model being backwards (or so it seems)...
                }








                share|improve this answer












                Nevermind, I have found a solution - shoddy as it may be...






                if (typeof ship != "undefined") {
                // Previous code inside of the main three.js loop...
                ship.translateZ(0.2); // Move ship
                camera.position.set(ship.position.x, ship.position.y, ship.position.z); // Set the camera's position to the ships position
                camera.translateZ(10); // Push the camera back a bit so it's not inside the ship
                camera.rotation.set(ship.rotation.x, ship.rotation.y, ship.rotation.z); // Set the rotation of the ship to be the exact same as the ship
                camera.rotateX(0.3); // Tilt the camera downwards so that it's viewing over the ship
                camera.rotateY(Math.PI); // Flip the camera so it's not facing the head of the ship model.

                // Note: many bits of code I have are inverted due to the ship's model being backwards (or so it seems)...
                }








                if (typeof ship != "undefined") {
                // Previous code inside of the main three.js loop...
                ship.translateZ(0.2); // Move ship
                camera.position.set(ship.position.x, ship.position.y, ship.position.z); // Set the camera's position to the ships position
                camera.translateZ(10); // Push the camera back a bit so it's not inside the ship
                camera.rotation.set(ship.rotation.x, ship.rotation.y, ship.rotation.z); // Set the rotation of the ship to be the exact same as the ship
                camera.rotateX(0.3); // Tilt the camera downwards so that it's viewing over the ship
                camera.rotateY(Math.PI); // Flip the camera so it's not facing the head of the ship model.

                // Note: many bits of code I have are inverted due to the ship's model being backwards (or so it seems)...
                }





                if (typeof ship != "undefined") {
                // Previous code inside of the main three.js loop...
                ship.translateZ(0.2); // Move ship
                camera.position.set(ship.position.x, ship.position.y, ship.position.z); // Set the camera's position to the ships position
                camera.translateZ(10); // Push the camera back a bit so it's not inside the ship
                camera.rotation.set(ship.rotation.x, ship.rotation.y, ship.rotation.z); // Set the rotation of the ship to be the exact same as the ship
                camera.rotateX(0.3); // Tilt the camera downwards so that it's viewing over the ship
                camera.rotateY(Math.PI); // Flip the camera so it's not facing the head of the ship model.

                // Note: many bits of code I have are inverted due to the ship's model being backwards (or so it seems)...
                }






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                answered Nov 8 at 9:54









                William Johnson

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