OrbitControls are not working react-native - react-native

I am trying to implement orbitControls in my react application. I have loaded 3d model GraphicsView
of expo-graphics. Model loaded perfectly, now i need to rotate the 3D model with screen drag. For
this i have added orbitControls, which is not working properly. Model did'nt rotate with screen
drag.Please help what i need to do to do to rotate 3D model in my react app.
Here is my model class.
```
import React from 'react';
import ExpoTHREE, { THREE } from 'expo-three';
import { GraphicsView } from 'expo-graphics';
import OrbitControls from 'three-orbitcontrols';
class Model extends React.Component {
componentDidMount() {
THREE.suppressExpoWarnings();
}
// When our context is built we can start coding 3D things.
onContextCreate = async ({ gl, pixelRatio, width, height }) => {
// Create a 3D renderer
this.renderer = new ExpoTHREE.Renderer({
gl,
pixelRatio,
width,
height,
});
// We will add all of our meshes to this scene.
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0x3d392f);
//this.scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 );
this.camera = new THREE.PerspectiveCamera(12, width/height, 1, 1000);
this.camera.position.set(3, 3, 3);
this.camera.lookAt(0, 0, 0);
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
this.controls.rotateSpeed = 2.0;
this.controls.zoomSpeed = 1.2;
this.controls.panSpeed = 0.8;
this.controls.noPan = false;
this.controls.staticMoving = false;
this.controls.dynamicDampingFactor = 0.3;
this.controls.keys = [ 65, 83, 68 ];
this.controls.addEventListener( 'change', this.onRender );
//clock = new THREE.Clock();
//this.scene.add(new THREE.AmbientLight(0xffffff));
var hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444 );
hemiLight.position.set( 0, 20, 0 );
this.scene.add( hemiLight );
var dirLight = new THREE.DirectionalLight( 0xffffff );
dirLight.position.set( - 3, 10, - 10 );
dirLight.castShadow = true;
dirLight.shadow.camera.top = 2;
dirLight.shadow.camera.bottom = - 2;
dirLight.shadow.camera.left = - 2;
dirLight.shadow.camera.right = 2;
dirLight.shadow.camera.near = 0.1;
dirLight.shadow.camera.far = 40;
this.scene.add( dirLight );
await this.loadModel();
};
loadModel = async () => {
const obj = {
"f.obj": require('../assets/models/f.obj')
}
const model = await ExpoTHREE.loadAsync(
obj['f.obj'],
null,
obj
);
// this ensures the model will be small enough to be viewed properly
ExpoTHREE.utils.scaleLongestSideToSize(model, 1);
this.scene.add(model)
};
// When the phone rotates, or the view changes size, this method will be called.
onResize = ({ x, y, scale, width, height }) => {
// Let's stop the function if we haven't setup our scene yet
if (!this.renderer) {
return;
}
this.camera.aspect = width / height;
this.camera.updateProjectionMatrix();
this.renderer.setPixelRatio(scale);
this.renderer.setSize(width, height);
};
// Called every frame.
onRender = delta => {
// Finally render the scene with the Camera
this.renderer.render(this.scene, this.camera);
};
render() {
return (
<GraphicsView
onContextCreate={this.onContextCreate}
onRender={this.onRender}
onResize={this.onResize}
/>
);
}
}
export default Model;
```

Related

Three.js load a gltf model and set color for it but when zooming out it is all black

Hello everyone,I have meet a strange problem which is that I loaded a gltf model in three.js and set color for it.When zooming in it has colors, but when zooming out,it is all black.And when I directly set color for it's material,it can works well.
Thank you.
here is the sample sreenphotos and code.
loadGlbModel() {
const loader = new GLTFLoader();
loader.load(
`/three/eiffel-tower.gltf`,
(gltf) => {
const geometry = gltf.scene.children[0].geometry;
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const count = positions.count;
geometry.setAttribute(
"color",
new THREE.BufferAttribute(new Float32Array(count * 3), 3)
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const color = new THREE.Color();
const colors = geometry.attributes.color;
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debugger;
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color.setHSL(positions.getY(i) / radius / 2, 1.0, 0.5);
colors.setXYZ(i, 1, 0, 0);
}
const material = new THREE.MeshPhongMaterial({
color: 0xffffff,
flatShading: true,
vertexColors: true,
shininess: 0,
});
const wireframeMaterial = new THREE.MeshBasicMaterial({
color: 0x000000,
wireframe: true,
transparent: true,
});
let mesh = new THREE.Mesh(geometry, material);
let wireframe = new THREE.Mesh(geometry, wireframeMaterial);
mesh.add(wireframe);
mesh.scale.set(0.1, 0.1, 0.1);
const redColor = new THREE.Color(1, 0, 0);
console.log(mesh);
// mesh.children[0].material.color = redColor;
const light = new THREE.DirectionalLight(0xffffff);
light.position.set(0, 0, 1);
this.scene.add(light);
this.scene.add(mesh);
},
(xhr) => {
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console.error(error);
}
);
},
You are rendering the wireframe version too, which consists of lines in screen-space. As you zoom out, these lines maintain the same width in pixels, thus covering everything else.
Do you wish to render the fireframe too? If not, don't. If you do, then consider hiding it as the user zooms out.

Jerky Animations After Awhile ThreeJs

At first, my animation seems to work fine. However, after a few seconds, the animations become very jerky and laggy, I'm not sure why.
At first I thought it was due to the animation button I had which allows the user to start and stop the animation at will. However, even after I commented out the button, the animation continued to be laggy.
let camera, scene, renderer;
const loader = new GLTFLoader();
let mixer = null;
let controls;
const clock = new THREE.Clock();
let previousTime = 0;
//start and stop button
let runAnim = false;
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//animation
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const elapsedTime = clock.getElapsedTime();
const deltaTime = elapsedTime - previousTime;
previousTime = elapsedTime;
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if (mixer !== null) {
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function render() {
renderer.render(scene, camera);
}
module.exports = function getImage() {
const mountRef = useRef(null);
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//Model
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mixer = new THREE.AnimationMixer(gltf.scene);
const action = mixer.clipAction(gltf.animations[0]);
action.play();
animation();
//Camera
camera = new THREE.PerspectiveCamera(
70,
window.innerWidth / window.innerHeight,
0.1,
100
);
camera.position.set(4, 0, 5);
scene = new THREE.Scene();
// Controls
controls = new OrbitControls(camera, renderer.domElement);
controls.update();
controls.enableDamping = true;
// Animation button
const animateButton = document.getElementById('animate-button');
const stopAnimation = (e) => {
if (runAnim) {
runAnim = false;
isPlay = true;
animation();
console.log('animation starts');
} else {
runAnim = true;
isPlay = false;
console.log('animation stops');
}
};
animateButton.addEventListener('click', stopAnimation);
return () => mountRef.removeChild(renderer.domElement);
}, []);
return (
<div>
<div ref={mountRef}>
<AnimationButton />
</div>
</div>
);
};

Loading an .obj file with Expo-three?

I am trying to insert a .obj file into a React Native app built using Expo.
From the examples I've found that are successfully working, most of these seem to rely on building spheres or cubes within the rendering. I haven't found a good example with a successful rendering of a local file, specifically .obj.
I'm using the expo-three documentation which describes rendering with obj files, but no working examples.
This is what I have so far, which is not producing any rendered object. But want to know if I am on the right track with this, and what I am missing to get the object to render.
Below is the current file code.
import { Renderer, TextureLoader } from 'expo-three';
import * as React from 'react';
import { OBJLoader } from 'three/examples/jsm/loaders/OBJLoader';
import {
AmbientLight,
Fog,
GridHelper,
PerspectiveCamera,
PointLight,
Scene,
SpotLight,
} from 'three';
import { Asset } from 'expo-asset';
import { MTLLoader } from 'three/examples/jsm/loaders/MTLLoader';
export default function ThreeDPhytosaur() {
return (
<GLView
style={{ flex: 1 }}
onContextCreate={async (gl) => {
const { drawingBufferWidth: width, drawingBufferHeight: height } = gl;
const sceneColor = 0x6ad6f0;
const renderer = new Renderer({ gl });
renderer.setSize(width, height);
renderer.setClearColor(sceneColor);
const camera = new PerspectiveCamera(70, width / height, 0.01, 1000);
camera.position.set(2, 5, 5);
const scene = new Scene();
scene.fog = new Fog(sceneColor, 1, 10000);
scene.add(new GridHelper(10, 10));
const ambientLight = new AmbientLight(0x101010);
scene.add(ambientLight);
const pointLight = new PointLight(0xffffff, 2, 1000, 1);
pointLight.position.set(0, 200, 200);
scene.add(pointLight);
const spotLight = new SpotLight(0xffffff, 0.5);
spotLight.position.set(0, 500, 100);
spotLight.lookAt(scene.position);
scene.add(spotLight);
const asset = Asset.fromModule(model['phytosaur']);
await asset.downloadAsync();
const objectLoader = new OBJLoader();
const object = await objectLoader.loadAsync(asset.uri);
object.scale.set(0.025, 0.025, 0.025);
scene.add(object);
camera.lookAt(object.position);
const render = () => {
timeout = requestAnimationFrame(render);
renderer.render(scene, camera);
gl.endFrameEXP();
};
render();
}}
/>
);
}
const model = {
'phytosaur': require('../assets/phytosaur.obj'),
};
Thanks very much!
This is the code that I got to render the obj file. Changed the structure of the original file based on some other examples found.
But this might help someone else!
import { OBJLoader } from 'three/examples/jsm/loaders/OBJLoader.js';
import { Asset } from 'expo-asset';
import { Renderer} from 'expo-three';
import * as React from 'react';
import {
AmbientLight,
Fog,
PerspectiveCamera,
PointLight,
Scene,
SpotLight,
} from 'three';
export default function ThreeDTwo() {
let timeout;
React.useEffect(() => {
// Clear the animation loop when the component unmounts
return () => clearTimeout(timeout);
}, []);
return (
<GLView
style={{ flex: 1 }}
onContextCreate={async (gl) => {
const { drawingBufferWidth: width, drawingBufferHeight: height } = gl;
const sceneColor = 668096;
// Create a WebGLRenderer without a DOM element
const renderer = new Renderer({ gl });
renderer.setSize(width, height);
renderer.setClearColor(0x668096);
const camera = new PerspectiveCamera(70, width / height, 0.01, 1000);
camera.position.set(2, 5, 5);
const scene = new Scene();
scene.fog = new Fog(sceneColor, 1, 10000);
const ambientLight = new AmbientLight(0x101010);
scene.add(ambientLight);
const pointLight = new PointLight(0xffffff, 2, 1000, 1);
pointLight.position.set(0, 200, 200);
scene.add(pointLight);
const spotLight = new SpotLight(0xffffff, 0.5);
spotLight.position.set(0, 500, 100);
spotLight.lookAt(scene.position);
scene.add(spotLight);
const asset = Asset.fromModule(require("../assets/phytosaur_without_mtl.obj"));
await asset.downloadAsync();
// instantiate a loader
const loader = new OBJLoader();
// load a resource
loader.load(
// resource URL
asset.localUri,
// called when resource is loaded
function ( object ) {
object.scale.set(0.065, 0.065, 0.065)
scene.add( object );
camera.lookAt(object.position)
//rotate my obj file
function rotateObject(object, degreeX=0, degreeY=0, degreeZ=0) {
object.rotateX(THREE.Math.degToRad(degreeX));
object.rotateY(THREE.Math.degToRad(degreeY));
object.rotateZ(THREE.Math.degToRad(degreeZ));
}
// usage:
rotateObject(object, 0, 0, 70);
//animate rotation
function update() {
object.rotation.x += 0.015
}
const render = () => {
timeout = requestAnimationFrame(render);
update();
renderer.render(scene, camera);
gl.endFrameEXP();
};
render();
},
// called when loading is in progresses
function ( xhr ) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
},
// called when loading has errors
function ( error ) {
console.log( error );
}
);
}}
/>
);
}

Can't resolve 'three' in three-gltf-loader

This is the first time that I cannot find an answer and have to write here. I am trying a three.js project with Vue.js. I have this error:
Failed to compile.
./node_modules/three-gltf-loader/index.js
Module not found: Error: Can't resolve 'three' in 'C:\Users\Skunk\Documents\dolfin\dolfin\node_modules\three-gltf-loader'
My code:
import * as THREE from 'three-js';
import GLTFLoader from 'three-gltf-loader';
export default {
name: 'HelloWorld',
props: {
msg: String
},
mounted(){
let scene = new THREE.Scene( );
let camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerWidth / window.innerHeight, 0.1, 1000);
let renderer = new THREE.WebGLRenderer( );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', function( )
{
let width = window.innerWidth;
let height = window.innerHeight;
renderer.setSize( width, height);
camera.aspect = width / height;
camera.updateProjectionMatrix( );
} );
const loader = new GLTFLoader();
// Load a glTF resource
loader.load(
// resource URL
'models/dol.gltf',
// called when the resource is loaded
function ( gltf ) {
scene.add( gltf.scene );
gltf.animations; // Array<THREE.AnimationClip>
gltf.scene; // THREE.Group
gltf.scenes; // Array<THREE.Group>
gltf.cameras; // Array<THREE.Camera>
gltf.asset; // Object
},
// called while loading is progressing
function ( xhr ) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
}
);
camera.position.z = 3;
//let ambientLight = new THREE.AmbientLight( 0xFFFFFF, 0.8);
// scene.add( ambientLight );
// game logic
let update = function ( )
{};
// draw scene
let render = function( )
{
renderer.render( scene, camera );
};
// run game loop
let GameLoop = function( )
{
requestAnimationFrame( GameLoop );
update( );
render( );
};
GameLoop( );
}
}
Am I using pieces of code that are not compatible?
For starters, you should not be using the "three-js" node module. This is a really outdated version of Three that got stuck on r79 and hasn't been updated in 4 years. Instead, you should be using the official "three" node module, which is the legitimate library, and is currently on r124.
Second, just import the GLTF loader from the "three/examples" folder as demonstrated in the GLTF examples, instead of installing a whole new module.
import * as THREE from "three";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader";
const loader = new GLTFLoader();

Print value of an array using three.js TextGeomtery

How can I print the values of an array using three.js textGeometry. Trying the following code but no output.
`for(let i=0;i<=4;i++)
{
let arr = [1,2,3,4,5,6,7,8];
let char = arr[i];
let loader = new THREE.FontLoader();
let font = loader.parse(fontJSON);
let geometry = new THREE.TextBufferGeometry(char ,{font : font , size : 1 , height : 0.1 });
let material = new THREE.MeshBasicMaterial({ color : 0xffffff });
let text = new THREE.Mesh(geometry , material);
text.position.set(i,0,0);
scene.add(text);
}`
You have to make sure to provide a string to TextBufferGeometry, no number. You can easily ensure this by calling toString() on your char variable. I've refactored your code a bit to show you a complete example.
let camera, scene, renderer;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.01, 10);
camera.position.z = 8;
scene = new THREE.Scene();
const material = new THREE.MeshBasicMaterial({
color: 0xffffff
});
const arr = [1, 2, 3, 4, 5, 6, 7, 8];
const loader = new THREE.FontLoader();
loader.load('https://threejs.org/examples/fonts/helvetiker_regular.typeface.json', (font) => {
for (let i = 0; i <= 4; i++) {
const char = arr[i];
const geometry = new THREE.TextBufferGeometry(char.toString(), {
font: font,
size: 1,
height: 0.1
});
const text = new THREE.Mesh(geometry, material);
text.position.set(i, 0, 0);
scene.add(text);
}
});
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
body {
margin: 0;
}
canvas {
display: block;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.117.1/build/three.js"></script>