Currently, I am experiencing a challenge with loading an OBJ file on Three.js. Oddly enough, the functionality seems to be working perfectly fine when I deploy the files on my server as demonstrated here:
However, when attempting to run it on Codepen, I encounter issues like so: http://codepen.io/hafsadanguir/pen/RaJaPZ
var container;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth/ 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 900;
camera.position.x = -1000;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x404040 ); //This creates an Ambientlight with a color.
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set( 0, 0, 1 );
scene.add( directionalLight );
// texture
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log( item, loaded, total );
};
var texture = new THREE.Texture();
var onProgress = function ( xhr ) {
if ( xhr.lengthComputable ) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log( Math.round(percentComplete, 2) + '% downloaded' );
}
};
var onError = function ( xhr ) {
};
var loader = new THREE.ImageLoader( manager );
loader.load('http://hafsadanguir.com/THREEJS/textures/red.jpg', function ( image ) {
texture.image = image;
texture.needsUpdate = true;
} );
// model
var loader = new THREE.OBJLoader( manager );
loader.load('http://hafsadanguir.com/THREEJS/obj/Heart.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material.map = texture;
}
} );
object.position.y = -150;
scene.add( object );
}, onProgress, onError );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
//camera.position.x += ( mouseX - camera.position.x ) * .005;
//camera.position.y += ( - mouseY - camera.position.y ) * .005;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
If anyone can assist, I would greatly appreciate it! This is my first experience working with three.js.