OBJLoader | OBJ file loader library for Processing
kandi X-RAY | OBJLoader Summary
kandi X-RAY | OBJLoader Summary
OBJ file loader library for Processing. This library was originally developed by SAITO and Matt Ditton (AKA Polymonkey).
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Top functions reviewed by kandi - BETA
- Draws the object model
- Restore the OpenGL state
- Save the OpenGL GL state
- Start drawing
- Initialize the OpenGL context
- Initialize the model
- Setup the OpenGL
- Setup int buffer
- Determine if the face is facing
- Returns the face normal
- Compares two faces
- Get the center position of the mesh
- Get all the vertices of this model
- Draw this image
- Returns the facing amount of pixels in the face
- Limits the UV values to a given value
- Get the positions of a face
- Returns the total number of faces in the model
- Returns the total number of vertices
- Get the indices of all vertices in this mesh
- Register this tag with the given map
- Scale the UV values to a zero one
- Clears all Vectors ready for loading
OBJLoader Key Features
OBJLoader Examples and Code Snippets
Community Discussions
Trending Discussions on OBJLoader
QUESTION
The official docs has a pretty good example of how to add a .obj
file to a scene.
ANSWER
Answered 2022-Feb-24 at 05:21The one way I can manage does not seem great, but it works.
I could simply bind it to the current window or document:
QUESTION
Coming back to some old project, I discover nothing was loading. Checking the console log I see the following:
...ANSWER
Answered 2022-Feb-09 at 21:29The CDN you're using (cdn.skypack.dev) does some re-exporting on their side, which is causing the problem.
The file you're referencing in your import isn't actually the three.js module, but a re-direct.
That file does an export *
(which is fine), AND an export {default}
, which is where the failure is occurring. Three.js does not have a default
export.
Skypack is likely applying this redirect universally to all modules, so it's not that they necessarily KNOW this is happening, but they should definitely be testing their system before hosting a specific module...
Try changing your importmap
to reference the following URL, and it should work:
QUESTION
So I have this code which basically shows a 3D file (obj, stl, 3mf) inputted by the user using three js OBJLoader, STLLoader, and 3MFLoader. All works fine but I tried some (inside this code) to add OrbitControls to this so that the user can zoom in, zoom out, rotate, etc. with the file but it does not seem to work. The console has no errors at all but rotating, zooming in and out, etc. doesn't work as well with the render.
...ANSWER
Answered 2022-Jan-24 at 23:17OrbitControls
is not directly exported as part of the Three.js library; instead it's exported as part of the examples
.
If you're using a bundler (such as WebPack) you can import it like this:
QUESTION
I was following ThinMatrix's tutorial on OPENGL/LWJGL 3 3D Game Tutorial series (here), even though my code was wrote a little different from his, it was going well.
I could render an object like the image below using basic LWJGL 3 methods for rendering/shading. Basically, using this method in the Render class:
...ANSWER
Answered 2021-Dec-28 at 02:07So, after dealing with college and work stuff, I finally returned to this code, and I could at last fix my mistakes. Shoutouts to Nick Clark for it's comment on the buffers associated with the VAO.
The problem seems to happen because of this line of code
QUESTION
The following is a working example with ObjLoader for 3D object. Is there anyone that can teach me how to add shader material to this 3D object?
Most tutorials are like using standard three.geometry and then add the geometry and shader to a scene. But, if I want to add a custom shader material to the 3D object, not to a standard Three.js geometry, how should I do?
...ANSWER
Answered 2021-Dec-17 at 05:48You can create your custom ShaderMaterial
in whatever method you learned, and then simply substitute the .material
property of each of the meshes in your obj
.
QUESTION
I'm playing around with WebGL. The following is a working example with a 3D object using Three.js. Is it possible to add multiple shaders to one 3D object, like this one? It would be highly appreciated if you can share some knowledge.
I just learned from one pro that helped with solutions to applying one shader material to 3D object. However, I'm curious about whether to add multiple shaders to give more effects to the 3D object.
...ANSWER
Answered 2021-Dec-17 at 15:33In general, rendering a mesh with multiple materials is possible in three.js
if the geometry defines proper groups data. However you normally render different parts of the mesh with distinct materials. E.g. when having a character model, you would render the skin with one material and the cloths with a different one.
You don't want to use this approach to combine or stack effects. Instead, you have to implement a single custom shader that includes all effects that you want to apply on the surface.
QUESTION
This has had me beat for a while now. I'm making a game, and the main map is a model using the obj format. I load it like this:
...ANSWER
Answered 2021-Dec-06 at 19:01This error is telling you that your geometry attributes count don't match up. For example, your geometry could have:
- 100 vertex positions
- 99 vertex normals
- 99 vertex UVs
... or something of that nature. When looking up info on that 100th vertex, it says "attempt to access out-of-range vertices"
Ideally, you'd want to re-export the OBJ asset so you don't have to manually find the geometry that's causing the problem. However, in case you cannot get a new OBJ, you could either:
- prevent the problem geometry from rendering with
mesh.visibility = false
- Fix the geometry attribute count. To fix it, you'll have to find which attribute is short:
QUESTION
I'm trying to play around with particles in three.js but, there's a problem with converting obj file (3D model) into particles in three.js. The following is the code snippets. I tried but, all failed.
Is there anyone who can help correcting the errors or provide with any examples of getting vertices/particles from a 3D model in obj?
Thanks a lot.
...ANSWER
Answered 2021-Nov-15 at 16:31You are using an outdated code reference. With recent three.js
version, the code looks more like the following:
QUESTION
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.
...ANSWER
Answered 2021-Oct-02 at 00:44This 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!
QUESTION
I'm trying to pass the result of the objLoader command to a var to use it in an animation. So when I put the console.log inside the objLoader function I get the object. But when I put the console.log outside the function I get undefined.
...ANSWER
Answered 2021-Sep-01 at 20:55But when I put the console.log outside the function I get undefined.
That happens because the OBJ asset is loaded asynchronously. That means if you access minObj
before the loading process has been finished, runtime errors will occur since the variable is still undefined
.
One simple solution is to implement a check before accessing minObj
:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Processing
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OBJLoader
examples
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OBJLoader.jar
reference
src
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