three-orbitcontrols | js OrbitControls from official repo examples | Augmented Reality library
kandi X-RAY | three-orbitcontrols Summary
kandi X-RAY | three-orbitcontrols Summary
[three-js] exposes real modules now via three/examples/jsm/... For example to import the Orbit, do.
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QUESTION
I have a question about ES6 import module.
I tried to add OrbitControls in my Three.js Code. Since OrbitControls is a separate module, I needed to import them individually in my code as below. and it's working fine.
...ANSWER
Answered 2021-May-04 at 04:43Curly brackets are used when importing to import a named export from the other file. For example, the following link up:
QUESTION
I'm trying to add OrbitControls, but I always get this error at this instruction:
var controls = new THREE.OrbitControls( camera, renderer.domElement );
I've installed with npm three.js and three-orbitcontrols.js, I've read all the answers but I still can't figure out what I should do. If I use require
or import
in my jsp page, I still get this problem.
I've also tryied using browserify but it didn't help (I got an EPERM error, so maybe I did something wrong?).
Can someone help me? What did I miss?
Edit: I've realized that I wrote OrbitControls.js instead of three-orbitcontrols.js, so sorry about that. Also, if I try to use import console says:" SyntaxError: Cannot use import statement outside a module"
...ANSWER
Answered 2020-Aug-04 at 16:16Try to import like this
QUESTION
My three.js scene is completely distorted until I move the mouse somewhere on the site. You can see the nature of the distortion on the image below:
When I move the mouse, the scene suddenly pops and everything is fine. It doesn't seem to matter where exactly the cursor is within the site, it doesn't have to be over the canvas where my scene is rendered. This is how the scene looks after moving the mouse:
The following three.js related dependencies are used:
- "three": "^0.108.0"
- "three-orbitcontrols": "^2.102.2"
- "three.meshline": "^1.2.0"
I tried updating three to the latest version (0.116.1), but that didn't solve the issue either. I managed to replicate this issue on Firefox and Edge, but not on Chrome.
Some extra context: we use OffscreenCanvas for better performance, the mouse positions are sent from the main thread to the web worker on mousemove event, we use that information to slightly move the camera and the background (with offsets). I temporarily removed to mousemove handler logic from the web worker code and the issue still popped up, so it's probably unrelated. We use tween.js to make the camera animations smooth.
Relevant code snippets:
Scene setup:
...ANSWER
Answered 2020-May-07 at 20:30I don't see where you're initiating target
and mouse
anywhere. My best guess is that target.x, target.y
or mouse.x, mouse.y
are undefined or 0, and it's probably causing a division by 0, or a calculation that returns NaN
, which is giving you that infinitely stretched texture. You should be able to fix this if you initiate those vectors:
QUESTION
I'm trying to implement a unit test using jest along side vuejs framework on symfony/webpack-encore, but after multiple attempts, I still get this error :
And here my .babelrc & package.json files:Jest encountered an unexpected token
This usually means that you are trying to import a file which Jest cannot parse, e.g. it's not plain JavaScript.
By default, if Jest sees a Babel config, it will use that to transform your files, ignoring "node_modules".
import {
^SyntaxError: Unexpected token {
20 |
21 | import * as THREE from 'three';22 | import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
| ^
.babelrc :
...ANSWER
Answered 2019-Nov-12 at 16:34The issue was on importing three.js
libraries,
source : https://github.com/facebook/jest/issues/3905#issuecomment-323525803
Just by following this doc i was able to run my tests.
QUESTION
Has anyone tried using the OrbitControls function with ReactJS? Here is the sample code I wrote:
...ANSWER
Answered 2018-Sep-21 at 15:40The problem is that when you import THREE, it is not globally scoped which is what the 'three-orbitcontrols' module relies on.
You could use this module instead - 'three-orbit-controls' (https://www.npmjs.com/package/three-orbit-controls)
and import it like so:
const OrbitControls = require('three-orbit-controls')(THREE);
Usage of orbital controls is the same as you have now but with this, an instance of THREE is being passed to the Orbit Controls module.
QUESTION
Trying to get Angular to work in IE 11. I tried everything I found on the web already.
I'm getting the following errors:
SCRIPT1002: Syntax error
File: polyfills.js, Line: 2358, Column: 1
Line 2358
...ANSWER
Answered 2019-Mar-07 at 18:37It looks like you are using or transpiring down your JavaScript but it isn't going far enough and you are getting syntax issues because you are trying to use features that IE11 doesn't support.
e.g.
- JS Classes - https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Classes
- JS Constructors - (part of classes, see above)
QUESTION
I wanted to implement the code from this video: https://www.youtube.com/watch?v=nPEYdw2Ssa8 (you can download it from here https://codepen.io/i2801/pen/waQPQj) but using React. I had no luck and got error:
...ANSWER
Answered 2019-Mar-18 at 19:35THREE.CSS3DObject
is not part of the three.js
core. But you should be able to import it from the npm
module three-css3drenderer
. Try this:
QUESTION
ANSWER
Answered 2019-Jan-04 at 13:35FontLoader requires a URL as parameter by signature:
QUESTION
I need to customize an existing @types/three
as per my needs.
I cloned the entire @types/three
in my src/typings
and npm rm @types/three
. tsconfig.json
looks at both node_modules/@types
and src/typings
However, the declaration module does not resolve to 'three'.
Here is the typings/three/index.d.ts
:
ANSWER
Answered 2017-Dec-03 at 18:06Well you already figured out most of it. What you most likely haven't done yet is updating your tsconfig. You need to explicitly set where the typescript compiler can find your own typings.
Add this to your tsconfig.json:
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