I have encountered a challenge with scaling and animating an object loaded into my web browser using WebGL. The issue arises when attempting to include animation code within the render( ) loop function, specifically with the 'object' variable which is being flagged as undefined. Strangely, I am able to reference my 'scene' and 'camera' variables without any issues from within the loop. Can anyone shed light on why this is happening?
<script>
//Variables
var container, stats;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth/2;
var windowHalfY = window.innerHeight/2;
init();
animate();
//Initialisation
function init(){
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 2000);
camera.position.z = 2;
//scene
scene = new THREE.Scene();
//Light
var ambient = new THREE.AmbientLight(0x101030);
scene.add(ambient);
var directionalLight = new THREE.DirectionalLight(0xffeedd);
directionalLight.position.set(1,0,1);
scene.add(directionalLight);
//Texture
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log("Loading: " + item, loaded, total );
};
var texture = new THREE.Texture();
var loader = new THREE.ImageLoader(manager);
loader.load('skin.jpg', function(image){
texture.image = image;
texture.needsUpdate = true;
});
//Model
var loader = new THREE.OBJLoader(manager);
loader.load('test.obj', function(object){
object.traverse(function(child){
if(child instanceof THREE.Mesh){
//child.material.map = texture;
}
});
//Resize the object...
object.position.y = .10;
object.position.x += .10;
//Scale
object.scale.x = 0.5;
object.scale.z = 0.5;
object.scale.y = 0.5;
console.log(object);
scene.add(object);
});
//Renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColorHex( 0xffffff, 1 );
container.appendChild(renderer.domElement);
//Event Listeners
//document.addEventListener('mousemove', onDocumentMouseMove, false);
window.addEventListener('resize', onWindowResize, false);
}
//Declaring Event Listeners
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;
}
//Declaring Event Listeners
//Animation
function animate(){
requestAnimationFrame(animate);
render();
}
function render(){
camera.position.x += (mouseX - camera.position.x) * .05;
camera.position.y += (mouseY - camera.position.y) * .05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
</script>
The problem lies in not being able to console.log(object)
or anything at this point.
function render(){
camera.position.x += (mouseX - camera.position.x) * .05;
camera.position.y += (mouseY - camera.position.y) * .05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}