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threeJs wrong (too low) camera position



The 2019 Stack Overflow Developer Survey Results Are In
Announcing the arrival of Valued Associate #679: Cesar Manara
Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)
The Ask Question Wizard is Live!
Data science time! April 2019 and salary with experienceRetrieve the position (X,Y) of an HTML elementAnimating Canvas Billboard in THREE.jsOdd artifacts and Empty texture in extruded shape in three.jsthree.js: Rotate around origin after panning cameraUsing textures on spheres in three.jsthree.js Mesh not displaying rectangle depending on orientationHow to load .obj 3D model in Three.js?GLTF create instancesThreejs JSONLoader and OOP, how to attach model to scene (from loader callback)How to overlay texture from GLTF model dynamically - Three.js



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1















I am new to ThreeJS, what I am trying to accomplish is to load a gltf model, which is correctly shown in three-gltf-viewer, it is valid.



model from gltf web validator



When I load it into threeJS, the model loads up ok but the camera is placed on the horizon line of the model, and the orbit control does not work when I try to zoom in and out or any other rotation of the scene is disabled.



model from threeJS



I tried to tweak any possible values of camera and scene but I just can't "jump on top" of the model and see it from above. Here is the code.



var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 800, window.innerWidth / window.innerHeight, 500, 1500000 );
camera.position.set(1, 1, 1);

var renderer = new THREE.WebGLRenderer( alpha: false );
renderer.setClearColor( 0xC5C5C3 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var controls = new THREE.OrbitControls( camera, renderer.domElement );
var ambientLight = new THREE.AmbientLight( 0xcccccc );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( 0, 1, 1 ).normalize();
scene.add( directionalLight );

// Instantiate a loader
var loader = new THREE.GLTFLoader();
loader.load('GLTF_local_coord_sys/GEOTIFF_local_coord_sys.gltf',
function(gltf)
var object = gltf.scene;
gltf.scene.scale.set( 0.65, 0.65, 0.65 );
gltf.scene.position.x = 1;
gltf.scene.position.y = 1;
gltf.scene.position.z = 1;

scene.add( gltf.scene );
camera.lookAt(scene.position);
,
function ( xhr )
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
,
function ( error )
console.log( 'An error happened' );

);
camera.position.z =25;
function animate()
render();
requestAnimationFrame( animate );


function render()
renderer.render( scene, camera );

render();
animate();


Does anyone know how to fix this?










share|improve this question
























  • function ( error ) de console.log( 'An error happened' ); ); might be the problem

    – Tomasz Zieliński
    Mar 8 at 12:40











  • Thanks for spotting it, actually that was a piece of comment (I removed) before posting the code, I removed it but still I have the same problem.

    – user3523583
    Mar 8 at 13:52

















1















I am new to ThreeJS, what I am trying to accomplish is to load a gltf model, which is correctly shown in three-gltf-viewer, it is valid.



model from gltf web validator



When I load it into threeJS, the model loads up ok but the camera is placed on the horizon line of the model, and the orbit control does not work when I try to zoom in and out or any other rotation of the scene is disabled.



model from threeJS



I tried to tweak any possible values of camera and scene but I just can't "jump on top" of the model and see it from above. Here is the code.



var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 800, window.innerWidth / window.innerHeight, 500, 1500000 );
camera.position.set(1, 1, 1);

var renderer = new THREE.WebGLRenderer( alpha: false );
renderer.setClearColor( 0xC5C5C3 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var controls = new THREE.OrbitControls( camera, renderer.domElement );
var ambientLight = new THREE.AmbientLight( 0xcccccc );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( 0, 1, 1 ).normalize();
scene.add( directionalLight );

// Instantiate a loader
var loader = new THREE.GLTFLoader();
loader.load('GLTF_local_coord_sys/GEOTIFF_local_coord_sys.gltf',
function(gltf)
var object = gltf.scene;
gltf.scene.scale.set( 0.65, 0.65, 0.65 );
gltf.scene.position.x = 1;
gltf.scene.position.y = 1;
gltf.scene.position.z = 1;

scene.add( gltf.scene );
camera.lookAt(scene.position);
,
function ( xhr )
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
,
function ( error )
console.log( 'An error happened' );

);
camera.position.z =25;
function animate()
render();
requestAnimationFrame( animate );


function render()
renderer.render( scene, camera );

render();
animate();


Does anyone know how to fix this?










share|improve this question
























  • function ( error ) de console.log( 'An error happened' ); ); might be the problem

    – Tomasz Zieliński
    Mar 8 at 12:40











  • Thanks for spotting it, actually that was a piece of comment (I removed) before posting the code, I removed it but still I have the same problem.

    – user3523583
    Mar 8 at 13:52













1












1








1








I am new to ThreeJS, what I am trying to accomplish is to load a gltf model, which is correctly shown in three-gltf-viewer, it is valid.



model from gltf web validator



When I load it into threeJS, the model loads up ok but the camera is placed on the horizon line of the model, and the orbit control does not work when I try to zoom in and out or any other rotation of the scene is disabled.



model from threeJS



I tried to tweak any possible values of camera and scene but I just can't "jump on top" of the model and see it from above. Here is the code.



var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 800, window.innerWidth / window.innerHeight, 500, 1500000 );
camera.position.set(1, 1, 1);

var renderer = new THREE.WebGLRenderer( alpha: false );
renderer.setClearColor( 0xC5C5C3 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var controls = new THREE.OrbitControls( camera, renderer.domElement );
var ambientLight = new THREE.AmbientLight( 0xcccccc );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( 0, 1, 1 ).normalize();
scene.add( directionalLight );

// Instantiate a loader
var loader = new THREE.GLTFLoader();
loader.load('GLTF_local_coord_sys/GEOTIFF_local_coord_sys.gltf',
function(gltf)
var object = gltf.scene;
gltf.scene.scale.set( 0.65, 0.65, 0.65 );
gltf.scene.position.x = 1;
gltf.scene.position.y = 1;
gltf.scene.position.z = 1;

scene.add( gltf.scene );
camera.lookAt(scene.position);
,
function ( xhr )
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
,
function ( error )
console.log( 'An error happened' );

);
camera.position.z =25;
function animate()
render();
requestAnimationFrame( animate );


function render()
renderer.render( scene, camera );

render();
animate();


Does anyone know how to fix this?










share|improve this question
















I am new to ThreeJS, what I am trying to accomplish is to load a gltf model, which is correctly shown in three-gltf-viewer, it is valid.



model from gltf web validator



When I load it into threeJS, the model loads up ok but the camera is placed on the horizon line of the model, and the orbit control does not work when I try to zoom in and out or any other rotation of the scene is disabled.



model from threeJS



I tried to tweak any possible values of camera and scene but I just can't "jump on top" of the model and see it from above. Here is the code.



var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 800, window.innerWidth / window.innerHeight, 500, 1500000 );
camera.position.set(1, 1, 1);

var renderer = new THREE.WebGLRenderer( alpha: false );
renderer.setClearColor( 0xC5C5C3 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var controls = new THREE.OrbitControls( camera, renderer.domElement );
var ambientLight = new THREE.AmbientLight( 0xcccccc );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( 0, 1, 1 ).normalize();
scene.add( directionalLight );

// Instantiate a loader
var loader = new THREE.GLTFLoader();
loader.load('GLTF_local_coord_sys/GEOTIFF_local_coord_sys.gltf',
function(gltf)
var object = gltf.scene;
gltf.scene.scale.set( 0.65, 0.65, 0.65 );
gltf.scene.position.x = 1;
gltf.scene.position.y = 1;
gltf.scene.position.z = 1;

scene.add( gltf.scene );
camera.lookAt(scene.position);
,
function ( xhr )
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
,
function ( error )
console.log( 'An error happened' );

);
camera.position.z =25;
function animate()
render();
requestAnimationFrame( animate );


function render()
renderer.render( scene, camera );

render();
animate();


Does anyone know how to fix this?







javascript three.js 3d gltf






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Mar 8 at 18:44









Marquizzo

6,64152045




6,64152045










asked Mar 8 at 12:33









user3523583user3523583

4810




4810












  • function ( error ) de console.log( 'An error happened' ); ); might be the problem

    – Tomasz Zieliński
    Mar 8 at 12:40











  • Thanks for spotting it, actually that was a piece of comment (I removed) before posting the code, I removed it but still I have the same problem.

    – user3523583
    Mar 8 at 13:52

















  • function ( error ) de console.log( 'An error happened' ); ); might be the problem

    – Tomasz Zieliński
    Mar 8 at 12:40











  • Thanks for spotting it, actually that was a piece of comment (I removed) before posting the code, I removed it but still I have the same problem.

    – user3523583
    Mar 8 at 13:52
















function ( error ) de console.log( 'An error happened' ); ); might be the problem

– Tomasz Zieliński
Mar 8 at 12:40





function ( error ) de console.log( 'An error happened' ); ); might be the problem

– Tomasz Zieliński
Mar 8 at 12:40













Thanks for spotting it, actually that was a piece of comment (I removed) before posting the code, I removed it but still I have the same problem.

– user3523583
Mar 8 at 13:52





Thanks for spotting it, actually that was a piece of comment (I removed) before posting the code, I removed it but still I have the same problem.

– user3523583
Mar 8 at 13:52












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