Jan23 Posted August 4, 2017 Share Posted August 4, 2017 Hello, my first steps with babylon. So far all good, however I'm struggeling with importing a gltf file (the official Duck.gltf example) in my Angular app whereas it works fine in a simple sample app. This works: I've included <script src="js/vendor/babylon.js"></script> <script src="js/vendor/babylon.glTFFileLoader.js"></script> and my main looks like this: // Get the canvas element from our HTML below var canvas = document.querySelector("#renderCanvas"); // Load the BABYLON 3D engine var engine = new BABYLON.Engine(canvas, true); // ------------------------------------------------------------- var createScene = function () { // This creates a basic Babylon Scene object (non-mesh) var scene = new BABYLON.Scene(engine); // glTF Files use right handed system scene.useRightHandedSystem = true; // Configuring camera var camera = new BABYLON.ArcRotateCamera("camera", 4.712, 1.571, 0.05, BABYLON.Vector3.Zero(), scene); camera.attachControl(canvas, true); camera.wheelPrecision = 100.0; camera.minZ = 0.01; camera.maxZ = 1000; // This creates a light, aiming 0,1,0 - to the sky (non-mesh) var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); // Default intensity is 1. Let's dim the light a small amount light.intensity = 0.7; // Append sample glTF model to scene BABYLON.SceneLoader.Append("/BabylonTest/data/", "Duck.gltf", scene, function (scene) { }, null, function (scene) { alert("error"); }); // camera.zoomOn(scene.meshes); return scene; }; // ------------------------------------------------------------- // Now, call the createScene function that you just finished creating var scene = createScene(); // Register a render loop to repeatedly render the scene engine.runRenderLoop(function () { scene.render(); }); // Watch for browser/canvas resize events window.addEventListener("resize", function () { engine.resize(); }); This doesn't work: I'm constructing this class in the ngOnit() function and calling the addGltf() function on a button click. Creating a sphere this way works. I've tried npm install 3.1 alpha and 3.0 (which seems to install 3.0.7) import * as babylon from "babylonjs"; export class BabylonViewer { private canvas: HTMLCanvasElement; private engine: babylon.Engine; constructor(canvasId: string) { this.canvas = <HTMLCanvasElement>document.getElementById(canvasId); this.engine = new babylon.Engine(this.canvas, true); } addGltf() { const root = "/api/file/"; const file = "Duck.gltf"; const scene = new babylon.Scene(this.engine); scene.useRightHandedSystem = true; const camera = new babylon.ArcRotateCamera("camera", 4.712, 1.571, 0.05, babylon.Vector3.Zero(), scene); camera.attachControl(this.canvas, true); camera.wheelPrecision = 100.0; camera.minZ = 0.01; camera.maxZ = 1000; // This creates a light, aiming 0,1,0 - to the sky (non-mesh) const light = new babylon.HemisphericLight("light1", new babylon.Vector3(0, 1, 0), scene); // Default intensity is 1. Let's dim the light a small amount light.intensity = 0.7; // Append sample glTF model to scene babylon.SceneLoader.Append(root, file, scene, function (scene) { }, null, function (scene) { alert("error"); }); this.engine.runRenderLoop(() => { scene.render(); }); window.addEventListener("resize", () => { this.engine.resize(); }); } } The output in Chrome is core.es5.js:2925 Angular is running in the development mode. Call enableProdMode() to enable the production mode. babylon.max.js:6006 BJS - [20:27:16]: Babylon.js engine (v3.0) launched babylon.max.js:6006 BJS - [20:27:21]: importScene of unknown core.es5.js:1020 ERROR TypeError: Cannot read property '0' of undefined at Function.webpackJsonp.../../../../babylonjs/dist/preview release/babylon.max.js.Color4.FromArray (babylon.max.js:578) at Object.load (babylon.max.js:46606) at loadSceneFromData (babylon.max.js:46322) at XMLHttpRequest.request.onreadystatechange (babylon.max.js:5557) at XMLHttpRequest.wrapFn (zone.js:1075) at ZoneDelegate.webpackJsonp.../../../../zone.js/dist/zone.js.ZoneDelegate.invokeTask (zone.js:424) at Object.onInvokeTask (core.es5.js:3881) at ZoneDelegate.webpackJsonp.../../../../zone.js/dist/zone.js.ZoneDelegate.invokeTask (zone.js:423) at Zone.webpackJsonp.../../../../zone.js/dist/zone.js.Zone.runTask (zone.js:191) at ZoneTask.webpackJsonp.../../../../zone.js/dist/zone.js.ZoneTask.invokeTask [as invoke] (zone.js:498) While debugging I've seen that in the load function some checks for undefined are missing, e.g.: scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor); scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor); if (parsedData.gravity) { scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity); } I fixed those but later in crashed loading the meshes. So, I suspect there's something else wrong. May it be that the GLTF loader is not loaded properly by using npm? Cheers and thanks, Jan Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 4, 2017 Share Posted August 4, 2017 Hey! did you check this? http://doc.babylonjs.com/tutorials/babylonjs_and_ionic_angular Quote Link to comment Share on other sites More sharing options...
Jan23 Posted August 12, 2017 Author Share Posted August 12, 2017 The issue seems to be related to loading the gltf-loader with webpack - see Quote Link to comment Share on other sites More sharing options...
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