three.js json loadingmanager model not displayed - json

I want to preload all models and textures with a loadingbar in my project. For that i use the LoadingManger from three.js but i have problems with preloading the json Models. They load but i am unable to display them. Here is an example.
You can see in the console that 200 Meshs are created. 100 For the Asteroids and 100 for the Ships.
Withoud the LoadingManger i can display the models (asteroids) so there should be no problem with the model. You can see in the example Asteroids that are loaded without the loading manager.
Here my simplified code for the problem
$(function(){
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var debugScene = true;
var controler, camera, controls, scene, renderer;
var objectControls;
var ship1geometry,ship1material;
////////////////////////////////////////////////////////
//LOADMANGER
////////////////////////////////////////////////////////
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
$('#loader').css({width:(Math.round(loaded / total *100))+"%"});
console.log( item, loaded, total );
};
manager.onLoad = function () {
$('#loaderholder').fadeOut(function(){
init();
animate();
});
console.log('all items loaded');
};
manager.onError = function () {
console.log('there has been an error');
};
var loader = new THREE.JSONLoader(manager); // init the loader util
loader.load('models/shiptest.json', function (ship1geometry) {
var ship1material = new THREE.MeshFaceMaterial();
}, "models");
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
camera = new THREE.PerspectiveCamera( 45, width / height, 1, 10000000 );
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = 1500;
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
renderer.setClearColor("black");
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
var container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false;
controls.minDistance = 50;
controls.maxDistance = 300000;
controls.autoRotate = false;
controls.autoRotateSpeed = 0.05;
controls.target.x = 0;
controls.target.y = 0;
controls.target.z = 0;
light = new THREE.AmbientLight( 0x666666 );
scene.add( light );
light = new THREE.PointLight( 0xffffff, 1, 10000 );
light.position.set( 0, 0, 0 );
var params = { recursive: true };
objectControls = new ObjectControls( camera, params );
shipCount = 100;
for (var p = 0; p < shipCount; p++) {
var pX = Math.random() * 5000 - 2500;
var pZ = Math.random() * 5000 - 2500;
var ship = createShipMesh(pX,0,pZ,0,0,0,ship1geometry,ship1material);
scene.add(ship);
}
var loader = new THREE.JSONLoader();
loader.load('models/asteroid.json', function (geometry, mat) {
var material = new THREE.MeshFaceMaterial( mat );
asteroidCount = 100;
for (var p = 0; p < asteroidCount; p++) {
var pX = Math.random() * 5000 - 2500;
var pZ = Math.random() * 5000 - 2500;
var mesh = new THREE.Mesh(geometry,material);
mesh.rotation.y = -Math.PI/Math.random();
mesh.position.set( pX, 0, pZ );
scene.add(mesh);
}
}, "textures");
window.addEventListener( 'resize', onWindowResize, false );
if(debugScene){
var gridHelper = new THREE.GridHelper( 900000, 10000 );
gridHelper.setColors( 0x0000ff, 0x808080 );
scene.add( gridHelper );
var axisHelper = new THREE.AxisHelper( 500 );
scene.add( axisHelper );
console.log(scene);
}
}
function onWindowResize() {
var width = window.innerWidth;
var height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
var lastTimeMsec= null;
var nowMsec= null;
function animate() {
requestAnimationFrame( animate );
render();
update();
}
function update(){
controls.update();
objectControls.update();
}
function render() {
renderer.render( scene, camera );
}
function createShipMesh(positionX,positionY,positionZ,centerX,centerY,centerZ,geometry,material){
positionX = centerX + positionX;
positionY = centerY + positionY;
positionZ = centerZ + positionZ;
var mesh = new THREE.Mesh(geometry,material);
mesh.rotation.y = -Math.PI/Math.random();
mesh.position.set( positionX, positionY, positionZ );
objectControls.add( mesh );
mesh.select = function(){
controls.target.x = position.x;
controls.target.y = position.y;
controls.target.z = position.z;
controls.dollyIn(2);
controls.minDistance = 20;
}
return mesh;
}
});

Okay i found the problem on my own. the Loading Manager works with json but my mistake was to set the variable ship1geometry global and was thinking that the loader would overwrite this variable so that i can use it later in the scene. That was wrong. I just needed to assign the response from the loader in my globaly set variable. So here is the right code
var ship1geometry,ship1material
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
$('#loader').css({width:(Math.round(loaded / total *100))+"%"});
console.log( item, loaded, total );
};
manager.onLoad = function () {
$('#loaderholder').fadeOut(function(){
init();
animate();
});
console.log('all items loaded');
};
manager.onError = function () {
console.log('there has been an error');
};
var loader = new THREE.JSONLoader(manager); // init the loader util
loader.load('models/shiptest.json', function (geometry,mat) {
ship1geometry = geometry;
ship1material = new THREE.MeshLambertMaterial({map:mat });
}, "textures");
function init(){
...
}

Related

Three.js THREE.DeviceOrientationControls is not a constructor

I have a problem with ThreeJS giving me this error message. I included all the necessary ThreeJS files but still this message appears. My intention is to have a mobile device navigating with DeviceOrientationControl.js. Mousemove works very well, but I can't get this to work. Any ideas?
Uncaught TypeError: THREE.DeviceOrientationControls is not a constructor
at init ((index):201)
at (index):193
Error Message
<script type="module">
import * as THREE from '/bftest/three/build/three.module.js';
import {OrbitControls} from '/bftest/three/examples/jsm/controls/OrbitControls.js';
import {GLTFLoader} from '/bftest/three/examples/jsm/loaders/GLTFLoader.js';
import {DeviceOrientationControls} from '/bftest/three/examples/jsm/controls/DeviceOrientationControls.js';
var camera, scene, renderer, stats, controls, windowHalfX = window.innerWidth / 2,
windowHalfY = window.innerHeight / 2,
mouseX = 0,
mouseY = 0;
var renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMapSoft = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
var width = window.innerWidth;
var height = window.innerHeight;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 1000);
controls = new THREE.DeviceOrientationControls(camera);
camera.position.set(0, 0, 8);
scene = new THREE.Scene();
var directionalLight = new THREE.DirectionalLight(0xffffff, 5);
directionalLight.color.setHSL(0.1, 1, 0.95);
directionalLight.position.set(0, 1, 1);
directionalLight.position.multiplyScalar(10);
scene.add(directionalLight);
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadow.camera.left = -20;
directionalLight.shadow.camera.right = 20;
directionalLight.shadow.camera.top = 20;
directionalLight.shadow.camera.bottom = -20;
directionalLight.shadow.camera.near = 1;
directionalLight.shadow.camera.far = 200;
directionalLight.shadowCameraVisible = true;
var spotLight1 = new THREE.DirectionalLight( 0xff4000 );
spotLight1.position.set( -15, 3, -4 );
spotLight1.target.position.set( 0, 1, 0 );
spotLight1.intensity = 1.2;
spotLight1.shadowDarkness = 0.5;
spotLight1.shadowcameranear = 0;
spotLight1.shadowcamerafar = 15;
spotLight1.shadowcameraleft = -5;
spotLight1.shadowcameraright = 5;
spotLight1.shadowcameratop = 5;
spotLight1.shadowcamerabottom = -5;
spotLight1.castShadow = true;
scene.add( spotLight1 );
var spotLight2 = new THREE.DirectionalLight( 0xff0aea );
spotLight2.position.set( 15, 3, -4 );
spotLight2.target.position.set( 0, 1, 0 );
spotLight2.intensity = 1.2;
spotLight2.castShadow = true;
scene.add( spotLight2 );
var hemisphereLight = new THREE.HemisphereLight(0xffffff,0x000000, .5)
var shadowLight = new THREE.DirectionalLight(0xff8f16, .4);
shadowLight.position.set(50, 0, 22);
shadowLight.target.position.set(50, 50, 0);
shadowLight.rotation.set(Math.PI / -2, 0, 0);
shadowLight.shadow.camera.near = 0.5;
shadowLight.shadow.camera.far = 5000;
shadowLight.shadow.camera.left = -500;
shadowLight.shadow.camera.bottom = -500;
shadowLight.shadow.camera.right = 500;
shadowLight.shadow.camera.top = 500;
scene.add(shadowLight);
var light2 = new THREE.DirectionalLight(0xfff150, .25);
light2.position.set(-600, 350, 350);
var light3 = new THREE.DirectionalLight(0xfff150, .15);
light3.position.set(0, -250, 300);
scene.add(hemisphereLight);
scene.add(shadowLight);
const gltfLoader = new GLTFLoader();
gltfLoader.load('./3D/Bobby.glb', (gltf) => {
const root = gltf.scene;
root.rotateY(-89.55);
root.position.set(0, -0.7, 0);
root.castShadow = true;
gltf.scene.traverse(function(node) {
if (node instanceof THREE.Mesh) {
node.castShadow = true;
}
});
scene.add(root);//default is false
// compute the box that contains all the stuff
// from root and below
const box = new THREE.Box3().setFromObject(root);
const boxSize = box.getSize(new THREE.Vector3()).length();
const boxCenter = box.getCenter(new THREE.Vector3());
// set the camera to frame the box
frameArea(boxSize * 0.7, boxSize, boxCenter, camera);
box.castShadow = true;
// update the Trackball controls to handle the new size
controls.maxDistance = boxSize * 10;
controls.target.copy(boxCenter);
});
renderer = new THREE.WebGLRenderer({ antialias: true, canvas: document.querySelector('canvas'), alpha: true, });
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
window.addEventListener( 'resize', onWindowResize, false );
window.addEventListener('mousemove', onDocumentMouseMove, false);
}
function onDocumentMouseMove(event) {
mouseX = - (event.clientX - windowHalfX) /150;
mouseY = - (event.clientY - windowHalfY) /150;
}
function animate() {
requestAnimationFrame(animate);
render(scene,camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function render() {
camera.position.x += (mouseX - camera.position.x)*0.9;
camera.position.y += (-mouseY - camera.position.y)*0.9;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
</script>
When importing examples files like DeviceOrientationControls via ES6 modules, using the THREE namespace is not necessary anymore. So instead of
controls = new THREE.DeviceOrientationControls(camera);
use
controls = new DeviceOrientationControls(camera);

How to load .OBJ and .MTL using ThreeJS? (HTML)

I'm trying to load a 3D globe into my HTML site using a ThreeJS script (found below) But it's stitched together with code from other sources, meaning the camera is mapped to MouseX and MouseY positions. I want the object to sit in the center of the page with a simple slow spin, but every time I try and achieve this the object vanishes.
The Javascript:
<script>
var container;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 5, window.innerWidth / window.innerHeight, 1, 5000 );
camera.position.z = 250;
scene = new THREE.Scene();
var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.8 );
scene.add( ambientLight );
var pointLight = new THREE.PointLight( 0xFFF1CF, 0.6 , 0 );
camera.add( pointLight );
scene.add( camera );
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log( item, loaded, total );
};
var onProgress = function ( xhr ) {
if ( xhr.lengthComputable ) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log( Math.round(percentComplete, 2) + '% downloaded' );
}
};
var onError = function ( xhr ) {;
};
var mtlLoader = new THREE.MTLLoader();
mtlLoader.load('planet.mtl', function(materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.load('planet.obj', function(object) {
object.position.y = 0;
scene.add(object);
}, onProgress, onError);
});
//
renderer = new THREE.WebGLRenderer( {alpha: true});
renderer.setClearColor( 0x000000, 0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseclick', onmousedown, false);
//
window.addEventListener( 'resize', onWindowResize, false );
}
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 );
mouseY = ( event.clientY );
}
//
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>
You need to change your code a little bit,
In the 'init' function, change the object loading logic as follows
var mtlLoader = new THREE.MTLLoader();
var objLoader = new THREE.OBJLoader();
mtlLoader.load( 'planet.mtl', function(materials) {
materials.preload();
objLoader.setMaterials(materials);
objLoader.load( 'planet.obj', function( object ){
object.position.set( 0, 0, 0 ); // set the position as (0,0,0)
globe = object; // globe is the object to be added to the scene
scene.add(globe);
animate(); //call the animate function only after the object is loaded
}, onProgress, onError);
} );
And change the render method,
function render() {
globe.rotation.y += 0.01; // this will rotate the object
camera.lookAt( scene.position );
renderer.render( scene, camera );
}

Load js model into three js project

I used the following code (which is not mine, it's taken from this article http://blog.andrewray.me/how-to-export-a-rigged-animated-model-from-3ds-max-three-js/) in my project and tried to load my model. But the ptoblem is that the author uses animated skinned mesh, I have a simple model. I copied his complete demo page code to my project, changed the path to the js model and it doesn't show up. What should I adjust to make it work?
var container;
var camera, scene, renderer, objects;
var particleLight, pointLight;
var mesh, wiggly;
var loader = new THREE.JSONLoader();
loader.load( './humpback-whale-animated-threejs-max-exporter.js', function ( geometry, materials ) {
var originalMaterial = materials[ 0 ];
originalMaterial.skinning = true;
mesh = new THREE.SkinnedMesh( geometry, originalMaterial );
mesh.scale.set( 0.1, 0.1, 0.1 );
var animation = new THREE.Animation(
mesh,
geometry.animation
);
animation.play();
init();
animate();
});
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
scene = new THREE.Scene();
scene.add( mesh );
// Lights
scene.add( new THREE.AmbientLight( 0xcccccc ) );
var directionalLight = new THREE.DirectionalLight(/*Math.random() * 0xffffff*/0xeeeeee );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
pointLight = new THREE.PointLight( 0xffffff, 4 );
scene.add( pointLight );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
var clock = new THREE.Clock();
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var delta = clock.getDelta();
var timer = Date.now() * 0.0005;
THREE.AnimationHandler.update( delta );
camera.position.x = Math.cos( 0.5 ) * 20;
camera.position.y = 5;
camera.position.z = Math.sin( 0.5 ) * 20;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
I know there are different loaders in three.js and I don't know which one to use for a simple static textured mesh.

STL Loader kept spinning

I am using three.min.js and works beautifully but the model is spinning endlessly. How to stop it and allow user to spin manually? And the spinning is off centered also, is there away to resolve this?
<script>
if (!Detector.webgl) Detector.addGetWebGLMessage();
var container, stats;
var camera, cameraTarget, scene, renderer;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 15);
camera.position.set(3, 0.15, 3);
cameraTarget = new THREE.Vector3(0, -0.25, 0);
scene = new THREE.Scene();
scene.fog = new THREE.Fog(0x72645b, 2, 15);
// Ground
var plane = new THREE.Mesh(
new THREE.PlaneBufferGeometry(40, 40),
new THREE.MeshPhongMaterial({ color: 0x999999, specular: 0x101010 })
);
plane.rotation.x = -Math.PI / 2;
plane.position.y = -0.5;
scene.add(plane);
plane.receiveShadow = true;
var loader = new THREE.STLLoader();
// Binary files
var material = new THREE.MeshPhongMaterial({ color: 0xAAAAAA, specular: 0x111111, shininess: 200 });
loader.load('/productimages/mannequin.stl', function (geometry) {
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(0, -0.37, -0.6);
mesh.rotation.set(-Math.PI / 2, 0, 0);
mesh.scale.set(0.2, 0.2, 0.2);
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
});
// Lights
scene.add(new THREE.AmbientLight(0x777777));
addShadowedLight(1, 1, 1, 0xffffff, 1.35);
addShadowedLight(0.5, 1, -1, 0xffaa00, 1);
// renderer
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setClearColor(scene.fog.color);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMapEnabled = true;
renderer.shadowMapCullFace = THREE.CullFaceBack;
container.appendChild(renderer.domElement);
// stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild(stats.domElement);
//
window.addEventListener('resize', onWindowResize, false);
}
function addShadowedLight(x, y, z, color, intensity) {
var directionalLight = new THREE.DirectionalLight(color, intensity);
directionalLight.position.set(x, y, z)
scene.add(directionalLight);
directionalLight.castShadow = true;
// directionalLight.shadowCameraVisible = true;
var d = 1;
directionalLight.shadowCameraLeft = -d;
directionalLight.shadowCameraRight = d;
directionalLight.shadowCameraTop = d;
directionalLight.shadowCameraBottom = -d;
directionalLight.shadowCameraNear = 1;
directionalLight.shadowCameraFar = 4;
directionalLight.shadowMapWidth = 1024;
directionalLight.shadowMapHeight = 1024;
directionalLight.shadowBias = -0.005;
directionalLight.shadowDarkness = 0.15;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
render();
stats.update();
}
function render() {
var timer = Date.now() * 0.0005;
camera.position.x = Math.cos(timer) * 3;
camera.position.z = Math.sin(timer) * 3;
camera.lookAt(cameraTarget);
renderer.render(scene, camera);
}
</script>
to stop it from spinning just remove the:
var timer = Date.now() * 0.0005;
camera.position.x = Math.cos(timer) * 3;
camera.position.z = Math.sin(timer) * 3;
from the render function or make a function to enable this part on click.

Requestanimationframe usage issue

I got the following RequestAnimationframe function from http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
I am trying to use it. But not sure how to call it and use it. Can someone give me a simple example. I am new to this html5 animation thing so you can understand..
I will really appreciate any help! The function is below..
(function() {
var lastTime = 0;
var vendors = ['ms', 'moz', 'webkit', 'o'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
window.cancelRequestAnimationFrame = window[vendors[x]+
'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame)
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
if (!window.cancelAnimationFrame)
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}())
Just paste that code into your JS or in its own file and put this inside of your rendering function at the very bottom.
requestAnimationFrame(yourrenderingfunction);
Live Demo
// requestAnimationFrame shim
(function() {
var lastTime = 0;
var vendors = ['ms', 'moz', 'webkit', 'o'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
window.cancelRequestAnimationFrame = window[vendors[x]+
'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame)
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
if (!window.cancelAnimationFrame)
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}())
// Sprite unimportant, just for example purpose
function Sprite(){
this.x = 0;
this.y = 50;
}
Sprite.prototype.draw = function(){
ctx.fillStyle = "rgb(255,0,0)";
ctx.fillRect(this.x, this.y, 10, 10);
}
// setup
var canvas = document.getElementsByTagName("canvas")[0],
ctx = canvas.getContext("2d");
canvas.width = 200;
canvas.height = 200;
//init the sprite
var sprite = new Sprite();
// draw the sprite and update it using request animation frame.
function update(){
ctx.clearRect(0,0,200,200);
sprite.x+=0.5;
if(sprite.x>200){
sprite.x = 0;
}
sprite.draw();
// makes it update everytime
requestAnimationFrame(update);
}
// initially calls the update function to get it started
update();