Get geometry and material of 3D Model - Three.js - javascript

I am attempting to make one 3D model orbit another, but as soon as I change my mesh from a wireframe box to a 3D Model's geometry it disappears.
//this is inside a GLTFLoader.load (glftLoader.load('<model path>', (gltfScene) => {)
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshBasicMaterial( {
color: 0xffffff,
wireframe: true
});
let pivot = new THREE.Object3D()
pivot.rotation.z = 0;
gltfScene.scene.add(pivot);
//let mesh = new THREE.Mesh(geometry, material); WORKING LINE
let mesh = new THREE.Mesh(gltfScene.scene.geometry, gltfScene.scene.material);
mesh.position.y = 2;
pivot.add(mesh);
What am I doing wrong? I get no errors, I have a feeling it may be to do with the scale of the 3D model but I'm unsure. Am I getting the geometry and material properties correctly?

let mesh = new THREE.Mesh(gltfScene.scene.geometry, gltfScene.scene.material);
I suppose this line breaks your code since gltfScene.scene (the result of GLTFLoader's onLoad() callback) is an instance of THREE.Group which has no material or geometry property.
A glTF asset can hold more than one mesh so if you really want to extract the geometries and materials from it, you have to traverse through gltfScene.scene and process all meshes.

Related

Creating BoxBufferGeometry from Box3

I want to create a box mesh on the three.js scene, where points of the box mesh will be the same as bounding box of some existing object on the scene.
I have tried to create box mesh from box3 in the way displayed bellow, but i dont get the right result:
var threeObject = existing object on the scene;
var boundingBox = new THREE.Box3();
boundingBox.setFromObject(threeObject);
var geometry = new THREE.BufferGeometry();
var vertices = new Float32Array( [
boundingBox.min.x, boundingBox.min.y, boundingBox.min.z,
boundingBox.min.x, boundingBox.max.y, boundingBox.min.z,
boundingBox.min.x, boundingBox.min.y, boundingBox.max.z,
boundingBox.min.x, boundingBox.max.y, boundingBox.max.z,
boundingBox.max.x, boundingBox.min.y, boundingBox.min.z,
boundingBox.max.x, boundingBox.max.y, boundingBox.min.z,
boundingBox.max.x, boundingBox.min.y, boundingBox.max.z,
boundingBox.max.x, boundingBox.max.y, boundingBox.max.z,
] );
geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
var mesh = new THREE.Mesh( geometry, material );
viewer.scene.add(mesh);
How can I create mesh box from box3? Thank you very much for your help!
In Three.js there's no automatic way to turn Box3 into a regular BoxBufferGeometry but here's how it worked for me
const threeObject = existing object on the scene;
const box3 = new THREE.Box3();
// conform to the object size like it's a boundingBox
box3.setFromObject(threeObject);
// make a BoxBufferGeometry of the same size as Box3
const dimensions = new THREE.Vector3().subVectors( box3.max, box3.min );
const boxGeo = new THREE.BoxBufferGeometry(dimensions.x, dimensions.y, dimensions.z);
// move new mesh center so it's aligned with the original object
const matrix = new THREE.Matrix4().setPosition(dimensions.addVectors(box3.min, box3.max).multiplyScalar( 0.5 ));
boxGeo.applyMatrix(matrix);
// make a mesh
const mesh = new THREE.Mesh(boxGeo, new THREE.MeshBasicMaterial( { color: 0xffcc55 } ));
The vertices array in your code holds vertex data but they actually represent face/triangle definitions. Hence, rendering just this geometry data results in a few random triangles (not visualizing a box).
You can solve this problem by adding an index to your geometry which will represent the face definitions based on your vertices. To understand this topic, you have to know the difference between indexed and non-indexed geometries. I suggest you study the official documentation page of THREE.BufferGeometry. There are for each type of geometry official code examples.
three.js R107

Threejs - Reflectivitybitmap does not work on MeshLambertMaterial

what works:
I am using threejs revision 73.
I want to render a tool with the WebGLRenderer.
The tool consists of 3 Meshes. Each mesh consists of a BufferGeometry and a MeshLambertMaterial:
var geometry = new THREE.BufferGeometry();
var material = new THREE.MeshLambertMaterial();
var mesh = new THREE.Mesh(geometry, material);
The result looks like the following:
what I want to archive:
Now I want to make the tool look more realistic by applying a Texture ("img/tablereflection.bmp", grayscale 256x256px, bmp). I am unsure what is the best approach if I want this texture to affect my reflectivity behavior.
What I do, is:
var geometry = new THREE.BufferGeometry();
var material = new THREE.MeshLambertMaterial({
map: new THREE.TextureLoader().load("img/tablereflection.bmp")
});
var mesh = new THREE.Mesh(geometry, material);
But the result looks like that:
That is not what I want to have. It should look like:
Can someone tell me please, what I might be missing?
Edits
My light function is
function initLight(scene, camera) {
var ambientLight = new THREE.AmbientLight(0x555555);
scene.add(ambientLight);
var leftLight = new THREE.PointLight(0x888888, 0.7, 0);
leftLight.position.set(-2, 5, 2);
camera.add(leftLight);
var rightLight = new THREE.PointLight(0x888888, 0.7, 0);
rightLight.position.set(2, 5, 2);
camera.add(rightLight);
}
I've already tried to use The material browser for MeshLambertMaterial and possibly was able to archieve what I wanted as you can see here using these settings , but as you can see the Type is now empty and so I am not sure what happens behind the scene. Where is the error? Im glad for any hints.

Two canvases as textures for plane in three.js

I would like to render two canvases as textures on a plane in three.js. I created an array with two MeshBasicMaterial and did the following
texture2 = new THREE.Texture(c1);
texture3 = new THREE.Texture(c3);
var mat1 = new THREE.MeshBasicMaterial({ map: texture2 });
var mat2 = new THREE.MeshBasicMaterial({ map: texture3 });
materials.push(mat1);
materials.push(mat2);
mesh2 = new THREE.Mesh(geometry2, new THREE.MeshFaceMaterial( materials ));
scene2.add(mesh2);
renderer2 = new THREE.WebGLRenderer({canvas:c2});
renderer2.setSize(c2.width, c2.height);
document.body.appendChild(renderer2.domElement);
I created this jsfiddle example to show my actual problem. The second texture isn't rendered on canvas2, but I want to show both textures on it.
Reason
The reason why the second texture is not rendered is because it doesn't know which faces to assign the first or second material to, so by default it gives the first material to all of them.
Solution
Update Three.js to latest build (r76). You're are now running r54
Loop through all faces and assign them a materialIndex(Face3)
Use THREE.MultiMaterial instead of THREE.MeshFaceMaterial:
mesh2 = new THREE.Mesh(geometry2, new THREE.MultiMaterial( materials ));

Updating Terrain Geometry with Three.js

I'm experimenting with Bjørn Sandvik's really great process for importing terrain data into a scene.
Check it out:
http://blog.thematicmapping.org/2013/10/terrain-building-with-threejs.html
var terrainLoader = new THREE.TerrainLoader();
terrainLoader.load('../assets/jotunheimen.bin', function(data) {
var geometry = new THREE.PlaneGeometry(60, 60, 199, 199);
for (var i = 0, l = geometry.vertices.length; i < l; i++) {
geometry.vertices[i].z = data[i] / 65535 * 10;
}
var material = new THREE.MeshPhongMaterial({
color: 0xdddddd,
wireframe: true
});
var plane = new THREE.Mesh(geometry, material);
scene.add(plane);
});
My intent is to use this to display elevation data from a time series, so multiple .bin files will be loaded to provide data representing a period of several years to show change over time.
I am having difficulties updating the geometry with new data. I think that my difficulties stem from the plane and geometry variables being defined inside of a function, meaning that they are undefined in the global context. So later when I call those variables they don't have any value associated with them.
Does anyone have an idea of how I can update this geometry with new data loaded using the TerrainLoader?
anything you .add() to the scene object is visible as an element of the scene.children array -- to you can still reference your plane and the geometry of it as plane.geometry -- the the plane is the only object in the scene, it will probably be scene.children[0].geometry
See this page: https://github.com/mrdoob/three.js/wiki/Updates for hints on how to let THREE know the geometry is changing

Model illumination

After loading a model with OBJMTLLoader it is automatically set as a MeshLambertMaterial and unfortunatelly i can't get it to be in full color and textures look much darker. I have some problems with setting the correct light in the scene.
I have added an ambient light but its not enough:
scene.add(new THREE.AmbientLight( 0xffffff ));
Is it possible to turn off the 'luminance' and make the mesh lambert material visible without any light in the scene?
Two ways to recreate material, one is open your model file and change material here in source file manually. Or when usilg object loader or json loader, use "for" syntax to go trough each material and set another values
var jsonLoader = new THREE.JSONLoader();
jsonLoader.load(model, addthree1ToScene);
function addthree1ToScene( geometry, materials )
{
var materiall = new THREE.MeshFaceMaterial( materials );
for ( var i = 0; i < materials.length; i ++ )
{
var material = materials[i];
material.side = THREE.DoubleSide; /// there you can set attributes
}
three1 = new THREE.Mesh( geometry, materiall );
three1.position.set(x,y,z);
scene.add( three1 );
console.log(three1);
}

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