How can i move the "camera" of the canvas in HTML? - javascript

I'm making a 3D game which guides you across skyboxes, and what I need to do is for it to detect when the user presses a key, and move the camera that way (I'm fine with standard WASD).
How could I do this?
JavaScript:
var world = document.getElementById("boxDiv");
var x;
var y;
document.addEventListener('mousemove', function (e)
{
x = e.clientX;
y = e.clientY;
y = -y;
world.style.transform = "translateZ(600px) rotateX("+y+"deg) rotateY("+x+"deg)";
});
This code is for the skybox generation.

I think this is one of the best minimal reproducible examples on WASD controls on three.js
Kudos for the author Fyrestar
Relevant code is below:
// author: Fyrestar <info#mevedia.com>
var camera, scene, renderer, mesh, goal, keys, follow;
var time = 0;
var newPosition = new THREE.Vector3();
var matrix = new THREE.Matrix4();
var stop = 1;
var DEGTORAD = 0.01745327;
var temp = new THREE.Vector3;
var dir = new THREE.Vector3;
var a = new THREE.Vector3;
var b = new THREE.Vector3;
var coronaSafetyDistance = 0.3;
var velocity = 0.0;
var speed = 0.0;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.set( 0, .3, 0 );
scene = new THREE.Scene();
camera.lookAt( scene.position );
var geometry = new THREE.BoxBufferGeometry( 0.2, 0.2, 0.2 );
var material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh( geometry, material );
goal = new THREE.Object3D;
follow = new THREE.Object3D;
follow.position.z = -coronaSafetyDistance;
mesh.add( follow );
goal.add( camera );
scene.add( mesh );
var gridHelper = new THREE.GridHelper( 40, 40 );
scene.add( gridHelper );
scene.add( new THREE.AxesHelper() );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
keys = {
a: false,
s: false,
d: false,
w: false
};
document.body.addEventListener( 'keydown', function(e) {
const key = e.code.replace('Key', '').toLowerCase();
if ( keys[ key ] !== undefined )
keys[ key ] = true;
});
document.body.addEventListener( 'keyup', function(e) {
const key = e.code.replace('Key', '').toLowerCase();
if ( keys[ key ] !== undefined )
keys[ key ] = false;
});
}
function animate() {
requestAnimationFrame( animate );
speed = 0.0;
if ( keys.w )
speed = 0.01;
else if ( keys.s )
speed = -0.01;
velocity += ( speed - velocity ) * .3;
mesh.translateZ( velocity );
if ( keys.a )
mesh.rotateY(0.05);
else if ( keys.d )
mesh.rotateY(-0.05);
a.lerp(mesh.position, 0.4);
b.copy(goal.position);
dir.copy( a ).sub( b ).normalize();
const dis = a.distanceTo( b ) - coronaSafetyDistance;
goal.position.addScaledVector( dir, dis );
goal.position.lerp(temp, 0.02);
temp.setFromMatrixPosition(follow.matrixWorld);
camera.lookAt( mesh.position );
renderer.render( scene, camera );
}

Related

Galaxies simulation: Change color of a point and display text on mouseover

I am trying to create a simulation of positions of 4673 of the nearest galaxies.
The galaxies are points.
I want to color a point on mouseover and load the name of the galaxy.
I have spent many days trying to achieve it. I am able to change color, as well as do basic raycasting, however, I am unable to separately raycast/color individual point. All the points are raycasted and colored as a group as seen in the current version.
What should I do to correct this? Thank you so much for your time and patience with a beginner.
Complete code is available here.
Relevant code is included below:
window.addEventListener( "mousemove", onDocumentMouseMove, false );
var selectedObject = null;
function onDocumentMouseMove( event ) {
event.preventDefault();
if ( selectedObject ) {
selectedObject.material.color.set( '#fff' );
selectedObject = null;
}
var intersects = getIntersects( event.layerX, event.layerY );
if ( intersects.length > 0 ) {
var res = intersects.filter( function ( res ) {
return res && res.object;
} )[ 0 ];
if ( res && res.object ) {
selectedObject = res.object;
selectedObject.material.color.set( '#69f' );
}
}
}
var raycaster = new THREE.Raycaster();
var mouseVector = new THREE.Vector3();
function getIntersects( x, y ) {
x = ( x / window.innerWidth ) * 2 - 1;
y = - ( y / window.innerHeight ) * 2 + 1;
mouseVector.set( x, y, 0.5 );
raycaster.setFromCamera( mouseVector, camera );
return raycaster.intersectObject( dots, true );
}
First thing to do is to set raycaster.params.Points.threshold equal to the size of your points. This makes it so that the colors of all points change when a user hovers over any point:
(I increased your point size for ease of hovering):
<html>
<head>
<meta charset="UTF-8">
<style>
body { margin: 0; }
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>
<script src="https://rawcdn.githack.com/mrdoob/three.js/f32e6f14046b5affabe35a0f42f0cad7b5f2470e/examples/js/controls/TrackballControls.js"></script>
</head>
<body>
<script>
// Create an empty scene
var scene = new THREE.Scene();
// Create a basic perspective camera
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.x = 200;
// Create a renderer with Antialiasing
var renderer = new THREE.WebGLRenderer({antialias:true});
// Configure renderer clear color
renderer.setClearColor("#000000");
// Configure renderer size
renderer.setSize( window.innerWidth, window.innerHeight );
// Append Renderer to DOM
document.body.appendChild( renderer.domElement );
//Add Milky Way
var dotGeometry = new THREE.Geometry();
dotGeometry.vertices.push(new THREE.Vector3( 0, 0, 0));
var rawFile = new XMLHttpRequest();
rawFile.open("GET", "https://rawcdn.githack.com/RiteshSingh/galaxies/9e6a4e54b37647e5a9a1d6f16c017769533fe258/galaxydata.txt", false);
rawFile.onreadystatechange = function ()
{
if(rawFile.readyState === 4)
{
if(rawFile.status === 200 || rawFile.status == 0)
{
var allText = rawFile.responseText;
var data = allText.split("\n");
for (var i = 0; i < 4672; i++) {
var parts = data[i].split("\t");
var D = parts[0];
var glon = parts[1]*3.1416/180;
var glat = parts[2]*3.1416/180;
var z = D*Math.sin(glat);
var xy = D*Math.cos(glat);
var x = xy*Math.cos(glon);
var y = xy*Math.sin(glon);
dotGeometry.vertices.push(new THREE.Vector3( x, y, z));
}
}
}
}
rawFile.send(null);
var size = 0.32;
var dotMaterial = new THREE.PointsMaterial( { size: size } );
var dots = new THREE.Points( dotGeometry, dotMaterial );
scene.add( dots );
var controls = new THREE.TrackballControls( camera, renderer.domElement );
// Render Loop
var render = function () {
requestAnimationFrame( render );
controls.update();
// Render the scene
renderer.render(scene, camera);
};
render();
window.addEventListener( "mousemove", onDocumentMouseMove, false );
var selectedObject = null;
function onDocumentMouseMove( event ) {
event.preventDefault();
if ( selectedObject ) {
selectedObject.material.color.set( '#fff' );
selectedObject = null;
}
var intersects = getIntersects( event.layerX, event.layerY );
if ( intersects.length > 0 ) {
var res = intersects.filter( function ( res ) {
return res && res.object;
} )[ 0 ];
if ( res && res.object ) {
selectedObject = res.object;
selectedObject.material.color.set( '#69f' );
}
}
}
var raycaster = new THREE.Raycaster();
raycaster.params.Points.threshold = size;
var mouseVector = new THREE.Vector3();
function getIntersects( x, y ) {
x = ( x / window.innerWidth ) * 2 - 1;
y = - ( y / window.innerHeight ) * 2 + 1;
mouseVector.set( x, y, 0.5 );
raycaster.setFromCamera( mouseVector, camera );
return raycaster.intersectObject( dots, true );
}
</script>
</body>
</html>
Then you just need to make it so that only the hovered point changes color:
<html>
<head>
<meta charset="UTF-8">
<style>
body { margin: 0; }
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>
<script src="https://rawcdn.githack.com/mrdoob/three.js/f32e6f14046b5affabe35a0f42f0cad7b5f2470e/examples/js/controls/TrackballControls.js"></script></script>
</head>
<body>
<script>
// Create an empty scene
var scene = new THREE.Scene();
// Create a basic perspective camera
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.x = 200;
// Create a renderer with Antialiasing
var renderer = new THREE.WebGLRenderer({antialias:true});
// Configure renderer clear color
renderer.setClearColor("#000000");
// Configure renderer size
renderer.setSize( window.innerWidth, window.innerHeight );
// Append Renderer to DOM
document.body.appendChild( renderer.domElement );
//Add Milky Way
var dotGeometry = new THREE.Geometry();
dotGeometry.vertices.push();
var colors = [];
var rawFile = new XMLHttpRequest();
rawFile.open("GET", "https://rawcdn.githack.com/RiteshSingh/galaxies/9e6a4e54b37647e5a9a1d6f16c017769533fe258/galaxydata.txt", false);
rawFile.onreadystatechange = function ()
{
if(rawFile.readyState === 4)
{
if(rawFile.status === 200 || rawFile.status == 0)
{
var allText = rawFile.responseText;
var data = allText.split("\n");
for (var i = 0; i < 4672; i++) {
var parts = data[i].split("\t");
var D = parts[0];
var glon = parts[1]*3.1416/180;
var glat = parts[2]*3.1416/180;
var z = D*Math.sin(glat);
var xy = D*Math.cos(glat);
var x = xy*Math.cos(glon);
var y = xy*Math.sin(glon);
dotGeometry.vertices.push(new THREE.Vector3( x, y, z));
colors.push(new THREE.Color(0xFF0000));
}
}
}
}
rawFile.send(null);
dotGeometry.colors = colors;
var size = 0.32;
var dotMaterial = new THREE.PointsMaterial({
size: size,
vertexColors: THREE.VertexColors,
});
var dots = new THREE.Points( dotGeometry, dotMaterial );
scene.add( dots );
var controls = new THREE.TrackballControls( camera, renderer.domElement );
// Render Loop
var render = function () {
requestAnimationFrame( render );
controls.update();
// Render the scene
renderer.render(scene, camera);
};
render();
window.addEventListener( "mousemove", onDocumentMouseMove, false );
var selectedObject = null;
function onDocumentMouseMove( event ) {
event.preventDefault();
if ( selectedObject ) {
selectedObject.material.color.set( '#fff' );
selectedObject = null;
}
var intersects = getIntersects( event.layerX, event.layerY );
if ( intersects.length > 0 ) {
var idx = intersects[0].index;
dots.geometry.colors[idx] = new THREE.Color(0xFFFFFF);
dots.geometry.colorsNeedUpdate = true;
console.log(idx)
}
}
var raycaster = new THREE.Raycaster();
raycaster.params.Points.threshold = size;
var mouseVector = new THREE.Vector3();
function getIntersects( x, y ) {
x = ( x / window.innerWidth ) * 2 - 1;
y = - ( y / window.innerHeight ) * 2 + 1;
mouseVector.set( x, y, 0.5 );
raycaster.setFromCamera( mouseVector, camera );
return raycaster.intersectObject( dots, true );
}
</script>
</body>
</html>
You'll see the points turn white after the user mouses over them.
I'll leave it as a pedagogical exercise for you to determine how to turn the points back to red after the mouse exits a given point :)

How to reflect an object in itself?

Is it possible that an object reflects in itself?
I like to receive a self reflection on a metallic object.
So basicially, the two rings of the mechanism should be reflected in the lower part.
Thank you very much in advance!
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container;
var loader;
var camera, cameraTarget, controls, scene, renderer;
init();
animate();
function init() {
var previewDiv = document.getElementById("preview");
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 );
controls = new THREE.OrbitControls( camera );
controls.maxPolarAngle = Math.PI / 2.2;
controls.minDistance = 1;
controls.maxDistance = 8;
controls.noPan = false;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0xdae1e6, 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;
// feinleinen
var feinleinentexture = THREE.ImageUtils.loadTexture( 'textures/feinleinen.jpg' );
feinleinentexture.anisotropy = 16;
feinleinentexture.wrapS = feinleinentexture.wrapT = THREE.RepeatWrapping;
feinleinentexture.repeat.set( 5, 5 );
var feinleinen = new THREE.MeshPhongMaterial( { color: 0xffffff, map: feinleinentexture } );
// Chrome
var path = "textures/chrome/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var envMap = THREE.ImageUtils.loadTextureCube( urls, THREE.CubeReflectionMapping );
var chrome = new THREE.MeshPhongMaterial( {
color : 0x151515,
specular : 0xffffff,
shininess : 200,
envMap : envMap,
combine : THREE.MixOperation, // or THREE.AddOperation, THREE.MultiplyOperation
reflectivity : 0.8
} );
// basis
var basisGeometry = new THREE.BoxGeometry(1.8,0.012,3);
var basis = new THREE.Mesh(basisGeometry, feinleinen);
basis.castShadow = false;
basis.receiveShadow = true;
basis.position.set( 0, -0.47, 0 );
scene.add(basis);
// 2 Ring
var loader = new THREE.JSONLoader();
loader.load('/models/2ring.js', function(geo, mat){
var mesh = new THREE.Mesh(geo, chrome);
mesh.position.set( 0.08, - 0.477, -0.2 );
mesh.rotation.set( 0, - Math.PI / 0.67, 0 );
mesh.scale.set( 0.1, 0.1, 0.1 );
mesh.castShadow = true;
mesh.receiveShadow = true;
loadJson(mesh );
});
function loadJson(mesh){
scene.add( mesh );
}
// Lights
scene.add( new THREE.AmbientLight( 0x777777 ) );
addShadowedLight( 1, 1, 1, 0xffffff, 1.35 );
addShadowedLight( 0.5, 1, -1, 0xffffff, 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.shadowMapSoft = true;
renderer.shadowMapCullFace = THREE.CullFaceBack;
previewDiv.appendChild (renderer.domElement);
// resize
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 = 2048;
directionalLight.shadowMapHeight = 2048;
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();
}
function render() {
camera.lookAt( cameraTarget );
controls.update();
renderer.render( scene, camera );
}
</script>
You want an object to reflect itself when using a three.js renderer.
Environment mapping, which you have implemented, is based on an approximation that the environment being reflected is (infinitely) far away.
Even if you used a CubeCamera for your environment map, as in this example, you would have the same problem.
The solution using three.js is to use a form of raytracing. three.js has a RaytracingRenderer, and a simple demo, but that renderer is currently not highly-supported, nor does it run at real-time frame rates.
three.js r.71

Rotate the mergeometry object at its center in Three.js

I am struggling to find the way to rotate the object at its center. At the moment i am able to rotate the scene, but when i do the rotation, the object goes away from the user. I look into the some the already asked questions in the same line on the forum, but couldn't able to get it work. Below is the part of the html/three.js file i am using /attached you will find the complete working example.Any help is greatly appreciated
<script src="../build/three.min.js"></script>
<script src="js/controls/TrackballControls.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
var container, stats;
var camera, controls, scene, renderer;
var pickingData = [], pickingTexture, pickingScene;
var objects = [];
var highlightBox;
var splitCoord;
var avStdProp;
var mouse = new THREE.Vector2();
var offset = new THREE.Vector3( 10, 10, 10 );
var geom = new THREE.BoxGeometry(0.005, 0.005, 0.005 );
geom.colorsNeedUpdate = true;
init();
animate();
function init() {
container = document.getElementById( "container" );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.x=250;
camera.position.y=300;
camera.position.z=400;
renderer = new THREE.WebGLRenderer( { antialias: true } );
controls = new THREE.TrackballControls(camera);
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 4;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
scene = new THREE.Scene();
pickingScene = new THREE.Scene();
pickingTexture = new THREE.WebGLRenderTarget(800, 800);
pickingTexture.minFilter = THREE.LinearFilter;
pickingTexture.generateMipmaps = false;
scene.add( new THREE.AmbientLight( 0x555555 ) );
var light = new THREE.SpotLight( 0xffffff, 1.5 );
light.position.set( 0, 500, 2000 );
scene.add( light );
var geometry = new THREE.Geometry(),
pickingGeometry = new THREE.Geometry(),
pickingMaterial = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors } ),
defaultMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } );
function applyVertexColors( g, c ) {
g.faces.forEach( function( f ) {
var n = ( f instanceof THREE.Face3 ) ? 3 : 4;
for( var j = 0; j < n; j ++ ) {
f.vertexColors[ j ] = c;
}
} );
}
var color = new THREE.Color();
var matrix = new THREE.Matrix4();
var quaternion = new THREE.Quaternion();
var coord="219_163_189;130_173_179;161_113_231;92_103_176;169_193_180;161_165_187;262_163_166;198_143_155;161_189_155;125_121_107";
splitCoord=coord.split(";");
var coordColr="0_255_255;255_255_0;0_0_255;0_255_0;255_255_0;0_255_0;0_0_255;0_255_255;255_255_0;210_210_45";
var splitCoordColor=coordColr.split(";");
var avgStd="1_0;3_0;0_0;2_0;3_0;2_0;0_0;1_0;3_0;3_0.35";
avStdProp=avgStd.split(";");
for ( var i = 0; i < splitCoord.length; i++ ) {
var position = new THREE.Vector3();
var xyz=splitCoord[i].split("_");
var col=splitCoordColor[i].split("_");
position.x = xyz[0];
position.y = xyz[1];
position.z = xyz[2];
var rotation = new THREE.Euler();
rotation.x = 0
rotation.y = 0;
rotation.z = 0;
var scale = new THREE.Vector3();
scale.x = 200 + 100;
scale.y = 200 + 100;
scale.z = 200 + 100;
quaternion.setFromEuler( rotation, false );
matrix.compose( position, quaternion, scale );
// give the geom's vertices a random color, to be displayed
col[0]=col[0]/255;
col[1]=col[1]/255;
col[2]=col[2]/255;
applyVertexColors(geom, color.setRGB(col[0], col[1], col[2]));
geometry.merge( geom, matrix );
// give the geom's vertices a color corresponding to the "id"
applyVertexColors( geom, color.setHex( i ) );
pickingGeometry.merge( geom, matrix );
pickingData[ i ] = {
position: position,
rotation: rotation,
scale: scale
};
}
var drawnObject = new THREE.Mesh( geometry, defaultMaterial );
scene.add( drawnObject );
pickingScene.add( new THREE.Mesh( pickingGeometry, pickingMaterial ) );
highlightBox = new THREE.Mesh(
new THREE.BoxGeometry( 0.009, 0.009, 0.009 ),
new THREE.MeshLambertMaterial( { color: 0xffffff }
) );
scene.add( highlightBox );
//renderer.setClearColor( 0xffffff );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(800,800);
renderer.sortObjects = false;
container.appendChild( renderer.domElement );
renderer.domElement.addEventListener( 'mousemove', onMouseMove );
}
//
function onMouseMove( e ) {
mouse.x = e.clientX;
mouse.y = e.clientY;
}
function pick() {
//render the picking scene off-screen
renderer.render( pickingScene, camera, pickingTexture );
//create buffer for reading single pixel
var pixelBuffer = new Uint8Array( 4 );
//read the pixel under the mouse from the texture
renderer.readRenderTargetPixels(pickingTexture, mouse.x+window.pageXOffset, pickingTexture.height - (mouse.y+window.pageYOffset), 1, 1, pixelBuffer);
//interpret the pixel as an ID
var id = ( pixelBuffer[0] << 16 ) | ( pixelBuffer[1] << 8 ) | ( pixelBuffer[2]);
var data = pickingData[ id ];
if (data) {
//move our highlightBox so that it surrounds the picked object
if (data.position && data.rotation && data.scale && controls.enabled){
highlightBox.position.copy( data.position );
highlightBox.rotation.copy( data.rotation );
highlightBox.scale.copy( data.scale ).add( offset );
highlightBox.visible = true;
}
}
else {
highlightBox.visible = false;
}
}
function animate() {
requestAnimationFrame( animate );
render();
//stats.update();
}
function render() {
controls.update();
pick();
renderer.render(scene, camera);
}
any help?
You can set your objects geometry to center, so the center of the mesh will then be at position (0,0,0) and it wont "move away" while rotating.
Do it like this:
geometry.center();
var drawnObject = new THREE.Mesh( geometry, defaultMaterial );
scene.add( drawnObject );
Update
Because you want to use picking in an unusual way by saving your geometrys coordinates into an array, centering the geometry doesnt help you. Your question was "Rotate the mergeometry object at its center", but it seems like you want to rotate the camera around your geometrys center.
Calculate the bounding sphere of your geometry and set the controls target to its position:
drawnObject.geometry.computeBoundingSphere();
controls.target = drawnObject.geometry.boundingSphere.center;

Clickable Three JS Convex Objects (once clicked reveals image)

I adjusted an example from the three js website.
I'm looking for making the small floating objects have a click event.
The click event would trigger an image or video revealed on the larger convex shape in the center
Concept + Images
http://kevinwitkowski.tumblr.com/post/109592122645/workshop-update
Working Sample
Here is my current code.
var container;
var camera, scene, renderer;
var mesh;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
// array of functions for the rendering loop
var onRenderFcts= [];
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0xd6e3e8, 0.0030 );
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000);
camera.position.z = 0;
controls = new THREE.OrbitControls(camera)
var light, object, materials;
light = new THREE.DirectionalLight( 0xe8dbd6 );
light.position.set( -50, -80, -10 );
scene.add( light );
light = new THREE.DirectionalLight( 0xd6dae8 );
light.position.set( 20, 120, 1 );
scene.add( light );
light = new THREE.DirectionalLight( 0xd6e8e4 );
light.position.set( 0, 1, 30 );
scene.add( light );
var map = THREE.ImageUtils.loadTexture( 'textures/1.jpeg' );
map.wrapS = map.wrapT =
THREE.RepeatWrapping;
map.anisotropy = 16;
var materials = [
new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } )
//new THREE.MeshBasicMaterial( { color: 0x00000, shading: THREE.FlatShading, wireframe: true, transparent: false, opacity: 0.5} )
];
// random convex 1
points = [];
for ( var i = 0; i < 30; i ++ ) {
points.push( randomPointInSphere( 50 ) );
}
object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials );
object.position.set( 0, 0, 0);
scene.add( object );
// random convex 2
points = [];
for ( var i = 0; i < 30; i ++ ) {
points.push( randomPointInSphere( 15 ) );
}
object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials );
object.position.set( 15, 50, -60 );
scene.add( object );
// random convex 3
points = [];
for ( var i = 0; i < 30; i ++ ) {
points.push( randomPointInSphere( 15 ) );
}
object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials );
object.position.set( 30, 10, 80 );
scene.add( object );
// random convex 4
points = [];
for ( var i = 0; i < 30; i ++ ) {
points.push( randomPointInSphere( 8 ) );
}
object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials );
object.position.set( -80, -50, 20 );
scene.add( object );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( 0xf5f5f5 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize, true );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
//
function randomPointInSphere( radius ) {
return new THREE.Vector3(
( Math.random() - 0.5 ) * 1 * radius,
( Math.random() - 0.5 ) * 2 * radius,
( Math.random() - 0.5 ) * 2 * radius
);
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var timer = Date.now() * 0.00005;
camera.position.x = Math.cos( timer ) * 300;
camera.position.z = Math.sin( timer ) * 300;
camera.lookAt( scene.position );
for ( var i = 0, l = scene.children.length; i < l; i ++ ) {
var object = scene.children[ i ];
object.rotation.x = timer * 1;
object.rotation.y = timer * 3;
}
// handle window resize
window.addEventListener('resize', function(){
renderer.setSize( window.innerWidth, window.innerHeight )
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
}, true)
renderer.render( scene, camera );
}
var lastTimeMsec= null
requestAnimationFrame(function animate(nowMsec){
// keep looping
requestAnimationFrame( animate );
// measure time
lastTimeMsec = lastTimeMsec || nowMsec-1000/60
var deltaMsec = Math.min(200, nowMsec - lastTimeMsec)
lastTimeMsec = nowMsec
// call each update function
onRenderFcts.forEach(function(onRenderFct){
onRenderFct(deltaMsec/1000, nowMsec/1000)
})
})
The normal way of doing this is using a THREE.Raycaster and THREE.Projector to cast a ray from the camera through space, then finding if an object intersects with this ray.
See this example: http://soledadpenades.com/articles/three-js-tutorials/object-picking/
Thankfully, others have implemented libraries such as ObjectControls: https://github.com/cabbibo/ObjectControls
This allows you to directly attach hover or select events to meshes and it will just work.
CreateMultiMaterialObject method creates an object3D, so when you click, it is necessary to specify the second parameter (recursion) = true:
var intersects = raycaster.intersectObjects( objects, true );
if ( intersects.length > 0 ) {
intersects[ 0 ].object.material.color.setHex( Math.random() * 0xffffff );
}

How to click and slide into three js cube?

i have this code which works nice and i want to add a situation that when i click on the red cube all the page "jump" closer to the cube. (maybe the camera ?).
i do not have any idea and i will hope you can help me.
In general, i want to learn how to click in one object in three js and move into a second object in my page.
this is my code :
<html>
<head>
<script src="js/three.js"></script>
</head>
<body>
<script>
var renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(document.body.clientWidth, document.body.clientHeight);
document.body.appendChild(renderer.domElement);
renderer.setClearColorHex(0xEEEEEE, 1.0);
renderer.clear();
renderer.shadowCameraFov = 50;
renderer.shadowMapWidth = 1024;;
renderer.shadowMapHeight = 1024;
var fov = 45; // camera field-of-view in degrees
var width = renderer.domElement.width;
var height = renderer.domElement.height;
var aspect = width / height; // view aspect ratio
var near = 1; // near clip plane
var far = 10000; // far clip plane
var camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.z = -400;
camera.position.x = 200;
camera.position.y = 350;
var scene = new THREE.Scene();
var cube = new THREE.Mesh(
new THREE.CubeGeometry(50, 50, 50),
new THREE.MeshLambertMaterial({ color: 0xff0000 })
);
scene.add(cube);
cube.castShadow = true;
cube.receiveShadow = true;
var plane = new THREE.Mesh(
new THREE.PlaneGeometry(400, 200, 10, 10),
new THREE.MeshLambertMaterial({ color: 0xffffff }));
plane.rotation.x = -Math.PI / 2;
plane.position.y = -25.1;
plane.receiveShadow = true;
scene.add(plane);
var light = new THREE.SpotLight();
light.castShadow = true;
light.position.set(170, 330, -160);
scene.add(light);
var litCube = new THREE.Mesh(
new THREE.CubeGeometry(50, 50, 50),
new THREE.MeshLambertMaterial({ color: 0xffffff }));
litCube.position.y = 50;
litCube.castShadow = true;
scene.add(litCube);
renderer.shadowMapEnabled = true;
renderer.render(scene, camera);
var paused = false;
var last = new Date().getTime();
var down = false;
var sx = 0, sy = 0;
window.onmousedown = function (ev) {
down = true; sx = ev.clientX; sy = ev.clientY;
};
window.onmouseup = function () { down = false; };
window.onmousemove = function (ev) {
if (down) {
var dx = ev.clientX - sx;
var dy = ev.clientY - sy;
camera.position.x += dx;
camera.position.y += dy;
sx += dx;
sy += dy;
}
}
function animate(t) {
if (!paused) {
last = t;
litCube.position.y = 60 - Math.sin(t / 900) * 25;
litCube.position.x = Math.cos(t / 600) * 85;
litCube.position.z = Math.sin(t / 600) * 85;
litCube.rotation.x = t / 500;
litCube.rotation.y = t / 800;
renderer.clear();
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
window.requestAnimationFrame(animate, renderer.domElement);
};
animate(new Date().getTime());
onmessage = function (ev) {
paused = (ev.data == 'pause');
};
</script>
</body>
</html>
waiting for your replay,
thanks :)
You need to implement different and separated parts to do this:
Selecting an object can be done by using a Raycaster, you'll find many examples here on SO and in the three.js examples such as this one
Orienting the camera - see camera.lookAt( target.position ) - and zooming can be done in many ways, but you might want to use a kind of Control to ease the camera placement process, such as one of these. The TrackballControls for example seems appropriate.
One last bit, as your title says "sliding", is how the "camera jump" is done. If you want a smooth zoom, you'll need a kind of easing function. Have a look on Tween.js for this.
vincent wrote an excellent answer. I just want to add an example to help to understand.
Jsfiddle
<script>
var container, stats;
var camera, scene, projector, raycaster, renderer, selected;
var target, zoom=false;
var mouse = new THREE.Vector2(), INTERSECTED;
var radius = 100, theta = 0;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
scene = new THREE.Scene();
var light = new THREE.DirectionalLight( 0xffffff, 2 );
light.position.set( 1, 1, 1 ).normalize();
scene.add( light );
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( -1, -1, -1 ).normalize();
scene.add( light );
var geometry = new THREE.CubeGeometry( 20, 20, 20 );
var cube = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: '#F3B557' } ) );
cube.rotation = new THREE.Euler(0,Math.PI/4,0);
cube.position = new THREE.Vector3(-20,0,0);
scene.add(cube);
cube = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: '#F05B47' } ) );
cube.rotation = new THREE.Euler(0,Math.PI/4,0);
cube.position = new THREE.Vector3(20,0,0);
scene.add(cube);
projector = new THREE.Projector();
raycaster = new THREE.Raycaster();
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0xf0f0f0 );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = false;
container.appendChild(renderer.domElement);
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
renderer.domElement.addEventListener( 'mousedown', onCanvasMouseDown, false);
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
// set lookAt position according to target position
if(target){
camera.lookAt( target.position );
}else{
camera.lookAt(new THREE.Vector3(0,0,0));
}
//zoom in and out
if(zoom && camera.fov>10){
camera.fov-=1;
camera.updateProjectionMatrix();
}else if(!zoom && camera.fov<70){
camera.fov+=1;
camera.updateProjectionMatrix();
}
camera.position = new THREE.Vector3(0,100,100);
// find intersections
var vector = new THREE.Vector3( mouse.x, mouse.y, 1 );
projector.unprojectVector( vector, camera );
raycaster.set( camera.position, vector.sub( camera.position ).normalize() );
var intersects = raycaster.intersectObjects( scene.children );
if ( intersects.length > 0 ) {
if ( INTERSECTED != intersects[ 0 ].object ) {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED = intersects[ 0 ].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
INTERSECTED.material.emissive.setHex( 0xff0000 );
}
} else {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED = null;
}
renderer.render( scene, camera );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
//detect selected cube
function onCanvasMouseDown( event ){
if(INTERSECTED){
target = INTERSECTED;
zoom = true;
}else{
zoom = false;
}
}
</script>

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