How can I draw Letters in 3js/threeJS easily? - javascript

I have to draw letters using 3JS.
Previously I have drawed objects in Canvas with beziercurves, using a website that helped do them with the mouse.
Is there such a tool for the same job in 3JS?
I can't seem to find anything. And drawing them manually in code just seems a waste of time.
I've searched everywhere for it but nothing.
I'm using Spline Curves btw...
curve = new THREE.SplineCurve( [
new THREE.Vector2( -90, 50),
new THREE.Vector2( -150, 0),
new THREE.Vector2( -130, 50),
]);
Thanks in advance

https://threejs.org/docs/#manual/en/introduction/Creating-text
Gives different ways to draw text.
You can use TextGeometry:
var camera, scene, renderer;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight);
camera.position.z = 10;
scene = new THREE.Scene();
var loader = new THREE.FontLoader();
loader.load('https://unpkg.com/three#0.77.0/examples/fonts/helvetiker_regular.typeface.json', function(font) {
var geometry = new THREE.TextGeometry('Hello World', {
font: font,
size: 1,
height: 1
});
geometry.center();
var material = new THREE.MeshNormalMaterial();
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
});
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r99/three.js" integrity="sha256-QlZjRhqOlDukXFfprbpsdrDQws7TtQdTGDh7F7Q3310=" crossorigin="anonymous"></script>

Related

Setting the position of a text geometry?

I have looked through stack overflow and google and I have found how to CENTER a text geometry but that is not what I want to do.
I have a scene that just has a block of text that says "Buy Here!". Using the documentation in the three.js website and examples here I was able to do that after some struggling. I had some trouble finding out how to refer to that mesh since I had created the geometry inside a function, and it took hours for me to know about setting a name for it as a string so it can be accessible from different parent/child levels.
What I am NOT able to do now is to offset the text by some arbitrary number of units. I tried shifting it down by 5 units. No matter how I try to do it it isn't working. I either manage to make the text geometry disappear OR my whole scene is black.
Here is my code...
I have the basic scene setup working properly and I'll include it here but feel free to skip since I'm pretty sure this has nothing to do with the issue...
import './style.css'
import * as THREE from 'three';
import { OrbitControls } from 'https://cdn.jsdelivr.net/npm/three#0.117.0/examples/jsm/controls/OrbitControls.js';
import TWEEN from 'https://cdn.jsdelivr.net/npm/#tweenjs/tween.js#18.5.0/dist/tween.esm.js';
//BASIC SCENE SETUP
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
//LIGHTS (POINT AND AMBIENT)
const pointLight = new THREE.PointLight(0xFFFFFF);
pointLight.position.set(5, 5, 5);
const ambientLight = new THREE.AmbientLight(0xFFFFFF);
scene.add(pointLight, ambientLight);
//RESIZE WINDOW
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
render();
}, false);
//ORBIT CONTROLS
const controls = new OrbitControls(camera, renderer.domElement);
controls.minDistance = 5;
controls.maxDistance = 70;
controls.enablePan = false;
controls.enableRotate = false;
controls.enableZoom = false;
controls.target.set(0,0,-1);
camera.position.setZ(25);
window.addEventListener("click", (event) => {
onClick(event);
})
window.addEventListener("mousemove", onMouseMove);
var animate = function() {
requestAnimationFrame(animate);
controls.update();
render();
TWEEN.update();
};
function render() {
renderer.render(scene, camera);
}
animate();
and here is my code for the text object....
var loaderF = new THREE.FontLoader();
loaderF.load( 'https://threejs.org/examples/fonts/optimer_regular.typeface.json', function ( font ) {
var geometry = new THREE.TextGeometry( 'Buy Here!', {
font: font,
size: 2.3,
height: 0.1,
curveSegments: 15,
bevelEnabled: true,
bevelThickness: 0.5,
bevelSize: 0.31,
bevelSegments: 7
} );
geometry.center();
var material = new THREE.MeshLambertMaterial({color: 0x686868});
var mesh = new THREE.Mesh( geometry, material );
mesh.name = "bhText"
scene.add( mesh );
mesh.userData = { URL: "http://google.com"};
} );
Here's what I have tried.....
under "var geometry ({...});" I typed....
geometry.position.setX(-5);
but the text object disappears completely so I tried
geometry.position.setX = -5;
but there was no difference so i tried taking out
geometry.center();
but it had the same results.
So then I tried using
mesh.position.x = -5;
with AND without
geometry.center();
but again, they all just make my text object disappear.
So now I tried to set the position from outside the function by typing the following code OUTSIDE of everything that is contained in
loaderF.load ('https.....', function (font){var geometry = .....})
using the reference I learned....
scene.getObjectByName("bhText").position.x(-5);
but this makes my entire scene go blank (black). So I tried variations of like
scene.getObjectByName("bhText").position.x = -5;
scene.getObjectByName("bhText").position.setX(-5);
scene.getObjectByName("bhText").position.setX = -5;
mesh.position.setX = -5;// I was pretty sure this wasn't going to work since I wasn't
//using the mesh name specifically for when it's inside something
//I can't reach because of parent-child relations
and again trying each of those with AND without
geometry.center();
but they all made my scene go black.
I just wanna move it down a couple of units. Sheesh.
Could anyone be kind enough to tell me WHERE in my code I can set the position of the text geometry? Thank you please.
I just wanna move it down a couple of units.
In this case use mesh.position.y = - 5;. Changing the x coordinate will move the mesh to the left or right. Here is a complete live example based on your code:
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set( 0, 0, 10 );
const renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
const pointLight = new THREE.PointLight(0xFFFFFF);
pointLight.position.set(5, 5, 5);
const ambientLight = new THREE.AmbientLight(0xFFFFFF);
scene.add(pointLight, ambientLight);
const loader = new THREE.FontLoader();
loader.load('https://threejs.org/examples/fonts/optimer_regular.typeface.json', function(font) {
const geometry = new THREE.TextGeometry('Buy Here!', {
font: font,
size: 2,
height: 0.5
});
geometry.center();
const material = new THREE.MeshLambertMaterial({
color: 0x686868
});
const mesh = new THREE.Mesh(geometry, material);
mesh.position.y = - 1; // FIX
mesh.name = "bhText"
scene.add(mesh);
renderer.render(scene, camera);
});
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.130.1/build/three.min.js"></script>

How to set vertical angle of spherebuffergeometry? Why Orbit controls don't work properly when mesh is rotated?

I am having issues trying to set the default view of a panoramic image inside spherebuffergeometry. I have a mesh that makes use of this geometry and the material is an equirectangle panorama image. During runtime, the default view of the image is somewhere towards the right. I want the initial angle to be at the bottom of the camera. I tried changing the Phi angle and theta angle parameters of spherebuffergeometry. While I am able to move the default horizontal angle by changing Phi angle, the panoramic image looks weird when I change the theta angle.
I took the first two snapshots when phi angle was 0 and 100 respectively and theta angle was 0. I took the last snapshot when phi angle was 100 and theta angle was 1.
Any help would be appreciated.
Thanks
sphereBufferGeometry = new THREE.SphereGeometry(100,100,100,0,Math.PI*2,0,Math.PI); sphereBufferGeometry.scale( 1, 1, -1 );
var material = new THREE.MeshBasicMaterial( {
map: new THREE.TextureLoader().load([image] )
});
mesh = new THREE.Mesh( sphereBufferGeometry, material );
I have tried this as well.
init();
var scene,renderer,camera;
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 100);
var light = new THREE.PointLight(0xffffff, 0.8);
var light2 = new THREE.DirectionalLight( 0xffddcc, 1 );
light.position.set( 1, 0.75, 0.5 );
scene.add( light2 );
var sphereBufferGeometry = new THREE.SphereGeometry(100, 100, 100, 0, Math.PI * 2, 0, Math.PI);
sphereBufferGeometry.scale(1, 1, -1);
var material = new THREE.MeshBasicMaterial({
map: new THREE.TextureLoader().load('https://threejs.org/examples/textures/2294472375_24a3b8ef46_o.jpg')
});
var mesh = new THREE.Mesh(sphereBufferGeometry, material);
mesh.rotation.x=1.6;
scene.add(camera);
scene.add(light);
scene.add(mesh);
renderer = new THREE.WebGLRenderer({
antialias: true,
preserveDrawingBuffer: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
var orbitControls = new THREE.OrbitControls(camera, renderer.domElement);
camera.position.set(0, 0, 0.001);
orbitControls.update();
var container = document.getElementById('container');
var canvas = renderer.domElement;
canvas.setAttribute("class", "frame");
container.appendChild(canvas);
document.body.appendChild(container);
animate();
}
function animate()
{
requestAnimationFrame(animate);
renderer.render( scene, camera );
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/105/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<div id="container"></div>
. As you can see, I've rotated the mesh so that the default view is looking at the floor.. if we click and drag the mouse upwards such that the window in the view is horizontal and then click and drag left or right, orbit controls don't seem to work properly in that it doesn't give a proper panoramic experience.. I would like to know how can this be fixed

ThreeJS not rendering Cube with setAnimationLoop

So I'm working on a ThreeJS WebVR Page. (I'm quite new to three.js)
So I tired to make a basic scene to test some stuff. But when I load the page with renderer.setAnimationLoop(render) I get my green cube for 1 Frame and then it disappears.
(I got it working with requestAnimationFrame() but this will not work with WebVR)
This is my code for my test sandbox:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.01, 10);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.vr.enabled = true;
document.body.appendChild(renderer.domElement);
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshBasicMaterial({
color: 0x00ff00
});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.z = 5;
function render() {
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
function animate() {
renderer.setAnimationLoop(render);
}
animate();
//Button vor start VR Session
document.body.appendChild(WEBVR.createButton(renderer));
Not the problem with setAnimationLoop
The problem is you cannot set camera position when vr is enabled
check this stack overflow question
Unable to change camera position when using VRControls
Check this CodePen Link where i fixed your code by changing position of cube instead of camera
var cube = new THREE.Mesh(geometry, material);
cube.position.z = -5; //added this instead of camera.position.z = 5;
if you want to move the camera you need make it as child of another object and set the position to that object

three.js - How to set camera position?

I'm pretty beginner in three.js and webgl programming. so I have created a box in three.js and its working fine but the problem is when I set camera position in z axis(eg: camera.position.z = 2; ) the box just disappears. could anyone explain me why is it happening and how can I properly set the position of the camera?
try uncommenting the camera.position.z = 2; in the fiddle
function init() {
var scene = new THREE.Scene();
var box = getBox(1, 1, 1);
scene.add(box);
var camera = new THREE.Camera(45, window.innerWidth/window.innerHeight, 1, 1000 );
//camera.position.z = 2;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.getElementById("webgl").appendChild(renderer.domElement);
renderer.render(scene, camera);
}
function getBox(w, h, d) {
var geometry = new THREE.BoxGeometry(w, h, d);
var material = new THREE.MeshBasicMaterial({
color : 0x00ff00
});
var mesh = new THREE.Mesh(geometry, material);
return mesh;
}
init();
not sure if you're trying to create this scene with an orthographic camera or perspective camera, but you'll typically need to specify the camera by type (ie THREE.PerspectiveCamera(...)).
I also added a few extra lines to ensure the camera was configured correctly, namely, setting the "LookAt" point to (0,0,0) , as well as setting an actual position of the camera via the THREE.Vector3.set(...) method.
Here are my adjustments to your code:
function init() {
var scene = new THREE.Scene();
var box = getBox(1, 1, 1);
scene.add(box);
var camera = new THREE.PerspectiveCamera(70,
window.innerWidth/window.innerHeight, 0.1, 1000 ); // Specify camera type like this
camera.position.set(0,2.5,2.5); // Set position like this
camera.lookAt(new THREE.Vector3(0,0,0)); // Set look at coordinate like this
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.getElementById("webgl").appendChild(renderer.domElement);
renderer.render(scene, camera);
}
function getBox(w, h, d) {
var geometry = new THREE.BoxGeometry(w, h, d);
var material = new THREE.MeshBasicMaterial({
color : 0x00ff00
});
var mesh = new THREE.Mesh(geometry, material);
return mesh;
}
init();
Try
camera.position.set( <X> , <Y> , <Z> );
where <X> and <Z> are 2D coordinates and <Y> is height

Cannot add to scene after rendering THREE.js

See example:
http://jsfiddle.net/pehrlich/nm1tzLLm/2/
In newer versions of THREE.js, if I call render before adding additional objects to the scene, they will never be visible, even with additional calls to render. Is this expected behavior?
See full code:
var cube, cube2, geometry, light, material, renderer;
window.scene = new THREE.Scene();
window.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 10000);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
geometry = new THREE.CubeGeometry(75, 75, 16);
material = new THREE.MeshPhongMaterial({
color: 0x0000ff
});
cube = new THREE.Mesh(geometry, material);
cube.position.set(80, 0, -400);
scene.add(cube);
camera.position.fromArray([0, 160, 400]);
camera.lookAt(new THREE.Vector3(0, 0, 0));
light = new THREE.PointLight(0xffffff, 8, 1000);
// comment out this line ot bring back second cube:
renderer.render(scene, camera);
scene.add(light);
geometry = new THREE.CubeGeometry(75, 75, 16);
material = new THREE.MeshPhongMaterial({
color: 0x0000ff
});
cube2 = new THREE.Mesh(geometry, material);
cube2.position.set(-80, 0, -400);
cube2.castShadow = true;
scene.add(cube2);
renderer.render(scene, camera);
Actually, the cube is rendered black on a black background.
You are rendering the scene first with no lights, and then again after adding a light.
As stated in the Wiki article How to Update Things with WebGLRenderer, properties that can't be easily changed in runtime (once a material is rendered at least once) include the number and types of lights.
Add the light to the scene before the first render, and everything will work as expected.
If you must add the light after the first render, then you need to set
material.needsUpdate = true;
three.js r.68

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