Earth & Sun Models Not Rendering - javascript

I've tried debugging this multiple MULTIPLE times but can't find a solution to this. So basically, my Earth model and Sun model are not being rendered properly. They are appearing as a dull filled colour. Despite having a texture added to the sphere, the texture is not loading onto it.
I'd say to look at lines 104 - 141 as that's where I'm creating the Sun and Earth models.
Also, would love some help on my Animate function.
Current code:
// Standard Variables / To be changed later.
var scene, camera, renderer //, container;
var W, H;
var delta = Math.delta;
W = parseInt(window.innerWidth);
H = parseInt(window.innerHeight);
camera = new THREE.PerspectiveCamera(45, W / H, 1, 1000000);
camera.position.z = 36300;
scene = new THREE.Scene();
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize(W, H);
document.body.appendChild(renderer.domElement);
// Adding Stars.
var starsGeometry = new THREE.Geometry();
var starsMaterial = new THREE.ParticleBasicMaterial({
color: 0xbbbbbbb,
opacity: 0.6,
size: 1,
sizeAttenuation: false
});
var stars;
// Adding stars to the Scene.
for (var i = 0; i < 45000; i++) {
var vertex = new THREE.Vector3();
vertex.x = Math.random() * 2 - 1;
vertex.y = Math.random() * 2 - 1;
vertex.z = Math.random() * 2 - 1;
vertex.multiplyScalar(7000);
starsGeometry.vertices.push(vertex);
}
stars = new THREE.ParticleSystem(starsGeometry, starsMaterial);
stars.scale.set(50, 50, 50);
scene.add(stars);
// ------------------------------------------------------------
var starsGeometry2 = new THREE.Geometry();
var starsMaterial2 = new THREE.ParticleBasicMaterial({
color: 0xbbbbbbb,
opacity: 1,
size: 1,
sizeAttenuation: false
});
var stars2;
// Adding stars to the Scene.
for (var i = 0; i < 10000; i++) {
var vertex = new THREE.Vector3();
vertex.x = Math.random() * 2 - 1;
vertex.y = Math.random() * 2 - 1;
vertex.z = Math.random() * 2 - 1;
vertex.multiplyScalar(7000);
starsGeometry2.vertices.push(vertex);
}
stars2 = new THREE.ParticleSystem(starsGeometry2, starsMaterial2);
stars2.scale.set(70, 150, 100);
scene.add(stars2);
// Ambient light to the Scene.
var ambient = new THREE.AmbientLight(0x222222);
scene.add(ambient);
// ------------------------------------------------------------
//Sun
var sun, gun_geom, sun_mat;
sun_geom = new THREE.SphereGeometry(2300, 80, 80);
//texture.anisotropy = 8;
sun_mat = new THREE.MeshPhongMaterial();
sun = new THREE.Mesh(sun_geom, sun_mat);
sun_mat = THREE.ImageUtils.loadTexture('images/sunmap.jpg');
//sun_mat.bumpMap = THREE.ImageUtils.loadTexture('images/sunmap.jpg');
//sun_mat.bumpScale = 0.05;
//var texture = THREE.ImageUtils.loadTexture('images/sunmap.jpg');
scene.add(sun);
var geometry = new THREE.SphereGeometry(2300, 80, 80);
var texture2 = THREE.ImageUtils.loadTexture('images/earthmap1k.jpg');
var material = new THREE.MeshPhongMaterial({
map: texture2,
emissive: 0xffffff
});
var earth = new THREE.Mesh(geometry, material);
//earth_mat = new THREE.MeshNormalMaterial();
//earth = new THREE.Mesh(earth_geom, earth_mat);
scene.add(earth);
var t = 0;
document.addEventListener('mousemove', function(event) {
y = parseInt(event.offsetY);
});
// Call Animate function within load function.
animate();
function animate() {
requestAnimationFrame(animate);
sun.rotation.y += 0.001;
earth.rotation.y += 1 / 16 * delta;
//camera.position.y = y * 5;
camera.lookAt(scene.position);
t += Math.PI / 180 * 2;
renderer.render(scene, camera);
}
// everything now within `onload`
body {
background: whitesmoke;
margin: 0px;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/109/three.min.js"></script>
What I mean:

When I run your code I get all these errors
THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.
THREE.ParticleSystem has been renamed to THREE.Points.
THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.
THREE.ParticleSystem has been renamed to THREE.Points.
THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.
THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.
You should fix those errors
Otherwise not sure what this code was supposed to do
sun_mat = new THREE.MeshPhongMaterial();
sun = new THREE.Mesh(sun_geom, sun_mat);
sun_mat = THREE.ImageUtils.loadTexture('images/sunmap.jpg');
It makes a material, passes it to THREE.Mesh then tries to make a texture that is not used and it re-assigns sun_mat to that texture but sun_mat is used by nothing else.
I changed the code the code to this
const loader = new THREE.TextureLoader();
//Sun
var sun, gun_geom, sun_mat;
sun_geom = new THREE.SphereGeometry(2300, 80, 80);
sun_mat = new THREE.MeshPhongMaterial({
emissive: 0xffffff,
emissiveMap: loader.load('https://threejs.org/examples/textures/waterdudv.jpg'),
});
sun = new THREE.Mesh(sun_geom, sun_mat);
scene.add(sun);
var geometry = new THREE.SphereGeometry(2300, 80, 80);
var texture2 = loader.load('https://threejs.org/examples/textures/planets/earth_atmos_2048.jpg');
var material = new THREE.MeshPhongMaterial({
emissiveMap: texture2,
emissive: 0xffffff,
});
var earth = new THREE.Mesh(geometry, material);
scene.add(earth);
You'll also notice above I changed from using map to emissiveMap. You need to add some lights other than the AmbientLight if you want map to work.
Then the code has the earth and sun the same size and stacked on top each other. I moved the earth
earth.position.set(5000, 0, 0);
Then in the render loop there's this code
earth.rotation.y += 1 / 16 * delta;
but delta is defined as
var delta = Math.delta;
There is no such thing as Math.detla so delta is undefined which means earth.rotation.y += 1 / 16 * delta; just becomes NaN which means the math for the earth breaks so it disappears.
I just set delta = 1.
You might find this articles helpful with your three.js learning as they are up to date with version 109 (they aren't using the outdated classes the code you posted referenced)
// Standard Variables / To be changed later.
var scene, camera, renderer //, container;
var W, H;
var delta = 1.;//Math.delta;
W = parseInt(window.innerWidth);
H = parseInt(window.innerHeight);
camera = new THREE.PerspectiveCamera(45, W / H, 1, 1000000);
camera.position.z = 36300;
scene = new THREE.Scene();
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize(W, H);
document.body.appendChild(renderer.domElement);
// Adding Stars.
var starsGeometry = new THREE.Geometry();
var starsMaterial = new THREE.PointsMaterial({
color: 0xbbbbbbb,
opacity: 0.6,
size: 1,
sizeAttenuation: false
});
var stars;
// Adding stars to the Scene.
for (var i = 0; i < 45000; i++) {
var vertex = new THREE.Vector3();
vertex.x = Math.random() * 2 - 1;
vertex.y = Math.random() * 2 - 1;
vertex.z = Math.random() * 2 - 1;
vertex.multiplyScalar(7000);
starsGeometry.vertices.push(vertex);
}
stars = new THREE.Points(starsGeometry, starsMaterial);
stars.scale.set(50, 50, 50);
scene.add(stars);
// ------------------------------------------------------------
var starsGeometry2 = new THREE.Geometry();
var starsMaterial2 = new THREE.PointsMaterial({
color: 0xbbbbbbb,
opacity: 1,
size: 1,
sizeAttenuation: false
});
var stars2;
// Adding stars to the Scene.
for (var i = 0; i < 10000; i++) {
var vertex = new THREE.Vector3();
vertex.x = Math.random() * 2 - 1;
vertex.y = Math.random() * 2 - 1;
vertex.z = Math.random() * 2 - 1;
vertex.multiplyScalar(7000);
starsGeometry2.vertices.push(vertex);
}
stars2 = new THREE.Points(starsGeometry2, starsMaterial2);
stars2.scale.set(70, 150, 100);
scene.add(stars2);
// Ambient light to the Scene.
var ambient = new THREE.AmbientLight(0x222222);
scene.add(ambient);
// ------------------------------------------------------------
const loader = new THREE.TextureLoader();
//Sun
var sun, gun_geom, sun_mat;
sun_geom = new THREE.SphereGeometry(2300, 80, 80);
sun_mat = new THREE.MeshPhongMaterial({
emissive: 0xffffff,
emissiveMap: loader.load('https://i.imgur.com/gl8zBLI.jpg'),
});
sun = new THREE.Mesh(sun_geom, sun_mat);
scene.add(sun);
var geometry = new THREE.SphereGeometry(2300, 80, 80);
var texture2 = loader.load('https://i.imgur.com/BpldqPj.jpg');
var material = new THREE.MeshPhongMaterial({
emissiveMap: texture2,
emissive: 0xffffff,
});
var earth = new THREE.Mesh(geometry, material);
earth.position.set(5000, 0, 0);
scene.add(earth);
var t = 0;
document.addEventListener('mousemove', function(event) {
y = parseInt(event.offsetY);
});
// Call Animate function within load function.
animate();
function animate() {
requestAnimationFrame(animate);
sun.rotation.y += 0.001;
earth.rotation.y += 1 / 16 * delta;
//camera.position.y = y * 5;
camera.lookAt(scene.position);
t += Math.PI / 180 * 2;
renderer.render(scene, camera);
}
// everything now within `onload`
body {
background: whitesmoke;
margin: 0px;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/109/three.min.js"></script>

Related

Optimising three.js for multiple elements/scenes with varying animations and colours

I'm running a small web page where a few animated gradient blobs are positioned throughout the page, attached to existing elements, each with a slightly different colour and animation.
$(".blob").each(function(){
let scene = new THREE.Scene();
let lightTop = new THREE.DirectionalLight(0xFFFFFF, .7);
lightTop.position.set(0, 500, 200);
lightTop.castShadow = true;
scene.add(lightTop);
let lightBottom = new THREE.DirectionalLight(0x000000, .95);
lightBottom.position.set(0, -500, 400);
lightBottom.castShadow = true;
scene.add(lightBottom);
let ambientLight = new THREE.AmbientLight(0x798296);
scene.add(ambientLight);
camera = new THREE.PerspectiveCamera(45, 1, 0.1, 1000);
var material = new THREE.MeshPhongMaterial({
vertexColors: THREE.VertexColors,
shininess: 100
});
var geometry = new THREE.SphereGeometry(.8, 128, 128);
var speedSlider = $(this).data('speed'),
spikesSlider = $(this).data('spikes'),
processingSlider = $(this).data('processing'),
color1 = $(this).data('color-1');
color2 = $(this).data('color-2');
color3 = $(this).data('color-3');
var $canvas = $(this).children('canvas'),
canvas = $canvas[0],
renderer = new THREE.WebGLRenderer({
canvas: canvas,
context: canvas.getContext('webgl2'),
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alpha: false
}),
simplex = new SimplexNoise();
renderer.setSize($canvas.width(), $canvas.height());
renderer.setPixelRatio(window.devicePixelRatio * 1 || 1);
camera.position.z = 5;
var sphere = new THREE.Mesh(geometry, material);
var rev = true;
var color_parsed_1 = hexToRgb(color1);
var color_parsed_2 = hexToRgb(color2);
var color_parsed_3 = hexToRgb(color3);
var cols = [{
stop: 0,
color: new THREE.Color(color_parsed_1)
}, {
stop: .55,
color: new THREE.Color(color_parsed_2)
}, {
stop: 1,
color: new THREE.Color(color_parsed_3)
}];
setGradient(geometry, cols, 'y', rev);
scene.add(sphere);
var update = () => {
var time = performance.now() * 0.00001 * speedSlider * Math.pow(processingSlider, 3),
spikes = spikesSlider * processingSlider;
for(var i = 0; i < sphere.geometry.vertices.length; i++) {
var p = sphere.geometry.vertices[i];
p.normalize().multiplyScalar(1 + 0.3 * simplex.noise3D(p.x * spikes, p.y * spikes, p.z * spikes + time));
}
sphere.geometry.computeVertexNormals();
sphere.geometry.normalsNeedUpdate = true;
sphere.geometry.verticesNeedUpdate = true;
}
function animate() {
update();
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
});
jsfiddle:
https://jsfiddle.net/cdigitalig/Lqdr7825/18/
I'm guessing my approach is abysmal for performance - for each individual '.blob' element, a new canvas and scene are rendered, and the number of elements varies on page length. You'll also see a lot of variables, like the lighting, repeat unnecessarily for each '.blob' - but setting these before the .each loop results in no colours showing.
I'm struggling to keep all these individual blobs within one canvas, or within one scene - the positioning of blobs varies and so they have to render wherever the element is currently on the page.
What would be the optimal solution here, performance-wise, and how do I make sure this entire layout is part of a single canvas/scene while maintaining different animations/colours per each blob?
$(".blob").each(function(){
let scene = new THREE.Scene();
let lightTop = new THREE.DirectionalLight(0xFFFFFF, .7);
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lightTop.castShadow = true;
scene.add(lightTop);
let lightBottom = new THREE.DirectionalLight(0x000000, .95);
lightBottom.position.set(0, -500, 400);
lightBottom.castShadow = true;
scene.add(lightBottom);
let ambientLight = new THREE.AmbientLight(0x798296);
scene.add(ambientLight);
camera = new THREE.PerspectiveCamera(45, 1, 0.1, 1000);
var material = new THREE.MeshPhongMaterial({
vertexColors: THREE.VertexColors,
shininess: 100
});
var geometry = new THREE.SphereGeometry(.8, 128, 128);
var speedSlider = $(this).data('speed'),
spikesSlider = $(this).data('spikes'),
processingSlider = $(this).data('processing'),
color1 = $(this).data('color-1');
color2 = $(this).data('color-2');
color3 = $(this).data('color-3');
var $canvas = $(this).children('canvas'),
canvas = $canvas[0],
renderer = new THREE.WebGLRenderer({
canvas: canvas,
context: canvas.getContext('webgl2'),
antialias: false,
alpha: false
}),
simplex = new SimplexNoise();
renderer.setSize($canvas.width(), $canvas.height());
renderer.setPixelRatio(window.devicePixelRatio * 1 || 1);
camera.position.z = 5;
var sphere = new THREE.Mesh(geometry, material);
var rev = true;
var color_parsed_1 = hexToRgb(color1);
var color_parsed_2 = hexToRgb(color2);
var color_parsed_3 = hexToRgb(color3);
var cols = [{
stop: 0,
color: new THREE.Color(color_parsed_1)
}, {
stop: .55,
color: new THREE.Color(color_parsed_2)
}, {
stop: 1,
color: new THREE.Color(color_parsed_3)
}];
setGradient(geometry, cols, 'y', rev);
scene.add(sphere);
var update = () => {
var time = performance.now() * 0.00001 * speedSlider * Math.pow(processingSlider, 3),
spikes = spikesSlider * processingSlider;
for(var i = 0; i < sphere.geometry.vertices.length; i++) {
var p = sphere.geometry.vertices[i];
p.normalize().multiplyScalar(1 + 0.3 * simplex.noise3D(p.x * spikes, p.y * spikes, p.z * spikes + time));
}
sphere.geometry.computeVertexNormals();
sphere.geometry.normalsNeedUpdate = true;
sphere.geometry.verticesNeedUpdate = true;
}
function animate() {
update();
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
});

Three.js OrbitControls with azimuth close to +/-180 degrees

I have a situation where I use an OrbitControls to have a limited view in a room/space. The OrbitControls gets min/max values for azimuth and polar angles to control the view.
The OrbitControls' target is close by the camera to achieve the correct view, compare to the "panorama / cube" example (https://threejs.org/examples/?q=cube#webgl_panorama_cube).
In one situation this works fine. In an other situation this does not work. The reason is that because of the placement of objects, the starting azimuth is -179.999 degrees.
I have not found a way to tell the orbitcontrol to have the azimuth between -179.999 +/- 20 degrees.
I have experimented a little with the algorithm of #Αλέκος (Is angle in between two angles) and it looks like I can calculate the correct angles (not fully implemented). For that I would have set an azimuth and a delta in stead of min/max (and change the OrbitControls code).
Any suggestions for an easier solution? Thanks!
Test code:
var scene = new THREE.Scene();
var orbitControls;
var camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var material = new THREE.MeshBasicMaterial({
color: 0xffffff,
vertexColors: THREE.FaceColors
});
var geometry = new THREE.BoxGeometry(1, 1, 1);
// colors
red = new THREE.Color(1, 0, 0);
green = new THREE.Color(0, 1, 0);
blue = new THREE.Color(0, 0, 1);
var colors = [red, green, blue];
console.log("FACES", geometry.faces.length)
for (var i = 0; i < 3; i++) {
geometry.faces[4 * i].color = colors[i];
geometry.faces[4 * i + 1].color = colors[i];
geometry.faces[4 * i + 2].color = colors[i];
geometry.faces[4 * i + 3].color = colors[i];
}
geometry.faces[0].color = new THREE.Color(1, 1, 1);
geometry.faces[4].color = new THREE.Color(1, 1, 1);
geometry.faces[8].color = new THREE.Color(1, 1, 1);
var cube = new THREE.Mesh(geometry, material);
cube.position.x = 0;
cube.position.y = 4;
cube.position.z = 44;
console.log("CUBE", cube.position);
var cubeAxis = new THREE.AxesHelper(20);
cube.add(cubeAxis);
scene.add(cube);
camera.position.x = 0.8;
camera.position.y = 4.5;
camera.position.z = 33;
orbitControls = new THREE.OrbitControls(camera, renderer.domElement);
orbitControls.enablePan = false;
orbitControls.enableZoom = false;
orbitControls.minPolarAngle = (90 - 10) * Math.PI / 180;
orbitControls.maxPolarAngle = (90 + 10) * Math.PI / 180;
// These values do not work:
orbitControls.maxAzimuthAngle = 200 * Math.PI / 180;
orbitControls.minAzimuthAngle = 160 * Math.PI / 180;
orbitControls.target.x = 0.8;
orbitControls.target.y = 4.5;
orbitControls.target.z = 33.1;
orbitControls.enabled = true;
var animate = function () {
requestAnimationFrame(animate);
if (orbitControls) {
orbitControls.update();
}
renderer.render(scene, camera);
// console.log("orbitControls", "azi", orbitControls.getAzimuthalAngle() * 180 / Math.PI);
};
animate();

Animate vertices in Three.js

I'm new to three.js and I'm following this tutorial. I've followed the source code in the tutorial correctly but I'm not getting the same animated results. I'm using three.js 86 whereas the tutorial (https://www.youtube.com/watch?v=_Lz268dlvmE) was from 3 years ago. I realise the problem its most likely stems from outdated syntax but I'm struggling to find the related updates.
I want the vertices in the bottom sphere to drop away as the sphere above rises on the y-axis. Here's my code with the vertex animations detailed under draw() towards the bottom. I've excluded the HTML to just show the JavaScript.
Thanks!
var scene = new THREE.Scene();
var start_breaking=0;
var w = window.innerWidth, h = window.innerHeight;
var camera = new THREE.PerspectiveCamera(45, w/h, 0.1, 10000);
camera.position.set(0,100,400);
var renderer = new THREE.WebGLRenderer();
document.body.appendChild(renderer.domElement);
renderer.setSize(w,h);
var geometry = new THREE.SphereGeometry(70,64,64);
var colors = [];
for (var i = 0; i < geometry.vertices.length; i++) {
colors[i] = new THREE.Color();
colors[i].setRGB(Math.random(),Math.random(),Math.random());
}
geometry.colors = colors;
material = new THREE.PointsMaterial({
size:7,
vertexColors: true
});
particleSystem = new THREE.Points(geometry, material);
particleSystem.position.y = 100;
scene.add(particleSystem);
function create_particles() {
var geomx = new THREE.Geometry();
geomx.colors = colors;
var materiax = new THREE.PointsMaterial({
size: 5,
vertexColors: true
});
var verticex = particleSystem.geometry.vertices;
verticex.forEach(function (p) {
var particle = new THREE.Vector3(
p.x * 1.0,
p.y * 1.0,
p.z * 1.0
);
geomx.vertices.push(particle);
});
particleSystemx = new THREE.Points(geomx, material);
particleSystemx.sortParticles = true;
scene.add(particleSystemx);
}
create_particles();
renderer.render(scene, camera);
setTimeout(draw, 500);
function draw() {
particleSystem.rotation.y += 0.0075;
particleSystem.position.y += 0.275;
if (particleSystem.position.y <= 181 && particleSystem.position >= 180.7) {
create_particles();
//scene.remove(particleSystem);
start_breaking=1;
}
if (start_breaking) {
var vertices = particleSystemx.geometry.vertices;
vertices.forEach(function (v){
v.y -= v.vy;
v.x -= v.vx;
v.z -= v.vz;
});
}
renderer.render(scene, camera);
requestAnimationFrame(function() {draw(); });
}

Using three.js and tween.js to rotate object in 90 degree increments to create a 360 loop

I have a working animation, just not the way I would like.
I would like the object to rotate 90 degrees with a delay (works) then continue to rotate 90 degrees, ultimately looping forever. No matter what I do, it always resets. Even if I set up 4 tweens taking me to 360, the last tween that resets back zero makes the whole object spin in the opposite direction.
Thanks
var width = 1000;
var height = 600;
var scene = new THREE.Scene();
var group = new THREE.Object3D(); //create an empty container
var camera = new THREE.OrthographicCamera(width / -2, width / 2, height / 2, height / -2, -500, 1000);
camera.position.x = 180;
camera.position.y = 180;
camera.position.z = 200;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
renderer.setClearColor(0xf0f0f0);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.BoxGeometry(300, 300, 300);
var material = new THREE.MeshLambertMaterial({
color: 0xffffff,
shading: THREE.SmoothShading,
overdraw: 0.5
});
var cube = new THREE.Mesh(geometry, material);
group.add(cube);
var canvas1 = document.createElement('canvas');
canvas1.width = 1000;
canvas1.height = 1000;
var context1 = canvas1.getContext('2d');
context1.font = "Bold 20px Helvetica";
context1.fillStyle = "rgba(0,0,0,0.95)";
context1.fillText('Text bit', 500, 500);
// canvas contents will be used for a texture
var texture1 = new THREE.Texture(canvas1)
texture1.needsUpdate = true;
var material1 = new THREE.MeshBasicMaterial({
map: texture1,
side: THREE.DoubleSide
});
material1.transparent = true;
var mesh1 = new THREE.Mesh(
new THREE.PlaneBufferGeometry(2000, 2000),
material1
);
mesh1.position.set(-150, 150, 151);
group.add(mesh1);
directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(1, 0, 0)
scene.add(directionalLight);
directionalLight = new THREE.DirectionalLight(0x888888);
directionalLight.position.set(0, 1, 0)
scene.add(directionalLight);
directionalLight = new THREE.DirectionalLight(0xcccccc);
directionalLight.position.set(0, 0, 1)
scene.add(directionalLight);
scene.add(group)
// with help from https://github.com/tweenjs/tween.js/issues/14
var tween = new TWEEN.Tween(group.rotation).to({ y: -(90 * Math.PI / 180)}, 1000).delay(1000);
tween.onComplete(function() {
group.rotation.y = 0;
});
tween.chain(tween);
tween.start();
camera.lookAt(scene.position);
var render = function() {
requestAnimationFrame(render);
TWEEN.update();
renderer.render(scene, camera);
};
render();
=====EDIT=====
I got it working, not sure if this is the most efficient approach but I'm satisfied:
var start = {}
start.y = 0;
var targ = {};
targ.y = 90*Math.PI/180
function rot(s,t) {
start["y"] = s;
targ["y"] = t;
}
var cnt1 = 1;
var cnt2 = 2;
rot(0,90*Math.PI/180);
var tween = new TWEEN.Tween(start).to(targ, 1000).delay(1000);
tween.onUpdate(function() {
group.rotation.y = start.y;
})
tween.onComplete(function() {
_c = cnt1++;
_d = cnt2++;
rot((_c*90)*Math.PI/180,(_d*90)*Math.PI/180)
});
tween.chain(tween);
tween.start();
Simple call setTimeout when tween is end
( http://jsfiddle.net/bhpf4zvy/ ):
function tRotate( obj, angles, delay, pause ) {
new TWEEN.Tween(group.rotation)
.delay(pause)
.to( {
x: obj.rotation._x + angles.x,
y: obj.rotation._y + angles.y,
z: obj.rotation._z + angles.z
}, delay )
.onComplete(function() {
setTimeout( tRotate, pause, obj, angles, delay, pause );
})
.start();
}
tRotate(group, {x:0,y:-Math.PI/2,z:0}, 1000, 500 );
Upd: pfff, what nonsense am I??? Simple use relative animation (http://jsfiddle.net/vv06u6rs/7/):
var tween = new TWEEN.Tween(group.rotation)
.to({ y: "-" + Math.PI/2}, 1000) // relative animation
.delay(1000)
.onComplete(function() {
// Check that the full 360 degrees of rotation,
// and calculate the remainder of the division to avoid overflow.
if (Math.abs(group.rotation.y)>=2*Math.PI) {
group.rotation.y = group.rotation.y % (2*Math.PI);
}
})
.start();
tween.repeat(Infinity)

three.js pointLight changes from r.67 to r.68

The interaction between pointlight and a plane seems to have changed from r.67 to r.68
I'm trying to learn three.js, going through a book that is a year old.
I've stripped down the tutorial example to just a plane, a cube, and a pointlight and The "Shinyness" effect of the light on the plane goes away when i use r.68, which is the point of the light effect tutorial.
I'm guessing it must have something to do with the material reflectivity of planes now?
I didn't get any clues going through three.js github revision notes or history of the function sourcecode or similar current three.js examples, but my three.js rookie status is probably holding me back from knowing what to look for.
If someone could explain what changed and why it's not working I would love to turn this broken tutorial into a learning experience.
EDITED TO ADD FIDDLE EXAMPLES INSTEAD OF SOURCE
Here is r.68:
http://jsfiddle.net/nnu3qnq8/5/
Here is r.67:
http://jsfiddle.net/nnu3qnq8/4/
Code:
$(function () {
var stats = initStats();
// create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render and set the size
var renderer = new THREE.WebGLRenderer();
renderer.setClearColorHex(0xEEEEEE, 1.0);
renderer.setSize(window.innerWidth, window.innerHeight);
// create the ground plane
var planeGeometry = new THREE.PlaneGeometry(60, 20, 1, 1);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
// rotate and position the plane
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 15
plane.position.y = 0
plane.position.z = 0
// add the plane to the scene
scene.add(plane);
// create a cube
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff7777});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true;
// position the cube
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0;
// add the cube to the scene
scene.add(cube);
// position and point the camera to the center of the scene
camera.position.x = -25;
camera.position.y = 30;
camera.position.z = 25;
camera.lookAt(new THREE.Vector3(10, 0, 0));
// add subtle ambient lighting
var ambiColor = "#0c0c0c";
var ambientLight = new THREE.AmbientLight(ambiColor);
scene.add(ambientLight);
// add spotlight for the shadows
// add spotlight for the shadows
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
// scene.add( spotLight );
var pointColor = "#ccffcc";
var pointLight = new THREE.PointLight(pointColor);
pointLight.distance = 100;
pointLight.position = new THREE.Vector3(3, 5, 3);
scene.add(pointLight);
// add the output of the renderer to the html element
$("#WebGL-output").append(renderer.domElement);
// call the render function
var step = 0;
// used to determine the switch point for the light animation
var invert = 1;
var phase = 0;
var controls = new function () {
this.rotationSpeed = 0.03;
this.ambientColor = ambiColor;
this.pointColor = pointColor;
this.intensity = 1;
this.distance = 100;
}
var gui = new dat.GUI();
gui.addColor(controls, 'ambientColor').onChange(function (e) {
ambientLight.color = new THREE.Color(e);
});
gui.addColor(controls, 'pointColor').onChange(function (e) {
pointLight.color = new THREE.Color(e);
});
gui.add(controls, 'intensity', 0, 3).onChange(function (e) {
pointLight.intensity = e;
});
gui.add(controls, 'distance', 0, 100).onChange(function (e) {
pointLight.distance = e;
});
render();
function render() {
stats.update();
// move the light simulation
if (phase > 2 * Math.PI) {
invert = invert * -1;
phase -= 2 * Math.PI;
} else {
phase += controls.rotationSpeed;
}
pointLight.position.z = +(7 * (Math.sin(phase)));
pointLight.position.x = +(14 * (Math.cos(phase)));
if (invert < 0) {
var pivot = 14;
pointLight.position.x = (invert * (pointLight.position.x - pivot)) + pivot;
}
// render using requestAnimationFrame
requestAnimationFrame(render);
renderer.render(scene, camera);
}
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
// Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
$("#Stats-output").append(stats.domElement);
return stats;
}
});
You are using a pattern that is no longer supported.
pointLight.position = new THREE.Vector3( 3, 5, 3 );
Do not create a new object. Instead do this:
pointLight.position.set( 3, 5, 3 );
three.js r.68

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