<div style="margin-bottom: 200px">
sdsadasdas
</div>
<div id="container"></div>
<div id="info"> </div>
I have an image using three.js which I need to change dynamically by others when I click on a button
<!-- <script src="three.min.js"></script> -->
<script>
var camera, scene, renderer;
var texture_placeholder,
isUserInteracting = false,
onMouseDownMouseX = 0, onMouseDownMouseY = 0,
lon = 0, onMouseDownLon = 0,
lat = 0, onMouseDownLat = 0,
phi = 0, theta = 0;
var imagen='HabitacionPrincipal'
init(imagen);
function cambio(){
//What would I need to place here to be able to make the change dynamically?
}
function init(imagen) {
var container, mesh;
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );
camera.target = new THREE.Vector3( 0, 0, 0 );
scene = new THREE.Scene();
var geometry = new THREE.SphereGeometry( 500, 60, 40 );
geometry.applyMatrix( new THREE.Matrix4().makeScale( -1, 1, 1 ) );
console.log(imagen)
var material = new THREE.MeshBasicMaterial( {
map: THREE.ImageUtils.loadTexture( imagen+'.jpg' )
} );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
animate();
}
</script>
I need to change the image by a previously selected one
I tried this post but not sucessc
Threejs Change image at runtime
You need to make the variable globally accessible, instead of limiting its scope to the init() function.
Think of it as a Venn diagram, you have to place material outside init() and cambio() so that it's available to both. You can do this by declaring it on line 1:
var camera, scene, renderer, material;
Then, you can initialize material inside init() without using var:
function init(imagen) {
// ...
material = new THREE.MeshBasicMaterial( {
map: THREE.ImageUtils.loadTexture( imagen+'.jpg' )
} );
// ...
}
Once you're ready to call cambio(), the material will be globally available, so you can access it and change its map:
function cambio(){
material.map = THREE.ImageUtils.loadTexture( 'secondImage.jpg' );
}
Related
I have loaded a 3D terrain via Blender with the OBJLoader. I have also created a mesh (yellow pointer on the picture below) which i want to follow the mouse while it's on the terrain.
I tried to use the raycaster method but i don't know exactly how to apply it to my .obj as it seems that I can't access it outside the loader.
How can i make my pointer(yellow mesh) stick to my terrain (loaded .obj) while it's following the mouse ?
Please help a total three.js noob...
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 10000 );
var renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera.position.z = 150;
camera.position.y=300;
camera.position.x=350;
var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
scene.add( light );
var controls= new THREE.OrbitControls(camera,renderer.domElement);
controls.enableDamping=true;
controls.campingFactor=0.25;
controls.enableZoom=true;
controls.minDistance= 1;
controls.maxDistance=3000;
controls.minPolarAngle= -Math.PI/2;
controls.maxPolarAngle= Math.PI/2;
var terrain;
var mtlLoader = new THREE.MTLLoader();
mtlLoader.load('models/terrain.mtl',
(materials) => {
materials.preload();
var loader = new THREE.OBJLoader();
loader.setMaterials(materials);
loader.load(
'models/terrain.obj',
function ( object ) {
terrain = object;
scene.add( terrain );
});
}
);
var Cylindergeometry = new THREE.CylinderGeometry( 5, 0, 8, 32 );
var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
var cylinder = new THREE.Mesh( Cylindergeometry, material );
var Torusgeometry = new THREE.TorusGeometry( 7, 0.5, 8, 6);
var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
var torus = new THREE.Mesh( Torusgeometry, material);
Torusgeometry.rotateX(1.5708);
Torusgeometry.translate(0,-4.5,0);
//Merge the two parts to make it one mesh (yellow pivot)
var PivotGeometry = new THREE.Geometry();
PivotGeometry.merge(Cylindergeometry);
PivotGeometry.merge(Torusgeometry);
var pivot = new THREE.Mesh(PivotGeometry, material);
scene.add(pivot);
// Trying to Raycast the terrain to make the pivot follow the mouse while it's on it
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
function onMouseMove( event ) {
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
// See if the ray from the camera into the world hits one of our meshes
var intersects = raycaster.intersectObject( terrain,true );
// Toggle rotation bool for meshes that we clicked
if ( intersects.length > 0 ) {
pivot.position.set( 0, 0, 0 );
pivot.lookAt( intersects[ 0 ].face.normal );
pivot.position.copy( intersects[ 0 ].point );
}
}
//Met à jour l'affichage de la scène
var animate = function () {
requestAnimationFrame( animate );
renderer.render( scene, camera );
};
animate();
My loaded .obj terrain
You have the following line in your code:
var intersects = raycaster.intersectObjects( object );
I don't see where object as a variable is declared. I suggest you declare this variable in your module scope, assign the loaded OBJ file to it and then use this code instead:
var intersects = raycaster.intersectObject( object, true );
OBJLoader.load() returns an object of type THREE.Group which is in some sense a container holding an arbitrary number of meshes. Hence, you want to raycast recursively.
I´m trying to make use of layers in Three.js.
I have this script with a sphere, a triangle and a glTF object (car).
I made a second layer enable: camera.layers.enable(1);
Set the sphere, the triangle and the glTF object to the layer 1:
car.layers.set( 1 );
sphere.layers.set( 1 );
triangle.layers.set( 1 );
But when i set the camera to the layer 1 ( camera.layers.set(1); ), the glTF object does not display, but other elements do. So, it seens like i can´t set the glTF object to a different layer then default layer.
Here is the code. What could be wrong?
Thanks for the attention!
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(50, window.innerWidth/window.innerHeight, 0.1, 3000);
camera.position.set( 0, 0.1, 1 );
camera.layers.enable(1);
camera.layers.set(1);
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setClearColor("#f5e5e5");
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// LIGHT ------------------------------------------------------------------------------>
var dLight = new THREE.DirectionalLight( 0x0000ff, 6.5 );
dLight.position.set(1500, -700, 500);
dLight.castShadow = true;
dLight.layers.set(1);
scene.add( dLight);
// Load a glTF resource -------------------------------------------------------->
var loader = new THREE.GLTFLoader();
var car;
loader.load('car.gltf', function ( gltf ) {
car = gltf.scene.children[0];
car.scale.set(0.5, 0.5, 0.5);
car.position.z = 0;
car.position.y = -0.095;
car.layers.set(1);
scene.add( gltf.scene );
render();
});
// SPHERE --------------------------------------------------------------->
var material = new THREE.MeshLambertMaterial();
var geometry = new THREE.SphereGeometry(0.05, 20, 20);
var sphere = new THREE.Mesh(geometry, material);
sphere.position.x = 0.25;
scene.add(sphere);
sphere.layers.set( 1 );
// TRIANGLE ------------------------------------------------------------->
var geometre = new THREE.Geometry();
geometre.vertices.push(new THREE.Vector3(-0.25, -0.1, 0));
geometre.vertices.push(new THREE.Vector3(0, 0.30, 0));
geometre.vertices.push(new THREE.Vector3(0.25, -0.1, 0));
geometre.vertices.push(new THREE.Vector3(-0.25, -0.1, 0));
var triangle= new THREE.Line(geometre, new THREE.LineBasicMaterial({ color: 0x000000, linewidth: 12 }));
triangle.layers.set( 1 );
scene.add(triangle);
// POST-PROCESSING ------------------------------------------------------->
var composer = new THREE.EffectComposer(renderer);
var renderPass = new THREE.RenderPass(scene, camera);
composer.addPass(renderPass);
var pass1 = new THREE.GlitchPass(0);
composer.addPass(pass1);
// RENDER -------------------------------------------------------------->
requestAnimationFrame(render);
function render(){
sphere.rotation.y += -0.02;
car.rotation.y += 0.01;
composer.render();
requestAnimationFrame(render);
};
</script>
You have to set layers recursively for the entire hierarchy of objects like so:
gltf.scene.traverse( function( object ) {
object.layers.set( 1 );
} );
By default, a layer configuration does not automatically apply to its descendant nodes in the scene graph.
three.js r116
I am working with three.js right now and have a 3D cube rendered in HTML. The HTML code looks like this:
<div id="render" class="center-block">
<script>
var camera;
var scene;
var renderer;
var mesh;
var geometry;
var material1;
var material2;
var material3;
var material4;
var material5;
var material6;
var materials;
var meshFaceMaterial;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set( 0, 0, 0 );
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 1, 1 ).normalize();
scene.add(light);
geometry = new THREE.CubeGeometry( 10, 10, 10);
material1 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('http://vignette1.wikia.nocookie.net/scifiminibuilders/images/8/88/Your_Picture_Here.png/revision/latest?cb=20130507015051') } );
material2 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('http://vignette1.wikia.nocookie.net/scifiminibuilders/images/8/88/Your_Picture_Here.png/revision/latest?cb=20130507015051') } );
material3 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('http://vignette1.wikia.nocookie.net/scifiminibuilders/images/8/88/Your_Picture_Here.png/revision/latest?cb=20130507015051') } );
material4 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('http://vignette1.wikia.nocookie.net/scifiminibuilders/images/8/88/Your_Picture_Here.png/revision/latest?cb=20130507015051') } );
material5 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('http://vignette1.wikia.nocookie.net/scifiminibuilders/images/8/88/Your_Picture_Here.png/revision/latest?cb=20130507015051') } );
material6 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('http://vignette1.wikia.nocookie.net/scifiminibuilders/images/8/88/Your_Picture_Here.png/revision/latest?cb=20130507015051') } );
materials = [material1, material2, material3, material4, material5, material6];
meshFaceMaterial = new THREE.MeshFaceMaterial( materials );
mesh = new THREE.Mesh(geometry, meshFaceMaterial );
mesh.position.z = -50;
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.getElementById('render').appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
render();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
render();
}
function animate() {
mesh.rotation.x += .016;
mesh.rotation.y += .015;
mesh.rotation.y += .014;
render();
requestAnimationFrame( animate );
}
function render() {
renderer.render( scene, camera );
}
</script>
</div>
There is quite too much script. I want to make a separate .js file from that, but don't know how do accomplish it with three.js. Any suggestions?
EDIT:
As I understand, the script works like a canvas tag, without entering the tag in HTML. This probably disturbs by making a separate .js file...
You just need to add a reference to the other .js file. You've already got a reference on your page for THREE.js, I assume. So you can just copy that and reference that second file.
<script src="THREE.js"></script>
<script src="other_script.js"></script>
And put all your extra code into other_script.js (or whatever filename you use).
You most likely need to wrap your functions in a document ready tag like this:
$(function(){
init();
animate();
})
That way the external js file has been loaded for sure before you try using the functions inside of it... Basically it has to be available in the DOM when your functions fire.
I'm trying to apply a bump map to a plane to create a vaguely felt-like surface using Three.js r55.
Here's my code:
var mapHeight = THREE.ImageUtils.loadTexture("images/felt.png");
mapHeight.repeat.set(2, 2);
mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
mapHeight.format = THREE.RGBFormat;
var groundMaterial = new THREE.MeshPhongMaterial({
ambient: 0x008800, color: 0x008800, specular: 0x888888,
shininess: 25, bumpMap: mapHeight, bumpScale: 10, metal: false
} );
scene.add(new THREE.Mesh(new THREE.PlaneGeometry(0.3, 0.3), groundMaterial));
Notice how I set the texture to repeat twice along x/y axes. However what I'm seeing only applies the texture in one quadrant:
I would expect this with clamp/repeat wrapping (or whatever it's called) but I've requested RepeatWrapping here.
How can I have the bump map correctly repeat an arbitrary number of times on the plane.
EDIT - Full Code
I set about making a simple reproduction case. This is pretty minimal and reproduces the image below (from a slightly different camera angle.) The output has the identical problem.
<!DOCTYPE html>
<html>
<head>
<script src="scripts/libs/three.min.js" type="text/javascript"></script>
</head>
<body>
<div id="scene-container"></div>
<script>
init();
function init() {
var camera, scene, renderer;
scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0x555555 ) );
var light = new THREE.DirectionalLight( 0x555555 );
light.position.set( 0, 0, 10 );
scene.add( light );
var bumpMapTexture = THREE.ImageUtils.loadTexture( "images/felt.png", undefined, function () {
requestAnimationFrame( function () {
// render once texture has loaded
renderer.render( scene, camera );
} );
} );
bumpMapTexture.repeat.set( 2, 2 );
bumpMapTexture.wrapS = bumpMapTexture.wrapT = THREE.RepeatWrapping;
var groundMaterial = new THREE.MeshPhongMaterial( {
ambient: 0x00AA00,
color: 0x00AA00,
bumpMap: bumpMapTexture
} );
scene.add( new THREE.Mesh( new THREE.PlaneGeometry( 3, 3 ), groundMaterial ) );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.01, 100000 );
camera.position.set( 0, 0, 3 );
camera.lookAt( new THREE.Vector3( 0, 0, 0 ) );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );// renderer.render(scene, camera);
document.getElementById( 'scene-container' ).appendChild( renderer.domElement );
}
</script>
</body>
</html>
This links to Three.js r55 (minified).
Any help appreciated.
If you want a texture to repeat, it's size in pixels in each dimension must be a power of two ( e.g., 512 x 256 ).
If you have a diffuse map and a bumpMap, they must have the same offset/repeat settings. See for example this answer.
three.js r.55
I am trying to create a mesh from an .obj file. I am doing this rather than using the obj loader because I meed to morph the shape using different sliders, select specific faces/vertices and draw a path between vertices.
I am currently getting errors when I try to render the scene and it seems to be something to do with the faces from the obj file. When I manually enter the faces I can create a triangle no problem.
Here is my code
var camera, scene, renderer,
geometry, material, mesh;
init();
animate();
function init() {
var xhr = new XMLHttpRequest();
xhr.open('GET', '/img/originalMeanModel.obj', false);
xhr.send(null);
var text = xhr.responseText;
var lines = text.split("\n");
for (i=0; i<19343; i++){
lines[i] = lines[i].split(" ");
}
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 1, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 20;
scene.add( camera );
var geometry = new THREE.Geometry()
/*
geometry.vertices.push( new THREE.Vector3( -0.01, 0.01, 0 ) );
geometry.vertices.push( new THREE.Vector3( -0.01, -0.01, 0 ) );
geometry.vertices.push( new THREE.Vector3( 0.01, -0.01, 0 ) );
*/
geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
for(i=0; i<6449; i++){
geometry.vertices.push(
new THREE.Vector3(
parseFloat(lines[i][1]),
parseFloat(lines[i][2]),
parseFloat(lines[i][3])) );
}
/*
geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
geometry.faces.push( new THREE.Face3( 600, 1, 3000 ) );
geometry.faces.push( new THREE.Face3( 3000, 6400, 70 ) );
*/
for(i=6449; i<19343; i++){
geometry.faces.push( new THREE.Face3( parseInt(lines[i][1]), parseInt(lines[i][2]), parseInt(lines[i][3]) ) );
}
console.log(geometry.faces);
console.log(geometry.vertices);
material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: false } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
// note: three.js includes requestAnimationFrame shim
requestAnimationFrame( animate );
render();
}
function render() {
renderer.render( scene, camera );
}
When I inspect the console the faces and vertices have been printed out as expected. I also have this error printed out 5700+ times
Uncaught TypeError: Cannot read property 'visible' of undefined Three.js:71
projectScene Three.js:71
render Three.js:245
render threeDemo.php:115
animate threeDemo.php:106
threeDemo.php:106 is this line of the animate function
render();
threeDemo.php:115 is this line of the render function
renderer.render( scene, camera );
Here is a link the the obj file that I am trying to create a mesh for. https://dl.dropbox.com/u/23384412/originalMeanModel.obj
Is anyone could point me in the right direction it would be really appreciated.
Thanks in advance.
You can use two OBJLoaders for loading each frame geometry. Then create a third Geometry and create the lines using as reference the vertices from the frame geometries.