i'm trying to figure out for hours why I can't see the text inside the cube and I don't see why it's not working.
There's two meshes, one of them is inside the other, but is invisible.
When I comment the line adding the cube mesh to my group, the text appears (line 34).
I can see the text if I remove the "transparent: true" from its material, but a background appears (line 52).
The text is added as a canvas texture, that's the easiest way I've found to dynamically add 2d text.
I just want to add some white text inside my cube without having any backgound color.
I saw this question but it looks like it's not related to my problem : THREE.JS: Seeing geometry when inside mesh
var renderer, scene, camera, cubeGroup;
var rotationX = 0;
var rotationY = 0;
var percentX, percentY;
var container = document.getElementById('container');
init();
animate();
function init(){
renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor( 0x000000, 1);
document.getElementById('container').appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 0, 1000);
scene.add(camera);
// group
cubeGroup = new THREE.Group();
// cube
var geometry = new THREE.BoxGeometry(200, 200, 200);
var material = new THREE.MeshPhongMaterial({
color: 0x11111f,
side: THREE.DoubleSide,
opacity: .5,
transparent: true
});
var mesh = new THREE.Mesh(geometry, material);
cubeGroup.add(mesh); // Comment this and the text appears with transparency
var ambientLight = new THREE.AmbientLight(0x999999, 0.8);
scene.add(ambientLight);
// text
var bitmap = document.createElement('canvas');
var g = bitmap.getContext('2d');
bitmap.width = 256;
bitmap.height = 256;
g.font = '80px Arial';
g.fillStyle = 'white';
g.fillText('text', 20, 80);
var geometry = new THREE.PlaneGeometry(180, 180);
var texture = new THREE.CanvasTexture(bitmap);
var material = new THREE.MeshStandardMaterial({
map: texture,
transparent: true // Comment this and the text appears - but with background
});
var mesh2 = new THREE.Mesh(geometry, material);
cubeGroup.add(mesh2);
// add group to scene
scene.add(cubeGroup);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate(now){
requestAnimationFrame(animate);
cubeGroup.rotation.y += (rotationX - cubeGroup.rotation.y) * 0.05;
cubeGroup.rotation.x += (rotationY - cubeGroup.rotation.x) * 0.05;
renderer.render(scene, camera);
}
function findViewCoords(mouseEvent)
{
var xpos;
var ypos;
var w = window.innerWidth;
var h = window.innerHeight;
var centerX = w/2;
var centerY = h/2;
if (mouseEvent)
{
xpos = mouseEvent.pageX - document.body.scrollLeft;
ypos = mouseEvent.pageY - document.body.scrollTop;
}
else
{
xpos = window.event.x + 2;
ypos = window.event.y + 2;
}
var diffX = xpos - centerX;
var diffY = ypos - centerY;
percentX = diffX / centerX;
percentY = diffY / centerY;
rotationX = percentX/2;
rotationY = percentY/2;
}
container.addEventListener("mousemove", findViewCoords);
body {
margin: 0;
padding: 0;
overflow: hidden;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.js"></script>
<div id="container"></div>
The reason this happens is that rendering in three.js happens in 2 phases.
First solid stuff is rendered.. then transparent things.
The transparent objects are sorted by their distance from the camera.
So by setting your .transparent = true; you're making your text get rendered during the second pass, and thus render on top of the other geometry.
Check out this answer by the indomitable West Langley:
Transparent objects in Threejs
Related
This question is more about Math, than about threejs but maybe there are usable Alternatives for my issue.
So what I want to do, is to go through every vertice in a Box Geometry and check weither it has to be moved down/up and move it then by a specific value. (it is only about the y-values of each vertice)
var width = 200,
height = 100,
depth = 50;
var roundCornerWidth = var roundCornerHeight = 10;
var helpWidth = width - 2*roundCornerWidth,
helpHeight = height - 2*roundCornerHeight;
var boxGeometry = new THREE.BoxGeometry(width, height, depth, 100, 50, 10);
boxGeometry.vertices.forEach(v => {
if(Math.abs(v.x)>helpWidth/2){
if(Math.abs(v.y)>helpHeight/2){
let helper = Math.abs(v.x)-helperWidth/2;
v.y = Math.sign(v.y)*(helperHeight + Math.cos(helper/roundWidth * Math.PI/2)*roundHeight);
}
}
});
The code above creates corners like you can see on the example image. Those aren't kind of beautiful! :( Another "function" than cos() is needed.
I've used a method without trigonometrical functions, as we can manipulate with vectors:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(50, 50, 150);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var radius = 10;
var width = 200,
height = 100;
var geometry = new THREE.BoxGeometry(width, height, 50, 100, 50, 10);
var v1 = new THREE.Vector3();
var w1 = (width - (radius * 2)) * 0.5,
h1 = (height - (radius * 2)) * 0.5;
var vTemp = new THREE.Vector3(),
vSign = new THREE.Vector3(),
vRad = new THREE.Vector3();
geometry.vertices.forEach(v => {
v1.set(w1, h1, v.z);
vTemp.multiplyVectors(v1, vSign.set(Math.sign(v.x), Math.sign(v.y), 1));
vRad.subVectors(v, vTemp);
if (Math.abs(v.x) > v1.x && Math.abs(v.y) > v1.y && vRad.length() > radius) {
vRad.setLength(radius).add(vTemp);
v.copy(vRad);
}
});
var mesh = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial({
color: "aqua",
wireframe: true
}));
scene.add(mesh);
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/90/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
Disadvantage: you can't control the smoothness of the roundness without increasing the amount of width or height or depth segments.
EDIT: copied surrounding Code Blocks from prisoner849 to make result visbile for everyone.
I wanted to stay with the box Geometry, because I also deform the Geometry on the z-axis, so this is my solution:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(50, 50, 150);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var width = 200,
height = 100,
depth = 50;
var roundCornerWidth = roundCornerHeight = 10;
var helpWidth = width - 2*roundCornerWidth,
helpHeight = height - 2*roundCornerHeight;
var boxGeometry = new THREE.BoxGeometry(width, height, depth, 100, 50, 10);
boxGeometry.vertices.forEach(v => {
if(Math.abs(v.x)>helpWidth/2){
if(Math.abs(v.y)>helpHeight/2){
let helperX = Math.abs(v.x)-helpWidth/2;
let helperY2 = (Math.abs(v.y)-helpHeight/2)/roundCornerHeight;
let helperY = (1-helperX/roundCornerWidth) * roundCornerHeight * helperY2;
v.y = Math.sign(v.y)*((helpHeight/2 + helperY)+(Math.sin(helperX/roundCornerWidth * Math.PI)*(roundCornerHeight/4))*helperY2);
v.x = Math.sign(v.x)*(Math.abs(v.x)+(Math.sin(helperX/roundCornerWidth * Math.PI)*(roundCornerWidth/4))*helperY2);
}
}
});
var mesh = new THREE.Mesh(boxGeometry, new THREE.MeshBasicMaterial({
color: 0xffce00,
wireframe: true
}));
scene.add(mesh);
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/90/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
This worked for me perfectly and seems to be the simplest solution for my issue.
I am not at all experienced with three.js but I am trying to create a camera effect equal to this one: https://threejs.org/examples/#webgl_geometry_colors
I was trying to use the following code to read out the mouse positions and apply those, (they do it the same way in the example).
For the sake of trying to find out where the problem is I put in "camera.positon.x = 1000" to see if it works, which it does not. Now I don't know where the problem lies but I just can't get the mouse to work.
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
camera.position.x = 10000;
}
(I don't want to use Orbit Controls by the way)
Thanks in advance
Below is the entire code
<script>
var renderer, camera, controls, scene, mesh1, mesh2;
function init(){
renderer = new THREE.WebGLRenderer({canvas: document.getElementById('myCanvas'), antialias: true});
renderer.setClearColor(0x000044);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(15, window.innerWidth/window.innerHeight, 0.1, 3000);
camera.position.set(0,0,750);
resize();
window.onresize = resize;
var light = new THREE.AmbientLight(0xFFFFFF, 0.9);
scene.add(light);
var light2 = new THREE.PointLight(0xFFFFFF, 1);
scene.add(light2);
light2.position.set(0,8,75);
var geometry = new THREE.BoxGeometry(30, 30, 1);
var material = new THREE.MeshPhongMaterial({
color: 0xFF1111,
});
mesh1 = new THREE.Mesh(geometry,material);
mesh1.rotation.x = -0.05;
scene.add(mesh1);
mesh1.position.set(0,0,50);
var geometry = new THREE.BoxGeometry(30, 30, 1);
var material = new THREE.MeshPhongMaterial({
color: 0x11FF11,
});
mesh2 = new THREE.Mesh(geometry,material);
mesh2.rotation.x = -0.05;
scene.add(mesh2);
mesh2.position.set(0,0,0);
var geometry = new THREE.BoxGeometry(30, 30, 1);
var material = new THREE.MeshPhongMaterial({
color: 0x1111FF,
});
mesh3 = new THREE.Mesh(geometry,material);
mesh3.rotation.x = -0.05;
scene.add(mesh3);
mesh3.position.set(0,0, -50);
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function resize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
camera.position.x = 10000;
}
function render() {
requestAnimationFrame( render );
renderer.render( scene, camera );
camera.position.x += 0.5;
camera.lookAt(new THREE.Vector3(0, 0, 0));
}
init(); render();
</script>
The variables windowHalfX and windowHalfY are not defined in your code.
If the position of the camera should depend on the mouse position, then you have to manipulate the camera position by the change of the mouse position. This means you have to calculate the difference of the current mouse position and the previous mouse position.
If you want to calculate a manipulation of the position, dependent on the position of the mouse in relation to the center of the canvas, then the code should look somehow like this:
var prevDeltaX = 0, prevDeltaY = 0;
function onDocumentMouseMove( event ) {
var mouseX = event.clientX;
var mouseY = event.clientY;
var deltaX = (window.innerWidth / 2 - mouseX);
var deltaY = (mouseY - window.innerHeight / 2);
camera.position.x += deltaX - prevDeltaX;
camera.position.y += deltaY - prevDeltaY;
prevDeltaX = deltaX; prevDeltaY = deltaY;
}
See the snippet:
var renderer, camera, controls, scene, mesh1, mesh2;
function init(){
renderer = new THREE.WebGLRenderer({canvas: document.getElementById('myCanvas'), antialias: true});
renderer.setClearColor(0x000044);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(15, window.innerWidth/window.innerHeight, 0.1, 3000);
camera.position.set(0,0,750);
resize();
window.onresize = resize;
var light = new THREE.AmbientLight(0xFFFFFF, 0.9);
scene.add(light);
var light2 = new THREE.PointLight(0xFFFFFF, 1);
scene.add(light2);
light2.position.set(0,8,75);
var geometry = new THREE.BoxGeometry(30, 30, 1);
var material = new THREE.MeshPhongMaterial({
color: 0xFF1111,
});
mesh1 = new THREE.Mesh(geometry,material);
mesh1.rotation.x = -0.05;
scene.add(mesh1);
mesh1.position.set(0,0,50);
var geometry = new THREE.BoxGeometry(30, 30, 1);
var material = new THREE.MeshPhongMaterial({
color: 0x11FF11,
});
mesh2 = new THREE.Mesh(geometry,material);
mesh2.rotation.x = -0.05;
scene.add(mesh2);
mesh2.position.set(0,0,0);
var geometry = new THREE.BoxGeometry(30, 30, 1);
var material = new THREE.MeshPhongMaterial({
color: 0x1111FF,
});
mesh3 = new THREE.Mesh(geometry,material);
mesh3.rotation.x = -0.05;
scene.add(mesh3);
mesh3.position.set(0,0, -50);
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function resize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
var prevDeltaX = 0, prevDeltaY = 0;
function onDocumentMouseMove( event ) {
var mouseX = event.clientX;
var mouseY = event.clientY;
var deltaX = (window.innerWidth / 2 - mouseX);
var deltaY = (mouseY - window.innerHeight / 2);
camera.position.x += deltaX - prevDeltaX;
camera.position.y += deltaY - prevDeltaY;
prevDeltaX = deltaX; prevDeltaY = deltaY;
}
function render() {
requestAnimationFrame( render );
renderer.render( scene, camera );
//camera.position.x += 0.5;
camera.lookAt(new THREE.Vector3(0, 0, 0));
}
init(); render();
<script src="https://threejs.org/build/three.min.js"></script>
<canvas id="myCanvas"></canvas>
Ok I understand it seems I did not try hard enough but I am really new to this
and I get no errors what so ever in Dreamweaver.
I deleted my old example and this is what I have now, trying to integrate
the look at function with the OBJ loader, camera and lights.
I think I understand what is happening more or less in the code,
but it's still not working, I assume it's because there is a code for
window resize but the look at function dose not take that into account,
thus it's not working since the function assume a fixed window size,
Am I right here?
Also I am not sure I need the two commented lines in the obj loader
object.rotateX(Math.PI / 2); and object.lookAt(new THREE.Vector3(0, 0, 0));
since this is just to get the starting position?
if I put these tow lines back, it will just rotate the object into an initial pose but the object will not turn relative to mouse position.
I am really not sure what is conflicting here
I changed the code now to this:
<script>
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var camera, scene;
var canvasRenderer, webglRenderer;
var container, mesh, geometry, plane;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 1500);
camera.position.x = 0;
camera.position.z = 100;
camera.position.y = 0;
camera.lookAt({
x: 0,
y: 0,
z: 0,
});
scene = new THREE.Scene();
// LIGHTS
scene.add(new THREE.AmbientLight(0x666666, 0.23));
var light;
light = new THREE.DirectionalLight(0xffc1c1, 2.20);
light.position.set(0, 100, 0);
light.position.multiplyScalar(1.2);
light.castShadow = true;
light.shadowCameraVisible = true;
light.shadowMapWidth = 512;
light.shadowMapHeight = 512;
var d = 50000;
light.shadowCameraLeft = -d;
light.shadowCameraRight = d;
light.shadowCameraTop = d;
light.shadowCameraBottom = -d;
light.shadowcameranear = 0.5;
light.shadowCameraFar = 1000;
//light.shadowcamerafov = 30;
light.shadowDarkness = 0.1;
scene.add(light);
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setPath( 'model/' );
mtlLoader.load( 'rope.mtl', function( materials ) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials( materials );
objLoader.setPath( 'model/' );
objLoader.load( 'rope.obj', function ( object ) {
var positionX = 0;
var positionY = 0;
var positionZ = 0;
object.position.x = positionX;
object.position.y = positionY;
object.position.z = positionZ;
object.scale.x = 1;
object.scale.y = 1;
object.scale.z = 1;
//object.rotateX(Math.PI / 2);
//object.lookAt(new THREE.Vector3(0, 0, 0));
// castshow setting for object loaded by THREE.OBJLoader()
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.castShadow = true;
child.receiveShadow = true;
}
});
scene.add(object);
});
});
// RENDERER
//webglRenderer = new THREE.WebGLRenderer();
webglRenderer = new THREE.WebGLRenderer({
antialias: true
});
webglRenderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
webglRenderer.domElement.style.position = "relative";
webglRenderer.shadowMapEnabled = true;
webglRenderer.shadowMapSoft = true;
//webglRenderer.antialias: true;
container.appendChild(webglRenderer.domElement);
window.addEventListener('resize', onWindowResize, false);
}
window.addEventListener("mousemove", onmousemove, false);
var plane = new THREE.Plane(new THREE.Vector3(0, 0, 0), 0);
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var intersectPoint = new THREE.Vector3();
function onmousemove(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
raycaster.ray.intersectPlane(plane, intersectPoint);
object.lookAt(intersectPoint);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
webglRenderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.lookAt(scene.position);
webglRenderer.render(scene, camera);
}
</script>
I took your code and adapted so it doesn't require a obj and put it into this codepen. The main problem seems to be that your intersection plane was defined incorrectly. The first argument is the normal vector which needs to be of length 1. Yours is 0. Therefore there are no meaningful intersections.
var plane = new THREE.Plane(new THREE.Vector3(0, 0, 0), 0);
If you change it to
var plane = new THREE.Plane(new THREE.Vector3(0, 0, 1), 10);
the intersections are more meaningful and the object actually rotates.
I am working with ThreeJS to create a solar system. I have a sun in the middle and 8 orbits around it. Now I want to get the nearest ring poisiton when the users clicks anywhere on the map!
Here is an image to describe it visually what I mean
The arrows stands for the "click" of the user, then there should be a function to get the nearest orbit and its coordinates (the white dots) where the line between the click point and middle collides.
I tried many different functions I found here, but non of them gave me the result I want.
Thanks for your help!
The code looks currently like this:
var container, stats, parent, pivots, domEvents, twins, planets, sun, fleets, raycaster, mouse;
var camera, controls, scene, renderer;
var cross;
planets = new Array();
init();
animate();
function init()
{
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
//init
camera = new THREE.PerspectiveCamera(10, 1, 1, 4000);
camera.position.z = 200;
camera.position.x = 200;
camera.position.y = 200;
controls = new THREE.OrbitControls(camera);
controls.addEventListener('change', render);
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x000000, 0);
// renderer
renderer = new THREE.WebGLRenderer({antialias: false, alpha: true});
renderer.setSize(document.getElementById('canvasreference').offsetWidth, document.getElementById('canvasreference').offsetWidth);
renderer.setClearColor(0x787878, 0.5); // the default
container = document.getElementById('canvasreference');
container.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
domEvents = new THREEx.DomEvents(camera, renderer.domElement);
//axihelper
scene.add(new THREE.AxisHelper(130));
// parent
parent = new THREE.Object3D();
scene.add(parent);
//arrays
orbits = new Array();
addOrbit();
window.addEventListener('click', onMouseMove, false);
}
function onMouseMove(event) {
canvas = renderer.domElement;
raycaster = new THREE.Raycaster();
mousePosition = new THREE.Vector2();
canvasPosition = $("#canvasreference canvas").position();
console.log(canvasPosition);
mousePosition.x = ((event.clientX - canvasPosition.left) / canvas.width) * 2 - 1;
mousePosition.y = -((event.clientY - canvasPosition.top) / canvas.height) * 2 + 1;
raycaster.setFromCamera(mousePosition, camera);
var geometry = new THREE.Geometry();
var origin = new THREE.Vector3(raycaster.ray.origin.x, 0, raycaster.ray.origin.y);
geometry.vertices.push(origin);
var vektor = new THREE.Vector3(raycaster.ray.direction.x, 0, raycaster.ray.direction.y);
for (var i = 0; i < 1000; i++)
{
origin.add(vektor);
geometry.vertices.push(vektor);
}
var material = new THREE.LineBasicMaterial({
color: 0xffffff, linewidth: 20
});
var line = new THREE.Line(geometry, material);
scene.add(line);
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(600, 600);
render();
}
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
function render() {
renderer.render(scene, camera);
}
/**
* add Orbit line
* #param {type} orbit
* #returns {undefined}
*/
function addOrbit(orbit)
{
for (var i = 0; i < 8; i++)
{
//make orbit line
var orbit = new THREE.EllipseCurve(
0, 0, // ax, aY
i * 10 + 30, i * 10 + 30, // xRadius, yRadius
0, 2 * Math.PI, // aStartAngle, aEndAngle
false, // aClockwise
0 // aRotation
);
var path = new THREE.Path(orbit.getPoints(100));
var geometry = path.createPointsGeometry(100);
var material = new THREE.LineBasicMaterial({color: 0xffffff});
var ellipse = new THREE.Line(geometry, material);
ellipse.rotation.x = 1.5708;
scene.add(ellipse);
}
}
</script>
Cast a ray from your camera to a point where your mouse is. Then check closest distance from that ray to the middle of you solar system using distanceToPoint function. The length of output vector will be the radius of a sphere to which your ray is tangent. Using this length you can determine how close you are to a sphere that is an orbit and if it should be selected. Here's some pseudo code of that check:
var length = getDistanceToCenter(...);
var closestSphere = _(orbits).min(function(orbit) { return Math.abs(length - orbit.radius); });
if (Math.abs(closestSphere.radius - length) < EPSILON) {
selectOrbit(closestSphere);
}
This site is loading a maya model using three.js.
This model has Below texture pictures
Here is the JS
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var container;
var camera, scene;
var canvasRenderer, webglRenderer;
var mesh, zmesh, geometry, materials;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var meshes = [];
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000);
camera.position.x = 400;
camera.position.y = 200;
camera.position.z = 400;
scene = new THREE.Scene();
// LIGHTS
var ambient = new THREE.AmbientLight(0x666666);
scene.add(ambient);
var directionalLight = new THREE.DirectionalLight(0xffeedd);
directionalLight.position.set(0, 70, 100).normalize();
scene.add(directionalLight);
// RENDERER
webglRenderer = new THREE.WebGLRenderer();
webglRenderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
webglRenderer.domElement.style.position = "relative";
container.appendChild(webglRenderer.domElement);
var loader = new THREE.JSONLoader(),
callbackKey = function (geometry, materials) {
createScene(geometry, materials, 0, 0, 0, 6)
};
loader.load("chameleon.js", callbackKey);
window.addEventListener('resize', onWindowResize, false);
}
function createScene(geometry, materials, x, y, z, scale) {
zmesh = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
zmesh.position.set(x, y, z);
zmesh.scale.set(scale, scale, scale);
meshes.push(zmesh);
scene.add(zmesh);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
webglRenderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
for (var i = 0; i < meshes.length; i++) {
meshes[i].rotation.y += .01;
}
requestAnimationFrame(animate);
render();
}
function render() {
camera.lookAt(scene.position);
webglRenderer.render(scene, camera);
}
$(document).ready(function () {
init();
animate();
});
now i want to change the 1st texture picture to some other texture and rest of the texture remains same on runtime! how to do it?
if you'd like to change the texture at runtime. All you need to do is look at the zmesh objects material. Find the appropriate index of the blue dress material and swap it out. Your model is a little tricky in that you have an array of materials but no matter. For a single material object you simply change the mesh.material.map and update it, in your case we need mesh.material.materials[index].map. So try adding this to the bottom of your createScene function. It will replace the dress with the eyeball texture:
zmesh.material.materials[1].map = THREE.ImageUtils.loadTexture( 'c006_10.jpg' );
Of course, replace 'c006_10.jpg' with the appropriate path to your eyeball texture. One added Note, if you hook up the texture swap to an onclick for example you'll want to have an active render loop or call renderer's render function to get it to display.