Animate vertices in Three.js - javascript

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 I realise the problem its most likely stems from outdated syntax but I'm struggling to find the related updates.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(); });
}

Related

Earth & Sun Models Not Rendering

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>

How can I detect the intersection of two sphere objects to avoid overlapping one another?

I am trying to create spheres and assign them a random color at the vertices of the rectangle (It can be other geometrical from like triangles or hexagons and so forth, for simplicity in this example I want to use a rectangle). http://jsfiddle.net/ElmerCC/ja6zL0k1/
let scene, camera, renderer;
let controls;
let widthWindow = window.innerWidth;
let heightWindow = window.innerHeight;
let aspect = widthWindow / heightWindow;
let mouse = new THREE.Vector2();
let raycaster = new THREE.Raycaster();
let intersect;
let elements = [];
let elementsNew = [];
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, aspect, 0.1, 10000);
camera.up.set(0, 0, 1);
camera.position.set(-500, -500, 400);
scene.add(camera);
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(widthWindow, heightWindow);
document.body.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
let p = [];
p[0] = new THREE.Vector3(-100, -100, 0);
p[1] = new THREE.Vector3(100, -100, 0);
p[2] = new THREE.Vector3(100, 100, 0);
p[3] = new THREE.Vector3(-100, 100, 0);
//dibujar los nodos
for (let cont = 0; cont < 4; cont++) {
let obj = drawJoint(p[cont], 10, 0x666666, 0, true);
elements.push(obj);
scene.add(obj);
}
var geometry = new THREE.PlaneGeometry(200, 200);
var material = new THREE.MeshBasicMaterial({
color: 0x666666,
side: THREE.DoubleSide
});
var plane = new THREE.Mesh(geometry, material);
scene.add(plane);
//document.addEventListener("mousemove", moveMouse);
document.addEventListener("mousedown", downMouse);
}
function downMouse(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
let intersected = raycaster.intersectObjects(elements);
if (intersected.length > 0) {
intersect = intersected[0].object;
let center = intersect.position;
let n = drawJoint(center, 15, Math.random() * 0xffffff, 1, true);
elementsNew.push(n);
scene.add(n);
}
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
controls.update();
renderer.render(scene, camera);
}
function drawJoint(
JtCenter,
JtRadius,
Jtcolor,
JtOpacity,
JtTransparency
) {
let JtMaterial = new THREE.MeshBasicMaterial({
color: Jtcolor,
opacity: JtOpacity,
transparent: JtTransparency
});
let JtGeom = new THREE.SphereGeometry(JtRadius, 10, 10);
let Joint = new THREE.Mesh(JtGeom, JtMaterial);
JtGeom .computeBoundingSphere();
Joint.position.copy(JtCenter);
return Joint;
}
How can I detect the intersection of two sphere objects to avoid overlapping one another?
Spheres are the easiest objects for which you can test intersection.
Note that a Sphere is a mathematical representation, and is different than a Mesh with sphere geometry. (You can still get the mathematical bounding sphere of a Mesh with the boundingSphere property.)
Here is how you'd check if two spheres touch/intersect (you can send this function two boundingSphere properties to check other non-sphere objects).
function spheresIntersect(sphere1, sphere1position, sphere2, sphere2position){
return sphere1position.distanceTo(sphere2position) <= (sphere1.radius + sphere2.radius)
}

Orientation of 3 vertices on GUI

I am trying to find the orientation of 3 ordered points in space. I am using the algorithm that I found from this site. https://www.geeksforgeeks.org/orientation-3-ordered-points/
I want to print out the orientation updated on GUI whether it is Clockwise or CounterClockwise when I play with coordinates by slider.
You can view what I did so far in below fiddle.
https://jsfiddle.net/ewLkta45/48/
So to implement this, I added this function.
function findOrientation(){
var Orientation;
var x1=geometry.vertices[0].x;
var y1=geometry.vertices[0].y;
var x2=geometry.vertices[1].x;
var y2=geometry.vertices[1].y;
var x3=geometry.vertices[2].x;
var y3=geometry.vertices[2].y;
Orientation=(y2 - y1)*(x3 - x2) - (y3 - y2)*(x2 - x1);
}
But I do not know how to refresh a text controller. My question is how can I display orientation as CW or CCW on temp controller whenever I move slider?
You can use .listen() of a controller to display changes of its value:
var camera, scene, renderer;
var geometry, material, mesh;
var controller;
var orientation = {
value: 'Sam'
};
init();
animate();
function findOrientation() {
let Orientation = 0;
var x1 = geometry.vertices[0].x;
var y1 = geometry.vertices[0].y;
var x2 = geometry.vertices[1].x;
var y2 = geometry.vertices[1].y;
var x3 = geometry.vertices[2].x;
var y3 = geometry.vertices[2].y;
Orientation = (y2 - y1) * (x3 - x2) - (y3 - y2) * (x2 - x1);
return Orientation;
}
function addDatGui() {
var gui = new dat.GUI();
gui.add(geometry.vertices[0], 'x').name("v1.x").min(-800).max(800).step(5).onChange(onFinishChange);
gui.add(geometry.vertices[0], 'y').name("v1.y").min(-800).max(800).step(5).onChange(onFinishChange);
gui.add(geometry.vertices[1], 'x').name("v2.x").min(-800).max(800).step(5).onChange(onFinishChange);
gui.add(geometry.vertices[1], 'y').name("v2.y").min(-800).max(800).step(5).onChange(onFinishChange);
gui.add(geometry.vertices[2], 'x').name("v3.x").min(-800).max(800).step(5).onChange(onFinishChange);
gui.add(geometry.vertices[2], 'y').name("v3.y").min(-800).max(800).step(5).onChange(onFinishChange);
gui.add(orientation, 'value').name("orientation").listen();
}
function onFinishChange() {
if (findOrientation() < 0) {
orientation.value = 'CW';
} else {
orientation.value = 'CCW';
}
}
function init() {
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 1000;
scene = new THREE.Scene();
geometry = new THREE.Geometry();
geometry.vertices = [
new THREE.Vector3(-94, -200, 0),
new THREE.Vector3(92, 68, 0),
new THREE.Vector3(-105, 180, 0)
];
geometry.faces = [new THREE.Face3(0, 1, 2)];
mesh = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial({
color: 0xffff00,
side: THREE.DoubleSide,
wireframe: true
}));
scene.add(mesh);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
renderer.render(scene, camera);
addDatGui();
}
function animate() {
requestAnimationFrame(animate);
//mesh.rotation.y += 0.09;
mesh.geometry.verticesNeedUpdate = true;
//if(resultOfOrientation<0) text.val='cw';
// else text.val='wc';
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/97/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.3/dat.gui.min.js"></script>
I think dat.GUI is a interface for changing variables not for showing variables, there are many other ways to show the text, e.g. <a>,<p> HTML tag.
You can listen events on dat.GUI controllers:
gui.add(geometry.vertices[0], 'x').name("v1.x").min(-800).max(800).step(5).onChange(function() {
var text = document.getElementById('text');
if (findOrientation() < 0) text.innerHTML = 'The orientation of points : CW';
else text.innerHTML = 'The orientation of points : CCW';
});
Here is my example.

ThreeJS: Draw lines at mouse click coordinates

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);
}

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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