Three.js - Animation is not playing - javascript

I have problem with animating object exported via blender plugin from blender to THREE.js. Animation did not start running...
Of course, I tried many combinations of settings when exporting from blender and importing to THREE.js library, but without success.
Here is code, what I think should work. Comment Critical section annotate where is probably some mistake. Link to source JSON is in the example too. Of course, I can provide source *.blend file, if needed...
var tgaLoader = new THREE.TGALoader();
var objectLoader = new THREE.ObjectLoader();
var clock = new THREE.Clock();
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
document.getElementById('container').appendChild(renderer.domElement);
objectLoader.load('//cdn.rawgit.com/PiranhaGreg/files/master/scavenger.json', function (loadedScene) {
scene = loadedScene;
mesh = scene.children[0];
scene.background = new THREE.Color('white');
mesh.material = new THREE.MeshPhongMaterial({ map: tgaLoader.load('//cdn.rawgit.com/PiranhaGreg/files/master/SCA_BODY_V0.TGA') });
hemiLight = new THREE.HemisphereLight('white', 'white', 0.6);
scene.add(hemiLight);
camera = new THREE.PerspectiveCamera(30, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000);
camera.position.set(500, 200, -100);
controls = new THREE.OrbitControls(camera);
controls.target.set(0, 50, 0);
controls.update();
var geometry = new THREE.PlaneBufferGeometry(200, 200);
var material = new THREE.MeshPhongMaterial({ shininess: 0.1 });
var ground = new THREE.Mesh(geometry, material);
ground.rotation.x = - Math.PI / 2;
scene.add(ground);
mesh.scale.set(-1, -1, 1);
// Critical section...
mixer = new THREE.AnimationMixer(mesh);
var sequence = THREE.AnimationClip.CreateFromMorphTargetSequence('animation', mesh.geometry.morphTargets, 25, true);
var animation = mixer.clipAction(sequence);
animation.play();
// End of critital section
animate();
});
window.onresize = function() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
};
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
var delta = 0.75 * clock.getDelta();
mixer.update(delta);
renderer.render(scene, camera);
}
body {
margin: 0px;
overflow: hidden;
}
<script src="//cdnjs.cloudflare.com/ajax/libs/three.js/87/three.min.js"></script>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/loaders/TGALoader.js" type="application/javascript"></script>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
<div id="container"></div>
Thanks for any suggestion.

I dug in into animation and noticed that it uses morphTargets. And then I remembered about this example. So, the key moment is to set .morphTarget parameter of a material to true, so, I've applied it to the material in your code snippet and it started to work:
mesh.material = new THREE.MeshPhongMaterial({
map: tgaLoader.load('//cdn.rawgit.com/PiranhaGreg/files/master/SCA_BODY_V0.TGA'),
morphTargets: true
});
Though, I'm not sure, if such an approach is correct, but, at least, it's working )
var tgaLoader = new THREE.TGALoader();
var objectLoader = new THREE.ObjectLoader();
var clock = new THREE.Clock();
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
document.getElementById('container').appendChild(renderer.domElement);
objectLoader.load('//cdn.rawgit.com/PiranhaGreg/files/master/scavenger.json', function (loadedScene) {
scene = loadedScene;
mesh = scene.children[0];
scene.background = new THREE.Color('white');
mesh.material = new THREE.MeshPhongMaterial({ map: tgaLoader.load('//cdn.rawgit.com/PiranhaGreg/files/master/SCA_BODY_V0.TGA'), morphTargets: true });
hemiLight = new THREE.HemisphereLight('white', 'white', 0.6);
scene.add(hemiLight);
camera = new THREE.PerspectiveCamera(30, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000);
camera.position.set(500, 200, -100);
controls = new THREE.OrbitControls(camera);
controls.target.set(0, 50, 0);
controls.update();
var geometry = new THREE.PlaneBufferGeometry(200, 200);
var material = new THREE.MeshPhongMaterial({ shininess: 0.1 });
var ground = new THREE.Mesh(geometry, material);
ground.rotation.x = - Math.PI / 2;
scene.add(ground);
mesh.scale.set(-1, -1, 1);
// Critical section...
mixer = new THREE.AnimationMixer(mesh);
var sequence = THREE.AnimationClip.CreateFromMorphTargetSequence('animation', mesh.geometry.morphTargets, 25, true);
var animation = mixer.clipAction(sequence);
animation.play();
// End of critital section
animate();
});
window.onresize = function() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
};
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
var delta = 0.75 * clock.getDelta();
mixer.update(delta);
renderer.render(scene, camera);
}
body {
margin: 0px;
overflow: hidden;
}
<script src="//cdnjs.cloudflare.com/ajax/libs/three.js/87/three.min.js"></script>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/loaders/TGALoader.js" type="application/javascript"></script>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
<div id="container"></div>

Related

THREE.JS Uncaught ReferenceError: OrbitControls is not defined

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const controls = new OrbitControls(camera);
camera.position.set(200, 0, 0);
controls.update();
const geometry = new THREE.SphereGeometry(50, 32, 32);
const material = new THREE.MeshBasicMaterial({
color: 0xffff00
});
const sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
<script src="https://cdn.jsdelivr.net/npm/three#0.129.0/build/three.min.js"></script>
When I run my javascript code. I get the following error "Uncaught ReferenceError: OrbitControls is not defined".
I saw this post about it, but it doesn't seem to help.
Any ideas?
My OrbitControls.js is in the same file under the three.js file
I got your code running without errors by importing OrbitControls and defining your renderer at the top and passing it into OrbitControls.
Edit, I added a second snippet that was adapted from a three.js example on their site that I think adds the yellow sphere you're looking for.
let camera, controls, scene, renderer;
init();
//render(); // remove when using next line for animation loop (requestAnimationFrame)
animate();
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xcccccc);
scene.fog = new THREE.FogExp2(0xcccccc, 0.002);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(400, 200, 0);
// controls
controls = new THREE.OrbitControls(camera, renderer.domElement);
//controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)
controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
controls.dampingFactor = 0.05;
controls.screenSpacePanning = false;
controls.minDistance = 100;
controls.maxDistance = 500;
controls.maxPolarAngle = Math.PI / 2;
// world
const geometry = new THREE.SphereGeometry(50, 32, 32);
const material = new THREE.MeshBasicMaterial({
color: 0xffff00
});
const sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
//
window.addEventListener('resize', onWindowResize);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
controls.update(); // only required if controls.enableDamping = true, or if controls.autoRotate = true
render();
}
function render() {
renderer.render(scene, camera);
}
<script src="https://cdn.jsdelivr.net/npm/three#0.122.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.122.0/examples/js/controls/OrbitControls.min.js"></script>
let camera, controls, scene, renderer;
init();
//render(); // remove when using next line for animation loop (requestAnimationFrame)
animate();
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xcccccc);
scene.fog = new THREE.FogExp2(0xcccccc, 0.002);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(400, 200, 0);
// controls
controls = new THREE.OrbitControls(camera, renderer.domElement);
//controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)
controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
controls.dampingFactor = 0.05;
controls.screenSpacePanning = false;
controls.minDistance = 100;
controls.maxDistance = 500;
controls.maxPolarAngle = Math.PI / 2;
// world
const geometry = new THREE.SphereGeometry(50, 32, 32);
const material = new THREE.MeshBasicMaterial({
color: 0xffff00
});
const sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
//
window.addEventListener('resize', onWindowResize);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
controls.update(); // only required if controls.enableDamping = true, or if controls.autoRotate = true
render();
}
function render() {
renderer.render(scene, camera);
}
<script src="https://cdn.jsdelivr.net/npm/three#0.122.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.122.0/examples/js/controls/OrbitControls.min.js"></script>

three.js HTML background as clearColor

I want to set the HTML background as clearColor in three.js?
This is my three.js code:
// init
var vWebGL = new WEBGL();
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshBasicMaterial({ color: 0x00fdf0 });
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.z = 5;
renderer.clearColor(0x000000, 0.0);
// Render Loop
function animate() {
renderer.setClearAlpha(0.0);
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
if (vWebGL.isWebGLAvailable()) {
// Initiate function or other initializations here
animate();
} else {
var warning = vWebGL.getWebGLErrorMessage();
document.getElementById('container').appendChild(warning);
}
In My Webgl I can specify the HTML as clearColor.
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT);
My Webgl:
or
The background of a THREE.Scene can be set by setting the property .background:
e.g.
scene = new THREE.Scene();
scene.background = new THREE.Color(0xff0000); // red
If you want to have a transparent background, then the THREE.WebGLRenderer has to be initialized with the property {alpha: true}. The clear color and alpha channel have to be set 0, but this is default:
e.g.
renderer = new THREE.WebGLRenderer( { alpha: true } );
renderer.setClearColor( 0x000000, 0 );
See the example with a cube which is drawn over a background image:
(function onLoad() {
var container, loader, camera, scene, renderer, orbitControls;
init();
animate();
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setClearColor( 0x000000, 0 );
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(0, 1, -2);
loader = new THREE.TextureLoader();
loader.setCrossOrigin("");
scene = new THREE.Scene();
scene.add(camera);
window.onresize = resize;
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set(1,2,1.5);
scene.add( directionalLight );
orbitControls = new THREE.OrbitControls(camera);
addGridHelper();
createModel();
}
function createModel() {
var material = new THREE.MeshPhongMaterial({color:'#b090b0'});
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
}
function addGridHelper() {
var helper = new THREE.GridHelper(100, 100);
helper.material.opacity = 0.25;
helper.material.transparent = true;
scene.add(helper);
var axis = new THREE.AxesHelper(1000);
scene.add(axis);
}
function resize() {
var aspect = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame(animate);
orbitControls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
})();
#image-abs { position : absolute; top : 0; left : 0; z-index: -1; width: 100%; height: 100%; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/99/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<img id="image-abs" src="https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/background.jpg">
<div id="container"></div>

How to rotate object with offset by orbit control in three.js?

I want to control object like this:
Now camera is move around Y coordinate, but need to be move around NEW Y. Code is here:
var material = new THREE.MeshLambertMaterial({color: 0x00ff00});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
var controls = new THREE.OrbitControls(camera);
cube.position.x = 300;
// controls.target = THREE.Vector3(300, 0, 0);
I found that target option can set the focus point of the controls, but if I add this code: controls.target = THREE.Vector3(300, 0, 0); the object back to the center of the screen, but it should be at the right edge.
More over, when I set new THREE.OrbitControls(camera); to new THREE.OrbitControls(cube); and add controls.target = THREE.Vector3(300, 0, 0); control doesn't work, but when I set controls.target = THREE.Vector3(301, 0, 0); it is managed but not like a camera
OrbitControls.target set the focus point of the controls and the .object orbits around this. But it is a manually manipulation. As mentioned in the documentation OrbitControls.update() must be called after any manual changes to the camera's transform.
e.g.
controls.target = new THREE.Vector3(1, 0, 0)
controls.update();
See the example:
(function onLoad() {
var container, camera, scene, renderer, controls;
init();
animate();
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(0, 1.0, -4);
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
scene.add(camera);
window.onresize = resize;
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set(1,2,1.5);
scene.add( directionalLight );
controls = new THREE.OrbitControls(camera, container);
controls.target = new THREE.Vector3(3, 0, 0)
controls.update();
controls.autoRotate = true;
controls.autoRotateSpeed = 5.0
var axis = new THREE.AxesHelper(1000);
scene.add(axis);
var material = new THREE.MeshPhongMaterial({color:'#b090b0'});
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
}
function resize() {
var aspect = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame(animate);
controls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
})();
<script src="https://cdn.jsdelivr.net/npm/three#0.115/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.115/examples/js/controls/OrbitControls.js"></script>
<div id="container"></div>

Three.js Perspective Camera "undefined is not a function"

I have a program that used to work, but I am now getting the "undefined is not a function" error from within the three.js file. The error is pointing to line 10466 of the uncompressed library, and this line is within the declaration of THREE.PerspectiveCamera. Where is the problem? Thanks!
var assets = {};
var modelLoader = new THREE.JSONLoader(true);
modelLoader.load("assets/horse.js", onLoadedAssets);
var loading = setTimeout(function() {
console.log("loading...");
}, 1000);
var scene, camera, renderer, controls;
var horse, box;
function init() {
scene = new THREE.Scene();
var w = window.innerWidth,
h = window.innerHeight;
camera = THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.y = 0;
camera.target = new THREE.Vector3(0, 0, 0);
var light1 = new THREE.DirectionalLight(0xefefff, 2);
light1.position.set(1, 1, 1).normalize();
scene.add(light1);
var light2 = new THREE.DirectionalLight(0xffefef, 2);
light2.position.set(-1, -1, -1).normalize();
scene.add(light2);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
box = new Box(500, 500, 500);
horse = new Horse();
}
function animate() {
requestAnimationFrame(animate);
render();
}
var prevTime = Date.now();
function render() {
camera.position.x = 560 + Math.random() * 40;
camera.position.z = 560 + Math.random() * 40;
camera.lookAt(camera.target);
if (horse.animation) {
var time = Date.now();
horse.animation.update(time - prevTime);
prevTime = time;
}
renderer.render(scene, camera);
}
function onLoadedAssets(geometry) {
clearTimeout(loading);
console.log("loaded assets.")
geometry.computeFaceNormals();
geometry.computeVertexNormals();
var material = new THREE.MeshLambertMaterial({
color: 0x606060,
morphTargets: true
});
var mesh = new THREE.Mesh(geometry, material);
mesh.scale.set(1, 1, 1);
var animation = new THREE.MorphAnimation(mesh);
animation.play();
animation.isPlaying = false;
assets["horse"] = {
mesh: mesh,
animation: animation
};
init();
animate();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(w, h);
}
function Horse() {
var self;
self = assets["horse"];
scene.add(self.mesh);
self.startMoving = function() {
self.animation.isPlaying = true;
};
self.stopMoving = function() {
self.animation.isPlaying = false;
};
return self;
}
function Box(xidth, yidth, zidth) {
var self = this;
var geometry = new THREE.BoxGeometry(xidth, yidth, zidth);
var material = new THREE.MeshBasicMaterial({
color: 0x666666,
opacity: 0.4,
transparent: true
});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
self.geometry = geometry;
self.cube = cube;
}
your error seems to be in this line
camera = THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);
Try putting a new before the THREE...
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);

ThreeJS - Intersection of a line and sphere

I have two objects on my scene: a red line and a sphere.
While camera rotating/zooming/moving, I need to check the following:
Does the line intersects with the sphere looking from the current position of the camera (please see images below)? Please use this JS fiddle that creates the scene on the images.
I know how to find the intersection between the current mouse position and objects on the scene (just like this example shows).
But how to do this in my case?
JS Fiddle Code:
/**
* PREPARE SCENE
*/
var mouse = {
x : 0,
y : 0
};
var projector = new THREE.Projector();
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75,
window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = -5;
camera.position.y = 5;
camera.position.z = 30;
var renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.TrackballControls(camera,
renderer.domElement);
controls.rotateSpeed = 3.0;
controls.zoomSpeed = 1.5;
controls.panSpeed = 1.0;
controls.staticMoving = true;
var grid = new THREE.GridHelper(20, 5);
scene.add(grid);
/**
* CREATE SPHERE
*/
var sphere = new THREE.Mesh(
new THREE.SphereGeometry(5, 10, 10),
new THREE.MeshNormalMaterial());
sphere.overdraw = true;
scene.add(sphere);
/**
* CREATE LINE
*/
var lineMaterial = new THREE.LineBasicMaterial({
color : 0xFF0000
});
var lineGeometry = new THREE.Geometry();
lineGeometry.vertices.push(new THREE.Vector3(8, 8, 8));
lineGeometry.vertices.push(new THREE.Vector3(8, 8, 20));
var line = new THREE.Line(lineGeometry, lineMaterial);
scene.add(line);
renderer.domElement.addEventListener('mousemove', render, false);
render();
function render(event) {
var mouse = {};
/*
* INTERSECTION
*/
if (event != null) {
//intersection job???
}
controls.update();
renderer.render(scene, camera);
}
So, I found the solution that is pretty simple (of course). See new JS Fiddle that checks intersection of the line and sphere and visualizes the ray for debugging.
The JS Fiddle code:
var camera, controls, scene, renderer;
init();
animate();
render();
function init() {
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 800;
controls = new THREE.TrackballControls(camera);
controls.rotateSpeed = 5.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 4;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.addEventListener('change', render);
// world
scene = new THREE.Scene();
sceneTarget = new THREE.Scene();
var grid = new THREE.GridHelper(500, 50);
scene.add(grid);
/**
* CREATE LINE
*/
var lineMaterial = new THREE.LineBasicMaterial({
color : 0xFF0000
});
var lineGeometry = new THREE.Geometry();
lineGeometry.vertices.push(new THREE.Vector3(100, 200, 100));
lineGeometry.vertices.push(new THREE.Vector3(300, 200, 200));
var line = new THREE.Line(lineGeometry, lineMaterial);
sceneTarget.add(line);
/*
* CREARE SPHERE
*/
var sphere = new THREE.Mesh(new THREE.SphereGeometry(150, 100, 100), new THREE.MeshNormalMaterial());
sphere.overdraw = true;
scene.add(sphere);
// renderer
renderer = new THREE.WebGLRenderer({
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.autoClear = false;
renderer.setClearColor(0xffffff, 1);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
}
function render() {
renderer.render(scene, camera);
renderer.render(sceneTarget, camera);
intersect();
}
function intersect() {
var direction = new THREE.Vector3(100, 200, 100);
var startPoint = camera.position.clone();
var directionVector = direction.sub( startPoint );
var ray = new THREE.Raycaster(startPoint, directionVector.clone(). normalize());
scene.updateMatrixWorld(); // required, since you haven't rendered yet
var rayIntersects = ray.intersectObjects(scene.children, true);
if (rayIntersects[0]) {
//inersection is found
console.log(rayIntersects[0]);
//visualize the ray for debugging
var material = new THREE.LineBasicMaterial({
color: 0x0000ff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(ray.ray.origin.x, ray.ray.origin.y, ray.ray.origin.z));
geometry.vertices.push(new THREE.Vector3(100, 200, 100));
var line = new THREE.Line(geometry, material);
sceneTarget.add( line );
}
}

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