Three.js - change face size on planeGeometry - javascript

I'm trying to change faces coordinates by modify the vertices.
The values of the variables are correct, but no change on the screen.
This is the plain
And this is my code :
var geometry = editor.selected.geometry;
var vertices = geometry.vertices;
vertices[1] = new THREE.Vector3(-100 / 3, 50, 0);
vertices[5] = new THREE.Vector3(-100 / 3, 0, 0);
var uvs = geometry.faceVertexUvs[0];
uvs[0] = [new THREE.Vector2(0, 1), new THREE.Vector2(0, 0.5), new THREE.Vector2(1 / 6, 1)];
uvs[1] = [new THREE.Vector2(0, 0.5), new THREE.Vector2(1 / 6, 0.5), new THREE.Vector2(1 / 6, 1)];
uvs[2] = [new THREE.Vector2(1 / 6, 1), new THREE.Vector2(1 / 6, 0.5), new THREE.Vector2(2 / 3, 1)];
uvs[3] = [new THREE.Vector2(1/ 6, 0.5), new THREE.Vector2(2 / 3, 0.5), new THREE.Vector2(2 / 3, 1)];
geometry.computeVertexNormals();
geometry.computeFaceNormals();
geometry.__dirtyVertices = true;
geometry.__dirtyNormals = true;
geometry.verticesNeedUpdate = true;
geometry.normalsNeedUpdate = true;
geometry.uvsNeedUpdate = true;
Any suggestions?

You are changing vertices that lie inside the border of the shape. Thats why you dont see a change. If you turn on wireframe on your material you will see that the vertices do change. Take a look at this fiddle:
http://jsfiddle.net/g6pzvjxj/
Also for your uvs it should be:
var uvs = geometry.faceVertexUvs[0];

Related

Three.js texture streches when the width is large

You can see when the width is less the texture fits perfectly and when the wall is long it stretches.
const wallTex = new THREE.TextureLoader().load(wallTexture);
wallTex.encoding = THREE.sRGBEncoding;
wallTex.wrapS = THREE.RepeatWrapping;
wallTex.wrapT = THREE.RepeatWrapping;
wallTex.repeat.set(4, 1);
const wallMaterial = new THREE.MeshBasicMaterial({ map: wallTex, side: THREE.DoubleSide });
When I dont set texture.repeat.set(4,1) I get the result as below
Is there a way to add texture irrespective of its width?
const wallGeometry = new THREE.BufferGeometry();
const wallVertices = new Float32Array([
-x1,
y1,
0, // vertex 1
-x1,
y1,
10, // vertex 2
-x2,
y2,
0, // vertex 3
-x2,
y2,
10, // vertex 4
]);
// define texture coordinates for wallGeometry
const wallUvs = new Float32Array([
0,
0, // vertex 1
0,
1, // vertex 2
1,
0, // vertex 3
1,
1, // vertex 4
]);
wallGeometry.setAttribute('uv', new THREE.BufferAttribute(wallUvs, 2));
wallGeometry.setAttribute('position', new THREE.BufferAttribute(wallVertices, 3));
wallGeometry.setIndex([0, 2, 1, 2, 3, 1]);
const wall = new THREE.Mesh(wallGeometry, wallMaterial);
const geo = new THREE.EdgesGeometry(wall.geometry);
const wireframe = new THREE.LineSegments(geo, lineMaterial);
wall.add(wireframe);
wall.castShadow = true;
wall.receiveShadow = true;
scene!.add(wall);

I want to generate 2D octagon with Three.js

I get a peculiar triangle with this code while I am trying to generate a regular octagon:
var geom = new THREE.Geometry();
geom.vertices.push( new THREE.Vector3(100, 250, 0));
geom.vertices.push( new THREE.Vector3(250, 100, 0));
geom.vertices.push( new THREE.Vector3(250, -100, 0));
geom.vertices.push( new THREE.Vector3(100, -250, 0));
geom.vertices.push( new THREE.Vector3(-100, 250, 0));
geom.vertices.push( new THREE.Vector3(-250, -100, 0));
geom.vertices.push( new THREE.Vector3(-250, 100, 0));
geom.vertices.push( new THREE.Vector3(-100, 250, 0));
geom.faces.push( new THREE.Face3(0, 1, 2));
geom.faces.push( new THREE.Face3(0, 2, 3));
geom.faces.push( new THREE.Face3(0, 3, 4));
geom.faces.push( new THREE.Face3(0, 4, 5));
geom.faces.push( new THREE.Face3(0, 5, 6));
geom.faces.push( new THREE.Face3(0, 6, 7));
var material = new THREE.MeshBasicMaterial();
var mesh = new THREE.Mesh( geom, material);
mesh.position.set(0, 0, -1000);
scene.add(mesh);
Moreover one of the vertices of the generated triangle is placed somewhere I did not even mentioned in the code.
It is possible only the last added face is being shown, but I expect to see all the faces adjacent to each other forming a regular octagon.
So, order of vertices in a face is counter-clockwise, 5th and 8th points are different:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 500);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var geom = new THREE.Geometry();
geom.vertices.push(new THREE.Vector3(100, 250, 0));
geom.vertices.push(new THREE.Vector3(250, 100, 0));
geom.vertices.push(new THREE.Vector3(250, -100, 0));
geom.vertices.push(new THREE.Vector3(100, -250, 0));
geom.vertices.push(new THREE.Vector3(-100, -250, 0)); // y-coordinate is corrected
geom.vertices.push(new THREE.Vector3(-250, -100, 0));
geom.vertices.push(new THREE.Vector3(-250, 100, 0));
geom.vertices.push(new THREE.Vector3(-100, 250, 0));
geom.faces.push(new THREE.Face3(0, 2, 1)); // order of vertices
geom.faces.push(new THREE.Face3(0, 3, 2));
geom.faces.push(new THREE.Face3(0, 4, 3));
geom.faces.push(new THREE.Face3(0, 5, 4));
geom.faces.push(new THREE.Face3(0, 6, 5));
geom.faces.push(new THREE.Face3(0, 7, 6));
geom.computeFaceNormals();
geom.computeVertexNormals();
var material = new THREE.MeshBasicMaterial({
color: "white"
});
var mesh = new THREE.Mesh(geom, material);
scene.add(mesh);
var points = new THREE.Points(geom, new THREE.PointsMaterial({
size: 20,
color: 0xff0000
}));
scene.add(points); // just to visualize the points
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

Paint cube faces as a whole, not the triangles that make up the face - three.js

Trying to paint each cube face with a different color, I found a thread that presents a way to achieve this:
var geometry = new THREE.BoxGeometry(5, 5, 5);
for (var i = 0; i < geometry.faces.length; i++) {
geometry.faces[i].color.setHex(Math.random() * 0xffffff);
}
var material = new THREE.MeshBasicMaterial({
color: 0xffffff,
vertexColors: THREE.FaceColors
});
But with three.js r86, I get the following result:
Got the triangles that make up each face, painted individually.
To achieve the desirable effect, I used the following adaptation of the above code:
var geometry = new THREE.BoxGeometry(5, 5, 5);
for ( var i = 0; i < geometry.faces.length; i += 2 ) {
var faceColor = Math.random() * 0xffffff;
geometry.faces[i].color.setHex(faceColor);
geometry.faces[i+1].color.setHex(faceColor);
}
var material = new THREE.MeshBasicMaterial({
color: 0xffffff,
vertexColors: THREE.FaceColors
});
But this all seems a bit over worked!
'use strict';
var camera, scene, renderer, cube;
init();
render();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
// renderer
renderer = new THREE.WebGLRenderer({
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera.position.z = 12;
// Mesh - cube
var geometry = new THREE.BoxGeometry(5, 5, 5);
for (var i = 0; i < geometry.faces.length; i += 2) {
var faceColor = Math.random() * 0xffffff;
geometry.faces[i].color.setHex(faceColor);
geometry.faces[i + 1].color.setHex(faceColor);
}
var material = new THREE.MeshBasicMaterial({
color: 0xffffff,
vertexColors: THREE.FaceColors
});
cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// Light
var pointLight = new THREE.PointLight(0xFFFFFF);
pointLight.position.x = 10;
pointLight.position.y = 50;
pointLight.position.z = 130;
scene.add(pointLight);
}
function render() {
cube.rotation.x = 16;
cube.rotation.y = 4;
cube.rotation.z -= 5;
renderer.render(scene, camera);
}
body,
canvas {
margin: 0;
padding: 0;
}
body {
overflow: hidden;
background-color: #fff;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/86/three.js"></script>
Am I missing something on three.js to accomplish the face painting as a whole ?
If you switch to BufferGeometry you can use groups to control the material of sections of your geometry. Groups are based on the vertex indices, and allow you to define a material index, which will reference a material inside an array of materials.
Consider:
// start, count, material index
bufferGeometry.addGroup(12, 6, 2)
This tells the geometry to start a new group of triangles at indices index 12, and accounts for 6 indices (which reference 6 vertices). The final parameter tells the group of triangles to use material index 2 (index 2 of the array of materials you use to create the mesh).
In the example below, I've given each side of a cube a different color. You might think this is the same effect as setting face colors, but note that this is setting a material per group, not just a color, which can lead to creating some really cool effects.
var renderer, scene, camera, controls, stats, mesh;
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight,
FOV = 35,
NEAR = 1,
FAR = 1000;
function populateScene() {
var bg = new THREE.BufferGeometry();
bg.addAttribute("position", new THREE.BufferAttribute(new Float32Array([
// front
-1, 1, 1, // 0
-1, -1, 1, // 1
1, 1, 1, // 2
1, -1, 1, // 3
// right
1, 1, 1, // 4
1, -1, 1, // 5
1, 1, -1, // 6
1, -1, -1, // 7
// back
1, 1, -1, // 8
1, -1, -1, // 9
-1, 1, -1, // 10
-1, -1, -1, // 11
// left
-1, 1, -1, // 12
-1, -1, -1, // 13
-1, 1, 1, // 14
-1, -1, 1, // 15
// top
-1, 1, -1, // 16
-1, 1, 1, // 17
1, 1, -1, // 18
1, 1, 1, // 19
// bottom
-1, -1, 1, // 20
-1, -1, -1, // 21
1, -1, 1, // 22
1, -1, -1 // 23
]), 3));
bg.addAttribute("normal", new THREE.BufferAttribute(new Float32Array([
// front
0, 0, 1, // 0
0, 0, 1, // 1
0, 0, 1, // 2
0, 0, 1, // 3
// right
1, 0, 0, // 4
1, 0, 0, // 5
1, 0, 0, // 6
1, 0, 0, // 7
// back
0, 0, -1, // 8
0, 0, -1, // 9
0, 0, -1, // 10
0, 0, -1, // 11
// left
-1, 0, 0, // 12
-1, 0, 0, // 13
-1, 0, 0, // 14
-1, 0, 0, // 15
// top
0, 1, 0, // 16
0, 1, 0, // 17
0, 1, 0, // 18
0, 1, 0, // 19
// bottom
0, -1, 0, // 20
0, -1, 0, // 21
0, -1, 0, // 22
0, -1, 0 // 23
]), 3));
bg.setIndex(new THREE.BufferAttribute(new Uint32Array([
// front 0
0, 1, 2,
3, 2, 1,
// right 6
4, 5, 6,
7, 6, 5,
// back 12
8, 9, 10,
11, 10, 9,
// left 18
12, 13, 14,
15, 14, 13,
// top 24
16, 17, 18,
19, 18, 17,
// bottom 30
20, 21, 22,
23, 22, 21
]), 1));
bg.clearGroups();
// start, count, material index
bg.addGroup(0, 6, 0);
bg.addGroup(6, 6, 1);
bg.addGroup(12, 6, 2);
bg.addGroup(18, 6, 3);
bg.addGroup(24, 6, 4);
bg.addGroup(30, 6, 5);
var materials = [
new THREE.MeshLambertMaterial({color:"red"}),
new THREE.MeshLambertMaterial({color:"green"}),
new THREE.MeshLambertMaterial({color:"blue"}),
new THREE.MeshLambertMaterial({color:"cyan"}),
new THREE.MeshLambertMaterial({color:"magenta"}),
new THREE.MeshLambertMaterial({color:"yellow"})
];
mesh = new THREE.Mesh(bg, materials);
mesh.scale.set(5, 5, 5);
scene.add(mesh);
}
function init() {
document.body.style.backgroundColor = "slateGray";
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
document.body.style.overflow = "hidden";
document.body.style.margin = "0";
document.body.style.padding = "0";
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(FOV, WIDTH / HEIGHT, NEAR, FAR);
camera.position.z = 50;
scene.add(camera);
controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.dynamicDampingFactor = 0.5;
controls.rotateSpeed = 3;
var light = new THREE.PointLight(0xffffff, 1, Infinity);
camera.add(light);
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0';
document.body.appendChild(stats.domElement);
resize();
window.onresize = resize;
populateScene();
animate();
}
function resize() {
WIDTH = window.innerWidth;
HEIGHT = window.innerHeight;
if (renderer && camera && controls) {
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
controls.handleResize();
}
}
function render() {
renderer.render(scene, camera);
}
function animate() {
mesh.rotation.x += 0.015;
mesh.rotation.y += 0.017;
mesh.rotation.z += 0.019;
requestAnimationFrame(animate);
render();
controls.update();
stats.update();
}
function threeReady() {
init();
}
(function() {
function addScript(url, callback) {
callback = callback || function() {};
var script = document.createElement("script");
script.addEventListener("load", callback);
script.setAttribute("src", url);
document.head.appendChild(script);
}
addScript("https://threejs.org/build/three.js", function() {
addScript("https://threejs.org/examples/js/controls/TrackballControls.js", function() {
addScript("https://threejs.org/examples/js/libs/stats.min.js", function() {
threeReady();
})
})
})
})();
Edit: Adding a second example using the base BoxBufferGeometry
Based on pailhead's comment to the original post, here's a snippet which uses unmodified BoxBufferGeometry. But as they mentioned in their comment, you'll still need to know which group corresponds to which face.
var renderer, scene, camera, controls, stats, mesh;
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight,
FOV = 35,
NEAR = 1,
FAR = 1000;
function populateScene() {
var bg = new THREE.BoxBufferGeometry(1, 1, 1);
var materials = [
new THREE.MeshLambertMaterial({color:"red"}),
new THREE.MeshLambertMaterial({color:"green"}),
new THREE.MeshLambertMaterial({color:"blue"}),
new THREE.MeshLambertMaterial({color:"cyan"}),
new THREE.MeshLambertMaterial({color:"magenta"}),
new THREE.MeshLambertMaterial({color:"yellow"})
];
mesh = new THREE.Mesh(bg, materials);
mesh.scale.set(10, 10, 10);
scene.add(mesh);
}
function init() {
document.body.style.backgroundColor = "slateGray";
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
document.body.style.overflow = "hidden";
document.body.style.margin = "0";
document.body.style.padding = "0";
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(FOV, WIDTH / HEIGHT, NEAR, FAR);
camera.position.z = 50;
scene.add(camera);
controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.dynamicDampingFactor = 0.5;
controls.rotateSpeed = 3;
var light = new THREE.PointLight(0xffffff, 1, Infinity);
camera.add(light);
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0';
document.body.appendChild(stats.domElement);
resize();
window.onresize = resize;
populateScene();
animate();
}
function resize() {
WIDTH = window.innerWidth;
HEIGHT = window.innerHeight;
if (renderer && camera && controls) {
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
controls.handleResize();
}
}
function render() {
renderer.render(scene, camera);
}
function animate() {
mesh.rotation.x += 0.015;
mesh.rotation.y += 0.017;
mesh.rotation.z += 0.019;
requestAnimationFrame(animate);
render();
controls.update();
stats.update();
}
function threeReady() {
init();
}
(function() {
function addScript(url, callback) {
callback = callback || function() {};
var script = document.createElement("script");
script.addEventListener("load", callback);
script.setAttribute("src", url);
document.head.appendChild(script);
}
addScript("https://threejs.org/build/three.js", function() {
addScript("https://threejs.org/examples/js/controls/TrackballControls.js", function() {
addScript("https://threejs.org/examples/js/libs/stats.min.js", function() {
threeReady();
})
})
})
})();
Using groups will split the geometry in 6 faces, for drawing a simple cube you can also use a simple custom ShaderMaterial.
Splitting geometry in 6 groups requires more draw calls, instead of using 1 draw call for drawing a cube you are using 6, one for each face.
Using a ShaderMaterial requires only 1 draw call:
Vertex Shader:
attribute vec3 vertexColor;
varying vec3 vColor;
void main() {
vColor = vertexColor;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.);
}
Fragment Shader:
varying vec3 vColor;
void main() {
gl_FragColor = vec4(vColor, 1.);
}
This way you could also use GLSL color blending for merging different colors.
Custom ShaderMaterial just setting vertex and fragment shader source strings:
const ColorCubeShader = function () {
THREE.ShaderMaterial.call(this, {
vertexShader: vertexShaderSrc,
fragmentShader: fragmentShaderSrc
})
}
ColorCubeShader.prototype = Object.create(THREE.ShaderMaterial.prototype)
ColorCubeShader.prototype.constructor = ColorCubeShader
Color Cube custom Mesh:
/**
* Convenience method for coloring a face
* #param {Number} r
* #param {Number} g
* #param {Number} b
* #returns {Array}
*/
const buildVertexColorArrayFace = function (r, g, b) {
return [
r, g, b,
r, g, b,
r, g, b,
r, g, b
]
}
const ColorCube = function (size) {
const geometry = new THREE.BoxBufferGeometry(size, size, size)
// build color array
let colorArray = []
colorArray = colorArray
.concat(buildVertexColorArrayFace(1, 0, 0))
.concat(buildVertexColorArrayFace(0, 1, 0))
.concat(buildVertexColorArrayFace(0, 0, 1))
.concat(buildVertexColorArrayFace(1, 0, 1))
.concat(buildVertexColorArrayFace(1, 1, 0))
.concat(buildVertexColorArrayFace(0, 1, 1))
// create a buffer attribute for the colors (for attribute vec3 vertexColor)
const colorAttribute = new THREE.Float32BufferAttribute(
new Float32Array(colorArray), 3)
// set attribute vertexColor in vertex shader
geometry.setAttribute('vertexColor', colorAttribute)
// custom Shader Material instance
const material = new ColorCubeShader()
THREE.Mesh.call(this, geometry, material)
}
ColorCube.prototype = Object.create(THREE.Mesh.prototype)
ColorCube.prototype.constructor = ColorCube
Use it:
const cube = new ColorCube(1)
cube.position.set(0, 2, -2)
scene.add(cube)

Randomize dots on sphere and give them ID

I try to create this sphere in three.js. I need clickable dotes and meshes. So I think, that I can do this if I will give name for every dot in sphere.
Two questions:
1. How I can randomize positions of dots on sphere?
2. How I should to give names for dots and meshes?
THREE.IcosahedronGeometry = function(radius, detail) {
var t = (1 + Math.sqrt(5)) / 2;
var vertices = [-1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0,
0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t,
t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0,
0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t,
t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1
];
var indices = [
2,10,6,0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
];
THREE.PolyhedronGeometry.call(this, vertices, indices, radius, detail);
this.type = 'IcosahedronGeometry';
this.parameters = {
radius: radius,
detail: detail
};
};
THREE.IcosahedronGeometry.prototype = Object.create(THREE.PolyhedronGeometry.prototype);
THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry;
// Scene
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer({
antialias: 1
});
renderer.setClearColor(0xf7f7f7);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
scene.fog = new THREE.Fog(0xd4d4d4, 8, 20);
// Create vertex points
var mesh = new THREE.IcosahedronGeometry(10, 2); // radius, detail
var vertices = mesh.vertices;
var positions = new Float32Array(vertices.length * 3);
for (var i = 0, l = vertices.length; i < l; i++) {
vertices[i].toArray(positions, i * 3);
}
alert(positions);
var geometry = new THREE.BufferGeometry();
geometry.addAttribute('position', new THREE.BufferAttribute(positions, 3));
var material = new THREE.PointsMaterial({
size: 0.4,
vertexColors: THREE.VertexColors,
color: 0x252525
});
var points = new THREE.Points(geometry, material);
var object = new THREE.Object3D();
object.add(points);
object.add(new THREE.Mesh(
mesh,
new THREE.MeshPhongMaterial({
color: 0x616161,
emissive: 0xa1a1a1,
wireframe: true,
fog: 1
})
));
scene.add(object);
camera.position.z = 20;
var render = function() {
requestAnimationFrame(render);
object.rotation.x += 0.001;
object.rotation.y += 0.001;
renderer.render(scene, camera);
};
render();
http://codepen.io/anon/pen/ZLpPxB
here is an example how you could randomize the points: http://codepen.io/usefulthink/pen/WRoboo?editors=0010
The interesting bit is this:
var v3 = new THREE.Vector3();
var spherical = new THREE.Spherical();
for (var i = 0; i < vertices.length; i += 3) {
v3.fromArray(vertices, i);
spherical.setFromVector3(v3);
spherical.phi += rnd(variation, -variation);
spherical.theta += rnd(variation, -variation);
v3.setFromSpherical(spherical);
v3.toArray(vertices, i);
}
In short, a good way to manipulate points on the surface of a sphere is to use spherical-coordinates (phi/theta/r instead of x/y/z, think latitude/longitude). In this case I convert each of the vertices into the spherical form, manipulate the theta/phi-values a bit (keeping the radius as it is) and write the modified values back to the vertices-array.
I am not sure what you mean with giving names to these points. Something like this?
var pointNames = {
frank: 12,
maria: 7,
steve: 3,
melissa: 4
};
function getPointByName(name) {
const startIndex = pointNames[name] * 3;
return new THREE.Vector3().fromArray(vertices, index);
}

Adding indices to a BufferGeometry does not work?

I have been trying to draw a very basic rectangle using THREE.BufferGeometry(). Here is the code -
var geometry = new THREE.BufferGeometry();
var material = new THREE.MeshBasicMaterial({color: 'rgb(255, 0, 0)'});
var verticesArray = [20, 0, 0, 0, 20, 0, -20, 0, 0, 0, -20, 0];
var vertices = new Float32Array(verticesArray, 0, 12);
var indicesArray = [0, 1, 2, 0, 2, 3];
var indices = new Uint16Array(indicesArray, 0, 6);
geometry.addAttribute('position', new THREE.BufferAttribute(vertices, 3));
//geometry.addAttribute('index', new THREE.BufferAttribute(indices, 3));
geometry.setIndex(new THREE.BufferAttribute(indices, 3));
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
Unfortunately it isn't working. It isn't throwing any exception either. To my understanding, i have done everything right. I have four vertices, and i have described two set of indices in counter clockwise order.
Could anyone please tell me what can go wrong here?
It should be geometry.setIndex(new THREE.BufferAttribute(indices, 1));

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