can me subdivide a selected faces from loaded model - javascript

I created this code to load an existed model and subdivide a selected faces.
var loader = new THREE.PLYLoader();
loader.addEventListener( 'load', function ( event ) {
var geometry = event.content;
var material = new THREE.MeshPhongMaterial( { color:0xFFFFFF , specular: 0x0, shading: THREE.FlatShading, side: THREE.DoubleSide } );
geometry.dynamic=true;
for ( var i = 0; i < geometry.faces.length; i++ )
{
face = geometry.faces[ i ];
face.color.setRGB( 0, 0, 0.8 * Math.random() + 0.2 );
}
var faceColorMaterial = new THREE.MeshBasicMaterial(
{ color: 0xffffff, vertexColors: THREE.FaceColors } );
var mesh = new THREE.Mesh( geometry,faceColorMaterial );
mesh.position.set( 0, - 0.5, 0 );
mesh.rotation.set( 0, - Math.PI / 2, 0 );
mesh.scale.set( 5, 5, 5 );
scene.add( mesh ); targetList.push(mesh);
projector = new THREE.Projector();
} );
loader.load('http://localhost/tessellation/data/Mesh20.ply');
the selected faces is choosed are selected by the user clicking on faces.
The objective of this work is to refine a mesh portion by the subdivision of its faces.
To do it we created this code :
function onDocumentMouseDown( event )
{
console.log("Click.");
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
var vector = new THREE.Vector3( mouse.x, mouse.y, 1 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
var intersects = ray.intersectObjects( targetList );
if ( intersects.length > 0 )
{
var smooth = THREE.GeometryUtils.clone( intersects[0].object.geometry );
var modifier = new THREE.SubdivisionModifier(1);
modifier.modify( smooth );
intersects[0].object.geometry = smooth;
}
but the totality of the mesh is subdivided not the selected faces.
can you help me to subdivide selected part of loaded model.
the program subdivide the totality of mesh

Related

Three js clickable Img in Scene

i have a 360 degree scene where i place some imgs (sprits) on. I'd like to make this imgs clickable, so that I receive a function if i click on it.
My Code:
var map = new THREE.TextureLoader().load( "arrow-poi.png" );
var material = new THREE.SpriteMaterial( { map: map, color: 0xffffff, fog: true } );
var sprite = new THREE.Sprite( material );
var geometry = new THREE.PlaneGeometry(6,6);
sprite.material.side = THREE.DoubleSide,
sprite.position.x= 40,
sprite.position.y= -6,
sprite.position.z= 10,
sprite.scale.set(6,6,1),
sprite.name="arrow",
sprite.directto=r,
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector3( 0, 1, 0 );
projector = new THREE.Projector();
clickableObjects = [];
clickableObjects.push(sprite, sprite1);
function onDocumentMouseDown(event){
event.preventDefault();
var vector = new THREE.Vector3( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1, 0.5 );
projector.unprojectVector( vector, camera );
var raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
var intersects = raycaster.intersectObjects( clickableObjects );
if ( intersects.length > 0) {
intersects[0].object.onClick();
}
}
sprite1.onClick = function(){console.log('Clicked');}
I've been looking for something like that, and after some research, I found that the last THREE.js version has new features in the Raycasting. So i'm using this function for detecting the clicks on sprites, and it's working.
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
function clickOnSprite(event){
console.log("CLICK! " + event.clientX + ", " + event.clientY);
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( iconsSprites );
intersects.forEach(function(element){
console.log("Intersection: " + element.object.id);
});
}

Clickable Three JS Convex Objects (once clicked reveals image)

I adjusted an example from the three js website.
I'm looking for making the small floating objects have a click event.
The click event would trigger an image or video revealed on the larger convex shape in the center
Concept + Images
http://kevinwitkowski.tumblr.com/post/109592122645/workshop-update
Working Sample
Here is my current code.
var container;
var camera, scene, renderer;
var mesh;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
// array of functions for the rendering loop
var onRenderFcts= [];
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0xd6e3e8, 0.0030 );
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000);
camera.position.z = 0;
controls = new THREE.OrbitControls(camera)
var light, object, materials;
light = new THREE.DirectionalLight( 0xe8dbd6 );
light.position.set( -50, -80, -10 );
scene.add( light );
light = new THREE.DirectionalLight( 0xd6dae8 );
light.position.set( 20, 120, 1 );
scene.add( light );
light = new THREE.DirectionalLight( 0xd6e8e4 );
light.position.set( 0, 1, 30 );
scene.add( light );
var map = THREE.ImageUtils.loadTexture( 'textures/1.jpeg' );
map.wrapS = map.wrapT =
THREE.RepeatWrapping;
map.anisotropy = 16;
var materials = [
new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } )
//new THREE.MeshBasicMaterial( { color: 0x00000, shading: THREE.FlatShading, wireframe: true, transparent: false, opacity: 0.5} )
];
// random convex 1
points = [];
for ( var i = 0; i < 30; i ++ ) {
points.push( randomPointInSphere( 50 ) );
}
object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials );
object.position.set( 0, 0, 0);
scene.add( object );
// random convex 2
points = [];
for ( var i = 0; i < 30; i ++ ) {
points.push( randomPointInSphere( 15 ) );
}
object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials );
object.position.set( 15, 50, -60 );
scene.add( object );
// random convex 3
points = [];
for ( var i = 0; i < 30; i ++ ) {
points.push( randomPointInSphere( 15 ) );
}
object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials );
object.position.set( 30, 10, 80 );
scene.add( object );
// random convex 4
points = [];
for ( var i = 0; i < 30; i ++ ) {
points.push( randomPointInSphere( 8 ) );
}
object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials );
object.position.set( -80, -50, 20 );
scene.add( object );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( 0xf5f5f5 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize, true );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
//
function randomPointInSphere( radius ) {
return new THREE.Vector3(
( Math.random() - 0.5 ) * 1 * radius,
( Math.random() - 0.5 ) * 2 * radius,
( Math.random() - 0.5 ) * 2 * radius
);
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var timer = Date.now() * 0.00005;
camera.position.x = Math.cos( timer ) * 300;
camera.position.z = Math.sin( timer ) * 300;
camera.lookAt( scene.position );
for ( var i = 0, l = scene.children.length; i < l; i ++ ) {
var object = scene.children[ i ];
object.rotation.x = timer * 1;
object.rotation.y = timer * 3;
}
// handle window resize
window.addEventListener('resize', function(){
renderer.setSize( window.innerWidth, window.innerHeight )
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
}, true)
renderer.render( scene, camera );
}
var lastTimeMsec= null
requestAnimationFrame(function animate(nowMsec){
// keep looping
requestAnimationFrame( animate );
// measure time
lastTimeMsec = lastTimeMsec || nowMsec-1000/60
var deltaMsec = Math.min(200, nowMsec - lastTimeMsec)
lastTimeMsec = nowMsec
// call each update function
onRenderFcts.forEach(function(onRenderFct){
onRenderFct(deltaMsec/1000, nowMsec/1000)
})
})
The normal way of doing this is using a THREE.Raycaster and THREE.Projector to cast a ray from the camera through space, then finding if an object intersects with this ray.
See this example: http://soledadpenades.com/articles/three-js-tutorials/object-picking/
Thankfully, others have implemented libraries such as ObjectControls: https://github.com/cabbibo/ObjectControls
This allows you to directly attach hover or select events to meshes and it will just work.
CreateMultiMaterialObject method creates an object3D, so when you click, it is necessary to specify the second parameter (recursion) = true:
var intersects = raycaster.intersectObjects( objects, true );
if ( intersects.length > 0 ) {
intersects[ 0 ].object.material.color.setHex( Math.random() * 0xffffff );
}

Three.js: polyhedron rounded corners (faces)

I've created a polyhedron and it has rounded corners (or even faces - I don't know which explanation is correct). How can I set border-radius?
Is it possible to remove rounding and make usual corners?
Code is below.
<html>
<head
>
<title>Моё 3</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<div id="ThreeJS" style="position: absolute; left:0px; top:0px"></div>
<script src="http://stemkoski.github.io/Three.js/js/Three.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/Detector.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/Stats.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/OrbitControls.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/THREEx.KeyboardState.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/THREEx.FullScreen.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/THREEx.WindowResize.js"></script>
<script>
/*
Three.js "tutorials by example"
Author: Lee Stemkoski
Date: July 2013 (three.js v59dev)
*/
// MAIN
var polyhedronShape, polyhedronPts = [], cube, mesh;
// standard global variables
var container, scene, camera, renderer, controls, stats;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();
// custom global variables
var targetList = [];
var projector, mouse = { x: 0, y: 0 };
init();
animate();
// FUNCTIONS
function init()
{
// SCENE
scene = new THREE.Scene();
// CAMERA
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(0,150,400);
camera.lookAt(scene.position);
// RENDERER
if ( Detector.webgl )
renderer = new THREE.WebGLRenderer( {antialias:true} );
else
renderer = new THREE.CanvasRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'ThreeJS' );
container.appendChild( renderer.domElement );
// EVENTS
THREEx.WindowResize(renderer, camera);
THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) });
// CONTROLS
controls = new THREE.OrbitControls( camera, renderer.domElement );
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// LIGHT
var light = new THREE.PointLight(0xffffff);
light.position.set(0,250,0);
scene.add(light);
// FLOOR
var floorTexture = new THREE.ImageUtils.loadTexture( 'images/checkerboard.jpg' );
floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set( 10, 10 );
var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } );
var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 10, 10);
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.position.y = -0.5;
floor.rotation.x = Math.PI / 2;
scene.add(floor);
// SKYBOX/FOG
var skyBoxGeometry = new THREE.CubeGeometry( 10000, 10000, 10000 );
var skyBoxMaterial = new THREE.MeshBasicMaterial( { color: 0x9999ff, side: THREE.BackSide } );
var skyBox = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial );
scene.add(skyBox);
////////////
// CUSTOM //
////////////
//////////////////////////////////////////////////////////////////////
// this material causes a mesh to use colors assigned to faces
var faceColorMaterial = new THREE.MeshBasicMaterial(
{ color: 0xffffff, vertexColors: THREE.FaceColors } );
var sphereGeometry = new THREE.SphereGeometry( 80, 32, 16 );
for ( var i = 0; i < sphereGeometry.faces.length; i++ )
{
face = sphereGeometry.faces[ i ];
face.color.setRGB( 0, 0, 0.8 * Math.random() + 0.2 );
}
var sphere = new THREE.Mesh( sphereGeometry, faceColorMaterial );
sphere.position.set(0, 50, 0);
scene.add(sphere);
targetList.push(sphere);
// Create an array of materials to be used in a cube, one for each side
var cubeMaterialArray = [];
// order to add materials: x+,x-,y+,y-,z+,z-
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0xff3333 } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0xff8800 } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0xffff33 } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0x33ff33 } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0x3333ff } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0x8833ff } ) );
var cubeMaterials = new THREE.MeshFaceMaterial( cubeMaterialArray );
// Cube parameters: width (x), height (y), depth (z),
// (optional) segments along x, segments along y, segments along z
var cubeGeometry = new THREE.CubeGeometry( 100, 100, 100, 1, 1, 1 );
// using THREE.MeshFaceMaterial() in the constructor below
// causes the mesh to use the materials stored in the geometry
cube = new THREE.Mesh( cubeGeometry, cubeMaterials );
cube.position.set(-100, 50, -50);
scene.add( cube );
targetList.push(cube);
// polyhedron
polyhedronPts.push( new THREE.Vector2 ( -100, 600 ) );
polyhedronPts.push( new THREE.Vector2 ( 300, 600 ) );
polyhedronPts.push( new THREE.Vector2 ( 600, -100 ) );
polyhedronShape = new THREE.Shape( polyhedronPts );
var extrudeSettings = {amount: 20}; // bevelSegments: 2, steps: 2 , bevelSegments: 5, bevelSize: 8, bevelThickness:5
var geometry = new THREE.ExtrudeGeometry( polyhedronShape, extrudeSettings );
mesh = THREE.SceneUtils.createMultiMaterialObject( geometry, [ new THREE.MeshBasicMaterial( { color: 0x00cc00 } ), new THREE.MeshBasicMaterial( { color: 0xff3333, wireframe: true, transparent: true } ) ] );
mesh.position.set( -50, 50, 300 );
mesh.rotation.set( 300, 0, 0 );
//mesh.scale.set( 1, 1, 1 );
scene.add( mesh );
targetList.push(mesh);
//////////////////////////////////////////////////////////////////////
// initialize object to perform world/screen calculations
projector = new THREE.Projector();
// when the mouse moves, call the given function
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown( event )
{
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
// event.preventDefault();
//console.log("Click.");
// update the mouse variable
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
// find intersections
// create a Ray with origin at the mouse position
// and direction into the scene (camera direction)
var vector = new THREE.Vector3( mouse.x, mouse.y, 1 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
// create an array containing all objects in the scene with which the ray intersects
var intersects = ray.intersectObjects( targetList );
// if there is one (or more) intersections
if ( intersects.length > 0 )
{
console.log("Hit # " + toString( intersects[0].point ) );
// change the color of the closest face.
intersects[ 0 ].face.color.setRGB( 0.8 * Math.random() + 0.2, 0, 0 );
intersects[ 0 ].object.geometry.colorsNeedUpdate = true;
}
}
function toString(v) { return "[ " + v.x + ", " + v.y + ", " + v.z + " ]"; }
function animate()
{
requestAnimationFrame( animate );
render();
update();
}
function update()
{
if ( keyboard.pressed("z") )
{
// do something
}
controls.update();
stats.update();
}
function render()
{
renderer.render( scene, camera );
}
</script>
</body>
</html>
Do you mean smooth faces?
The way to make your edges 'hard' is to first add this to your material options:
shading: THREE.FlatShading,
And then possibly:
geometry.computeVertexNormals()

Three.js polygon/polyhedron name or title

Here is a sample code of my page. I want to get name of object, when user clicks it. And it works well with cube or sphere, but fails with polygon.
You may watch console logs to see clicks responds.
What should I do to get polygon name on click?
<html>
<head>
<title>Моё 3</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<div id="ThreeJS" style="position: absolute; left:0px; top:0px"></div>
<script src="http://stemkoski.github.io/Three.js/js/Three.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/Detector.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/Stats.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/OrbitControls.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/THREEx.KeyboardState.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/THREEx.FullScreen.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/THREEx.WindowResize.js"></script>
<script>
/*
Three.js "tutorials by example"
Author: Lee Stemkoski
Date: July 2013 (three.js v59dev)
*/
// MAIN
var polyhedronShape, polyhedronPts = [], cube, mesh;
// standard global variables
var container, scene, camera, renderer, controls, stats;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();
// custom global variables
var targetList = [];
var projector, mouse = { x: 0, y: 0 };
init();
animate();
// FUNCTIONS
function init()
{
// SCENE
scene = new THREE.Scene();
// CAMERA
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(0,150,400);
camera.lookAt(scene.position);
// RENDERER
if ( Detector.webgl )
renderer = new THREE.WebGLRenderer( {antialias:true} );
else
renderer = new THREE.CanvasRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'ThreeJS' );
container.appendChild( renderer.domElement );
// EVENTS
THREEx.WindowResize(renderer, camera);
THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) });
// CONTROLS
controls = new THREE.OrbitControls( camera, renderer.domElement );
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// LIGHT
var light = new THREE.PointLight(0xffffff);
light.position.set(0,250,0);
scene.add(light);
// FLOOR
var floorTexture = new THREE.ImageUtils.loadTexture( 'images/checkerboard.jpg' );
floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set( 10, 10 );
var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } );
var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 10, 10);
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.position.y = -0.5;
floor.rotation.x = Math.PI / 2;
scene.add(floor);
// SKYBOX/FOG
var skyBoxGeometry = new THREE.CubeGeometry( 10000, 10000, 10000 );
var skyBoxMaterial = new THREE.MeshBasicMaterial( { color: 0x9999ff, side: THREE.BackSide } );
var skyBox = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial );
scene.add(skyBox);
////////////
// CUSTOM //
////////////
//////////////////////////////////////////////////////////////////////
// this material causes a mesh to use colors assigned to faces
var faceColorMaterial = new THREE.MeshBasicMaterial(
{ color: 0xffffff, vertexColors: THREE.FaceColors } );
var sphereGeometry = new THREE.SphereGeometry( 80, 32, 16 );
for ( var i = 0; i < sphereGeometry.faces.length; i++ )
{
face = sphereGeometry.faces[ i ];
face.color.setRGB( 0, 0, 0.8 * Math.random() + 0.2 );
}
var sphere = new THREE.Mesh( sphereGeometry, faceColorMaterial );
sphere.name = "Sphere";
sphere.title = "Magic sphere";
sphere.position.set(0, 50, 0);
scene.add(sphere);
targetList.push(sphere);
// Create an array of materials to be used in a cube, one for each side
var cubeMaterialArray = [];
// order to add materials: x+,x-,y+,y-,z+,z-
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0xff3333 } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0xff8800 } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0xffff33 } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0x33ff33 } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0x3333ff } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0x8833ff } ) );
var cubeMaterials = new THREE.MeshFaceMaterial( cubeMaterialArray );
// Cube parameters: width (x), height (y), depth (z),
// (optional) segments along x, segments along y, segments along z
var cubeGeometry = new THREE.CubeGeometry( 100, 100, 100, 1, 1, 1 );
// using THREE.MeshFaceMaterial() in the constructor below
// causes the mesh to use the materials stored in the geometry
cube = new THREE.Mesh( cubeGeometry, cubeMaterials );
cube.name = "Cube";
cube.title = "Cube to do";
cube.position.set(-100, 50, -50);
scene.add( cube );
targetList.push(cube);
// polyhedron
polyhedronPts.push( new THREE.Vector2 ( -100, 600 ) );
polyhedronPts.push( new THREE.Vector2 ( 300, 600 ) );
polyhedronPts.push( new THREE.Vector2 ( 600, -100 ) );
polyhedronShape = new THREE.Shape( polyhedronPts );
var extrudeSettings = {amount: 20}; // bevelSegments: 2, steps: 2 , bevelSegments: 5, bevelSize: 8, bevelThickness:5
var geometry = new THREE.ExtrudeGeometry( polyhedronShape, extrudeSettings );
polyhedron = THREE.SceneUtils.createMultiMaterialObject( geometry, [ new THREE.MeshBasicMaterial( { color: 0x00cc00 } ), new THREE.MeshBasicMaterial( { color: 0xff3333, wireframe: true, transparent: true } ) ] );
//geometry.computeVertexNormals();
polyhedron.name = "Polyhedron";
polyhedron.title = "Polyhedron is nice";
polyhedron.position.set( 0, -333, 0 );
//polyhedron.rotation.set( 0, 0, 100 );
//polyhedron.scale.set( 1, 1, 1 );
scene.add(polyhedron);
targetList.push(polyhedron);
//////////////////////////////////////////////////////////////////////
// initialize object to perform world/screen calculations
projector = new THREE.Projector();
// when the mouse moves, call the given function
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown( event )
{
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
// event.preventDefault();
//console.log("Click.");
// update the mouse variable
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
// find intersections
// create a Ray with origin at the mouse position
// and direction into the scene (camera direction)
var vector = new THREE.Vector3( mouse.x, mouse.y, 1 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
// create an array containing all objects in the scene with which the ray intersects
var intersects = ray.intersectObjects( targetList, true );
// if there is one (or more) intersections
if ( intersects.length > 0 )
{
console.log(intersects[0]);
//console.log("Hit # " + toString( intersects[0].point ) );
console.log("Hit # " + intersects[0].object.name);
// change the color of the closest face.
intersects[ 0 ].face.color.setRGB( 0.8 * Math.random() + 0.2, 0, 0 );
intersects[ 0 ].object.geometry.colorsNeedUpdate = true;
}
}
function toString(v) { return "[ " + v.x + ", " + v.y + ", " + v.z + " ]"; }
function animate()
{
requestAnimationFrame( animate );
render();
update();
}
function update()
{
if ( keyboard.pressed("z") )
{
// do something
}
controls.update();
stats.update();
}
function render()
{
renderer.render( scene, camera );
}
</script>
</body>
</html>
The call to THREE.SceneUtils.createMultiMaterialObject() (to create your polyhedron) returns a THREE.Object3D where the call to THREE.Mesh() (to create your sphere and cube) returns a THREE.Mesh. So they are different entities but you treat them the same. If instead you call:
polyhedron = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0x00cc00 } ) );
then you can get the name of your polyhedron, since now polyhedron is of type THREE.Mesh()
Otherwise you would have to parse the children of the polyhedron (since it is a THREE.Object3D())

Three.js: polyhedron click (raycaster intersect)

I'm making a Three.js application and I want to catch clicks on objects. When I create cube or sphere everything is ok, but I fail with polyhedron - Raycaster.intersectObjects() returns empty result.
My code is below (see click events in console.log()).
What can I do to make it work? Are there other ways to create polyhedrons?
<html>
<head>
<title>Моё 3</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<div id="ThreeJS" style="position: absolute; left:0px; top:0px"></div>
<script src="http://stemkoski.github.io/Three.js/js/Three.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/Detector.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/Stats.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/OrbitControls.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/THREEx.KeyboardState.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/THREEx.FullScreen.js"></script>
<script src="http://stemkoski.github.io/Three.js/js/THREEx.WindowResize.js"></script>
<script>
/*
Three.js "tutorials by example"
Author: Lee Stemkoski
Date: July 2013 (three.js v59dev)
*/
// MAIN
var polyhedronShape, polyhedronPts = [], cube, mesh;
// standard global variables
var container, scene, camera, renderer, controls, stats;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();
// custom global variables
var targetList = [];
var projector, mouse = { x: 0, y: 0 };
init();
animate();
// FUNCTIONS
function init()
{
// SCENE
scene = new THREE.Scene();
// CAMERA
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(0,150,400);
camera.lookAt(scene.position);
// RENDERER
if ( Detector.webgl )
renderer = new THREE.WebGLRenderer( {antialias:true} );
else
renderer = new THREE.CanvasRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'ThreeJS' );
container.appendChild( renderer.domElement );
// EVENTS
THREEx.WindowResize(renderer, camera);
THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) });
// CONTROLS
controls = new THREE.OrbitControls( camera, renderer.domElement );
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// LIGHT
var light = new THREE.PointLight(0xffffff);
light.position.set(0,250,0);
scene.add(light);
// FLOOR
var floorTexture = new THREE.ImageUtils.loadTexture( 'images/checkerboard.jpg' );
floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set( 10, 10 );
var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } );
var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 10, 10);
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.position.y = -0.5;
floor.rotation.x = Math.PI / 2;
scene.add(floor);
// SKYBOX/FOG
var skyBoxGeometry = new THREE.CubeGeometry( 10000, 10000, 10000 );
var skyBoxMaterial = new THREE.MeshBasicMaterial( { color: 0x9999ff, side: THREE.BackSide } );
var skyBox = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial );
scene.add(skyBox);
////////////
// CUSTOM //
////////////
//////////////////////////////////////////////////////////////////////
// this material causes a mesh to use colors assigned to faces
var faceColorMaterial = new THREE.MeshBasicMaterial(
{ color: 0xffffff, vertexColors: THREE.FaceColors } );
var sphereGeometry = new THREE.SphereGeometry( 80, 32, 16 );
for ( var i = 0; i < sphereGeometry.faces.length; i++ )
{
face = sphereGeometry.faces[ i ];
face.color.setRGB( 0, 0, 0.8 * Math.random() + 0.2 );
}
var sphere = new THREE.Mesh( sphereGeometry, faceColorMaterial );
sphere.position.set(0, 50, 0);
scene.add(sphere);
targetList.push(sphere);
// Create an array of materials to be used in a cube, one for each side
var cubeMaterialArray = [];
// order to add materials: x+,x-,y+,y-,z+,z-
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0xff3333 } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0xff8800 } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0xffff33 } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0x33ff33 } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0x3333ff } ) );
cubeMaterialArray.push( new THREE.MeshBasicMaterial( { color: 0x8833ff } ) );
var cubeMaterials = new THREE.MeshFaceMaterial( cubeMaterialArray );
// Cube parameters: width (x), height (y), depth (z),
// (optional) segments along x, segments along y, segments along z
var cubeGeometry = new THREE.CubeGeometry( 100, 100, 100, 1, 1, 1 );
// using THREE.MeshFaceMaterial() in the constructor below
// causes the mesh to use the materials stored in the geometry
cube = new THREE.Mesh( cubeGeometry, cubeMaterials );
cube.position.set(-100, 50, -50);
scene.add( cube );
targetList.push(cube);
// polyhedron
polyhedronPts.push( new THREE.Vector2 ( -100, 600 ) );
polyhedronPts.push( new THREE.Vector2 ( 300, 600 ) );
polyhedronPts.push( new THREE.Vector2 ( 600, -100 ) );
polyhedronShape = new THREE.Shape( polyhedronPts );
var extrudeSettings = {amount: 20}; // bevelSegments: 2, steps: 2 , bevelSegments: 5, bevelSize: 8, bevelThickness:5
var geometry = new THREE.ExtrudeGeometry( polyhedronShape, extrudeSettings );
mesh = THREE.SceneUtils.createMultiMaterialObject( geometry, [ new THREE.MeshBasicMaterial( { color: 0x00cc00 } ), new THREE.MeshBasicMaterial( { color: 0xff3333, wireframe: true, transparent: true } ) ] );
mesh.position.set( -50, 50, 300 );
mesh.rotation.set( 300, 0, 0 );
//mesh.scale.set( 1, 1, 1 );
scene.add( mesh );
targetList.push(mesh);
//////////////////////////////////////////////////////////////////////
// initialize object to perform world/screen calculations
projector = new THREE.Projector();
// when the mouse moves, call the given function
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown( event )
{
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
// event.preventDefault();
//console.log("Click.");
// update the mouse variable
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
// find intersections
// create a Ray with origin at the mouse position
// and direction into the scene (camera direction)
var vector = new THREE.Vector3( mouse.x, mouse.y, 1 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
// create an array containing all objects in the scene with which the ray intersects
var intersects = ray.intersectObjects( targetList );
// if there is one (or more) intersections
if ( intersects.length > 0 )
{
console.log("Hit # " + toString( intersects[0].point ) );
// change the color of the closest face.
intersects[ 0 ].face.color.setRGB( 0.8 * Math.random() + 0.2, 0, 0 );
intersects[ 0 ].object.geometry.colorsNeedUpdate = true;
}
}
function toString(v) { return "[ " + v.x + ", " + v.y + ", " + v.z + " ]"; }
function animate()
{
requestAnimationFrame( animate );
render();
update();
}
function update()
{
if ( keyboard.pressed("z") )
{
// do something
}
controls.update();
stats.update();
}
function render()
{
renderer.render( scene, camera );
}
</script>
</body>
</html>

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