I want to load the left half of video texture to left Geometry and right half of video texture to the right Geometry
var video = document.createElement("video");
var texture = new THREE.Texture(video);
texture.offset = new THREE.Vector2(0,0);
texture.repeat = new THREE.Vector2( 0.5, 1 );
var material = new THREE.MeshLambertMaterial({
map: texture,
side: THREE.DoubleSide
});
this is the left plane texture
var texture2 = new THREE.Texture(video);
texture2.minFilter = THREE.NearestFilter;
texture2.offset = new THREE.Vector2(0.5,0);
texture2.repeat = new THREE.Vector2( 0.5, 1 );
var material2 = new THREE.MeshLambertMaterial({
map: texture2,
side: THREE.DoubleSide
});
this is the right plane texture
var plane = new THREE.Mesh(new THREE.PlaneBufferGeometry(320, 240), material);
var plane2 = new THREE.Mesh(new THREE.PlaneBufferGeometry(320, 240), material2);
loading two video texture didn't work,the left plane does display but the right not ,Than I try to copy texture instead of loading the same video texture:
texture2 = THREE.Texture.clone(texture);
or
texture = texture;
both don't work,too.Because(in three.js reference):
.clone(texture)
Make copy of texture. Note this is not a "deep copy", the image is shared.
What if anything can I do ?
function change_uvs( geometry, unitx, unity, offsetx, offsety ) {
var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
for ( var i = 0; i < faceVertexUvs.length; i ++ ) {
var uvs = faceVertexUvs[ i ];
for ( var j = 0; j < uvs.length; j ++ ) {
var uv = uvs[ j ];
uv.x = ( uv.x + offsetx ) * unitx;
uv.y = ( uv.y + offsety ) * unity;
}
}
}
var P1 = new THREE.PlaneGeometry(320, 240);
var p2 = new THREE.PlaneGeometry(320, 240);
change_uvs(p1,0.5,1,0,0);//left plane
change_uvs(p2,0.5,1,1,0);// right plane
by changging the uvMapping of planes i solve the problem :)
If it was to work in theory You will need to change the UV co-ordinates on either plane and add the texture to that. I had a similar issue with an image file more or less, check here :
three.js webgl custom shader sharing texture with new offset
There is a lot of info i had put there and should help you with a resolution.
Related
What I have:
var pointA = new THREE.Vector3(camera_RC_Holder.position.x, camera_RC_Holder.position.y, camera_RC_Holder.position.z);
var direction = camera_RC.position.clone();
direction.applyMatrix4( camera_RC.matrixWorld );
direction.normalize();
var distance = 700;
var pointB = new THREE.Vector3();
pointB.addVectors ( pointA, direction.multiplyScalar( -distance ) );
var geometry = new THREE.Geometry();
geometry.vertices.push( pointA );
geometry.vertices.push( pointB );
var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
var line = new THREE.Line( geometry, material );
scene_Main.add( line );
What I want:
What I'm trying to do is to show that a ray has began from the camera and explores through the view volume. So, instead of instantly create a line (point_A, point_B) I want to grow the line from point_A pixel by pixel until it meets it's destination (point_B).
Question:
How to draw the lines pixel by pixel as shown in the code snippet below??
var w = 200;
var h = 150;
var x;
function setup(){
createCanvas(w,h);
x=0;
y=0;
}
function draw(){
if(x>w){
x = 0;
}
background(250);
line(0,50,x,50); //x1,y1,x2,y2
x++;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.3/p5.js"></script>
Title question and explanation does not fit to me very well, maybe I did not understand your question perfectly. I will try to answer just the title question and edit this answer as soon as some clarifications are done from your side.
( Also I would always try to avoid multi-questions as much as possible. )
About the title question:
Adding something to the scene is basically drawing it... or do you mean something else?
Bind this code snippet to your click mouse event. This will create your raycast, in order to see it you need to add it to your scene. Afterwards you can move your camera and check how it looks like:
var material = new THREE.LineBasicMaterial({
color: 0x0000ff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(raycaster.ray.origin.x, raycaster.ray.origin.y, raycaster.ray.origin.z));
geometry.vertices.push(new THREE.Vector3(raycaster.ray.origin.x + (raycaster.ray.direction.x * 100000), raycaster.ray.origin.y + (raycaster.ray.direction.y * 100000), raycaster.ray.origin.z + (raycaster.ray.direction.z * 100000)));
var line = new THREE.Line(geometry, material);
I have a scene which contains multiple meshes, each of varying shapes and sizes.
I have looped through each Mesh and using geometry.merge() I have been able to create a new mesh from the geometries in the scene.
I want to mask the entire mesh with an alphaMask, however, each geometry has the material applied to it separately.
An example of this can be seen here - https://codepen.io/danlong/pen/KXOObr
function addObjects(scene) {
// merged geomoetry & material
var mergedGeometry = new THREE.Geometry();
var mergedMaterial = new THREE.MeshStandardMaterial({ color: "#444", transparent: true, side: THREE.DoubleSide, alphaTest: 0.5, opacity: 1, roughness: 1 });
// multiple meshes
var geometry = new THREE.IcosahedronGeometry(30, 5);
var material = new THREE.MeshStandardMaterial({ color: "#444" });
var geo1 = new THREE.IcosahedronGeometry(30, 5);
var mesh1 = new THREE.Mesh( geo1, material );
mesh1.position.x = 10;
mesh1.position.y = 10;
mesh1.position.z = 0;
var geo2 = new THREE.IcosahedronGeometry(30, 5);
var mesh2 = new THREE.Mesh( geo2, material );
mesh2.position.x = 20;
mesh2.position.y = 20;
mesh2.position.z = 0;
var geo3 = new THREE.IcosahedronGeometry(30, 5);
var mesh3 = new THREE.Mesh( geo3, material );
mesh3.position.x = 30;
mesh3.position.y = 30;
mesh3.position.z = 0;
// scene.add(mesh1, mesh2, mesh3);
mesh1.updateMatrix();
mergedGeometry.merge(mesh1.geometry, mesh1.matrix);
mesh2.updateMatrix();
mergedGeometry.merge(mesh2.geometry, mesh2.matrix);
mesh3.updateMatrix();
mergedGeometry.merge(mesh3.geometry, mesh3.matrix);
// alpha texture
var image = document.createElement('img');
var alphaMap = new THREE.Texture(image);
image.onload = function() {
alphaMap.needsUpdate = true;
};
image.src = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAgAAAAICAYAAADED76LAAAAGUlEQVQoU2NkYGD4z4AHMP7//x+/gmFhAgCXphP14bko/wAAAABJRU5ErkJggg==';
mergedMaterial.alphaMap = alphaMap;
mergedMaterial.alphaMap.magFilter = THREE.NearestFilter;
mergedMaterial.alphaMap.wrapT = THREE.RepeatWrapping;
mergedMaterial.alphaMap.repeat.y = 1;
// merged geometry with alpha mask
merge1 = new THREE.Mesh(mergedGeometry, mergedMaterial);
merge1.rotation.z = -Math.PI/4;
// merge geometry without alpha mask
var merge2 = new THREE.Mesh(mergedGeometry, material);
merge2.position.x = -100;
merge2.rotation.z = -Math.PI/4;
scene.add(merge1, merge2);
return mesh;
}
The mesh on the left is the merged geometries which I want to apply the alphaMask to. The mesh on the right is the outcome of this and instead of the map being applied to the mesh as a whole, each of the geometries has the map applied.
Is there a way to mask the entire mesh and not each geometry?
--
three.js r86
EDIT:
I've tried to apply a clipping plane to my mesh but it's not the effect I'm looking for. I want to be able to apply an alphaMask across the whole mesh and reveal it however I make my mask image. Something like this effect - https://codepen.io/supah/pen/zwJxdb
Is it something to do with the UV's being preserved from the original geometries? Do I need to change these in some way?
I think what you really want is an overlaid mask. This can be accomplished by rendering a single plane that has the alpha map applied, on top of the scene rendering. Using an orthographic camera, and controlling certain renderer settings, such as disabling automatic clearing of color.
I want to draw a path in my 3D world, but the class of line is not useful. Who can help me?!
Like this image
Now I fixed my question
I want draw a path ,and fill it with texture
var SUBDIVISIONS = 20;
geometry = new THREE.Geometry();
var curve = new THREE.QuadraticBezierCurve3();
curve.v0 = new THREE.Vector3(0, 0, 110);
curve.v1 = new THREE.Vector3(0, 200, 110);
curve.v2 = new THREE.Vector3(200, 200, 110);
for (j = 0; j < SUBDIVISIONS; j++) {
geometry.vertices.push( curve.getPoint(j / SUBDIVISIONS) )
}
material = new THREE.LineBasicMaterial( { color: 0xff0000, linewidth: 5 } );
line = new THREE.Line(geometry, material);
scene.add(line);
this way has two problem 1:linewidth is not support on Windows ,2: LineBasicMaterial not support texture
So i search on google find class Three.MeshLine. linewidth is Ok,but texture mapping not fine. texture code there:var loader = new THREE.TextureLoader();
loader.load( 'assets/images.png', function( texture ) {
strokeTexture = texture;
strokeTexture.wrapS = strokeTexture.wrapT = THREE.RepeatWrapping;
strokeTexture.repeat.set( 5, 1);
strokeTexture.needsUpdate = true;
init()
} );
Regardless of the setting the texture and MeshLineMaterial ,The result is not what I want result image:result image
have a look at https://github.com/spite/THREE.MeshLine - it's an implementation of mesh-based lines. Also note the references on that site, could give you some insights.
Otherwise you might want to look into creating a shape from the line. This could be done using the THREE.ShapeGeometry-class.
I have some strange behaviour with bounding box in three.js.
I use STLLoader and for some models everything works fine, but for some of them box is shifted.
For example:
http://oi37.tinypic.com/35a1y4l.jpg
and
http://oi34.tinypic.com/4hf4tl.jpg
Bounding box has right size and it's position is (0,0,0). The same position has loaded STL model.
And here is my code:
function stlLoader() {
var redPhongMaterial = new THREE.MeshPhongMaterial({ color: 0xFFEA32, side: THREE.DoubleSide, ambient:0x000000}); // yellow
var stlLoader = new THREE.STLLoader();
stlLoader.addEventListener('load', function (event) {
var stlGeometry = event.content;
var mesh = new THREE.Mesh(stlGeometry, redPhongMaterial);
mesh.scale.set(2, 2, 2);
mesh.castShadow = true;
mesh.receiveShadow = true;
stlGeometry.computeBoundingBox();
var boundingBox = mesh.geometry.boundingBox.clone();
drawBoundingBox(boundingBox, mesh.scale.x, mesh.scale.y, mesh.scale.z);
mesh.position.y = 0;
mesh.position.x = 0;
mesh.position.z = 0;
scene.add( mesh );
loadComplete();
} );
stlLoader.load( ptsfilestoload );
}
function drawBoundingBox(box, scaleX, scaleY, scaleZ)
{
var length = scaleX * (box.max.x - box.min.x);
var height = scaleY * (box.max.y - box.min.y);
var depth = scaleZ * (box.max.z - box.min.z);
var boundingBoxGeometry = new THREE.CubeGeometry( length, height, depth );
for ( var i = 0; i < boundingBoxGeometry.faces.length; i ++ )
{
boundingBoxGeometry.faces[i].color.setHex( Math.random() * 0xffffff );
}
var boundingBoxMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors, transparent: true, opacity: 0.7 } );
var boundingBoxMesh = new THREE.Mesh( boundingBoxGeometry, boundingBoxMaterial);
scene.add( boundingBoxMesh );
}
Or maybe this is problem with STLLoader? I'm really new to webgl and three.js so any help appreciated
In your drawBoundingBox routine you need
var bboxCenter = box.center ();
boundingBoxMesh .translateX (bboxCenter.x);
boundingBoxMesh .translateY (bboxCenter.y);
boundingBoxMesh .translateZ (bboxCenter.z);
just before you add the mesh to the scene. Your Cube is created around 0,0,0.
I'm trying to create a long corridor with a repeating texture. How do I add a repeating texture and rotate a object (in this case a plane) at right angles to create the corridor wall's and ceiling?
var texture, material, plane;
texture = THREE.ImageUtils.loadTexture( "../img/texture.jpg" );
texture.wrapT = THREE.RepeatWrapping; // This doesn't seem to work;
material = new THREE.MeshLambertMaterial({ map : texture });
plane = new THREE.Mesh(new THREE.PlaneGeometry(400, 3500), material);
plane.doubleSided = true;
plane.position.x = 100;
plane.rotation.z = 2; // Not sure what this number represents.
scene.add(plane);
For an example of a repeating texture, check out the source of the example at:
http://stemkoski.github.com/Three.js/Texture-Repeat.html
I recommend the following changes to your code:
var texture, material, plane;
texture = THREE.ImageUtils.loadTexture( "../img/texture.jpg" );
// assuming you want the texture to repeat in both directions:
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
// how many times to repeat in each direction; the default is (1,1),
// which is probably why your example wasn't working
texture.repeat.set( 4, 4 );
material = new THREE.MeshLambertMaterial({ map : texture });
plane = new THREE.Mesh(new THREE.PlaneGeometry(400, 3500), material);
plane.material.side = THREE.DoubleSide;
plane.position.x = 100;
// rotation.z is rotation around the z-axis, measured in radians (rather than degrees)
// Math.PI = 180 degrees, Math.PI / 2 = 90 degrees, etc.
plane.rotation.z = Math.PI / 2;
scene.add(plane);
Was searching for solution without duplicating all my geometry.
Here you go ladies and gentlemen...
var materials = [new THREE.MeshBasicMaterial({map: texture, side: THREE.FrontSide}),
new THREE.MeshBasicMaterial({map: textureBack, side: THREE.BackSide})];
var geometry = new THREE.PlaneGeometry(width, height);
for (var i = 0, len = geometry.faces.length; i < len; i++) {
var face = geometry.faces[i].clone();
face.materialIndex = 1;
geometry.faces.push(face);
geometry.faceVertexUvs[0].push(geometry.faceVertexUvs[0][i].slice(0));
}
scene.add(new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials)));
BOOM a Two Faced Plane for ya, the loop will also work with geometries with more faces, replicating each face and applying the BackSide texture to it.
Enjoy!
I was looking for the same thing and you've just used the property THREE.DoubleSide on the wrong object. You should use it on the material rather than on the mesh itself:
material.side = THREE.DoubleSide;
...nothing more !
Update 2019: Imageutil.loadTexture is deprecated,
Use THREE.TextureLoader() instead
new THREE.TextureLoader().load(
WOOD,
//use texture as material Double Side
texture => {
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.offset.x = 90/(2*Math.PI);
var woodMaterial = new THREE.MeshPhongMaterial({
map: texture,
side: THREE.DoubleSide
});
// Add Ground
groundMesh = new THREE.Mesh(
new THREE.PlaneGeometry(GRID_SIZE, GRID_SIZE, 32),
woodMaterial
);
//rotate
groundMesh.rotation.x = Math.PI / 2;
this.scene.add(groundMesh);
}
);