Drawing the sphere with mesh function.
function DRAW_SP(x,y,z)
{
var geometry = new THREE.SphereGeometry( .02, 100,100 );
var material = new THREE.MeshBasicMaterial( {color: 0xff0000} );
var sphere = new THREE.Mesh( geometry, material );
sphere.position.set(x,y,z );
scene.add( sphere );
}
its working good , but how to draw the same using Sphere.js, given in three.js/doc under math?
i tried like this
var sphere1= new THREE.Sphere(new THREE.Vector3( -l/2, 0, 0 ), 1.0);
scene.add( sphere1);
its not working .. can any one give a simple example to use like this?
sphere.js is the mathematically version of a sphere. It doesn't draw anything. It is used for calculations.
Related
I'm working on a problem with three.js and ExtrudeGeometry.
I do have a wave-like structure which is made from several individual frames. Each of them is extruded using ExtrudeGeometry.
I'd like to apply a texture to each frame of the structure which is "wrapped around" the structure. For some reason (possibly wrong UV-mapping?) the texture does not display correctly on the extruded edges where the wave-like surface is out of level. (There are some tiny sections in the picture where the texture wraps correctly). I'm using the following script to apply the textures:
// create some simple Geometry
var shape = new THREE.Shape();
shape.moveTo( 0,0 );
shape.lineTo( 0,10 );
shape.lineTo( 100,7 );
shape.lineTo( 100,0 );
var extrudeSettings = {
steps: 2,
amount: 10,
bevelEnabled: false,
bevelThickness: 0,
bevelSize: 0,
bevelSegments: 0
};
var geometry = new THREE.ExtrudeGeometry( shape, extrudeSettings );
var texture = new THREE.Texture( image );
texture.wrapS = THREE.ClampToEdgeWrapping;
texture.wrapT = THREE.ClampToEdgeWrapping;
texture.repeat.set( 0.1, 0.1 );
var material = new THREE.MeshBasicMaterial( {map: texture} );
var mesh = new THREE.Mesh( geometry, material ) ;
scene.add( mesh );
Every help is much appreciated! Cheers!
Edit:
I've created this image to better illustrate the problem. White Arrows show, how the texture is supposed to wrap around the object. At some very rare spots it actually does!
Have a look at this example
https://threejs.org/examples/?q=geome#webgl_geometry_shapes
at row 70 there is a comment that states that texture.repeat must be set to (0.008, 0.008)
in Three.js i'm trying to draw a cube with dashed line edges but the lines are still showing as solid. Here's my code:
var mat_line = new THREE.LineDashedMaterial( { color: "black", dashSize: 1, gapSize: 1 } );
var geometry = new THREE.BoxGeometry( 10, 10, 10 );
geometry.computeLineDistances();
var cube = new THREE.Mesh( geometry, mat_cube );
scene.add( cube )
var edges = new THREE.EdgesGeometry( geometry )
var line = new THREE.LineSegments( edges, mat_line )
scene.add( line )
can anyone see where I'm going wrong here? or is it just not possible with this workflow?
You want use LineDashedMaterial with EdgesGeometry.
To use LineDashedMaterial the line must have line distances specified.
Use a pattern like so:
var material = new THREE.LineDashedMaterial( { color: 0xff0000, dashSize: 1, gapSize: 1 } );
var geometry = new THREE.BoxGeometry( 10, 10, 10 );
geometry = new THREE.EdgesGeometry( geometry );
var line = new THREE.LineSegments( geometry, material );
line.computeLineDistances();
scene.add( line );
three.js r.92
I am learning OOP while using Three.js. I know, a hard way to do it. So i created a box in the scene. Now i want to change color of one face of that cube.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 100, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.set(5, 5, 10);
var geo = new THREE.BoxGeometry(5,2,5);
var mat = new THREE.MeshBasicMaterial({color:0xff0ff0, side:THREE.DoubleSide});
var mesh = new THREE.Mesh( geo, mat);
scene.add(mesh);
//Right there i want to chance color of the face. Its not working
mesh.geometry.faces[5].color.setHex( 0xffffff );
var edge = new THREE.WireframeHelper( mesh, 0x00ff00 );
scene.add(edge);
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
renderer.render(scene, camera);
EDIT: the reason it did not work for me was the color i used 0xffffff. This program will work unless color is 0xffffff.
In your case, if you want to change the color of one face of the cube, you will need to specify vertexColors in your material.
var geo = new THREE.BoxGeometry( 5, 2, 5 );
var mat = new THREE.MeshBasicMaterial( { color:0xff0ff0, vertexColors: THREE.FaceColors } );
var mesh = new THREE.Mesh( geo, mat );
mesh.geometry.faces[ 5 ].color.setHex( 0x00ffff );
The rendered face color will be the specified face color tinted by the material color.
If you change a face color after the mesh has been rendered at least once, you will have to set:
mesh.geometry.colorsNeedUpdate = true;
three.js r.80
I have a question about three.js.
How do I set an offset to a mesh?
The basic code is available at: http://lukas.achatz.ws/tst/webgl_003.html
What I want is to set a position offset and also that point should be used as the rotation reference.
I tried: mesh.applyMatrix( new THREE.Matrix4().makeTranslation( -2, 0, 0 ) ); but this only moves the mesh in the scene.
You can simply do:
var group = new THREE.Group();
scene.add( group );
var mesh = new THREE.Mesh( ..., ... );
mesh.position.set( -2, 0, 0 );
group.add( mesh );
I want to make parts of a mesh invisible at runtime. Can I set these parts invisible/transparent, e.g. by changing attributes of single faces? The mesh itself uses only one material.
Exemplary illustration as the editor understands this question: Imagine a mesh (here with a geometry of 20 vertices) where each quad of four vertices builds up a Face4. Now, some parts of the mesh should be made invisible (here two faces are invisible).
Note: This answer applies to legacy versions of three.js
You can assign a different material to each face. Here is an example where the faces share a material, but some faces are transparent:
// geometry
var geometry = new THREE.BoxGeometry( 100, 100, 100, 4, 4, 4 );
// materials
materials = [
new THREE.MeshLambertMaterial( { color: 0xffff00, side: THREE.DoubleSide } ),
new THREE.MeshBasicMaterial( { transparent: true, opacity: 0 } )
];
// assign material to each face
for( var i = 0; i < geometry.faces.length; i++ ) {
geometry.faces[ i ].materialIndex = THREE.Math.randInt( 0, 1 );
}
geometry.sortFacesByMaterialIndex(); // optional, to reduce draw calls
// mesh
mesh = new THREE.Mesh( geometry, materials );
scene.add( mesh );
three.js r.87