Projector and Ray with OrthographicCamera - javascript

Is it possible to use Projector and Ray with OrthographicCamera?
I searched for it but I didn't find any example or documents.
Also my Camera isn't set in center of screen.
camera = new THREE.OrthographicCamera(0, width, 0, height, orthonear, orthofar);
That mean top left will be (0 ,0).
So I don't think below code works correctly.
mouse.x = ( event.clientX / width ) * 2 - 1;
mouse.y = -( event.clientY / height) * 2 + 1;
So how can I use Projector and Ray with OrthographicCamera or any other methods to interact with objects?

Original example:
http://mrdoob.github.com/three.js/examples/webgl_interactive_voxelpainter.html
Use the DAT.GUI controls on the right to change the camera to Orthographic...
A little snippet from the code:
ray = projector.pickingRay( mouse2D.clone(), camera );
var intersects = ray.intersectObjects( scene.children );

Related

ThreeJS, get vector towards clicked direction

What I'm trying to achieve is to make a specific mesh move towards a specific vector until it will eventually be stopped by the player.
So far I have managed to get the XY coordinates of the clicked canvas and project them in 3d using the following piece of code. Unfortunately I'm not sure what approach to take in order to get the direction towards the clicked position.
var vector = new THREE.Vector3();
vector.set(
( event.clientX / window.innerWidth ) * 2 - 1,
+ ( event.clientY / window.innerHeight ) * 2 + 1,
0.5 );
vector.unproject( camera );
var dir = vector.sub( camera.position ).normalize();
var distance = + camera.position.z / dir.z;
var pos = camera.position.clone().add( dir.multiplyScalar( distance ) );
This assumes a target Vector3 and a maximum distance to be moved per frame of .01.
var vec1 = target.clone(); // target
vec1.sub(mesh.position); // target - position
var dist = Math.min(vec1.length(), .01); // assume .01 is maximum movement
if (dist > 0) {
vec1.setLength(dist); // this will be the movement
mesh.position.add(vec1); // this moves the messh
}

Threejs object selection issue

Im currently working on an small web-application which is using threejs. I ran into the following issue:
I build a prototype which contains my threejs content and everything works well here (The canvas is in the prototype window.innerWidth and window.innerHeight => so has the same size as my Browser window. Selecting works well but I want to use the canvas on my web page application and picking of 3d surfaces needs to work as well there.
I discovered as soon as I change the margin or top via CSS of the canvas it doesn't work anymore. The web-application is based on a scroll page and the threejs canvas is inside a div container which can only be seen by scrolling through the page.
For picking I use the following logic/code -> this one works well in the "fullscreen prototype" but not in the web application page
self.renderer.domElement.addEventListener( 'click', function(event){
event.preventDefault();
//CONVERT MOUSE POSITION TO CORRECT VECTOR
var vector = new THREE.Vector3( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1, 0.5 );
//TRANSLATES A 2D POINT FROM Normalized Device Coordinates TO RAYCASTER THAT CAN BE USED FOR PICKING
self.projector.unprojectVector( vector, self.camera );
//RAYCASTER IS NEEDED TO DETECT INTERACTION WITH CUBE SURFACE
var raycaster = new THREE.Raycaster( self.camera.position, vector.sub( self.camera.position ).normalize() );
var intersects = raycaster.intersectObjects( self.scene.children );
//CHANGE COLOR BASED ON INTERSECTION WITH ELEMENT
if ( intersects.length > 0 ) {
//SELECTED OBJECT
}
}, false );
I think that the calculation is wrong for the var vector but I just can't figure it out how to do it correctly.
Any help would be appreciated
Thank you
best reards
200% way
var x = event.offsetX == undefined ? event.layerX : event.offsetX;
var y = event.offsetY == undefined ? event.layerY : event.offsetY;
var vector = new THREE.Vector3();
vector.set( ( x / renderer.domElement.width ) * 2 - 1, - ( y / renderer.domElement.height ) * 2 + 1, 0.5 );
projector.unprojectVector( vector, camera );
Or see this example. Look at messages in the console.
<script src="js/controls/EventsControls.js"></script>
EventsControls = new EventsControls( camera, renderer.domElement );
EventsControls.draggable = false;
EventsControls.onclick = function() {
console.log( this.focused.name );
}
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
EventsControls.attach( mesh );
//
function render() {
EventsControls.update();
controls.update();
renderer.render(scene, camera);
}
If you want to use it in your webpage, you probably need to calculate the vector with the width and height from your canvas element instead of the window which is your whole browser window.

three js camera movement to point

I'm actually working on a website using three.js. You can see a demo here: https://c9.io/frescogusto/demi/workspace/demi_0.3.html
It's on canvas to be viewable on ios and android.
Question is: how do I move the camera from its position to the position of the object that has been clicked? Do I have to use translate method on every axis or there is a faster way?
thanks in advance
pp
renderer.domElement.addEventListener('mousedown', function(event) {
event.preventDefault();
var vector = new THREE.Vector3(
renderer.devicePixelRatio * (event.pageX - this.offsetLeft) / this.width * 2 - 1,
- renderer.devicePixelRatio * (event.pageY - this.offsetTop) / this.height * 2 + 1,
0.5
);
projector.unprojectVector(vector, camera);
var raycaster = new THREE.Raycaster(
camera.position,
vector.sub( camera.position ).normalize()
);
var intersects = raycaster.intersectObjects(YOUR_CLICKABLE_OBJECTS);
if (intersects.length) {
camera.position = intersects[0].point;
// Alternatively, camera.position = intersects[0].object.position.clone();
}
}, false);
This code:
Registers a listener on the mousedown event
Projects the clicked location in 2D screen space into a location in 3D scene space
Casts an imaginary line (a ray) from the camera towards the click
Checks whether any objects intersect with that line; the first object to intersect is the one that was clicked
Snaps the camera to the clicked position
If you'd rather transition the camera slowly to the clicked location instead of snapping it there immediately, you may want to look into a tweening library like TweenJS to help you with the timing of the transition.
(P.S.: I think renderer.devicePixelRatio is only present for the WebGL renderer. You can just remove it for other renderers.)

three.js: transforming coordinates from camera space to scene space

I'm trying to place a cube relative to the camera, rather than relative to the scene. The thing is, to place it in the scene (which I have to do make it show), I have to know the scene coordinates that correspond to the cubes camera space coordinates. I found this function "projectionMatrixInverse" in THREE.Camera. It has a nice function called "multiplyVector3" which I hoped would enable me to transform a vector (1,1,1) back to scene space like this:
var camera, myvec, multvec; // (and others)
camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 2000, 1000 );
camera.position.x = 200;
camera.position.y = 100;
camera.position.z = 200;
myvec = new THREE.Vector3(1,1,1);
console.log("myvec: ", myvec);
multvec = camera.projectionMatrixInverse.multiplyVector3(THREE.Vector3(1,1,1));
console.log("multvec: ", multvec);
the thing is, on the console i get:
myvec: Object { x=1, y=1, z=1}
TypeError: v is undefined
var vx = v.x, vy = v.y, vz = v.z;
multiplyVector3 simply doesn't accept my myvec, or says it's undefined, even though the console says it's an object. I don't get it.
The camera is located at the origin of it's coordinate system, and looks down it's negative-Z axis. A point directly in front of the camera has camera coordinates of the form ( 0, 0, z ), where z is a negative number.
You convert a point p
p = new THREE.Vector3(); // create once and reuse if you can
p.set( x, y, z );
from camera coordinates to world coordinates like so:
p.applyMatrix4( camera.matrixWorld );
camera.matrixWorld is by default updated every frame, but if need be, you can update it yourself by calling camera.updateMatrixWorld();
three.js r.95
This may also be what you're after:
scene.add( camera );
brick.position.set( 0, 0, -1 );
camera.add( brick );

Detect clicked object in THREE.js

I have a THREE.js scene where a lot of elements appear, and I need to detect what object the user is clicking on.
What I have done so far is the following. The camera does not move to much - it only changes the vertical position by a limited amount, always looking towards the same point. My approximate method is the following:
I take the coordinates if the click relative to the canvas
I translate them into horizontal and vertical coordinates in the webGL scene by means of a simple rescaling, and add a Z coordinate which is sufficiently far away.
I take a horizontal ray starting from the point above, constructed by THREE.Ray()
I use ray.intersectObjects() to find the first element along the ray.
This method approximately works, but it is sometimes a few pixels away from the actual point.
Is there a more reliable technique to find out the object where a user has clicked?
Depends on what kind of camera are you using.
1) PerspectiveCamera: is ok link that Mr.doob provides.
2) OrthographicCamera: is quite different:
var init = function() {
camera = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, NEAR, FAR);
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown( e ) {
e.preventDefault();
var mouseVector = new THREE.Vector3();
mouseVector.x = 2 * (e.clientX / SCREEN_WIDTH) - 1;
mouseVector.y = 1 - 2 * ( e.clientY / SCREEN_HEIGHT );
var raycaster = projector.pickingRay( mouseVector.clone(), camera );
var intersects = raycaster.intersectObject( TARGET );
for( var i = 0; i < intersects.length; i++ ) {
var intersection = intersects[ i ],
obj = intersection.object;
console.log("Intersected object", obj);
}
}
Check out this one:
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 5000);
var object; //your object
document.addEventListener('mousedown', onMouseDown, false);
function onMouseDown(e) {
var vectorMouse = new THREE.Vector3( //vector from camera to mouse
-(window.innerWidth/2-e.clientX)*2/window.innerWidth,
(window.innerHeight/2-e.clientY)*2/window.innerHeight,
-1/Math.tan(22.5*Math.PI/180)); //22.5 is half of camera frustum angle 45 degree
vectorMouse.applyQuaternion(camera.quaternion);
vectorMouse.normalize();
var vectorObject = new THREE.Vector3(); //vector from camera to object
vectorObject.set(object.x - camera.position.x,
object.y - camera.position.y,
object.z - camera.position.z);
vectorObject.normalize();
if (vectorMouse.angleTo(vectorObject)*180/Math.PI < 1) {
//mouse's position is near object's position
}
}
Checks for intersection of the mouse and any of the Cubes in 3d space and alters it's color. Maybe this help you.
I ran into problems trying to implement this for a canvas which does not take up the entire width and height of the screen. Here is the solution I found works quite well.
Initialize everything on an existing canvas:
var init = function() {
var canvas_model = document.getElementById('model')
var viewSize = 50 // Depending on object size, canvas size etc.
var camera = new THREE.OrthographicCamera(-canvas_model.clientWidth/viewSize, canvas_model.clientWidth/viewSize, canvas_model.clientHeight/viewSize, -canvas_model.clientHeight/viewSize, 0.01, 2000),
}
Add an event listener to the canvas:
canvas_model.addEventListener('click', function(event){
var bounds = canvas_model.getBoundingClientRect()
mouse.x = ( (event.clientX - bounds.left) / canvas_model.clientWidth ) * 2 - 1;
mouse.y = - ( (event.clientY - bounds.top) / canvas_model.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects(scene.children, true);
if (intersects.length > 0) {
// Do stuff
}
}, false)
Or for a 'touchstart' event, change the lines calculating the mouse.x and mouse.y into:
mouse.x = ( (event.touches[0].clientX - bounds.left) / canvas_model.clientWidth ) * 2 - 1;
mouse.y = - ( (event.touches[0].clientY - bounds.top) / canvas_model.clientHeight ) * 2 + 1;

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