Less words, more code =)
var objects = [];
var camera, scene, renderer;
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
init();
render();
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 ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
var intersects = ray.intersectObjects( objects );
if ( intersects.length > 0 ) {
console.log(intersects[ 0 ].object);
}
}
function init() {
container = document.getElementById( 'container' );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 90, window.innerWidth / window.innerHeight, 1, 1100 );
camera.position.z = 50;
scene.add( camera );
var particle = new THREE.Particle( new THREE.ParticleBasicMaterial( { map: THREE.ImageUtils.loadTexture( "img/satellite.png" ) } ) );
objects.push( particle );
//particle.scale.x = particle.scale.y = 0.25
scene.add( particle );
projector = new THREE.Projector();
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
}
function render() {
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
As a result, we get clickable particle with a texture. But I don't understand several things:
Why the "clickable" area of particle is so small? It works only if I click in the middle of a particle.
Why is that particle so huge? The texture is this .png file and the particle is way more bigger than 16×16. How can I fix that? Yes, I know about particle.scale, that will make particle look smaller. But, the "clickable" area of particle woukd also become smaller.
I know this is an old question but I came across the same issue today and i found this question unanswered, after some workaround i came across a solution for this.
The solution is to create 2 particles, one as a simple particle that draws a geometry (rect or arc) that is a ParticleCanvasMaterial and then the particle that displays the image on top of it.
So you can use the ParticleCanvasMaterial to track the intersections and display the other particle as a dummy object where it's only purpose is displaying an image on the 3D scene.
A little bit of code:
var programFill = function (context) {
context.beginPath();
context.rect(-0.5, -0.38, 1, 1);
//context.fill();
}
//creating particle to intersect with.
var p = new THREE.ParticleCanvasMaterial({ program: programFill, transparent: true });
var particle = new THREE.Particle(p);
particle.scale.set(23, 23);
//use same position for both particle and imgParticle
particle.position.set(200, 300, 200);
//creating particle that displays image.
var imgTexture = THREE.ImageUtils.loadTexture('images/image.png');
var p2 = new THREE.ParticleBasicMaterial({
map: imgTexture
, size: 1
});
var imgParticle = new THREE.Particle(p2);
imgParticle.scale.x = 0.5;
imgParticle.scale.y = 0.5;
imgParticle.position.set(200, 300, 200);
Related
I have loaded a 3D terrain via Blender with the OBJLoader. I have also created a mesh (yellow pointer on the picture below) which i want to follow the mouse while it's on the terrain.
I tried to use the raycaster method but i don't know exactly how to apply it to my .obj as it seems that I can't access it outside the loader.
How can i make my pointer(yellow mesh) stick to my terrain (loaded .obj) while it's following the mouse ?
Please help a total three.js noob...
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 10000 );
var renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera.position.z = 150;
camera.position.y=300;
camera.position.x=350;
var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
scene.add( light );
var controls= new THREE.OrbitControls(camera,renderer.domElement);
controls.enableDamping=true;
controls.campingFactor=0.25;
controls.enableZoom=true;
controls.minDistance= 1;
controls.maxDistance=3000;
controls.minPolarAngle= -Math.PI/2;
controls.maxPolarAngle= Math.PI/2;
var terrain;
var mtlLoader = new THREE.MTLLoader();
mtlLoader.load('models/terrain.mtl',
(materials) => {
materials.preload();
var loader = new THREE.OBJLoader();
loader.setMaterials(materials);
loader.load(
'models/terrain.obj',
function ( object ) {
terrain = object;
scene.add( terrain );
});
}
);
var Cylindergeometry = new THREE.CylinderGeometry( 5, 0, 8, 32 );
var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
var cylinder = new THREE.Mesh( Cylindergeometry, material );
var Torusgeometry = new THREE.TorusGeometry( 7, 0.5, 8, 6);
var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
var torus = new THREE.Mesh( Torusgeometry, material);
Torusgeometry.rotateX(1.5708);
Torusgeometry.translate(0,-4.5,0);
//Merge the two parts to make it one mesh (yellow pivot)
var PivotGeometry = new THREE.Geometry();
PivotGeometry.merge(Cylindergeometry);
PivotGeometry.merge(Torusgeometry);
var pivot = new THREE.Mesh(PivotGeometry, material);
scene.add(pivot);
// Trying to Raycast the terrain to make the pivot follow the mouse while it's on it
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
function onMouseMove( event ) {
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
// See if the ray from the camera into the world hits one of our meshes
var intersects = raycaster.intersectObject( terrain,true );
// Toggle rotation bool for meshes that we clicked
if ( intersects.length > 0 ) {
pivot.position.set( 0, 0, 0 );
pivot.lookAt( intersects[ 0 ].face.normal );
pivot.position.copy( intersects[ 0 ].point );
}
}
//Met à jour l'affichage de la scène
var animate = function () {
requestAnimationFrame( animate );
renderer.render( scene, camera );
};
animate();
My loaded .obj terrain
You have the following line in your code:
var intersects = raycaster.intersectObjects( object );
I don't see where object as a variable is declared. I suggest you declare this variable in your module scope, assign the loaded OBJ file to it and then use this code instead:
var intersects = raycaster.intersectObject( object, true );
OBJLoader.load() returns an object of type THREE.Group which is in some sense a container holding an arbitrary number of meshes. Hence, you want to raycast recursively.
I am really new to computer graphics, and I started experimenting with some things with THREE.js. So I wanted to an animation of a flag (wave motions) and I couldn't find anything (maybe I don't know what to search). So I made my flag with a parametric geometry, and the function is just a cos. And I wan't to animate the flag by dynamically changing the function of the parametric geometry. How can I do that, and is this the correct way of doing this?
P.S. The change in the function that I want is simply moving the cos along the X asis so it looks like the flag is moving.
In dependency on amount of vertices in your mesh, you can use shaders or simple changing of vertices in your animation loop with cos function.
Below, there's the approach with simple changing.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 0, 2, 10 );
var renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var controls = new THREE.OrbitControls( camera, renderer.domElement );
scene.add( new THREE.GridHelper( 10, 10 ) );
var planeGeom = new THREE.PlaneGeometry( 10, 3, 20, 3 );
var plane = new THREE.Mesh( planeGeom, new THREE.MeshBasicMaterial( { color: "red", side: THREE.DoubleSide } ) );
scene.add( plane );
render();
function render(){
requestAnimationFrame( render );
planeGeom.vertices.forEach( v => {
v.z = Math.cos( .5 * v.x - Date.now() * .001 ) * .5;
});
planeGeom.verticesNeedUpdate = true; // the most important thing, when you change vertices
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>
I'm very new to Three.JS and 3D web dev in general what I'm trying to do is mimic this action: https://www.youtube.com/watch?v=HWSTxPc8npk&feature=youtu.be&t=7s Essentially this is a set of 3D planes and upon click the whole stack reacts and gives space around the one that's clicked.
For now, my base case is 3 planes and figuring first out if I can click the the middle one, how do I get the others to jump back smoothly as if they were pushed rather than instant appear and disappear as they do now on the click of a button.
The long term goal is to have a separate button for every plane so that on click, the selected plane will have padding around it and the rest of the planes in stack move accordingly.
I've looked into Tween.js, and CSS3D but pretty overwhelmed as a newbie. Any tutorials or tips would be greatly appreciated!
// Our Javascript will go here.
window.addEventListener( 'resize', onWindowResize, false );
function onWindowResize(){
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.PlaneGeometry( 3, 3, 1 );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var plane = new THREE.Mesh( geometry, material );
plane.rotation.y = -.7;
var material2 = new THREE.MeshBasicMaterial( { color: 0x0000ff } );
var material3 = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
var plane2 = new THREE.Mesh(geometry, material2 );
plane2.rotation.y = -.7;
plane2.position.x = 1;
var plane3 = new THREE.Mesh(geometry, material3);
plane3.rotation.y = -.7;
plane3.position.x = -1;
scene.add( plane, plane2, plane3 );
camera.position.z = 5;
function render() {
requestAnimationFrame( render );
// cube.rotation.x += 0.1;
// cube.rotation.y += 0.1;
renderer.render( scene, camera );
}
render();
function clickFirst() {
TWEEN.removeAll();
var tween = new TWEEN.Tween(plane3.position).to({x: -2}, 1000).start();
tween.easing(TWEEN.Easing.Elastic.InOut);
render();
}
</script>
<button onclick="clickFirst();" style="background-color: white; z-index: 9999;">Click me</button>
First, you need to locate the 2 planes.
Second, you need to make the planes clickable:
https://threejs.org/examples/#webgl_interactive_cubes
https://github.com/josdirksen/learning-threejs/blob/master/chapter-09/02-selecting-objects.html
Third, you should use Tween.js for the transition.
after picking the right plane, make a tween for the other planes with a tween, all to move on the same Axis:
example:
createjs.Tween.get(plane3.position.z).to(
plane3.position.z + 100
, 1000, createjs.Ease.cubicOut)
If you will add some code here after starting to implement i would be able to help more.
Noob Question: I'm trying to drop a ball to the floor and make it stick there or even roll over a plane. Right now it passes trough the plane. I'm not sure where I made a mistake or if I'm doing anything wrong.
var world, timeStep=1/60, scene, renderer, camera,
icosahedronBody, sphereShape, groundShape,
ground, groundBody, groundShape;
// CONSTANTS
var GRID_HELPER_SIZE = 40,
GRID_HELPER_STEP = 2,
MASS = 5;
initThree();
initCannon();
animate();
function initCannon() {
world = new CANNON.World();
world.broadphase = new CANNON.NaiveBroadphase();
sphereShape = new CANNON.Sphere();
groundShape = new CANNON.Plane();
icosahedronBody = new CANNON.Body({
mass: MASS,
});
groundBody = new CANNON.Body({
mass: 0, // mass == 0 makes the body static
});
world.solver.iterations = 10;
world.gravity.set(0,-9.8,0);
world.defaultContactMaterial.contactEquationStiffness = 1e9;
world.defaultContactMaterial.contactEquationRegularizationTime = 4;
icosahedronBody.addShape(sphereShape);
icosahedronBody.position.set(0,50,0)
icosahedronBody.linearDamping = 0.5;
world.addBody(icosahedronBody);
groundBody.addShape(groundShape);
groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(0,1,0),-Math.PI/2);
world.addBody(groundBody);
var ballContact = new CANNON.ContactMaterial( groundBody, icosahedronBody, 0.0, 0.0);
world.addContactMaterial(ballContact);
}
function initThree(){
// INITIALIZE CANVAS
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var light = new THREE.AmbientLight( 0x404040 ),
directionalLight = new THREE.DirectionalLight( 0xffffff ),
gridHelper = new THREE.GridHelper( GRID_HELPER_SIZE, GRID_HELPER_STEP );
renderer.setSize( window.innerWidth - 100 , window.innerHeight - 100 );
renderer.setClearColor( 0x757575 );
document.body.appendChild( renderer.domElement );
camera.position.set(1,25,100); // camera position to x , y , z
camera.lookAt( new THREE.Vector3() )
directionalLight.position.set( 1, 0.75, 0.5 ).normalize();
// INITIAL CANVAS
scene.add( directionalLight );
scene.add( light );
scene.add( camera );
scene.add( gridHelper );
// MATERIALS
var icoGeometry = new THREE.IcosahedronGeometry(10, 1),
icoMaterial = new THREE.MeshLambertMaterial( {color: 0xff0000} );
icosahedron = new THREE.Mesh( icoGeometry, icoMaterial );
var groundGeometry = new THREE.BoxGeometry(100 , 1, 100),
groundMaterial = new THREE.MeshLambertMaterial( {color: 0xcccccc} );
ground = new THREE.Mesh( groundGeometry, groundMaterial );
ground.receiveShadow = true;
// ADD OBJECTS TO SCENE
scene.add( icosahedron );
scene.add( ground );
}
function animate() {
requestAnimationFrame( animate );
updatePhysics();
render();
}
function updatePhysics() {
// Step the physics world
world.step(timeStep);
// Copy coordinates from Cannon.js to Three.js
icosahedron.position.copy(icosahedronBody.position);
icosahedron.quaternion.copy(icosahedronBody.quaternion);
ground.position.copy(groundBody.position);
ground.quaternion.copy(groundBody.quaternion);
}
function render() {
renderer.render( scene, camera );
}
It appears that your CANNON.Plane is oriented the wrong way. By default, it's normal is pointing in the Z direction, so you need to rotate it -90 degrees along the positive X axis to make its normal point in the positive Y direction (use the right hand rule):
groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1,0,0),-Math.PI/2);
Secondly, you have to make the BoxGeometry match. Make sure its thinner along its Z axis.
var groundGeometry = new THREE.BoxGeometry(100, 100, 1),
I also note that the radius of the THREE.IcosahedronGeometry is 10, while the radius of the CANNON.Sphere is 1 (the default). Set its radius to 10 to match the three.js geometry:
sphereShape = new CANNON.Sphere(10);
Replace these three lines and your simulation looks like it should. Good luck!
I'm trying to build 3 red Spheres with three.js...with no luck :-(
Now this is my code...anybody can tell me what I'm doing wrong??
The only thing I see is one red sphere...
var camera, scene, renderer,
mouseX = 0, mouseY = 0;
init();
function init() {
// Camera params :
// field of view, aspect ratio for render output, near and far clipping plane.
camera = new THREE.Camera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
// move the camera backwards so we can see stuff!
// default position is 0,0,0.
camera.position.z = 1000;
// the scene contains all the 3D object data
scene = new THREE.Scene();
// and the CanvasRenderer figures out what the
// stuff in the scene looks like and draws it!
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
// the renderer's canvas domElement is added to the body
document.body.appendChild( renderer.domElement );
makeParticles();
// add the mouse move listener
document.addEventListener( 'mousemove', onMouseMove, false );
// render 30 times a second (should also look
// at requestAnimationFrame)
setInterval(update,1000/30);
}
function update(){
//updateParticles();
// and render the scene from the perspective of the camera
renderer.render( scene, camera );
}
function makeParticles() {
var geometry,material,mesh;
// create a sphere shape
geometry = new THREE.SphereGeometry( 50, 16, 16 );
// give a shape red color
material = new THREE.MeshLambertMaterial({color: 0xFF1111});
// create an object
mesh = new THREE.Mesh( geometry, material );
mesh.position.x = 0;
// add it to the scene
scene.addObject( mesh );
}
// called when the mouse moves
function onMouseMove( event ) {
// store the mouseX and mouseY position
mouseX = event.clientX;
mouseY = event.clientY;
}
Kind of late, but if all your spheres are in the same position (mesh.position.x = 0;) you will only see one sphere.