How do I use texture on a sphere in three.js - javascript

I've downloaded a sphere example from: http://aerotwist.com/lab/getting-started-with-three-js/ and I can see the nice red sphere. I'd like to use a texture on it. I've tried this:
var texture = THREE.ImageUtils.loadTexture("ball-texture.jpg");
texture.wrapS = texture.wrapT = THREE.ClampToEdgeWrapping;
texture.repeat.set( 125, 125 );
texture.offset.set( 15, 15 );
texture.needsUpdate = true;
var sphereMaterial = new THREE.MeshBasicMaterial( { map: texture } );
var sphere = new THREE.Mesh(new THREE.Sphere(radius, segments, rings),sphereMaterial);
but I can't see anything, all is black. Does anyone have a working example for sphere texture?

You might have two problems.
First, try loading it like this:
var texture = THREE.ImageUtils.loadTexture('ball-texture.jpg', {}, function() {
renderer.render(scene, camera);
});
texture.needsUpdate = true;
Make sure that the texture size is a power of two (512x512px for IE).

Are you using Firefox? This could be a problem in your browser. Firefox uses some kind of cross-site-blocker for textures. The result is black instead. Take a look at this site for more info: http://hacks.mozilla.org/2011/06/cross-domain-webgl-textures-disabled-in-firefox-5/

Do you have a rendering loop, or did you render the scene just once?
You need to have a rendering loop so that when the THREE.ImageUtils loads the image and updates the texture, you re-render the scene with the now updated texture.
All the three.js examples seem to rely on this technique. I.e., Fire off several async operations involving a fetch of a remote resource, start rendering loop, let scene be updated as remote resources arrive.
IMHO this is Three.js's biggest gotcha for Javascript newbs (like me) who are not familiar with how async operations work.

I had this problem, but if you are loading the html as a file (i.e. locally not a webserver), many browsers (chrome for e.g.) will not allow you to load images in the standard three.js way as it is a security violation.

Related

three.js: How can I target object's position to another (grouped) object, while allowing rotation to follow AR camera?

I'm using an augmented reality library that does some fancy image tracking stuff. After learning a whole lot about this project, I'm now beyond my current ability and could use some help. For our purposes, the library creates an (empty) anchor point at the center of an IRL image target in-camera. Then moves the virtual world around the IRL camera.
My goal is to drive plane.rotation to always face the camera, while keeping plane.position locked to the anchor point. Additionally, plane.rotation values will be referenced later in development.
const THREE = window.MINDAR.IMAGE.THREE;
document.addEventListener('DOMContentLoaded', () => {
const start = async() => {
// initialize MindAR
const mindarThree = new window.MINDAR.IMAGE.MindARThree({
container: document.body,
imageTargetSrc: '../../assets/targets/testQR.mind',
});
const {renderer, scene, camera} = mindarThree;
// create AR object
const geometry = new THREE.PlaneGeometry(1, 1.25);
const material = new THREE.MeshBasicMaterial({color: 0x00ffff, transparent: true, opacity: 0.5});
const plane = new THREE.Mesh(geometry, material);
// create anchor
const anchor = mindarThree.addAnchor(0);
anchor.group.add(plane);
// start AR
await mindarThree.start();
renderer.setAnimationLoop(() => {
renderer.render(scene, camera);
});
}
start();
});
Everything I've tried so far went into the solutions already massaged into the (functioning draft) code. I have, however, done some research and found a couple avenues that might or might not work. Just tossing them out to see what might stick or inspire another solution. Skill-wise, I'm still in the beginner category, so any help figuring this out is much appreciated.
identify plane object by its group index number;
drive (override lib?) object rotation (x, y, z) to face camera;
possible solutions from dev:
"You can get those values through the anchor object, e.g. anchor.group.position. Meaning that you can use the current three.js API and get those values but without using it for rendering i.e. don't append the renderer.domElement to document."
"You can hack into the source code of mindar (it's open source)."
"Another way might be easier for you to try is to just create another camera yourself. I believe you can have multiple cameras, and just render another layer on top using your new camera."
I think it may be as simple as calling lookAt in the animation loop function:
// start AR
await mindarThree.start();
renderer.setAnimationLoop(() => {
plane.lookAt(new THREE.Vector3());
renderer.render(scene, camera);
});
This assumes the camera is always located at (0,0,0) (i.e., new THREE.Vector3()). This seems to be true from my limited testing. I found it helpful to debug by copy-pasting the MindAR three.js example into this codepen and printing some relevant values to the console.
Also note that, internally, MindAR's three.js module seems to directly modify the world matrix of the anchor.group object without modifying the position/rotation/scale parameters.

Three.js performance issue on first render of mesh - preload options?

I have a project with 100 BoxGeometries, each with their own image inside (around 10kb). I have noticed performance problems and frames skipping on mobile devices when boxes are first rendered, which I'd like to eliminate.
At the moment I load up all images first, and create textures, before adding the boxes:
let loader = new THREE.TextureLoader()
for(let img of assets) {
loader.load(img.url, texture => {
textures[img.name] = texture
assets.splice(assets.indexOf(img),1)
if(!assets.length) {
addBoxes()
}
})
}
I then lay out 100 boxes in a grid, here's some pseudo-code to illustrate:
textures.forEach((texture,i) => {
let box = new THREE.Mesh(
new THREE.BoxGeometry(1, .04, 1),
[
blackMaterial,
blackMaterial,
new THREE.MeshBasicMaterial({
map: Controller.textures[boxMaterial.postID]
}),
blackMaterial,
blackMaterial,
blackMaterial
]
)
box.position.x = (i % 10 - 5)
box.position.z = (Math.floor(i / 10) - 5)
scene.add( box )
})
requestAnimationFrame( step )
I have a THREE.OrthographicCamera that can pan and zoom around these boxes. I have noticed that when they first come into view, they cause memory to spike, but once all boxes have been seen, the net heap falls down drastically, and performance becomes smooth and no frame rates are dropped.
Please note that after 6 seconds memory suddenly flattens out, this is once all boxes have been seen once:
To combat this, I have attempted the frustrumCulled parameter on the boxes:
box.frustumCulled = false
This solves the issue in some ways. Once loaded, performance is extremely smooth from the start and the memory issues are gone. However, I do not seem to have a way to detect once all the meshes are loaded, so initial load is slow and an intro animation I have, and early interactions are jagged and performance intensive as they are starting too early.
I understand that loading all boxes with eager loading will cause a larger load time, and this would be fine for this project, to avoid the memory issues through lazyloading. However, what other options do I have? Perhaps box.frustumCulled isn't the right approach.
And is there a way to have event listeners on such loading activity? Ideally I would load all boxes proper, as if they had been seen once, with a preloader, and when the system was ready, I could fire an init method.
A few ideas:
1. Share geometry
You're using all cubes, so they can share their geometry definition. Even if you want them to be different sizes, you can apply a scaling transformation to the mesh later.
let boxGeo = new THREE.BoxGeometry(1, .04, 1)
textures.forEach((texture,i) => {
let box = new THREE.Mesh(
boxGeo,
[
blackMaterial,
blackMaterial,
new THREE.MeshBasicMaterial({
map: Controller.textures[boxMaterial.postID]
}),
blackMaterial,
blackMaterial,
blackMaterial
]
)
Now, your program only needs to upload one geometry definition to the GPU rather than however many you created for each texture.
2. Render before textures
This is a shot in the dark, but try creating your cubes up-front, with a transparent material, and apply your textures later. My thought is that getting the upload of the geometry out of the way up front will shave some time off your initial render.
3. Instances
I'm not up-to-date on how three.js handles instanced materials, but you might be able to use InstancedMesh to create your cubes and increase even your overall rendering performance.

javascript games ThreeJS and Box2D conflicts?

I've been trying to experiment with box2d and threejs.
So box2d has a series of js iterations, I've been successful at using them so far in projects as well as threejs in others, but I'm finding when including the latest instance of threejs and box2dweb, threejs seems to be mis-performing when just close to box2dweb but maybe I'm missing something really simple, like a better way to load them in together, or section them off from one another?
I've tried a few iterations of the box2d js code now and I always seemed to run into the same problem with later versions of threejs and box2d together! - currently version 91 threejs.
The problem I'm seeing is very weird.
I'm really hoping someone from either the box2d camp or threejs camp can help me out with this one, please?
Below is a very simple example where I don't initialize anything to do with box2d, but just by having the library included theres problems and you can test by removing that resource, then it behaves like it should.
The below demo uses threejs 91 and box2dweb. It is supposed to every couple of seconds create a box or a simple sphere each with a random colour. Very simple demo, you will see the mesh type never changes and the colour seems to propagate across all mesh instances. However if you remove the box2dweb resource from the left tab then it functions absolutely fine, very odd :/
jsfiddle link here
class Main {
constructor(){
this._container = null;
this._scene = null;
this._camera = null;
this._renderer = null;
console.log('| Main |');
this.init();
}
init(){
this.initScene();
this.addBox(0, 0, 0);
this.animate();
}
initScene() {
this._container = document.getElementById('viewport');
this._scene = new THREE.Scene();
this._camera = new THREE.PerspectiveCamera(75, 600 / 400, 0.1, 1000);
this._camera.position.z = 15;
this._camera.position.y = -100;
this._camera.lookAt(new THREE.Vector3());
this._renderer = new THREE.WebGLRenderer({antialias:true});
this._renderer.setPixelRatio( 1 );
this._renderer.setSize( 600, 400 );
this._renderer.setClearColor( 0x000000, 1 );
this._container.appendChild( this._renderer.domElement );
}
addBox(x,y,z) {
var boxGeom = new THREE.BoxGeometry(5,5,5);
var sphereGeom = new THREE.SphereGeometry(2, 5, 5);
var colour = parseInt(Math.random()*999999);
var boxMat = new THREE.MeshBasicMaterial({color:colour});
var rand = parseInt(Math.random()*2);
var mesh = null;
if(rand == 1) {
mesh = new THREE.Mesh(boxGeom, boxMat);
}
else {
mesh = new THREE.Mesh(sphereGeom, boxMat);
}
this._scene.add(mesh);
mesh.position.x = x;
mesh.position.y = y;
mesh.position.z = z;
}
animate() {
requestAnimationFrame( this.animate.bind(this) );
this._renderer.render( this._scene, this._camera );
}
}
var main = new Main();
window.onload = main.init;
//add either a box or a sphere with a random colour every now and again
setInterval(function() {
main.addBox(((Math.random()*100)-50), ((Math.random()*100)-50), ((Math.random()*100)-50));
}.bind(this), 4000);
so the way im including the library locally is just a simple...
<script src="js/vendor/box2dweb.js"></script>
So just by including the box2d library threejs starts to act weird, I have tested this across multiple computers too and multiple version of both box2d (mainly box2dweb) and threejs.
So with later versions of threejs it seems to have some comflicts with box2d.
I found from research that most of the box2d conversions to js are sort of marked as not safe for thread conflicts.
Im not sure if this could be the cause.
I also found examples where people have successfully used box2d with threejs but the threejs is always quite an old version, however you can see exactly the same problems occurring in my example, when I update them.
So below is a demo I found and I wish I could credit the author, but here is a copy of the fiddle using threejs 49
jsfiddle here
.....and then below just swapping the resource of threejs from 49 to 91
jsfiddle here
its quite an odd one and maybe the two libraries just don't play together anymore but would be great if someone can help or has a working example of them working together on latest threejs version.
I have tried a lot of different box2d versions but always found the same problem, could this be a problem with conflicting libraries or unsafe threads?
but also tried linking to the resource include in the fiddles provided.
Any help really appreciated!!

Accessing multiple objs using .getObjectById() with JSONLoader in Three.js

Is it possible to differentiate between the meshes within one .js file exported from blender and animate them separately using Three.js?
The cube I would like to select is named "Cube" loads properly. However, when I try to get it by Name or Id, it doesn't recognize the var item1.
loader = new THREE.JSONLoader();
loader.load('engine.js', function (geometry, materials) {
var mesh, material;
material = new THREE.MeshFaceMaterial(materials);
mesh = new THREE.Mesh(geometry, material);
mesh.scale.set(1, 1, 1);
var item1 = scene.getObjectByName("Cube");
item1.position.x = 15;
scene.add(mesh);
});
I found this post but it seems unresolved: Three.js load multiple separated objects / JSONLoader
What is the best approach to loading multiple meshes via JSONLoader? I'd prefer to load them together as one .js file and just select the ones I would like to animate.
Thanks for your help!
In your blender scene you need to name every mesh you want to access independently in three.js. Then you can use Object3D.getObjectByName() to access your mesh in three.js.
Yes, it is possible to load an entire scene with several meshes from a json file exported from Blender!
You can see the complete process described on my answer of the cited post
So, you can differentiate between the meshes using the getObjectByName method and manipulate them separately. But it is important to know that the loaded object isn't a Geometry anymore. It is labeled with the Scene type by now and it must be handled in a different way.
You must change the loading code for one like this:
loader = new THREE.JSONLoader();
loader.load( "obj/Books.json", function ( loadedObj ) {
var surface = loadedObj.getObjectByName("Surface");
var outline = loadedObj.getObjectByName("Outline");
var mask = loadedObj.getObjectByName("Mask");
mask.scale.set(0.9, 0.9, 0.9);
scene.add(surface);
scene.add(outline);
scene.add(mask);
} );
In the above code we can indeed animate the surface, outline and mask meshes independently.

Three.js skinned animation mesh disappears when material skinning is true

I've exported an animated model from Blender which doesn't seem to have any issue instantiating. I'm able to create the THREE.Animation and model, but I was finding there was no animation. I realized I needed to set skinning true on each material, but when I do that the entire mesh goes missing.
Below is my (quick and messy) code trying to get everything to work.
function loadModel() {
var loader = new THREE.JSONLoader();
loader.load('assets/models/Robot.js', function(geom, mat) {
_mesh = new THREE.Object3D();
_scene.add(_mesh);
geom.computeBoundingBox();
ensureLoop(geom.animation);
THREE.AnimationHandler.add(geom.animation);
for (var i = 0; i < mat.length; i++) {
var m = mat[i];
//m.skinning = true; <-- Uncommenting this makes the model disappear
//m.morphTargets = true; <-- This causes all sorts of WebGL warnings
m.wrapAround = true;
}
var mesh = new THREE.SkinnedMesh(geom, new THREE.MeshFaceMaterial(mat));
mesh.scale.set(400, 400, 400);
mesh.position.set(0, -200, 0);
mesh.rotation.set(Utils.toRadians(-90), 0, 0);
_mesh.add(mesh);
_robot = mesh;
Render.startRender(loop);
var animation = new THREE.Animation(mesh, geom.animation.name);
animation.JITCompile = false;
animation.interpolationType = THREE.AnimationHandler.LINEAR;
animation.play();
});
}
I believe I'm updating the AnimationHandler correctly in my loop
function loop() {
_mesh.rotation.y += 0.01;
var delta = 0.75 * _clock.getDelta();
THREE.AnimationHandler.update(delta);
}
In the section metadata of the exported JSON file the number of morphTargets and bones are both greater than 0?
I think that you followed the example here:
http://threejs.org/examples/#webgl_animation_skinning_morph
in which the animated model uses Morph Target and Skeletal Animation (see Wikipedia for the theoretical concepts).
If the animated model uses only Skeletal Animation as in this example http://alteredqualia.com/three/examples/webgl_animation_skinning_tf2.html
you have to instantiate a THREE.SkinnedMesh Object and then set only the m.skinning property to true.
I was having the same problem just now. What worked for me was to remake the model with applied scale and have keyframes for LocRotScale, not just location.
lately, I've encoutered a similar issue of mesh disapearing while exporting blender skinning animation to json. It turned out, the mesh I was using had double vertex (one vertice hidding another). All looks good While creating the vertex groups and the animations in blender, but when I imported the mesh via three.js, it kept disapearing as soon as the animation started. In other words, If 1 vertice from your mesh is omitted from the vertex groups, you will experience this disapearing behavior. To prevent this issue, I now use the "remove doubles" function from blender to validate the mesh integrity before exporting it to json. You might have encountered the same issue and redoing your mesh work fix it... Anyways, the question is pretty old, but the topic is still valid as of today, so I hope this fresh info will help someone out there...
Peace INF1

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