Postprocessing affects everything but it shouldn't - three.js

i have a question about render layers. I now have a large app. That's why I'm trying to explain my main problem here only with the part of the code where I have difficulties.
The special thing here is that I use a different camera for the depth texture for the post-processing with exactly the same positions and other values ​​as the texture camera. I only use a floating value in the near range because of the accuracy. it all works great.
my problem is that my postprocessing affects everything in the scene and of course it looks bad. my postprocessing should only affect certain objects in the scene.
my problem is that all objects are part of the scene. almost every object can spawn or disappear (triggered in other modules to keep code clean). it all works great. I just don't know how to limit (encapsulate) the postprocessing effect to objects of my choice.
as a very simple example, how would you add a box or all other objects here so that they would not be affected by the postprocessing.
import {THREE, OrbitControls, RenderPass, ShaderPass, EffectComposer, CopyShader, FXAAShader} from './three-defs.js';
import {entity} from "./entity.js";
const vertexShad = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
const fragmentShad = `
varying vec2 vUv;
uniform sampler2D tDiffuse;
void main() {
vec3 color = texture2D(tDiffuse, vUv).rgb;
gl_FragColor = vec4(color, 1.);
}
`;
export const threejs_component = (() => {
class ThreeJSController extends entity.Component {
constructor() {
super();
}
InitEntity() {
this.threejs_ = new THREE.WebGLRenderer({antialias: true, logarithmicDepthBuffer: true});
this.threejs_.outputEncoding = THREE.sRGBEncoding;
this.threejs_.setPixelRatio(window.devicePixelRatio);
this.threejs_.shadowMap.enabled = true;
this.threejs_.shadowMap.type = THREE.PCFSoftShadowMap;
this.threejs_.domElement.id = 'threejs';
this.container = document.getElementById('container');
this.threejs_.setSize(this.container.clientWidth, this.container.clientHeight);
this.container.appendChild( this.threejs_.domElement );
const aspect = this.container.clientWidth / this.container.clientHeight;
const fov = 60;
const near = 1e-6;
const far = 1E27;
this.camera_ = new THREE.PerspectiveCamera(fov, aspect, near, far);
this.scene_ = new THREE.Scene();
this.scene_.background = new THREE.Color( 0x111111 );
this.depthCameraNear_ = 100000;
this.depthCamera_ = new THREE.PerspectiveCamera(fov, aspect, this.depthCameraNear_, far);
this.postCamera_ = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
this.postScene_ = new THREE.Scene();
/*
this.composer_ = new EffectComposer(this.threejs_);
const renderPass = new RenderPass(this.scene_, this.camera_);
const fxaaPass = new ShaderPass(FXAAShader);
this.composer_.addPass(renderPass);
this.composer_.addPass(fxaaPass);
*/
this.resolution_ = new THREE.Vector2();
this.threejs_.getDrawingBufferSize(this.resolution_);
this.target1_ = new THREE.WebGLRenderTarget(this.resolution_.x, this.resolution_.y);
this.target1_.texture.format = THREE.RGBFormat;
this.target1_.texture.minFilter = THREE.NearestFilter;
this.target1_.texture.magFilter = THREE.NearestFilter;
this.target1_.texture.generateMipmaps = false;
this.target1_.stencilBuffer = false;
this.target2_ = new THREE.WebGLRenderTarget(this.resolution_.x, this.resolution_.y);
this.target2_.stencilBuffer = false;
this.target2_.depthBuffer = true;
this.target2_.depthTexture = new THREE.DepthTexture();
this.target2_.depthTexture.format = THREE.DepthFormat;
this.target2_.depthTexture.type = THREE.FloatType;
this.depthPass_ = new THREE.ShaderMaterial({
vertexShader: vertexShad,
fragmentShader: fragmentShad,
uniforms: {
tDiffuse: { value: null },
tDepth: { value: null },
},
});
var postPlane = new THREE.PlaneBufferGeometry( 2, 2 );
this.postScreen_ = new THREE.Mesh( postPlane, this.depthPass_ );
this.postScene_.add( this.postScreen_ );
}
Render() {
this.threejs_.setRenderTarget(this.target1_);
this.threejs_.clear();
this.threejs_.render(this.scene_, this.camera_);
this.threejs_.setRenderTarget( null );
this.threejs_.setRenderTarget(this.target2_);
this.threejs_.clear();
this.threejs_.render(this.scene_, this.depthCamera_);
this.threejs_.setRenderTarget( null );
this.depthPass_.uniforms.tDiffuse.value = this.target1_.texture;
this.depthPass_.uniforms.tDepth.value = this.target2_.depthTexture;
this.depthPass_.uniformsNeedUpdate = true;
this.threejs_.render(this.postScene_, this.postCamera_);
}
Update(timeElapsed) {
const player = this.FindEntity('player');
if (!player) {
return;
}
const pos = player._position;
}
}//end class
return {
ThreeJSController: ThreeJSController,
};
})();
maybe my postprocessing plane is a bad idea and the composer with layers is the solution? or i need both?

Programming can be frustrating at times. after half a day i have the solution. I use the composer because it makes the code shorter and cleaner.
export const threejs_component = (() => {
class ThreeJSController extends entity.Component {
constructor() {
super();
}
InitEntity() {
this.threejs_ = new THREE.WebGLRenderer({antialias: true, logarithmicDepthBuffer: true});
this.threejs_.outputEncoding = THREE.sRGBEncoding;
this.threejs_.setPixelRatio(window.devicePixelRatio);
this.threejs_.shadowMap.enabled = true;
this.threejs_.shadowMap.type = THREE.PCFSoftShadowMap;
this.threejs_.domElement.id = 'threejs';
this.container = document.getElementById('container');
this.threejs_.setSize(this.container.clientWidth, this.container.clientHeight);
this.container.appendChild( this.threejs_.domElement );
const aspect = this.container.clientWidth / this.container.clientHeight;
const fov = 60;
const near = 1e-6;
const far = 1E27;
this.camera_ = new THREE.PerspectiveCamera(fov, aspect, near, far);
this.scene_ = new THREE.Scene();
//this.scene_.background = new THREE.Color( 0x111111 );
this.threejs_.setClearColor( 0x000000 );
this.depthCameraNear_ = 100000;
this.depthCamera_ = new THREE.PerspectiveCamera(fov, aspect, this.depthCameraNear_, far);
this.composer_ = new EffectComposer(this.threejs_);
const renderPass = new RenderPass(this.scene_, this.camera_);
const fxaaPass = new ShaderPass(FXAAShader);
this.composer_.addPass(renderPass);
this.composer_.addPass(fxaaPass);
this.resolution_ = new THREE.Vector2();
this.threejs_.getDrawingBufferSize(this.resolution_);
this.target_ = new THREE.WebGLRenderTarget(this.resolution_.x, this.resolution_.y);
this.target_.stencilBuffer = false;
this.target_.depthBuffer = true;
this.target_.depthTexture = new THREE.DepthTexture();
this.target_.depthTexture.format = THREE.DepthFormat;
this.target_.depthTexture.type = THREE.FloatType;
}
Render() {
this.threejs_.autoClear = true;
this.threejs_.setRenderTarget(this.target_);
this.threejs_.render(this.scene_, this.depthCamera_);
this.threejs_.setRenderTarget( null );
this.threejs_.clear();
this.camera_.layers.set(0);
this.threejs_.render(this.scene_, this.camera_);
this.composer_.render();
this.threejs_.autoClear = false;
this.threejs_.clearDepth();
this.camera_.layers.set(1);
this.threejs_.render(this.scene_, this.camera_);
}
Update(timeElapsed) {
const player = this.FindEntity('player');
if (!player) {
return;
}
const pos = player._position;
}
}//end class
return {
ThreeJSController: ThreeJSController,
};
})();
submodules access the composer to set postprocessing shaders, like this
composer_.addPass(new ShaderPass(customShader));
for groups i use this to set the models and groups to the preferred layer
model.traverse( function( child ) { child.layers.set(1); });
I almost never drink beer, but now I could use one to celebrate the day 🥳

Related

Cannon.js and Three.js – Character Control with Physics

I am trying to build a little world with a Third Person Controller.
For the character, I followed this tutorial by SimonDev and just changed the model from a FBX to GLTF.
Now, I try to implement a Physics World with Cannon.js.
I got it to the point where the collider body is positioned at the starting point of the model. But it stays there after I move the model. I need the collider body to be attached at the model.
I know that I should move the collider body and update the character model to that position but I cannot get it to work. This is my current code. Maybe it is just a simple solution but I am new to Cannon.js, so any help is appreciated. Thank you!
class BasicCharacterController {
constructor(experience, params) {
this.experience = experience;
this._Init(params);
}
_Init(params) {
this._params = params;
this._decceleration = new THREE.Vector3(-0.0005, -0.0001, -5.0);
this._acceleration = new THREE.Vector3(1, 0.25, 50.0);
this._velocity = new THREE.Vector3(0, 0, 0);
this._position = new THREE.Vector3();
this._animations = {};
this._input = new BasicCharacterControllerInput();
this._stateMachine = new CharacterFSM(
new BasicCharacterControllerProxy(this._animations));
this._LoadModels();
}
_LoadModels() {
this.physicsCharacterShape = new CANNON.Box(new CANNON.Vec3(0.5, 1, 0.5));
this.physicsCharacterBody = new CANNON.Body({
mass: 0,
shape: this.physicsCharacterShape,
position: new CANNON.Vec3(0, 0, 0)
});
this.experience.physicsWorld.addBody(this.physicsCharacterBody);
this.gltfLoader = new GLTFLoader();
this.gltfLoader.setPath('./sources/assets/');
this.gltfLoader.load('VSLBINA_TPOSE_GLTF.gltf', (gltf) => {
gltf.scene.traverse(c => {
c.castShadow = true;
});
this._target = gltf.scene;
this._params.scene.add(this._target);
this._target.position.copy(this.physicsCharacterBody.position);
this._target.quaternion.copy(this.physicsCharacterBody.quaternion);
this._mixer = new THREE.AnimationMixer(this._target);
this._manager = new THREE.LoadingManager();
this._manager.onLoad = () => {
this._stateMachine.SetState('idle');
};
const _OnLoad = (animName, anim) => {
const clip = anim.animations[0];
const action = this._mixer.clipAction(clip);
this._animations[animName] = {
clip: clip,
action: action,
};
};
const loader = new GLTFLoader(this._manager);
loader.setPath('./sources/assets/');
loader.load('VSLBINA_WALKING_GLTF.gltf', (a) => { _OnLoad('walk', a); });
loader.load('VSLBINA_IDLE_GLTF.gltf', (a) => { _OnLoad('idle', a); });
});
}
get Position() {
return this._position;
}
get Rotation() {
if (!this._target) {
return new THREE.Quaternion();
}
return this._target.quaternion;
}
Update(timeInSeconds) {
if (!this._stateMachine._currentState) {
return;
}
this._stateMachine.Update(timeInSeconds, this._input);
const velocity = this._velocity;
const frameDecceleration = new THREE.Vector3(
velocity.x * this._decceleration.x,
velocity.y * this._decceleration.y,
velocity.z * this._decceleration.z
);
frameDecceleration.multiplyScalar(timeInSeconds);
frameDecceleration.z = Math.sign(frameDecceleration.z) * Math.min(
Math.abs(frameDecceleration.z), Math.abs(velocity.z));
velocity.add(frameDecceleration);
const controlObject = this._target;
const _Q = new THREE.Quaternion();
const _A = new THREE.Vector3();
const _R = controlObject.quaternion.clone();
const acc = this._acceleration.clone();
if (this._input._keys.shift) {
acc.multiplyScalar(2.0);
}
if (this._input._keys.forward) {
velocity.z += acc.z * timeInSeconds;
}
if (this._input._keys.backward) {
velocity.z -= acc.z * timeInSeconds;
}
if (this._input._keys.left) {
_A.set(0, 1, 0);
_Q.setFromAxisAngle(_A, 4.0 * Math.PI * timeInSeconds * this._acceleration.y);
_R.multiply(_Q);
}
if (this._input._keys.right) {
_A.set(0, 1, 0);
_Q.setFromAxisAngle(_A, 4.0 * -Math.PI * timeInSeconds * this._acceleration.y);
_R.multiply(_Q);
}
controlObject.quaternion.copy(_R);
const oldPosition = new THREE.Vector3();
oldPosition.copy(controlObject.position);
const forward = new THREE.Vector3(0, 0, 1);
forward.applyQuaternion(controlObject.quaternion);
forward.normalize();
const sideways = new THREE.Vector3(1, 0, 0);
sideways.applyQuaternion(controlObject.quaternion);
sideways.normalize();
sideways.multiplyScalar(velocity.x * timeInSeconds);
forward.multiplyScalar(velocity.z * timeInSeconds);
controlObject.position.add(forward);
controlObject.position.add(sideways);
this._position.copy(controlObject.position);
if (this._mixer) {
this._mixer.update(timeInSeconds);
};
// Physics Collider Body
// if (this._target) {
// this._target.position.copy(this.physicsCharacterBody.position);
// this._target.quaternion.copy(this.physicsCharacterBody.quaternion);
// }
}
};

Three.js + webxr animations not playing from .glb file

I am unable to get the animation clips from the .glb file to play. The .glb model loads and is displayed on the screen but the animation does not play.
The animations play fine when viewing the object in the three.js editor.
The .glb has 1 animation clip associated with it.
Any Help would be much appreciated!!!
import {
Mesh,
AmbientLight,
Clock,
AnimationMixer,
PerspectiveCamera,
Scene,
WebGLRenderer,
MeshBasicMaterial,
RingGeometry,
sRGBEncoding
} from 'three';
import {ARButton} from 'three/examples/jsm/webxr/ARButton';
import {GLTFLoader} from 'three/examples/jsm/loaders/GLTFLoader.js'
class App {
constructor() {
this.clock = new Clock();
this.camera = new PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
this.camera.position.set(0, 1.6, 3);
this.scene = new Scene();
this.renderer = new WebGLRenderer({
antialias: true,
alpha: true
});
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.outputEncoding = sRGBEncoding;
document.body.appendChild(this.renderer.domElement);
this.initXR();
this.initScene();
window.addEventListener('resize', this.onWindowResize.bind(this), false);
this.renderer.setAnimationLoop(this.render.bind(this));
}
initXR() {
this.renderer.xr.enabled = true;
document.body.appendChild(ARButton.createButton(this.renderer, {requiredFeatures: ['hit-test']}));
this.hitTestSourceRequested = false;
this.hitTestSource = null;
this.controller = this.renderer.xr.getController(0);
this.controller.addEventListener('select', this.onSelect.bind(this));
}
initScene() {
let geometry = new RingGeometry(0.08, 0.10, 32).rotateX(-Math.PI / 2);
let material = new MeshBasicMaterial();
this.reticle = new Mesh(geometry, material);
this.reticle.matrixAutoUpdate = false;
this.reticle.visible = false;
this.scene.add(this.reticle);
const loader = new GLTFLoader();
loader.load('./models/stylized_character.glb', gltf => {
this.myObj = gltf;
gltf.scene.scale.set(.25, .25, .25);
gltf.scene.visible = true;
this.scene.add(gltf.scene);
//todo: this doesnt seem to work
this.mixer = new AnimationMixer(gltf);
var action = this.mixer.clipAction(gltf.animations[0]);
action.play();
});
var aLight = new AmbientLight(0xffffff, 1);
this.scene.add(aLight)
}
render(_, frame) {
const delta = this.clock.getDelta();
if (this.mixer) {
this.mixer.update(delta);
}
if (frame) {
if (this.hitTestSourceRequested === false) {
this.requestHitTestSource();
}
if (this.hitTestSource) {
this.getHitTestResults(frame);
}
}
this.renderer.render(this.scene, this.camera);
}
onWindowResize() {
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.render(this.scene, this.camera);
}
onSelect() {
if (this.reticle.visible) {
this.myObj.scene.position.setFromMatrixPosition(this.reticle.matrix);
this.myObj.scene.visible = true;
}
}
async requestHitTestSource() {
const session = this.renderer.xr.getSession();
session.addEventListener('end', () => {
this.hitTestSourceRequested = false;
this.hitTestSource = null;
});
const referenceSpace = await session.requestReferenceSpace('viewer');
this.hitTestSource = await session.requestHitTestSource({space: referenceSpace, entityTypes: ['plane']});
this.hitTestSourceRequested = true;
}
getHitTestResults(frame) {
const hitTestResults = frame.getHitTestResults(this.hitTestSource);
if (hitTestResults.length) {
const hit = hitTestResults[0];
const pose = hit.getPose(this.renderer.xr.getReferenceSpace());
this.reticle.visible = true;
this.reticle.matrix.fromArray(pose.transform.matrix);
} else {
this.reticle.visible = false;
}
}
}
window.addEventListener('DOMContentLoaded', () => {
new App();
});

How to use Threejs to create a boundary for the Mesh load by fbxloador

The created boundary's scale and rotation are totally different with the import fbxmodel.
Hi, I have loaded a fbx model into the scene by fbxLoador.
const addFbxModel = (modelName: string, position: Vector3) => {
const fbxLoader = new FBXLoader();
fbxLoader.load(
`../../src/assets/models/${modelName}.fbx`,
(fbxObject: Object3D) => {
fbxObject.position.set(position.x, position.y, position.z);
console.log(fbxObject.scale);
fbxObject.scale.set(0.01, 0.01, 0.01);
const material = new MeshBasicMaterial({ color: 0x008080 });
fbxObject.traverse((object) => {
if (object instanceof Mesh) {
object.material = material;
}
});
scene.add(fbxObject);
updateRenderer();
updateCamera();
render();
},
(xhr) => {
console.log((xhr.loaded / xhr.total) * 100 + "% loaded");
},
(error) => {
console.log(error);
}
);
};
And now i want to add a click function on this model which will highlight it by showing it's boundary box.
const onclick = (event: MouseEvent) => {
event.preventDefault();
if (renderBox.value) {
const mouse = new Vector2();
mouse.x = (event.offsetX / renderBox.value.clientWidth) * 2 - 1;
mouse.y = -(event.offsetY / renderBox.value.clientHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(scene.children, true);
if (intersects.length > 0) {
const intersect = intersects[0];
const object = intersect.object;
createBoundary(object);
}
}
};
const createBoundary = (object: Object3D) => {
if (object instanceof Mesh) {
console.log(object.geometry, object.scale, object.rotation);
const edges = new EdgesGeometry(object.geometry);
const material = new LineBasicMaterial({ color: 0xffffff });
const wireframe = new LineSegments(edges, material);
wireframe.scale.copy(object.scale);
wireframe.rotation.copy(object.rotation);
console.log(wireframe.scale);
scene.add(wireframe);
}
};
But now the boundary's scale and rotation are totally different with the fbxmodel.
And also the boundary is too complex, is it possible to create one only include the outline and the top point.
Thank you. :)

The model scale is too small when using in web application project

I downloaded this model from https://sketchfab.com/3d-models/dcb3a7d5b1ad4f948aa4945d6e378c8a , The model scale is appearing normal when open in Windows 3D Viewer, three.js glTF Viewer and Babylon.js View, but when load the model in three.js module, some model's scale is incorrect, for example.
three.js in Website
three.js glTF Viewer
Babylon.js Viewer
This model scale is correct, when open in another application, it scale correctly.
Model name : dog.glb
Source : https://github.com/craftzdog/craftzdog-homepage
three.js in Website
three.js glTF Viewer
Babylon.js Viewer
This model scale is incorrect and so tiny, but when open in another application, it scale correctly
Model name : แมวประเทศไทย
Source : https://sketchfab.com/3d-models/dcb3a7d5b1ad4f948aa4945d6e378c8a
Here is GLTF Loader Code
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
export function loadGLTFModel(
scene,
glbPath,
options = { receiveShadow: true, castShadow: true }
) {
const { receiveShadow, castShadow } = options
return new Promise((resolve, reject) => {
const loader = new GLTFLoader()
loader.load(
glbPath,
gltf => {
const obj = gltf.scene
obj.name = 'persian'
obj.position.x = 0
obj.position.y = 0
obj.receiveShadow = receiveShadow
obj.castShadow = castShadow
scene.add(obj)
obj.traverse(function (child) {
if (child.isMesh) {
child.castShadow = castShadow
child.receiveShadow = receiveShadow
}
})
resolve(obj)
},
undefined,
function (error) {
reject(error)
}
)
})
}
Here is Model Display Code
import { useState, useEffect, useRef, useCallback } from 'react'
import { Box, Spinner } from '#chakra-ui/react'
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import { loadGLTFModel } from '../lib/model'
function easeOutCirc(x) {
return Math.sqrt(1 - Math.pow(x - 1, 4))
}
const PersianCat = () => {
const refContainer = useRef()
const [loading, setLoading] = useState(true)
const [renderer, setRenderer] = useState()
const [_camera, setCamera] = useState()
const [target] = useState(new THREE.Vector3(-0.5, 1.2, 0))
const [initialCameraPosition] = useState(
new THREE.Vector3(
20 * Math.sin(0.2 * Math.PI),
10,
20 * Math.cos(0.2 * Math.PI)
)
)
const [scene] = useState(new THREE.Scene())
const [_controls, setControls] = useState()
// On component mount only one time.
/* eslint-disable react-hooks/exhaustive-deps */
useEffect(() => {
const { current: container } = refContainer
if (container && !renderer) {
const scW = container.clientWidth
const scH = container.clientHeight
const renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
})
renderer.setPixelRatio(window.devicePixelRatio)
renderer.setSize(scW, scH)
renderer.outputEncoding = THREE.sRGBEncoding
container.appendChild(renderer.domElement)
setRenderer(renderer)
// 640 -> 240
// 8 -> 6
const scale = scH * 0.005 + 4.8
const camera = new THREE.OrthographicCamera(
-scale,
scale,
scale,
-scale,
0.01,
50000
)
camera.position.copy(initialCameraPosition)
camera.lookAt(target)
setCamera(camera)
const ambientLight = new THREE.AmbientLight(0xcccccc, 1)
scene.add(ambientLight)
const controls = new OrbitControls(camera, renderer.domElement)
controls.autoRotate = true
controls.target = target
setControls(controls)
loadGLTFModel(scene, '/persian.glb', {
receiveShadow: false,
castShadow: false
}).then(() => {
animate()
setLoading(false)
})
let req = null
let frame = 0
const animate = () => {
req = requestAnimationFrame(animate)
frame = frame <= 100 ? frame + 1 : frame
if (frame <= 100) {
const p = initialCameraPosition
const rotSpeed = -easeOutCirc(frame / 120) * Math.PI * 20
camera.position.y = 10
camera.position.x =
p.x * Math.cos(rotSpeed) + p.z * Math.sin(rotSpeed)
camera.position.z =
p.z * Math.cos(rotSpeed) - p.x * Math.sin(rotSpeed)
camera.lookAt(target)
} else {
controls.update()
}
renderer.render(scene, camera)
}
return () => {
cancelAnimationFrame(req)
renderer.dispose()
}
}
}, [])
return (
<Box
ref={refContainer}
className="persian-cat"
m="auto"
at={['-20px', '-60px', '-120px']}
mb={['-40px', '-140px', '-200px']}
w={[280, 480, 640]}
h={[280, 480, 640]}
position="relative"
>
{loading && (
<Spinner
size="xl"
position="absolute"
left="50%"
top="50%"
ml="calc(0px - var(--spinner-size) / 2)"
mt="calc(0px - var(--spinner-size))"
/>
)}
</Box>
)
}
export default PersianCat

Editing part sizes of a 3d model

I want to develop a web app to entering measurements of a man and displaying a 3d model with these measurements. I have chosen three.js to start it. And I downloaded a 3d model named standard-male-figure from clara.io. Here is my code to display human model.
import React, { Component } from "react";
import PropTypes from "prop-types";
import withStyles from "#material-ui/core/styles/withStyles";
import * as THREE from "three-full";
const styles = (/*theme*/) => ({
});
class ThreeDView extends Component {
constructor(props){
super(props);
this.start = this.start.bind(this);
this.stop = this.stop.bind(this);
this.renderScene - this.renderScene.bind(this);
this.animate = this.animate.bind(this);
}
componentDidMount() {
const width = this.mount.clientWidth;
const height = this.mount.clientHeight;
//ADD SCENE
this.scene = new THREE.Scene();
//ADD CAMERA
this.camera = new THREE.PerspectiveCamera(100,1);
this.camera.position.z = 12;
this.camera.position.y = 0;
this.camera.position.x = 0;
//ADD RENDERER
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setClearColor("#f0f0f0");
this.renderer.setSize(width, height);
this.mount.appendChild(this.renderer.domElement);
// MOUSE ROTATION
this.orbit = new THREE.OrbitControls(this.camera,this.renderer.domElement);
this.orbit.update();
//ADD LIGHTS
this.light = new THREE.PointLight(0xffffff,1.3);
this.light.position.z = 10;
this.light.position.y=20;
this.scene.add(this.light);
// ADD MAN FIGURE
const loader = new THREE.ColladaLoader();
loader.load("/models/standard-male-figure.dae",(manFigure)=>{
this.man = manFigure;
this.man.name = "man-figure";
this.man.scene.position.y = -10;
this.scene.add(this.man.scene);
},undefined,()=>alert("Loading failed"));
this.start();
}
componentWillUnmount() {
this.stop();
this.mount.removeChild(this.renderer.domElement);
}
start() {
if (!this.frameId) {
this.frameId = requestAnimationFrame(this.animate);
}
}
stop () {
cancelAnimationFrame(this.frameId);
}
animate () {
this.renderScene();
this.frameId = window.requestAnimationFrame(this.animate);
}
renderScene () {
this.orbit.update();
this.light.position.z = this.camera.position.z;
this.light.position.y=this.camera.position.y+20;
this.light.position.x=this.camera.position.x;
this.renderer.render(this.scene, this.camera);
}
render() {
return (
<div style={{ height: "640px" }} ref={(mount) => { this.mount = mount; }} >
</div>
);
}
}
ThreeDView.propTypes = {
values: PropTypes.object
};
/*
all values in inches
values = {
heightOfHand:10,
, etc..
}
*/
export default withStyles(styles)(ThreeDView);
values is measurements that user is entering. I have no idea about how to start updating 3d model with these measurements. Please give me a starting point or any advise to complete this. Thank You!.
Firstly you can get the current size and scale of your man
const box = new THREE.Box3().setFromObject(this.man)
const currentObjectSize = box.getSize()
const currentObjectScale = this.man.scale
and when an user update the size value (newSize), you can calculate a new scale for you man
const newScale = new THREE.Vector3(
currentObjectScale.x * newSize.x/currentObjectSize.x,
currentObjectScale.y * newSize.y/currentObjectSize.y,
currentObjectScale.z * newSize.z/currentObjectSize.z
)
and update your man with this scale
this.man.scale.set(newScale.x, newScale.y, newScale.z)

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