Three.js meshGroup once moved can't move back - three.js

I am trying to move a meshGroup to the right, and then move it back. But once the meshGroup is moved it can not move again, like only move to the right or left it works fine, but once it is moved it won't move back to the left or right. I am using meshGroup.position.x to do the movement, here is the code:
const moveMeshRight = (mainMeshGroup:Group) => {
gsap.to(mainMeshGroup.position, {
duration: 0.5,
x: 115,
onUpdate:()=>{
console.log(mainMeshGroup.position)
}
})
gsap.to(mainCamera.position,{
duration:0.5,
z:500
})
}
const moveMeshLeft = (mainMeshGroup:Group) => {
gsap.to(mainMeshGroup.position, {
duration: 0.5,
x:-115,
onUpdate:()=>{
console.log(mainMeshGroup.position)
}
})
}
They are used in two click event:
<div style={{ position: "absolute" }}>
{drawer?null:display1Fade}
{drawer?null:<Button style={{
position: 'absolute',
backgroundColor: 'black',
height: '60px',
marginLeft: '16px',
marginTop: '16px',
zIndex: 1
}} onClick={() => {
setDrawer(true);
//mainMeshGroup.position.x+=50
moveMeshRight(mainMeshGroup)
}}>
</Button>}
<div className={drawer?classes.displayButtonDivMove:classes.displayButtonDiv}>
{<div className={detail?classes.displayButtonExpand1:classes.displayButton}
onClick={()=>{
setDisplay1(true);
setDrawer(false);
moveMeshLeft(mainMeshGroup)
}}>
Display Type 1</div>}
{<div style={{marginLeft: '10px'}} className={detail?classes.displayButtonExpand2:classes.displayButton} onClick={()=>{setDisplay1(false);setDrawer(false)}}>Display Type 2</div>}
</div>

Here is a complete example that demonstrate simple left/right animations controlled via two buttons:
let camera, scene, renderer;
let group;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.01, 10);
camera.position.z = 4;
scene = new THREE.Scene();
group = new THREE.Group();
scene.add(group);
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshNormalMaterial();
const mesh = new THREE.Mesh(geometry, material);
group.add(mesh);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const btnLeft = document.getElementById('btn-left');
btnLeft.addEventListener('pointerdown', moveLeft);
const btnRight = document.getElementById('btn-right');
btnRight.addEventListener('pointerdown', moveRight);
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
function moveLeft() {
gsap.to(group.position, {
duration: 1,
x: -1
});
}
function moveRight() {
gsap.to(group.position, {
duration: 1,
x: 1
});
}
body {
margin: 0px;
}
div {
position: absolute;
width: 100%;
text-align: center;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/3.4.0/gsap.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.130.1/build/three.min.js"></script>
<div>
<button id="btn-left">
Left
</button>
<button id="btn-right">
Right
</button>
</div>

Related

Fabric js Hovering doesn't function

I have few elements (triangles) and I want to be able to highlight(setShadow) them as I hover above each one (mouse:over/mouse:move), and reset highlight when mouse not over.
I tried this, but it doesn't do anything. Below is my code:
var canvas = new fabric.Canvas('canvas');
var petal1 = new fabric.Triangle({
width: 200,
height: 300,
fill: '#DBDBDB',
left: 500,
top: 350,
angle: 200,
strokeLineJoin: 'round',
strokeWidth: 20,
stroke: '#DBDBDB'
});
var petal2 = new fabric.Triangle({
// same options as above
});
var petal3 = new fabric.Triangle({
// same options as above
});
canvas.on('mouse:over', function(e) {
e.target.set('fill', 'red');
canvas.renderAll();
});
canvas.on('mouse:out', function(e) {
e.target.set('fill', 'green');
canvas.renderAll();
});
canvas.add(petal1, petal2, petal3);
I added console.log(e.target);, but it printed nothing.
Your snippet works and check target before setting property to it.
DEMO
var canvas = new fabric.Canvas('canvas');
var options = {
width: 100,
height: 200,
fill: '#DBDBDB',
strokeLineJoin: 'round',
strokeWidth: 20,
stroke: '#DBDBDB'
};
var petal1 = new fabric.Triangle(options);
var petal2 = new fabric.Triangle(options);
var petal3 = new fabric.Triangle(options);
canvas.on('mouse:over', function(e) {
if(e.target){
e.target.set('fill', 'red');
canvas.requestRenderAll();
}
});
canvas.on('mouse:out', function(e) {
if(e.target){
e.target.set('fill', 'green');
canvas.requestRenderAll();
}
});
canvas.add(petal1, petal2, petal3);
canvas{
border:1px solid;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.7.0/fabric.js"></script>
<canvas id="canvas" width="300" height="300"></canvas>

Adding Three.js to a LitElement Class

I'm learning how to integrate Three.js to Polymer's Lit-Element. My current problem is that I need refer to a div element to append Three's Renderer element. Here's how it is done usually:
box = document.getElementById("box")
box.appendChild(renderer.domElement)
Unfortunately, I am not able find how to refer from the constructor()/firstUpdate() to the div declared in the render function. How would you do that?
Here's my best result for now:
Renderer element off target
Here's the code to get this result:
HTML:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>Document</title>
</head>
<body>
<box-test></box-test>
<script type="module" src="src/components/box-test.js" crossorigin></script>
</body>
</html>
Javascript:
import { LitElement, html } from '#polymer/lit-element';
import * as THREE from 'three/build/three.module';
class BoxTest extends LitElement {
constructor() {
super();
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, 1, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(300, 300);
//box = document.getElementById("box");
document.body.appendChild(renderer.domElement);
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshBasicMaterial({ color: 0x00ff00, wireframe: true });
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.z = 5;
var animate = function () {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
animate();
}
render() {
return html`
<style>
#box { border: 1px solid red; height: 310px; width: 310px;}
</style>
<section>
The webgl animation must be in the red box
<div id="box">
</div>
</section>
`
}
}
window.customElements.define('box-test', BoxTest);
Any suggestion will be welcomed.
In your constructor function you can keep variables to use in other functions later by set it to this
this.renderer = renderer
Then in firstUpdated function you can do
firstUpdated () {
let box = this.shadowRoot.getElementById('box')
box.appendChild(this.renderer.domElement)
}
Example Code:
<script type='module'>
import { LitElement, html } from '#polymer/lit-element'
import * as THREE from 'three/build/three.module'
class BoxTest extends LitElement {
constructor () {
super()
var scene = new THREE.Scene()
var camera = new THREE.PerspectiveCamera(75, 1, 0.1, 1000)
var geometry = new THREE.BoxGeometry(1, 1, 1)
var material = new THREE.MeshBasicMaterial({ color: 0x00ff00, wireframe: true })
var cube = new THREE.Mesh(geometry, material)
scene.add(cube)
camera.position.z = 5
;(function animate () {
requestAnimationFrame(animate)
cube.rotation.x += 0.01
cube.rotation.y += 0.01
renderer.render(scene, camera)
}())
var renderer = new THREE.WebGLRenderer()
renderer.setSize(300, 300)
this.renderer = renderer
}
firstUpdated () {
let box = this.shadowRoot.getElementById('box')
box.appendChild(this.renderer.domElement)
}
render () {
return html`
<style>
#box { border: 1px solid red; height: 310px; width: 310px;}
</style>
<section>
The webgl animation must be in the red box
<div id="box"></div>
</section>
`
}
}
window.customElements.define('box-test', BoxTest)
</script>

FBXLoader: I can't load more than one object

I am just trying to follow examples and get myself putting my own models into a scene. However, when using the FBXLoader, I'm not sure what if what I'm doing is right. I can only get one FBX to load at a time. I'm not a coder first, so sorry if my code looks sloppy:
I have an object called range_burners.fbx. It loads in fine by itself. I have a model called range_main.fbx that works just fine by itself. But both of them together, well the range_main.fbx always seems to take precedent.
<!DOCTYPE html>
<!-- saved from url=(0022)http://127.0.0.1:1024/ -->
<html lang="en"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>three.js webgl - FBX loader</title>
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a {
color: #046;
font-weight: bold;
}
</style>
</head>
<body>
<div id="info">
three.js - FBXLoader<br>
Character and animation from Mixamo
</div>
<script src="./index_files/three.js.download"></script>
<script src="./index_files/inflate.min.js.download"></script>
<script src="./index_files/FBXLoader.js.download"></script>
<script src="./index_files/OrbitControls.js.download"></script>
<script src="./index_files/Detector.js.download"></script>
<script src="./index_files/stats.min.js.download"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats, controls;
var camera, scene, renderer, light;
var clock = new THREE.Clock();
var mixers = [];
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 100, 200, 300 );
controls = new THREE.OrbitControls( camera );
controls.target.set( 0, 100, 0 );
controls.update();
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xa0a0a0 );
scene.fog = new THREE.Fog( 0xa0a0a0, 200, 1000 );
light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
light.position.set( 0, 200, 0 );
scene.add( light );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 200, 100 );
light.castShadow = true;
light.shadow.camera.top = 180;
light.shadow.camera.bottom = -100;
light.shadow.camera.left = -120;
light.shadow.camera.right = 120;
scene.add( light );
// scene.add( new THREE.CameraHelper( light.shadow.camera ) );
// ground
var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );
var grid = new THREE.GridHelper( 2000, 20, 0x000000, 0x000000 );
grid.material.opacity = 0.2;
grid.material.transparent = true;
scene.add( grid );
var burners = new THREE.FBXLoader();
burners.load( '/fbx/range_burners.fbx', function ( object ) {
object.traverse( function ( child ) {
if( child.material ) {
child.material = new THREE.MeshStandardMaterial ( {
color: 0x151515,
metalness: 0.8,
roughness: 0.6
} );
}
} )
object.position.set(0, 200, 0);
scene.add ( object );
} );
// model
var range = new THREE.FBXLoader();
range.load( '/fbx/range_main.fbx', function ( object2 ) {
object2.traverse( function ( child2 ) {
if( child2.material ) {
child2.material = new THREE.MeshStandardMaterial ( {
color: 0xffffff,
metalness: 0.8,
roughness: 0.4
} );
}
} )
object2.position.set(-150, 0, 0);
scene.add ( object2 );
} );
//burners
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
// stats
stats = new Stats();
container.appendChild( stats.dom );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
if ( mixers.length > 0 ) {
for ( var i = 0; i < mixers.length; i ++ ) {
mixers[ i ].update( clock.getDelta() );
}
}
renderer.render( scene, camera );
stats.update();
}
</script><div><canvas width="1920" height="898" style="width: 1920px; height: 898px;"></canvas><div style="position: fixed; top: 0px; left: 0px; cursor: pointer; opacity: 0.9; z-index: 10000;"><canvas width="80" height="48" style="width: 80px; height: 48px; display: block;"></canvas><canvas width="80" height="48" style="width: 80px; height: 48px; display: none;"></canvas><canvas width="80" height="48" style="width: 80px; height: 48px; display: none;"></canvas></div></div><div><canvas width="928" height="898" style="width: 928px; height: 898px;"></canvas><div style="position: fixed; top: 0px; left: 0px; cursor: pointer; opacity: 0.9; z-index: 10000;"><canvas width="80" height="48" style="width: 80px; height: 48px; display: block;"></canvas><canvas width="80" height="48" style="width: 80px; height: 48px; display: none;"></canvas><canvas width="80" height="48" style="width: 80px; height: 48px; display: none;"></canvas></div></div>
</body></html>
Your code looks pretty good. It's not obvious to me why one would override the other, unless perhaps its hidden behind the other one?
Might try moving their initial positions?
Also, you probably want to do your THREE.WebGLRenderer initialization before you fire off the loaders.. i.e. put your loaders at the end of the init...
Another way to debug is to set 'wireframe:true" on your materials, so you can see of one of them is hiding inside the other...

FabricJS image object clipTo shape object issue

Why this clipTo method doesn't work on the latest fabricjs version, which you could resize the object container and the image inside it. Also you able to move the container object and image object.
var imgInstance = new fabric.Image(img, {
width: instanceWidth,
height: instanceHeight,
top: (canvas.getHeight() / 2 - instanceHeight / 2),
left: (canvas.getWidth() / 2 - instanceWidth / 2),
originX: 'left',
originY: 'top'
});
canvas.add(imgInstance);
imgInstance.clipTo = function(ctx) {
/* image clipping method doesn't work on latest fabricjs version*/
ctx.save();
ctx.setTransform(1, 0, 0, 1, 0, 0);
clippingRect.render(ctx);
ctx.restore();
};
http://jsfiddle.net/efmbrm4v/2/
Or is their another approach shape object inside is the image object.
There is some caching issue with the latest version of FabricJS. To get around that, you need to set objectCaching property to false for the rectangle object.
$(document).ready(function() {
var imageLoader = document.getElementById('imageLoader');
imageLoader.addEventListener('change', handleImage, false);
});
var canvas = new fabric.Canvas('myCanvas');
var clippingRect = new fabric.Rect({
left: 100,
top: 100,
width: 100,
height: 100,
fill: 'transparent',
opacity: 1,
objectCaching: false //<-- set this
});
canvas.add(clippingRect);
function handleImage(e) {
var reader = new FileReader();
reader.onload = function(event) {
var img = new Image();
img.onload = function() {
var instanceWidth, instanceHeight;
instanceWidth = img.width;
instanceHeight = img.height;
var imgInstance = new fabric.Image(img, {
width: instanceWidth,
height: instanceHeight,
top: (canvas.getHeight() / 2 - instanceHeight / 2),
left: (canvas.getWidth() / 2 - instanceWidth / 2),
originX: 'left',
originY: 'top'
});
canvas.add(imgInstance);
imgInstance.clipTo = function(ctx) {
ctx.save();
ctx.setTransform(1, 0, 0, 1, 0, 0);
clippingRect.render(ctx);
ctx.restore();
};
canvas.renderAll();
};
img.src = event.target.result;
};
reader.readAsDataURL(e.target.files[0]);
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.13/fabric.min.js"></script>
<canvas id="myCanvas" width="400" height="300" style="border: 1px solid black"></canvas>
<br />
<label>Choose a File:</label>
<br/>
<br />
<input type="file" id="imageLoader" name="imageLoader" />
<script src="//code.jquery.com/jquery-1.11.0.min.js"></script>

Aligning a Cylinder to a vector

I'm having a hard time trying to get a cylinder aligned to a particular vector. I've seen and tried a number of possible solutions, but to no avail. My understanding is that all I should need to do is to position the cylinder at the center of the vector and use LookAt() to align it. Below I've attached a simple example of this where I add a line, then am attempting to align the cylinder to this line. Would anyone be able to tell me what I'm doing wrong? TIA
Roy
<!DOCTYPE html>
<html lang="en">
<head>
<title></title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display: block;
}
a {
color: skyblue;
}
.button {
background: #999;
color: #eee;
padding: 0.2em 0.5em;
cursor: pointer;
}
.highlight {
background: orange;
color: #fff;
}
span {
display: inline-block;
width: 60px;
float: left;
text-align: center;
}
.left-panel{
position: absolute;
top:0px;
left: 0px;
height:100%;
width:220px;
background-color:white;
}
.right-panel{
position: absolute;
top:0px;
right: 0px;
height:100%;
width:220px;
background-color:white;
}
</style>
</head>
<body>
<script src="https://ajax.googleapis.com/ajax/libs/threejs/r76/three.min.js"></script>
<script src="http://threejs.org/examples/js/Detector.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.1.1/jquery.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene, raycaster, renderer, model, cylinder;
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var reader;
init();
function init() {
scene = new THREE.Scene();
scene.add(new THREE.AmbientLight(0x999999));
addLine();
addCylinder();
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 500 );
// Z is up for objects intended to be 3D printed.
camera.up.set(0, 0, 1);
camera.position.set(8, -72, 20);
camera.rotateOnAxis('X', 25);
camera.rotateOnAxis('Z', 0.0025);
camera.add(new THREE.PointLight(0xffffff, 0.8));
scene.add(camera);
var grid = new THREE.GridHelper(200, 100, 0x229922, 0x222222);//grid
grid.rotateOnAxis(new THREE.Vector3(1, 0, 0), 90 * (Math.PI / 180));
grid.receiveShadow = true;
scene.add(grid);
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( 0x333399 );// scene background color
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild(renderer.domElement);
raycaster = new THREE.Raycaster();
raycaster.linePrecision = .05;
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render );
controls.target.set( 0, 1.2, 2 );
controls.update();
window.addEventListener('resize', onWindowResize, false);
document.addEventListener('mousemove', onDocumentMouseMove, false);
render();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
function render() {
raycaster.setFromCamera(mouse, camera);
// calculate objects intersecting the picking ray
var intersects = raycaster.intersectObjects(scene.children);
renderer.render( scene, camera );
}
function addCylinder() {
//Mesh to align
var material = new THREE.MeshLambertMaterial({ color: 0x666666 });
cylinder = new THREE.Mesh(new THREE.CylinderGeometry(.2, .2, 7.5,8), material);
var vector = new THREE.Vector3(10, 0, 10);
cylinder.position.set(5, 0, 5);
//create a point to lookAt
var focalPoint = new THREE.Vector3(
cylinder.position.x + vector.x,
cylinder.position.y + vector.y,
cylinder.position.z + vector.z
);
//all that remains is setting the up vector (if needed) and use lookAt
//cylinder.up = new THREE.Vector3(0, 0, 1);//Z axis up
cylinder.lookAt(focalPoint);
scene.add(cylinder);
}
function addLine() {
var material = material = new THREE.LineBasicMaterial({ color: 0xff0000, linewidth: 1, fog: false });
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(0,0,0),
new THREE.Vector3(10,0,10)
);
var line = new THREE.Line(geometry, material);
line.castShadow = true;
scene.add(line);
}
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
render();
}
</script>
</body>
</html>
All you need to do is rotate the cylinder so it aligns with the z-axis instead of the y-axis.
cylinder = new THREE.Mesh( new THREE.CylinderGeometry( .2, .2, 7.5, 8 ), material );
cylinder.geometry.rotateX( Math.PI / 2 );
cylinder.geometry.translate( 0, 0, - 7.5 / 2 ); // optional
When you call object.lookAt( target ), the oject's local positive z-axis is oriented toward the target.
three.js r.82

Resources