Three.js spotlight target direction not being updated - three.js

I'm trying to emulate a car's headlights, but can't seem to get the spotlight to update its target position. I need it pointing forward, but by increasing the intensity, it seems to still be pointing down. It looked like the light is AROUND the headlight and not pointing to its target. Even the helper is telling me it's pointing forward, but looking at the evidence, that does not seem to be the case. I want the spotlight to go in the direction of the helper.
code:
var carHeadlight1 = new THREE.SpotLight(0xF2E66A, 10, 8, 9.2);
carHeadlight1.castShadow = true;
carHeadlight1.target.position.set(-0.25, 0.5, -3);
carHeadlight1.target.updateMatrixWorld();
carHeadlight1.position.y -= 0.7;
carHeadlight1.position.x -= 0.3;
carHeadlight1.position.z -= 0.8;
const spotLightHelper = new THREE.SpotLightHelper(carHeadlight1);
scene.add(spotLightHelper);

Related

Three js OrbitControls control rotation direct with mousemove (without mousedown)

The target(object) has a fixed rotate animation. So i'm trying to use OrbitControls for rotating camera around the target. Here is the standard set:
this.control = new OrbitControls(this.camera, this.renderer.domElement);
this.control.rotateSpeed = 0.3; // control the rotate speed
this.control.autoRotateSpeed = 0;
this.control.enableZoom = false;
this.control.enablePan = false;
this.control.enableDamping = true;
this.control.target.set(0, 0, 0);
I also can use smooth moving
this.control.update()
It works well with mousedrag (mousedown and start to move).
My goal is only that i do not use "mousedown". I just want my target to rotate by mousemove directly.
I already read the docs https://threejs.org/docs/#examples/en/controls/OrbitControls
But i can not find for controlling "mousedown, mousemove, mouseup".
Isn't it impossible?

Three.js - repositioning vertices in a 'particle' mesh

I have a basic three.js game working and I'd like to add particles. I've been searching online, including multiple questions here, and the closest I've come to getting a 'particle system' working is using a THREE.BufferGeometry, a THREE.BufferAttribute and a THREE.Points mesh. I set it up like this:
const particleMaterial = new THREE.PointsMaterial( { size: 10, map: particleTexture, blending: THREE.AdditiveBlending, transparent: true } );
const particlesGeometry = new THREE.BufferGeometry;
const particlesCount = 300;
const posArray = new Float32Array(particlesCount * 3);
for (let i = 0; i < particlesCount; i++) {
posArray[i] = Math.random() * 10;
}
const particleBufferAttribute = new THREE.BufferAttribute(posArray, 3);
particlesGeometry.setAttribute( 'position', particleBufferAttribute );
const particlesMesh = new THREE.Points(particlesGeometry, particleMaterial);
particlesMesh.counter = 0;
scene.add(particlesMesh);
This part works and displays the particles fine, at their initial positions, but of course I'd like to move them.
I have tried all manner of things, in my 'animate' function, but I am not happening upon the right combination. I'd like to move particles, ideally one vertex per frame.
The current thing I'm doing in the animate function - which does not work! - is this:
particleBufferAttribute.setXYZ( particlesMesh.counter, objects[0].position.x, objects[0].position.y, objects[0].position.z );
particlesGeometry.setAttribute( 'position', particleBufferAttribute );
//posArray[particlesMesh.counter] = objects[0].position;
particlesMesh.counter ++;
if (particlesMesh.counter > particlesCount) {
particlesMesh.counter = 0;
}
If anyone has any pointers about how to move Points mesh vertices, that would be great.
Alternatively, if this is not at all the right approach, please let me know.
I did find Stemkoski's ShaderParticleEngine, but I could not find any information about how to make it work (the docs are very minimal and do not seem to include examples).
You don't need to re-set the attribute, but you do need to tell the renderer that the attribute has changed.
particleBufferAttribute.setXYZ( particlesMesh.counter, objects[0].position.x, objects[0].position.y, objects[0].position.z );
particleBufferAttribute.needsUpdate = true; // This is the kicker!
By setting needsUpdate to true, the renderer knows to re-upload that attribute to the GPU.
This might not be concern for you, but just know that moving particles in this way is expensive, because you re-upload the position attribute every single frame, which includes all the position data for every particle you aren't moving.

adding perlin noise to THREE.js r121

I have been struggling with finding a good tutorial to add perlin noise to a newer version of THREE.js. I have found many tutorials and examples but they all seem to break when I add r121 into the mix.
I've tried a great example from Codepen using a script from jeromeetienne.github.io
I've also tried this guys tutorial and file http://www.stephanbaker.com/post/perlinterrain/
I've tried several others and no luck. I am convinced it's due to THREE versions being used. Most of what I can find use an old version of THREE.js. I have forked what others have, and it works with the old version they are using but not the new one.
//land
let landGeo = new THREE.PlaneGeometry(500,500, 50, 50);
let landMat = new THREE.MeshStandardMaterial({
color:'green'
})
land = new THREE.Mesh(landGeo, landMat);
scene.add(land);
noise.seed(Math.random());
for(let i=1;i<100;i++) {
for(let j=1;j<100;j++) {
var value = noise.simplex2(i / 100, j / 100);
// ... or noise.simplex3 and noise.perlin3:
// var value = noise.simplex3(i / 100, j / 100, clock);
landGeo[i][j].r = Math.abs(value) * 256;
}
}
So does anyone know how can get some version of perlin noise working? I am trying to creat terrain.
https://codepen.io/jfirestorm44/pen/mdEEwqb?editors=0010
Thank you
Did you check the browser console errors? It should be the first thing you check.
I see the error Cannot read property '1' of undefined.
Which tells me that something is wrong with the line landGeo[i][j].r = Math.abs(value) * 256;
The vertices are in a single dimension array and are vector objects. I am pretty sure it should be:
landGeo.vertices[i+j].z = Math.abs(value) * 256;.
Also, I am not sure you are calling the noise function with the correct parameters, though I could be wrong and you may be wanting it like it is.
var value = noise.simplex2(i / 100, j / 100);
Also, you are starting your for loops at 1, for(let i=1;i<100;i++) {, I am pretty sure you want to start them at 0. for(let i=0;i<100;i++) {
There is always the option of doing the displacement in a shader like this 3d example, only in 2d

Simple holes aren't rendered properly in Three.js

I have a simple rectangular wall and I like to place multiple window holes on it. It always works great for the first hole, but as soon as I add additional holes the polygon becomes messed up. See the images below to see what I'm talking about.
How can I draw holes properly in Three.js?
The right hole is not drawn properly.
After increasing the height of the right hole the entire wall mesh becomes halfcut.
Here is a sample code that causes above problem:
var shape = new THREE.Shape();
shape.moveTo(0, 0);
shape.lineTo(1, 0);
shape.lineTo(1, 1);
shape.lineTo(0, 1);
var windowHole = new THREE.Path();
windowHole.moveTo(0.14999999888241292, 0.7758620689655171)
windowHole.lineTo(0.4999999962747097, 0.7758620689655171)
windowHole.lineTo(0.4999999962747097, 0.3448275862068965)
windowHole.lineTo(0.14999999888241292, 0.3448275862068965)
shape.holes.push(windowHole);
windowHole = new THREE.Path();
windowHole.moveTo(0.5999999955296517, 0.7758620689655171)
windowHole.lineTo(0.7499999944120646, 0.7758620689655171)
windowHole.lineTo(0.7499999944120646, 0.6034482758620688)
windowHole.lineTo(0.5999999955296517, 0.6034482758620688)
shape.holes.push(windowHole);
var mesh = new THREE.Mesh(new THREE.ShapeGeometry(shape), this.material);
root.add(mesh);
The above code results in a warning:
Warning, unable to triangulate polygon!
at public_html/libs/three.js:27785
It turned out that this was a bug that is now fixed in version 66dev.
The bug was reported and discussed here:
https://github.com/mrdoob/three.js/issues/3386
The fixed version that I'm using now is developer built version 66dev committed at Jan 27th, 2014 here:
https://github.com/mrdoob/three.js/tree/dev/build
I assume this fix will be merged with the main three.js soon, but until then you can use the link above.
Some code might help. if possible link your code in jsfiddle...
just you need to change the order of the path creation... refer the link... http://jsfiddle.net/ebeit303/BuNb2/
var shape = new THREE.Shape();
shape.moveTo(-5, -5);
shape.lineTo(-5, 5);
shape.lineTo(5, 5);
shape.lineTo(5, -5);
shape.lineTo(-5, -5);
var windowHole = new THREE.Path();
windowHole.moveTo(-2,-2);
windowHole.lineTo(0,-2);
windowHole.lineTo(0,0);
windowHole.lineTo(-2,0);
windowHole.lineTo(-2,-2);
shape.holes.push(windowHole);
windowHole1 = new THREE.Path();
windowHole1.moveTo(3,3);
windowHole1.lineTo(4,3);
windowHole1.lineTo(4,4);
windowHole1.lineTo(3,4);
windowHole1.lineTo(3,3);
shape.holes.push(windowHole1);
var geometry = new THREE.ShapeGeometry( shape );
var material = new THREE.MeshBasicMaterial({color:0xffccff, side:2, overdraw:true} );
var mesh = new THREE.Mesh(geometry, material );
group.add(mesh);
Have a look on http://learningthreejs.com/data/constructive-solid-geometry-with-csg-js/. Whatever your codes are it will help you in doing it better. Substraction, addition, union, intersection everything is possible.

how to display a mesh in front of my camera in Three.Js?

i want to show a mesh (like gunshot) in front of my perspective camera(with first person controls) i wrote this code in the render function of my page:
var pos = camera.position;
var rot = camera.rotation;
shot.rotation.x = rot.x;
shot.rotation.y = rot.y;
shot.rotation.z = rot.z;
shot.position.x = pos.x;
shot.position.y= pos.y;
shot.position.z = pos.z + 500;
if i just change the position of my camera its good, but if i change the camera's rotation i don't see the shot in front of that.
how can i do this?
It would seem that you need to make the "shot" a child of the camera. It's not clear from your example whether you're doing that already, but this should make the shot move around with the camera properly.

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