// Make a cube with Lambert material
// ---------------------------------
// Lower fragments can increase performance
var cubeWidth = cubeSize,
cubeHeight = cubeSize,
cubeDepth = 10,
cubeQuality = 1;
// create the cube's material
var cubeMaterial = new THREE.MeshLambertMaterial(
{
color: 0xb22222
}
);
// create a cube with sphere geometry and the meterial
cube = new THREE.Mesh(
new THREE.BoxGeometry(
cubeWidth,
cubeHeight,
cubeDepth,
cubeQuality,
cubeQuality,
cubeQuality
),
cubeMaterial);
lift the cube to half of the playing space height
cube.position.z = fieldDepth/2;
set the cube x position in the left of the play field
cube.position.x = -fieldWidth/3;
----------add the cube to the scene-------------------------
scene.add(cube);
I have tried ;
var texture = new THREE.TextureLoader();
var texture1 = texture.load('scripts/kan.png');
cube = new THREE.Mesh(
new THREE.BoxGeometry(
cubeWidth,
cubeHeight,
cubeDepth,
cubeQuality,
cubeQuality,
cubeQuality
));
var cubeMaterial = new THREE.MeshBasicMaterial(
{
map: texture1
//color: 0xb22222
}
);
// create a cube with sphere geometry and the meterial
mesh = new THREE.Mesh( cube, cubeMaterial );
And this, but it didn't work
const texture = new THREE.TextureLoader().load( 'kan.png' );
var cubeMaterial = new THREE.MeshLambertMaterial(
{
//color: 0xb22222
map: texture
}
);
I am also getting the following error : THREE.Material: 'map' parameter is undefined
Related
I created a PlaneGeometry in Three.js and placed an object on top of it.
If I move the camera so that I can see the PlaneGeometry from below I can still see parts from the object on top. How can I define that the object is only seen from above the PlaneGeometry?
Image from above
Image from below
// Creating PlaneGeometry
var floorGeometry = new THREE.PlaneGeometry( 100, 100 );
floorGeometry.rotateX( - Math.PI / 2 );
var floorTexture = new THREE.TextureLoader().load( '../img/wood-texture.jpg' );
floorTexture.wrapS = THREE.RepeatWrapping;
floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set(20, 20);
var floorMaterial = new THREE.MeshBasicMaterial({map: floorTexture, side: THREE.DoubleSide});
var floor = new THREE.Mesh( floorGeometry, floorMaterial );
scene.add( floor );
// Creating object on top
var cubeGeometry = new THREE.BoxGeometry(1, 1, 1);
var cubeMaterial = new THREE.MeshBasicMaterial({color: 0x444444,wireframe: true});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.set(0, 0.5, 0);
scene.add(cube);
As workaround I set the floor lower. If I zoom in I can still see the gap but it seems to be the best / only solution.
floor.position.y = -0.5;
I'm trying to create 3d dice with texture maps on a cube. If I just load a single texture it displays fine (although, of course, I can't specify different images for each side). I tried using CubeTextureLoader but I get a totally garbled texture (Here's what I see). Any suggestions?
// This doesn't work
THREE.CubeTextureLoader().load(['/public/images/dice6-red.png',
'/public/images/dice6-red.png',
'/public/images/dice6-red.png',
'/public/images/dice6-red.png',
'/public/images/dice6-red.png',
'/public/images/dice6-red.png'], function(texture) {
var geometry = new THREE.BoxGeometry( 2,2,2 );
var material = new THREE.MeshPhongMaterial({color: 0xffffff,
map: texture});
var cube = new THREE.Mesh( geometry, material );
cube.position.x = 10;
cube.position.y = -20;
self._scene.add(cube);
self.update();
});
// This works fine
new THREE.TextureLoader().load('/public/images/dice6-red.png', function(texture) {
var geometry = new THREE.BoxGeometry( 2,2,2 );
var material = new THREE.MeshBasicMaterial({color: 0xffffff,
map: texture});
var cube = new THREE.Mesh( geometry, material );
cube.position.y = -20;
self._scene.add(cube);
self.update();
});
To place different images on the sides of a cube in the current version of Three.js (v93), use an array of materials in the mesh constructor. For example:
let cubeGeometry = new THREE.BoxGeometry(1,1,1);
let loader = new THREE.TextureLoader();
let materialArray = [
new THREE.MeshBasicMaterial( { map: loader.load("xpos.png") } ),
new THREE.MeshBasicMaterial( { map: loader.load("xneg.png") } ),
new THREE.MeshBasicMaterial( { map: loader.load("ypos.png") } ),
new THREE.MeshBasicMaterial( { map: loader.load("yneg.png") } ),
new THREE.MeshBasicMaterial( { map: loader.load("zpos.png") } ),
new THREE.MeshBasicMaterial( { map: loader.load("zneg.png") } ),
];
let mesh = new THREE.Mesh( cubeGeometry, materialArray );
The way of reproduction of the texture, independent of the extent of object is necessary to me. If, for example, to do:
var geometry = new THREE.PlaneGeometry( 400, 400, 10, 10 );
var Texture = THREE.ImageUtils.loadTexture( 'textures/texture.png' );
Texture.wrapS = Texture.wrapT = THREE.RepeatWrapping;
Texture.repeat.set( 2, 1 );
var material = new THREE.MeshBasicMaterial({
map: Texture,
side: THREE.DoubleSide,
});
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set(-400,0,0);
scene.add( mesh );
var mesh = new THREE.Mesh( geometry.clone(), material.clone() );
mesh.scale.x = 2;
mesh.position.set(400,0,0);
scene.add( mesh );
result here
How to redefine texture to receive the following result?
here
Based on certain parameters am creating multiple sphere geometries by specifying different PI and theta values. For example
var parent = new THREE.Object3D();
scene.add( parent );
var geometry = new THREE.SphereGeometry( 5, 24, 16, 0 * Math.PI/2, Math.PI/2 );
var material = new THREE.MeshLambertMaterial( { map: texture0 } );
mesh = new THREE.Mesh( geometry, material );
parent.add( mesh );
var geometry = new THREE.SphereGeometry( 5, 24, 16, 1 * Math.PI/2, Math.PI/2 );
var material = new THREE.MeshLambertMaterial( { map: texture1 } );
mesh = new THREE.Mesh( geometry, material );
parent.add( mesh );
var geometry = new THREE.SphereGeometry( 5, 24, 16, 2 * Math.PI/2, Math.PI/2 );
var material = new THREE.MeshLambertMaterial( { map: texture2 } );
mesh = new THREE.Mesh( geometry, material );
parent.add( mesh );
var geometry = new THREE.SphereGeometry( 5, 24, 16, 3 * Math.PI/2, Math.PI/2 );
var material = new THREE.MeshLambertMaterial( { map: texture3 } );
mesh = new THREE.Mesh( geometry, material );
parent.add( mesh );
When i create more than one geometry, it works fine with THREE.WebGLRenderer but when i use THREE.CanvasRenderer() the browser crashes. How to fix the issue. I want my application to run on IE10 and below which only supports THREE.CanvasRenderer.
Thanks in advance.
I have a cube geometry and a mesh, and i don't know how to change the width (or height... i can change x, y and z though).
Here's a snippet of what i have right now:
geometry = new THREE.CubeGeometry( 200, 200, 200 );
material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
mesh = new THREE.Mesh( geometry, material );
// WebGL renderer here
function render(){
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render( scene, camera );
}
function changeStuff(){
mesh.geometry.width = 500; //Doesn't work.
mesh.width = 500; // Doesn't work.
geometry.width = 500; //Doesn't work.
mesh.position.x = 500// Works!!
render();
}
Thanks!
EDIT
Found a solution:
mesh.scale.x = 500;
Just to complete comment and solution from question (and have an answer present with example code):
// create a cube, 1 unit for width, height, depth
var geometry = new THREE.CubeGeometry(1,1,1);
// each cube side gets another color
var cubeMaterials = [
new THREE.MeshBasicMaterial({color:0x33AA55, transparent:true, opacity:0.8}),
new THREE.MeshBasicMaterial({color:0x55CC00, transparent:true, opacity:0.8}),
new THREE.MeshBasicMaterial({color:0x000000, transparent:true, opacity:0.8}),
new THREE.MeshBasicMaterial({color:0x000000, transparent:true, opacity:0.8}),
new THREE.MeshBasicMaterial({color:0x0000FF, transparent:true, opacity:0.8}),
new THREE.MeshBasicMaterial({color:0x5555AA, transparent:true, opacity:0.8}),
];
// create a MeshFaceMaterial, allows cube to have different materials on each face
var cubeMaterial = new THREE.MeshFaceMaterial(cubeMaterials);
var cube = new THREE.Mesh(geometry, cubeMaterial);
cube.position.set(0,0,0);
scene.add( cube );
cube.scale.x = 2.5; // SCALE
cube.scale.y = 2.5; // SCALE
cube.scale.z = 2.5; // SCALE
A slightly advanced, dynamic example (still the same scaling) implemented here:
You can dispose the geometry of cube and affect the new one like this :
let new_geometry = new THREE.CubeGeometry(500,200,200);
geometry.dispose();
cube.geometry = new_geometry;
Scale properties can be used to for changing width, height and and depth of cube.
//creating a cube
var geometry = new THREE.BoxGeometry(1,1,1);
var material = new THREE.MeshBasicMaterial({color:"white"});
var cube = new THREE.Mesh(geometry, material);
//changing size of cube which is created.
cube.scale.x = 30;
cube.scale.y = 30;
cube.scale.z = 30;