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I'm looking to draw a continuous line with a given thickness showing only the edges using three.js. I have achieved it. I'm trying to add thickness to the line but it is not getting reflected in the scene due to some angle in three.js. Can anyone help me out with the issue.
Here's the fiddle https://jsfiddle.net/16vhjm0y/1/
var renderer, scene, camera;
var line;
var count = 0;
var mouse = new THREE.Vector3();
var mesh3D;
var maxPoint = 6;
var height = window.innerHeight * .99;
var plane = new THREE.Plane(new THREE.Vector3(0, 0, 1), 0); // facing us for mouse intersection
var raycaster = new THREE.Raycaster();
var point3ds = [];
var usePerspectiveCamera = false; // toggles back and forth
var perspOrbit;
var perspCam;
var orthoOrbit;
var orthoCam;
var labelRenderer, labelAjay;
var testBoolean = false;
var mouseDownBoolean = false;
var distanceData, showDistanceData;
var ajay;
var arrAjay = [];
var arrAjayFinal = [];
var mouseUpBoolean = false;
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, height);
document.body.appendChild(renderer.domElement);
// scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
// camera perspective
perspCam = new THREE.PerspectiveCamera(45, window.innerWidth / height, 1, 10000);
perspCam.position.set(0, 0, 200);
// camera ortho
var width = window.innerWidth;
//var height = window.innerHeight;
orthoCam = new THREE.OrthographicCamera(-width / 2, width / 2, height / 2, -height / 2, 0, 1200);
// assign cam
camera = perspCam;
someMaterial = new THREE.MeshBasicMaterial({ color: 0xA9A9A9, side: THREE.DoubleSide, transparent: true, opacity: 0.3 });
// grid
var grid = new THREE.GridHelper(1024, 56);
grid.rotateX(Math.PI / 2);
// scene.add(grid);
// geometry
var geometry = new THREE.BufferGeometry();
var MAX_POINTS = 500;
positions = new Float32Array(MAX_POINTS * 3);
geometry.addAttribute('position', new THREE.BufferAttribute(positions, 3));
// material
var material = new THREE.LineBasicMaterial({
color: 0xff0000,
linewidth: 10
});
// line
line = new THREE.Line(geometry, material);
// line.position.z = 20;
scene.add(line);
// var geometry = new THREE.BoxBufferGeometry( 10, 2, 20 );
// var edgesPavement = new THREE.EdgesGeometry( geomPavement );
// var lineGeometry = new THREE.LineSegmentsGeometry().setPositions( edgesPavement.attributes.position.array );
// var lineMaterial = new THREE.LineMaterial( { color: 0xff0000, linewidth: 10 } );
// lineMaterial.resolution.set( window.innerWidth, window.innerHeight ); // important, for now...
// var line = new THREE.LineSegments2( lineGeometry, lineMaterial );
// scene.add( line );
document.addEventListener("mousemove", onMouseMove, false);
document.addEventListener('mousedown', onMouseDown, false);
document.addEventListener('mouseup', onMouseUp, false);
createUI();
labelRenderer = new THREE.CSS2DRenderer();
ajay = document.createElement('div');
ajay.className = 'ajay';
ajay.style.color = "black";
ajayInsert = document.createElement('div');
ajayInsert.className = 'ajay';
ajayInsert.style.color = "black";
// ajay.style.color = "black";
// console.log(ajay)
labelAjay = new THREE.CSS2DObject(ajay);
labelAjayFinal = new THREE.CSS2DObject(ajayInsert);
labelRenderer.setSize(window.innerWidth, window.innerHeight);
labelRenderer.domElement.style.position = 'absolute';
labelRenderer.domElement.style.top = '0';
labelRenderer.domElement.style.pointerEvents = 'none';
ajay.style.display = "none";
ajayInsert.style.display = "none";
}
// update line
function updateLine() {
positions[count * 3 - 3] = mouse.x;
positions[count * 3 - 2] = mouse.y;
positions[count * 3 - 1] = mouse.z;
line.geometry.attributes.position.needsUpdate = true;
}
// mouse move handler
function onMouseMove(event) {
var rect = renderer.domElement.getBoundingClientRect();
mouse.x = (event.clientX - rect.left) / (rect.right - rect.left) * 2 - 1;
mouse.y = - ((event.clientY - rect.top) / (rect.bottom - rect.top)) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
mouse = raycaster.ray.intersectPlane(plane, mouse);
if (count !== 0 && count < maxPoint) {
updateLine();
}
testBoolean = true;
if (testBoolean == true) {
// scene.remove(labelAjay);
var geometry = line.geometry;
geometry.computeBoundingBox();
center = geometry.boundingBox.getCenter();
// line.localToWorld(center);
// console.log(center);
if (mouseDownBoolean == true) {
labelAjay.position.set(mouse.x, mouse.y, mouse.z);
// console.log(line.position)
scene.add(labelAjay);
document.body.appendChild(labelRenderer.domElement);
// console.log(positions);
distanceData = point3ds[0].distanceTo(new THREE.Vector3(mouse.x, mouse.y, mouse.z));
showDistanceData = Math.round(distanceData * 1000);
// console.log(point3ds[0]);
// console.log(point3ds[1]);
// console.log(distanceData);
// console.log(showDistanceData)
ajay.textContent = showDistanceData + ' mm';
// console.log(labelRenderer)
}
// console.log(labelRenderer.domElement)
// document.getElementsByClassName("ajay").remove();
// document.getElementsByClassName("ajay").outerHTML = "";
}
}
// add point
function addPoint(event) {
if (count < maxPoint) {
console.log("point nr " + count + ": " + mouse.x + " " + mouse.y + " " + mouse.z);
positions[count * 3 + 0] = mouse.x;
positions[count * 3 + 1] = mouse.y;
positions[count * 3 + 2] = mouse.z
count++;
line.geometry.setDrawRange(0, count);
updateLine();
point3ds.push(new THREE.Vector3(mouse.x, mouse.y, mouse.z));
} else {
console.log('max points reached: ' + maxPoint);
}
}
function getPointInBetweenByLen(pointA, pointB, length) {
var dir = pointB.clone().sub(pointA).normalize().multiplyScalar(length);
return pointA.clone().add(dir);
}
// mouse down handler
function onMouseDown(evt) {
mouseDownBoolean = true;
// force add an extra point on first click so buffer line can display
// buffer geometry requires two points to display, so first click should add two points
if (count === 0) {
addPoint();
}
if (count < maxPoint) {
addPoint();
}
}
function onMouseUp(event){
mouseUpBoolean = true;
if(mouseUpBoolean == true){
// showDistanceData = Math.round(distanceData * 1000);
arrAjay.push(showDistanceData);
console.log(arrAjay);
arrAjayFinal = arrAjay.splice(-1)[0];
var geometry = line.geometry;
geometry.computeBoundingBox();
center = geometry.boundingBox.getCenter();
if (mouseDownBoolean == true) {
labelAjayFinal.position.set(center.x, center.y, center.z);
scene.add(labelAjayFinal);
document.body.appendChild(labelRenderer.domElement);
// distanceData = point3ds[0].distanceTo(new THREE.Vector3(mouse.x, mouse.y, mouse.z));
// showDistanceData = Math.round(distanceData * 1000);
console.log('arrAjayFinal', arrAjayFinal);
ajayInsert.textContent = arrAjayFinal;
}
}
}
// render
function render() {
renderer.render(scene, camera);
labelRenderer.render(scene, camera);
}
// animate
function animate() {
requestAnimationFrame(animate);
render();
}
// loop through all the segments and create their 3D
function create3D() {
if (!mesh3D && point3ds && point3ds.length) {
console.log('creating 3D');
mesh3D = new THREE.Mesh(); // metpy mesh but is the root mesh for all 3D
scene.add(mesh3D);
// prepare create segments from point3ds - every two points create a segement
var index = 1;
var segmentHeight = 56;
point3ds.forEach(point3d => {
if (index < point3ds.length) {
var seg = new Segment(point3d, point3ds[index], someMaterial, segmentHeight);
mesh3D.add(seg.mesh3D);
index++;
}
});
}
}
function createUI() {
// create3D
var btn = document.createElement('button');
document.body.appendChild(btn);
btn.innerHTML = 'Create3D';
btn.addEventListener('mousedown', () => {
create3D();
// add orbiting controls to both cameras
var controls;
if (!perspOrbit) {
perspOrbit = new THREE.OrbitControls(perspCam, renderer.domElement);
perspOrbit.screenSpacePanning = true;
// raotation is enabled once create3D is pressed
setToFullOrbit(perspOrbit);
perspOrbit.enabled = true; // set to true by default
}
// add orbit to orthocam
if (!orthoOrbit) {
orthoOrbit = new THREE.OrbitControls(orthoCam, renderer.domElement);
orthoOrbit.screenSpacePanning = true;
orthoOrbit.enabled = false; // set to false by default
//orthoOrbit.enableDamping = true;
//orthoOrbit.dampingFactor = .15;
}
});
}
function switchCam() {
usePerspectiveCamera = !usePerspectiveCamera;
if (usePerspectiveCamera) {
if (perspCam) {
camera = perspCam;
perspOrbit.enabled = true;
orthoOrbit.enabled = false;
} else {
throw new Error('Switch to perspective cam failed, perspective cam is null');
}
} else {
if (orthoCam) {
camera = orthoCam;
orthoOrbit.enabled = true;
perspOrbit.enabled = false;
} else {
throw new Error('Switch to ortho cam failed, orthoCam is null');
}
}
}
function rotateCam90() {
if (camera instanceof THREE.OrthographicCamera) {
orthoOrbit.update();
camera.applyMatrix(new THREE.Matrix4().makeRotationZ(Math.PI / 2));
}
}
function reset() {
scene.remove(mesh3D);
mesh3D = null;
for (var i = 0; i < 3 * 8; i++) {
positions[i] = 0;
}
count = 0;
line.geometry.setDrawRange(0, count);
updateLine();
point3ds = [];
}
function setToFullOrbit(orbitControl) {
// how far you can orbit vertically
orbitControl.minPolarAngle = 0;
orbitControl.maxPolarAngle = Math.PI;
// How far you can dolly in and out ( PerspectiveCamera only )
orbitControl.minDistance = 0;
orbitControl.maxDistance = Infinity;
orbitControl.enableZoom = true; // Set to false to disable zooming
orbitControl.zoomSpeed = 1.0;
orbitControl.enableRotate = true;
// allow keyboard arrows
orbitControl.enableKeys = true;
// Set to false to disable panning (ie vertical and horizontal translations)
orbitControl.enablePan = true;
}
// each segment knows how to create its 3D
class Segment {
constructor(start, end, material, height) {
this.start = start;
this.end = end;
this.height = height; // height of the segment's 3D
this.material = material;
this.mesh3D = null;
this.create3D();
}
create3D() {
if (this.start && this.end) {
//create the shape geometry
var distStartToEnd = this.start.distanceTo(this.end);
var vec2s = [
new THREE.Vector2(),
new THREE.Vector2(0, this.height),
new THREE.Vector2(distStartToEnd, this.height),
new THREE.Vector2(distStartToEnd, 0)
];
console.log('vec2s', vec2s);
var shape = new THREE.Shape(vec2s);
var geo = new THREE.BoxGeometry(5, 5, 5);
// console.log('shape', shape);
var geo = new THREE.ShapeGeometry(shape);
geo.applyMatrix(new THREE.Matrix4().makeRotationX(THREE.Math.degToRad(90)));
this.mesh3D = new THREE.Mesh(geo, this.material);
this.alignRotation();
this.alignPosition();
// the mesh3D should be added to the scene outside of this class
}
}
alignRotation() {
var p1 = this.start.clone();
var p2 = this.end.clone();
var direction = new THREE.Vector3();
direction.subVectors(p2, p1);
direction.normalize();
this.mesh3D.quaternion.setFromUnitVectors(new THREE.Vector3(1, 0, 0), direction);
}
alignPosition() {
if (this.mesh3D) {
this.mesh3D.position.copy(this.start);
} else {
throw new Error('mesh3D null');
}
}
}
The linewidth parameter relies on native WebGL support for drawing line thickness, but its performance is very spotty across browsers & operating systems. I think Windows doesn't support it, but MacOS does, so it shouldn't be relied upon. See this discussion on the Three.js Github for several bug reports.
As a workaround, they've created LineGeometry, which sort of re-builds a line with geometry to allow for thickness. See this example for how to use it. It even allows for dashed lines. After importing the module, you can implement it with:
const geometry = new LineGeometry();
geometry.setPositions( positions );
geometry.setColors( colors );
matLine = new LineMaterial( {
color: 0xffffff,
linewidth: 5, // in pixels
vertexColors: true,
dashed: false
} );
line = new Line2( geometry, matLine );
line.computeLineDistances();
scene.add( line );
We are creating a three.js based game where players can eat food, currently we have a collision script but it is not working properly. Any help to get it working so our players can eat would be greatly appreciated.
The code is below.
Code snippet:
//sorry in advance for the crazy code structure o.o
//variables
var scene, renderer, rayCaster;
var WORLD, floor, FOOD, MWORLD;
var plr, camera, controls;
function debugupdate()
{
window.plr = plr
window.floor = floor
window.WORLD = WORLD
window.camera = camera
window.controls = controls
window.scene = scene
window.FOOD = FOOD
}
setInterval(debugupdate, 1000)
//setup scene for gameplay
function InitGame()
{
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
rayCaster = new THREE.Raycaster();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.y = 8;
camera.position.z = 8;
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.autoRotate = false;
controls.enablePan = false;
//controls.update() must be called after any manual changes to the camera's transform
//camera.position.set( 0, 20, 100 );
//controls.update();
//MWORLD = stuff mouse can detect
MWORLD = new THREE.Object3D();
MWORLD.name = 'MWORLD'
var floorgeo = new THREE.BoxGeometry(30, 0.5, 30);
var floormat = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
floor = new THREE.Mesh( floorgeo, floormat );
MWORLD.add(floor)
WORLD = new THREE.Object3D();
WORLD.add( MWORLD );
WORLD.name = 'WORLD';
scene.add(WORLD);
}
InitGame();
//Mouse Stuff
var MousePos;
var PlrTarget;
document.addEventListener('mousemove', MouseToWorld, false);
function MouseToWorld(event) {
event.preventDefault();
var mouse = {};
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5);
vector.unproject( camera );
var dir = vector.sub( camera.position ).normalize();
var distance = - camera.position.z / dir.z;
MousePos = camera.position.clone().add( dir.multiplyScalar( distance ) );
//console.log(MousePos)
rayCaster.setFromCamera(mouse, camera);
var intersects = rayCaster.intersectObjects(WORLD.getObjectByName('MWORLD').children, true);
if (intersects.length > 0)
// console.log(intersects[0].point);
PlrTarget = intersects[0].point
// Make the sphere follow the mouse
// mouseMesh.position.set(event.clientX, event.clientY, 0);
};
//Food Parent
FOOD = new THREE.Object3D();
FOOD.name = 'FOOD'
WORLD.add(FOOD)
var fid = -1
//Add Food Object should this be different?
function AddFood()
{
fid = fid + 1
var colors = ['red', 'blue', 'orange', 'yellow', 'pink', 'cyan'];
var geometry = new THREE.SphereGeometry( 0.05 * 1.5, 32 / 4, 32 / 4 );
var material = new THREE.MeshBasicMaterial( {color: colors[Math.floor(Math.random() * colors.length)]} );
var sphere = new THREE.Mesh( geometry, material );
var geometry = new THREE.BoxGeometry( 0.1 * 1.5, 10, 0.1 * 1.5);//BoxGeometry for collision detection spheres were lagging like crazy :(
var material = new THREE.MeshBasicMaterial( {color: 'red'} );
material.transparent = true
material.opacity = 0.2
var cube = new THREE.Mesh( geometry, material );
var foodrange = 15
cube.add(sphere);
cube.position.y = 0.25
cube.position.z = ((Math.random() * foodrange + 1) * (Math.round(Math.random()) * 2 - 1));
cube.position.x = ((Math.random() * foodrange + 1) * (Math.round(Math.random()) * 2 - 1));
cube.name = 'f' + fid
WORLD.getObjectByName('FOOD').add(cube)
}
//adds lots of food
function InitFood()
{
var i
for(i = 0; i < 150; i++)
{
AddFood();
}
}
InitFood();
//Eats the food working I think...
function ConsumeFood(fid)
{
FOOD.remove(FOOD.getObjectByName(fid))
plr.scale.x = plr.scale.x + 0.01
plr.scale.y = plr.scale.y + 0.01
plr.scale.z = plr.scale.z + 0.01
}
//Creates Player
function CreatePlr()
{
var geometry = new THREE.SphereGeometry( 0.5, 32, 32);//32 / 2
var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
var sphere = new THREE.Mesh( geometry, material );
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( {color: 'blue'} );
material.transparent = true
material.opacity = 0.2
var cube = new THREE.Mesh( geometry, material );
plr = new THREE.Object3D();
plr.add(sphere);
plr.add(cube);
scene.add(plr)
controls.target = plr.position
}
CreatePlr();
setTimeout(Eat, 1500)
//DETECT FOOD PLEASE HELP :(
//sometimes works ok you have to have the food fairly deep within the player to detect
//never eats as soon as you touch it
//sometimes totally fails to detect piece of food until you go over it multiple times
//sometimes random pieces of food are eaten even though they are not touched
function Eat() {
var originPoint = plr.position.clone();
for (var vertexIndex = 0; vertexIndex < plr.children[1].geometry.vertices.length; vertexIndex++)
{
var localVertex = plr.children[1].geometry.vertices[vertexIndex].clone();
var globalVertex = localVertex.applyMatrix4( plr.children[1].matrix );
var directionVector = globalVertex.sub( plr.position );
var ray = new THREE.Raycaster( originPoint, directionVector.clone().normalize() );
var collisionResults = ray.intersectObjects( FOOD.children );
if ( collisionResults.length > 0 && collisionResults[0].distance < directionVector.length() ) //if your touching the food or its in your player eat it
collisionResults.forEach(function(food){
console.log(food.object)//shows in console that food was detected and what piece of food it was
ConsumeFood(food.object.name)//consume food based on name (f1, f2, f3)
})
}
setTimeout(Eat, 50)
}
var Time = new THREE.Clock();
function PlrLerpSpeed(speed)
{
var distance = plr.position.distanceTo(PlrTarget);
var finalSpeed = (distance / speed);
return Time.deltaTime / finalSpeed
}
var animate = function () {
requestAnimationFrame( animate );
if(PlrTarget){
plr.lookAt(PlrTarget)
//plr.position.lerp(PlrTarget, PlrLerpSpeed(1));
plr.position.lerp(PlrTarget, 0.01 / (plr.position.distanceTo(PlrTarget) / 2));
}
controls.update();
//plr.position = MousePos
/*var speed = 5; // units a second, the speed we want
var currentPoint = new THREE.Vector3(); // we will re-use it
// this part is in a function of event listener of, for example, a button
currentPoint.copy(plr.position); // cube is the object to move
var distance = currentPoint.distanceTo(MousePos)
var duration = (distance / speed) * 1000; // in milliseconds
new TWEEN.Tween(plr.position)
.to(MousePos, duration) // destinationPoint is the object of destination
.start();
*/
renderer.render( scene, camera );
};
animate();
body { margin: 0; }
canvas { display: block; }
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
Since your player and food objects are basically spheres, you can implement a super fast and accurate collision detection with bounding spheres. Try it like so:
//variables
var scene, renderer, rayCaster;
var WORLD, floor, FOOD, MWORLD;
var plr, camera, controls;
function debugupdate() {
window.plr = plr
window.floor = floor
window.WORLD = WORLD
window.camera = camera
window.controls = controls
window.scene = scene
window.FOOD = FOOD
}
setInterval(debugupdate, 1000)
//setup scene for gameplay
function InitGame() {
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
rayCaster = new THREE.Raycaster();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.y = 8;
camera.position.z = 8;
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.autoRotate = false;
controls.enablePan = false;
//controls.update() must be called after any manual changes to the camera's transform
//camera.position.set( 0, 20, 100 );
//controls.update();
//MWORLD = stuff mouse can detect
MWORLD = new THREE.Object3D();
MWORLD.name = 'MWORLD'
var floorgeo = new THREE.BoxGeometry(30, 0.5, 30);
var floormat = new THREE.MeshBasicMaterial({
color: 0x00ff00
});
floor = new THREE.Mesh(floorgeo, floormat);
MWORLD.add(floor)
WORLD = new THREE.Object3D();
WORLD.add(MWORLD);
WORLD.name = 'WORLD';
scene.add(WORLD);
}
InitGame();
//Mouse Stuff
var MousePos;
var PlrTarget;
document.addEventListener('mousemove', MouseToWorld, false);
function MouseToWorld(event) {
event.preventDefault();
var mouse = {};
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5);
vector.unproject(camera);
var dir = vector.sub(camera.position).normalize();
var distance = -camera.position.z / dir.z;
MousePos = camera.position.clone().add(dir.multiplyScalar(distance));
//console.log(MousePos)
rayCaster.setFromCamera(mouse, camera);
var intersects = rayCaster.intersectObjects(WORLD.getObjectByName('MWORLD').children, true);
if (intersects.length > 0)
// console.log(intersects[0].point);
PlrTarget = intersects[0].point
// Make the sphere follow the mouse
// mouseMesh.position.set(event.clientX, event.clientY, 0);
};
//Food Parent
FOOD = new THREE.Object3D();
FOOD.name = 'FOOD'
WORLD.add(FOOD)
var fid = -1
//Add Food Object should this be different?
function AddFood() {
fid = fid + 1
var colors = ['red', 'blue', 'orange', 'yellow', 'pink', 'cyan'];
var geometry = new THREE.SphereGeometry(0.05 * 1.5, 32 / 4, 32 / 4);
var material = new THREE.MeshBasicMaterial({
color: colors[Math.floor(Math.random() * colors.length)]
});
var sphere = new THREE.Mesh(geometry, material);
var foodrange = 15
sphere.position.y = 0.25
sphere.position.z = ((Math.random() * foodrange + 1) * (Math.round(Math.random()) * 2 - 1));
sphere.position.x = ((Math.random() * foodrange + 1) * (Math.round(Math.random()) * 2 - 1));
sphere.name = 'f' + fid
WORLD.getObjectByName('FOOD').add(sphere)
}
//adds lots of food
function InitFood() {
var i
for (i = 0; i < 150; i++) {
AddFood();
}
}
InitFood();
//Eats the food working I think...
function ConsumeFood(fid) {
FOOD.remove(FOOD.getObjectByName(fid))
plr.scale.x = plr.scale.x + 0.01
plr.scale.y = plr.scale.y + 0.01
plr.scale.z = plr.scale.z + 0.01
}
//Creates Player
function CreatePlr() {
var geometry = new THREE.SphereGeometry(0.5, 32, 32); //32 / 2
var material = new THREE.MeshBasicMaterial({
color: 0xffff00
});
plr = new THREE.Mesh(geometry, material);
scene.add(plr)
controls.target = plr.position
}
CreatePlr();
setTimeout(Eat, 1500)
var spherePlayer = new THREE.Sphere();
var sphereFood = new THREE.Sphere();
//DETECT FOOD PLEASE HELP :(
//sometimes works ok you have to have the food fairly deep within the player to detect
//never eats as soon as you touch it
//sometimes totally fails to detect piece of food until you go over it multiple times
//sometimes random pieces of food are eaten even though they are not touched
function Eat() {
spherePlayer.copy( plr.geometry.boundingSphere ).applyMatrix4( plr.matrixWorld );
for ( var i = 0; i < FOOD.children.length; i ++ ) {
var food = FOOD.children[ i ];
sphereFood.copy( food.geometry.boundingSphere ).applyMatrix4( food.matrixWorld );
if ( spherePlayer.intersectsSphere( sphereFood ) === true ) {
ConsumeFood(food.name);
}
}
setTimeout(Eat, 50)
}
var Time = new THREE.Clock();
function PlrLerpSpeed(speed) {
var distance = plr.position.distanceTo(PlrTarget);
var finalSpeed = (distance / speed);
return Time.deltaTime / finalSpeed
}
var animate = function() {
requestAnimationFrame(animate);
if (PlrTarget) {
plr.lookAt(PlrTarget)
//plr.position.lerp(PlrTarget, PlrLerpSpeed(1));
plr.position.lerp(PlrTarget, 0.01 / (plr.position.distanceTo(PlrTarget) / 2));
}
controls.update();
//plr.position = MousePos
/*var speed = 5; // units a second, the speed we want
var currentPoint = new THREE.Vector3(); // we will re-use it
// this part is in a function of event listener of, for example, a button
currentPoint.copy(plr.position); // cube is the object to move
var distance = currentPoint.distanceTo(MousePos)
var duration = (distance / speed) * 1000; // in milliseconds
new TWEEN.Tween(plr.position)
.to(MousePos, duration) // destinationPoint is the object of destination
.start();
*/
renderer.render(scene, camera);
};
animate();
body { margin: 0; }
canvas { display: block; }
<script src="https://cdn.jsdelivr.net/npm/three#0.116.1/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.116.1/examples/js/controls/OrbitControls.js"></script>
I've trying to draw the square wall by getting mouse clicks coordinates and extrude it.
I've picking up the mouse coordinates by clicking at the scene.
var onDocumentMouseDown = function ( event )
{
//update the mouse variable
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = -( event.clientY / window.innerHeight ) * 2 + 1;
var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5);
vector.unproject( camera );
var dir = vector.sub( camera.position ).normalize();
var distance = - camera.position.z / dir.z;
var pos = camera.position.clone().add( dir.multiplyScalar( distance));
console.log('mouse_x ' + pos.x + ' mouse_y ' + pos.y);
if (clickCount <= 3){
coord[clickCount] = {'x' : pos.x, 'y' : pos.y};
clickCount ++;
} else {
//make new wall and stop function
newshape = new THREE.Shape();
shape.moveTo(coord['0'].x ,coord['0'].y);
shape.lineTo(coord['0'].x, coord['1'].y);
shape.lineTo(coord['2'].x, +coord['2'].y);
shape.lineTo(coord['3'].x, coord['3'].y);
shape.lineTo(coord['0'].x, coord['0'].y);
var newextrudeSettings = {
//*******/
};
}
And when I've recived four coordinates, three.js throw the error:
Uncaught TypeError: Cannot read property 'length' of null
at Object.triangulateShape (three.js:26140)
at ExtrudeGeometry.addShape (three.js:26330)
at ExtrudeGeometry.addShapeList (three.js:26235)
at new ExtrudeGeometry (three.js:26211)
at HTMLDocument.onDocumentMouseDown (script.js:116)
To find points of intersection I prefer to use THREE.Raycaster() (though I've never used THREE.Projector() for this purpose).
This is the result of my code:
I hope I got your conception. Thus, all the stuff you need is here:
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var intersects;
var controlPoints = [];
var clickCount = 0;
function onMouseDown(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
intersects = raycaster.intersectObjects(objects); // objects is an array which contains just the mesh of the plane
if (intersects.length > 0) {
if (clickCount <= 3) { // I took your idea of 4 clicks
controlPoints[clickCount] = intersects[0].point.clone(); // add a control point to the array
// visualization of a control point
var cp = new THREE.Mesh(new THREE.SphereGeometry(0.125, 16, 12), new THREE.MeshBasicMaterial({color: "red"}));
cp.position.copy(intersects[0].point);
scene.add(cp);
clickCount++;
} else { // on the fifth click we'll create our wall
shape = new THREE.Shape();
shape.moveTo(controlPoints[0].x, -controlPoints[0].z);
shape.lineTo(controlPoints[1].x, -controlPoints[1].z);
shape.lineTo(controlPoints[2].x, -controlPoints[2].z);
shape.lineTo(controlPoints[3].x, -controlPoints[3].z);
shape.lineTo(controlPoints[0].x, -controlPoints[0].z);
var extrudeSettings = {
steps: 1,
amount: 2,
bevelEnabled: false
};
var extrudeGeom = new THREE.ExtrudeGeometry(shape, extrudeSettings);
extrudeGeom.rotateX(-Math.PI / 2);
var wall = new THREE.Mesh(extrudeGeom, new THREE.MeshStandardMaterial({
color: "gray"
}));
scene.add(wall);
controlPoints = []; // we clear the array of control points
clickCount = 0; // and reset the counter of clicks
};
};
};
jsfiddle example. 4 clicks for setting control points, the fifth click creates a wall, and so on.
I am have having issue in moving the object, when using mouse. When i move the object initially it works fine, but after rotating the scene about the y-axis, the object starts moving in opposite direction of the mouse. I have created a jsfiddle for that. Here is the code:
//define global variables here
var container, renderer;
var camera, scene, projector,mouseVector,controls;
var mouseX, mouseY, draggable;
var pen,c_mesh,interactiveObj = [];
var cube_selected=false;
var wallWidth=1200;
var wallHeight=400;
var raycaster = new THREE.Raycaster(); // create once
var mouse = new THREE.Vector2(); // create once
init();
animate();
function init(){
container=document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 10, 10000);
//camera.position.set(0,-wallWidth/2+10,wallWidth);
camera.position.set(0,-wallHeight/2+10,wallWidth);
// camera.lookAt(new THREE.Vector3(0,-wallWidth/2 +10,10));
//camera.lookAt(new THREE.Vector3(10,10,10));
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight(0x666666);
scene.add(ambient);
//walls
walls = new THREE.Object3D();
var groundMat = new THREE.MeshPhongMaterial({color:0x808080});
var groundGeo_2 = new THREE.PlaneGeometry(wallWidth, wallWidth); //for roof and floor
var ground = new THREE.Mesh(groundGeo_2, groundMat);
ground.overdraw = true;
ground.position.set(0, -wallHeight, 0);
ground.rotation.x = -Math.PI/2;
walls.add(ground);
var cube_geometry = new THREE.CubeGeometry(500,300,100);
var c_material = new THREE.MeshNormalMaterial();
c_mesh = new THREE.Mesh(cube_geometry, c_material);
c_mesh.overdraw = true;
c_mesh.name = "first_cube";
c_mesh.position.set(0, -wallHeight+100/2-1 ,0); //c_mesh.add(camera);
c_mesh.rotation.x = Math.PI * 0.1;
interactiveObj.push(c_mesh);
walls.add(c_mesh);
scene.add(walls);
//projector = new THREE.Projector();
mouseVector = new THREE.Vector3();
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
container.appendChild( renderer.domElement );
//IE, Chrome, Safari, Opera
document.addEventListener('mousewheel',onDocumentMouseWheel, false);
//Firefox
document.addEventListener('DOMMouseScroll', onDocumentMouseWheel, false);
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('mouseup', onDocumentMouseUp, false);
window.addEventListener( 'resize', onWindowResize, false );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
renderer.render( scene, camera );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseDown(event){
draggable = true;
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.width ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.height ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( interactiveObj, true );
console.log(intersects);
if ( intersects.length > 0 ) {
if(intersects[0].object == c_mesh) {
renderer.domElement.style.cursor = 'pointer';
console.log("cube selected "); cube_selected=true;
}else{
cube_selected=false;
}
draggable = false;
}
}
function onDocumentMouseUp(event){
draggable = false;
cube_selected=false;
renderer.domElement.style.cursor = 'auto';
}
function onDocumentMouseMove( event ) {
if(draggable){
if(mouseX != 0 && mouseY != 0){
deltaX = event.clientX - mouseX;
deltaY = event.clientY - mouseY;
walls.rotation.y += deltaX * 0.01;
walls.rotation.x += deltaY * 0.01;
}
}else if (cube_selected==true){
if(mouseX != 0 && mouseY != 0){
deltaX = event.clientX - mouseX;
deltaY = event.clientY - mouseY;
c_mesh.position.x += deltaX*1.5 ;
c_mesh.position.y -= deltaY*1.5 ;
}
}
mouseX = event.clientX;
mouseY = event.clientY;
render();
}
function onDocumentMouseWheel( event ) {
mouseDelta = (-event.wheelDeltaY|| event.detail);
camera.position.z += mouseDelta * 1 ;
// console.log("camera position : "+ camera.position.z);
render();
}
https://jsfiddle.net/pn1pL4jb/5/
What i have done:
Added object in plane, rather then to scene because I want the same rotation of plane and object in the same direction.
The problem was that when you rotated the walls/ground with the mouse drag, the cube's rotation was not updated to match. So when you went to drag the cube after a world rotation, the cube is still operating in its old coordinate system. Also, be careful how you add children to parents. The cube should be a child of the scene (or world coordinate system) if you intend to move it all around. If it is a child of the floor or walls, things can get wacky really fast. :)
I updated your JSFiddle as well as cleaned up the code a little bit:
https://jsfiddle.net/aucyekux/
The magic is happening on line 126 with the copying of the wall's rotation into the cube's rotation so it matches:
c_mesh.rotation.copy(walls.rotation);
I won't assume how much 3D math you know, but I'll just say that copying the ground's rotation essentially creates a new frame of reference or local coordinate system for the cube so that when you drag it to the right, and the code says x = x + ... , its new coordinate system has its x direction pointing in the same direction as the ground/walls' new x direction (after the rotation you performed on them).
Hope this makes sense - don't worry if you don't quite get how it all works. I am a veteran 3D game programmer hobbyist for 20 years and I still sometimes forget how this all works and I have struggled with it plenty. I also refresh my understanding by browsing scratchapixel (the 3D math / coordinate system primer section) every now and then. It keeps all this 3D math stuff fresh. Good luck to you! :)
The following is a 2nd answer to this problem. The OP has added orbitControls.js to his app and now all the objects are more manageable. Here is the whole app's .html file, updated to reflect the changes. Now, you can click/drag to rotate the whole room. And then you can click/drag on the chair or the sofa and drag them around the room. Their Y positions are clamped to the ground (0.0) so that they do not incorrectly penetrate the floor.
The sliding of objects along the floor is achieved through raycasting against just the ground (when the mouse has selected them and dragging them). The raycast returns the intersection point in world space, so I just copy that into the draggable objects' position. Then a post-clamp of their Y positions prevent them from falling through the floor.
Even better, is the fact that we don't need localToWorld and worldToLocal matrix 'hacks' anymore because everything is relative to the Scene, which is how it is in real life. :) To prove this, I added an example update the chair's rotation around its own Y axis, so we have a spinning chair that is able to rotate around its own local center of gravity, while also being able to move its position relative to the Scene (world).
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/html">
<head lang="en">
<meta charset="UTF-8">
<title>Room</title>
</head>
<body>
<script src="http://alexan0308.github.io/threejs/build/three.min.js"></script>
<script src="http://alexan0308.github.io/threejs/examples/js/loaders/OBJLoader.js"></script>
<script src="http://alexan0308.github.io/threejs/examples/js/loaders/MTLLoader.js"></script>
<script src="http://alexan0308.github.io/threejs/examples/js/loaders/OBJMTLLoader.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
<div id="workspace"></div>
<script>
//define global variables here
var container, renderer;
var camera, scene, projector, mouseVector, controls;
var mouseX, mouseY, draggable;
var pen, c_mesh, interactiveObj = [], rotateObj = [], groundRaycastObj = [];
var wallWidth = 1200;
var wallHeight = 400;
var chair_model, sofa_model;
var chair_selected = false;
var sofa_selected = false;
var raycaster;
var mouse = new THREE.Vector2(), INTERSECTED;
var radius = 100, theta = 0;
var oldIntersectPoint = new THREE.Vector3();
var newIntersectPoint = new THREE.Vector3();
var intersectOffset = new THREE.Vector3();
var chair_rotate = false;
var walls;
var mesh_box;
var wallright, wallleft, wallback, wallfront, ceiling, ground;
var strDownloadMime = "image/octet-stream";
init();
animate();
function init() {
container = document.getElementById('workspace'); //document.createElement('div');
document.body.appendChild(container);
//camera
//camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 10, 10000);
// camera.position.set(0, -wallHeight / 2 + 10, wallWidth);
// camera.lookAt(new THREE.Vector3(10, 10, 10));
//renderer
renderer = new THREE.WebGLRenderer({preserveDrawingBuffer: true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x889988);
renderer.shadowMapEnabled = true;
container.appendChild(renderer.domElement);
scene = new THREE.Scene();
raycaster = new THREE.Raycaster();
var ambient = new THREE.AmbientLight(0xffffff);
scene.add(ambient);
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z= wallWidth;
camera.position.y= wallWidth/2;
controls = new THREE.OrbitControls( camera, renderer.domElement );
//controls.addEventListener( 'change', render ); // add this only if there is no animation loop (requestAnimationFrame)
controls.enableDamping = true;
controls.dampingFactor = 0.25;
//controls.enableZoom = false;
//walls
walls = new THREE.Object3D();
var groundGeo_2 = new THREE.PlaneGeometry(wallWidth, wallWidth); //for roof and floor
var groundGeo = new THREE.PlaneGeometry(wallWidth, wallHeight);
var wallTextureRight = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/rainbow.jpg')
});
wallTextureRight.map.needsUpdate = true;
var wallTextureLeft = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/rainbow.jpg')
});
var wallTextureFront = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/wall4.jpg')
});
var wallTextureBack = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/wall3.png')
});
var floorTexture = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/floor.jpg')
});
floorTexture.map.needsUpdate = true;
var ceilTexture = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/wall4.jpg')
});
ground = new THREE.Mesh(groundGeo_2, floorTexture);
ground.overdraw = true;
ground.position.set(0, 0, 0);
ground.rotation.x = -Math.PI / 2;
walls.add(ground);
console.log(ground);
wallleft = new THREE.Mesh(groundGeo, wallTextureLeft);
wallleft.overdraw = true;
wallleft.position.set(-wallWidth / 2, wallHeight / 2, 0);
wallleft.rotation.y = Math.PI / 2;
walls.add(wallleft);
wallright = new THREE.Mesh(groundGeo, wallTextureRight);
wallright.overdraw = true;
wallright.position.set(wallWidth / 2, wallHeight / 2, 0);
wallright.rotation.y = -Math.PI / 2;
walls.add(wallright);
wallback = new THREE.Mesh(groundGeo, wallTextureBack);
wallback.overdraw = true;
wallback.position.set(0, wallHeight / 2, -wallWidth / 2);
walls.add(wallback);
wallfront = new THREE.Mesh(groundGeo, wallTextureFront);
wallfront.overdraw = true;
wallfront.position.set(0, wallHeight / 2, wallWidth / 2);
wallfront.rotation.y = -Math.PI;
walls.add(wallfront);
ceiling = new THREE.Mesh(groundGeo_2, ceilTexture);
ceiling.position.set(0, wallHeight, 0);
ceiling.rotation.x = Math.PI / 2;
walls.add(ceiling);
scene.add(walls);
groundRaycastObj.push(walls);
//load bed texture
var bed_texture = new THREE.ImageUtils.loadTexture("textures/cb-rochelle-gray_baked.png");
var bedMaterial = new THREE.MeshBasicMaterial({
map: bed_texture,
side: THREE.DoubleSide
});
//load bed
var loader = new THREE.JSONLoader();
loader.load('js/sofa.js', function (geometry) {
sofa_model = new THREE.Mesh(geometry, bedMaterial);
for (var i = 0; i < sofa_model.children.length; i++) {
sofa_model.children[i].material = material;
sofa_model.children[i].userDataParent = sofa_model;
sofa_model.children[i].name = 'sofa_model';
}
sofa_model.position.set(200,0, -200);
sofa_model.rotation.set(0, 0, 0);
sofa_model.scale.set(3, 3, 3);
sofa_model.name = 'sofa_model';
interactiveObj.push(sofa_model);
scene.add(sofa_model);
});
//load chair texture
var chair_texture = new THREE.ImageUtils.loadTexture("textures/chair.png");
var chairMaterial = new THREE.MeshBasicMaterial({
map: chair_texture,
side: THREE.DoubleSide
});
//load chair
var loader = new THREE.JSONLoader();
loader.load('js/chair_model.js', function (geometry) {
chair_model = new THREE.Mesh(geometry, chairMaterial);
for (var i = 0; i < chair_model.children.length; i++) {
chair_model.children[i].material = material;
chair_model.children[i].userDataParent = sofa_model;
chair_model.children[i].name = 'chair_model';
}
chair_model.position.set(-200,0, -200);
chair_model.rotation.set(0, 0, 0);
chair_model.scale.set(3, 3, 3);
chair_model.name = 'chair_model';
interactiveObj.push(chair_model);
scene.add(chair_model);
});
//IE, Chrome, Safari, Opera
document.addEventListener('mousewheel', onDocumentMouseWheel, false);
//Firefox
document.addEventListener('DOMMouseScroll', onDocumentMouseWheel, false);
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('mouseup', onDocumentMouseUp, false);
window.addEventListener('resize', onWindowResize, false);
}
function animate() {
requestAnimationFrame(animate);
chair_model.rotation.y += 0.02;
controls.update();
// Render the frame
//Don't render twice, it will slow down your animation!
//render();
renderer.render(scene, camera);
}
function render() {
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
//controls.handleResize();
}
function onDocumentMouseDown(event) {
draggable = true;
event.preventDefault();
var testIntersects;
testIntersects = raycaster.intersectObjects(groundRaycastObj, true);
if (testIntersects.length > 0)
oldIntersectPoint.copy(testIntersects[0].point);
// find intersections
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(interactiveObj, true);
if (intersects.length > 0) {
controls.enabled=false;
if (intersects[0].object.name == 'chair_model') {
container.style.cursor = 'pointer';
chair_selected = true;
} else if (intersects[0].object.name == 'sofa_model') {
container.style.cursor = 'pointer';
sofa_selected = true;
}
else {
chair_selected = false;
sofa_selected = false;
}
draggable = false;
}
}
function onDocumentMouseUp(event) {
draggable = false;
chair_selected = false;
sofa_selected = false;
chair_rotate = false;
container.style.cursor = 'auto';
controls.enabled=true;
oldIntersectPoint.set(0,0,0);
newIntersectPoint.set(0,0,0);
intersectOffset.set(0,0,0);
}
function onDocumentMouseMove(event) {
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = -( event.clientY / window.innerHeight ) * 2 + 1;
var deltaX = event.clientX - mouseX;
var deltaY = event.clientY - mouseY;
var testIntersects;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(interactiveObj, true);
if (intersects.length > 0) {
container.style.cursor = 'pointer';
//addRotationLine(intersects[0].object);
} else {
container.style.cursor = 'auto';
}
if (draggable) {
} else if (chair_selected == true) {
testIntersects = raycaster.intersectObjects(groundRaycastObj, true);
if (testIntersects.length > 0) {
newIntersectPoint.copy(testIntersects[0].point);
intersectOffset.copy(newIntersectPoint);
intersectOffset.sub(oldIntersectPoint);
//uncomment below if you want more precision mouse movements of objects
//intersectOffset.multiplyScalar(0.1);
oldIntersectPoint.copy(newIntersectPoint);
chair_model.position.add(intersectOffset);
}
// clamp chair position to the ground
chair_model.position.y = 0;
} else if (chair_rotate == true) {
rotate_object(chair_model, event);
}
else if (sofa_selected == true) {
testIntersects = raycaster.intersectObjects(groundRaycastObj, true);
if (testIntersects.length > 0) {
newIntersectPoint.copy(testIntersects[0].point);
intersectOffset.copy(newIntersectPoint);
intersectOffset.sub(oldIntersectPoint);
//uncomment below if you want more precision mouse movements of objects
//intersectOffset.multiplyScalar(0.1);
oldIntersectPoint.copy(newIntersectPoint);
sofa_model.position.add(intersectOffset);
}
// clamp sofa position to the ground
sofa_model.position.y = 0;
}
mouseX = event.clientX;
mouseY = event.clientY;
//render(); // no need to render
}
function onDocumentMouseWheel(event) {
// This is automatically handled for you by orbitControls.js,
// but you can't disable zoom on the controls - so don't type controls.enableZoom = false;
//mouseDelta = (-event.wheelDeltaY || event.detail);
//camera.position.z += mouseDelta * 1;
//render(); // no need to render
}
function addRotationLine(objModel) {
var material = new THREE.LineBasicMaterial({
color: 0x0000ff,
linewidth: 6
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(-10, 500, 0),
new THREE.Vector3(1000, 500, 0)
);
var line = new THREE.Line(geometry, material);
objModel.add(line);
}
function rotate_object(object, event) {
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = -( event.clientY / window.innerHeight ) * 2 + 1;
var deltaX = event.clientX - mouseX;
var deltaY = event.clientY - mouseY;
object.rotation.y += deltaX * 0.02;
object.rotation.y += deltaY * 0.01;
}
</script>
</body>
</html>
Change line 143 of the fiddle to:
c_mesh.position.x += deltaX*1.5 * Math.cos( walls.rotation.y);
When you rotate the scene, the plane the mouse moves on doesn't rotate with it. So you have to act like it does by scaling by the cosine of the rotation.
I want to drag and drop multiple object together when I click in any of the objects.i tried group()
var MovingCubeGeom = new THREE.CubeGeometry(7, 10, 7);
MovingCube = new THREE.Mesh(MovingCubeGeom, new THREE.MeshLambertMaterial({ color: 0xFF0000, transparent: true }));
MovingCube.position.set(0, 0, 0);
// scene.add(MovingCube);
var MovingCubeGeom1 = new THREE.CubeGeometry(7, 20, 10);
MovingCube1 = new THREE.Mesh(MovingCubeGeom1, new THREE.MeshLambertMaterial({ color: 0xFF0000 }));
MovingCube1.position.set(20, 0, 0);
//scene.add(MovingCube1);
//making a group
//here we are grouping differnt object two cubes and instead of MovingCube if we
//put group we can do all the translation and rotation, scaling all operation to
// the group of objects
group = new THREE.Group(); //create a container
group.add(MovingCube); //add a mesh with geometry to it
group.add(MovingCube1);
scene.add(group);
function onMouseDown(event) {
// Get mouse position
mouse.x = (event.clientX / renderer.domElement.width) * 2 - 1;
mouse.y = -(event.clientY / renderer.domElement.height) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
intersects = raycaster.intersectObjects(group); //doubt object or scene.children
scaling = 10;
if (intersects.length > 0) {
// Disable the controls
controls.enabled = false;
// Set the selection - first intersected object
selection = intersects[0].object;
// Calculate the offset
intersects = raycaster.intersectObject(scene.parent);
intersects[0].point.y = intersects[0].point.y + scaling;
offset.copy(intersects[0].point).sub(scene.parent.position);
}
}
function onMouseUp(event) {
// Enable the controls
controls.enabled = true;
selection = null;
}
function onMouseMove(event) {
event.preventDefault();
// Get mouse position
mouse.x = (event.clientX / renderer.domElement.width) * 2 - 1;
mouse.y = -(event.clientY / renderer.domElement.height) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
if (selection) {
// Check the position where the plane is intersected
intersects = raycaster.intersectObject(floor);
intersects[0].point.y = intersects[0].point.y + scaling;
// Reposition the object based on the intersection point with the plane
selection.position.copy(intersects[0].point.sub(offset));
}
}
this is my code but I can't move the group. Instead of that all scene is moving.