Updating 3d Model location location with mapbox - three.js

I have a 3D model placed in a map using mapbox with javascript (using this tutorial) and I'm trying to change the object's location when a button is clicked. The object isn't moving, though, and I don't really know how to fix it.
This is the function I wrote to make the location change (I can see all those console logs when I hit the button, so I know the part that isn't working is the actual location update itself):
function updateObjectLocation(id,newTransform) {
let objectLayer = map.getLayer(id);
if (typeof objectLayer === 'undefined') {
console.log('layer ' + id + ' does not exist');
} else {
console.log(objectLayer);
console.log(newTransform);
objectLayer.render = function(gl, matrix) {
var rotationX = new THREE.Matrix4().makeRotationAxis(
new THREE.Vector3(1,0,0),
newTransform.rotateX
);
var rotationY = new THREE.Matrix4().makeRotationAxis(
new THREE.Vector3(0,1,0),
newTransform.rotateY
);
var rotationZ = new THREE.Matrix4().makeRotationAxis(
new THREE.Vector3(0,0,1),
newTransform.rotateZ
);
var m = new THREE.Matrix4().fromArray(matrix);
var l = new THREE.Matrix4()
.makeTranslation(
newTransform.translateX,
newTransform.translateY,
newTransform.translateZ
)
.scale(
new THREE.Vector3(
newTransform.scale,
- newTransform.scale,
newTransform.scale
)
)
.multiply(rotationX)
.multiply(rotationY)
.multiply(rotationZ);
this.camera.projectionMatrix = m.multiply(l);
this.renderer.state.reset();
this.renderer.render(this.scene, this.camera);
this.map.triggerRepaint();
};
}
}

Welcome to Stackoverflow. The solution is much simpler, you only have to modify the transformation, no need to rewrite the render method.
Here you have a fiddle with the solution how to move a 3D model
And here the full code
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>Add a 3D model</title>
<meta name="viewport" content="initial-scale=1,maximum-scale=1,user-scalable=no" />
<script src="https://api.mapbox.com/mapbox-gl-js/v1.11.1/mapbox-gl.js"></script>
<link href="https://api.mapbox.com/mapbox-gl-js/v1.11.1/mapbox-gl.css" rel="stylesheet" />
<style>
body {
margin: 0;
padding: 0;
}
#map {
position: absolute;
top: 0;
bottom: 0;
width: 100%;
}
#move {
display: block;
position: relative;
margin: 0px auto;
width: 50%;
height: 40px;
padding: 10px;
border: none;
border-radius: 3px;
font-size: 12px;
text-align: center;
color: #fff;
background: #ee8a65;
}
</style>
</head>
<body>
<script src="https://unpkg.com/three#0.106.2/build/three.min.js"></script>
<script src="https://unpkg.com/three#0.106.2/examples/js/loaders/GLTFLoader.js">
</script>
<div id="map"></div>
<button id="move">Move</button>
<script>
mapboxgl.accessToken = 'pk.eyJ1IjoianNjYXN0cm8iLCJhIjoiY2s2YzB6Z25kMDVhejNrbXNpcmtjNGtpbiJ9.28ynPf1Y5Q8EyB_moOHylw';
var map = (window.map = new mapboxgl.Map({
container: 'map',
style: 'mapbox://styles/mapbox/light-v10',
zoom: 18,
center: [148.9819, -35.3981],
pitch: 60,
antialias: true // create the gl context with MSAA antialiasing, so custom layers are antialiased
}));
// parameters to ensure the model is georeferenced correctly on the map
var modelOrigin = [148.9819, -35.39847];
var modelOrigin2 = [148.9816, -35.39851];
var modelAltitude = 0;
var modelRotate = [Math.PI / 2, 0, 0];
var modelAsMercatorCoordinate = mapboxgl.MercatorCoordinate.fromLngLat(
modelOrigin,
modelAltitude
);
// transformation parameters to position, rotate and scale the 3D model onto the map
var modelTransform = {
translateX: modelAsMercatorCoordinate.x,
translateY: modelAsMercatorCoordinate.y,
translateZ: modelAsMercatorCoordinate.z,
rotateX: modelRotate[0],
rotateY: modelRotate[1],
rotateZ: modelRotate[2],
/* Since our 3D model is in real world meters, a scale transform needs to be
* applied since the CustomLayerInterface expects units in MercatorCoordinates.
*/
scale: modelAsMercatorCoordinate.meterInMercatorCoordinateUnits()
};
var THREE = window.THREE;
// configuration of the custom layer for a 3D model per the CustomLayerInterface
var customLayer = {
id: '3d-model',
type: 'custom',
renderingMode: '3d',
onAdd: function (map, gl) {
this.camera = new THREE.Camera();
this.scene = new THREE.Scene();
// create two three.js lights to illuminate the model
var directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(0, -70, 100).normalize();
this.scene.add(directionalLight);
var directionalLight2 = new THREE.DirectionalLight(0xffffff);
directionalLight2.position.set(0, 70, 100).normalize();
this.scene.add(directionalLight2);
// use the three.js GLTF loader to add the 3D model to the three.js scene
var loader = new THREE.GLTFLoader();
loader.load(
'https://docs.mapbox.com/mapbox-gl-js/assets/34M_17/34M_17.gltf',
function (gltf) {
this.scene.add(gltf.scene);
}.bind(this)
);
this.map = map;
// use the Mapbox GL JS map canvas for three.js
this.renderer = new THREE.WebGLRenderer({
canvas: map.getCanvas(),
context: gl,
antialias: true
});
this.renderer.autoClear = false;
},
render: function (gl, matrix) {
var rotationX = new THREE.Matrix4().makeRotationAxis(
new THREE.Vector3(1, 0, 0),
modelTransform.rotateX
);
var rotationY = new THREE.Matrix4().makeRotationAxis(
new THREE.Vector3(0, 1, 0),
modelTransform.rotateY
);
var rotationZ = new THREE.Matrix4().makeRotationAxis(
new THREE.Vector3(0, 0, 1),
modelTransform.rotateZ
);
var m = new THREE.Matrix4().fromArray(matrix);
var l = new THREE.Matrix4()
.makeTranslation(
modelTransform.translateX,
modelTransform.translateY,
modelTransform.translateZ
)
.scale(
new THREE.Vector3(
modelTransform.scale,
-modelTransform.scale,
modelTransform.scale
)
)
.multiply(rotationX)
.multiply(rotationY)
.multiply(rotationZ);
this.camera.projectionMatrix = m.multiply(l);
this.renderer.state.reset();
this.renderer.render(this.scene, this.camera);
this.map.triggerRepaint();
}
};
map.on('style.load', function () {
map.addLayer(customLayer, 'waterway-label');
});
document.getElementById('move').addEventListener('click', function () {
// creating an event listener to modify the position to modelOrigin2
modelAsMercatorCoordinate = mapboxgl.MercatorCoordinate.fromLngLat(
modelOrigin2,
modelAltitude
);
// transformation parameters to position, rotate and scale the 3D model onto the map
modelTransform = {
translateX: modelAsMercatorCoordinate.x,
translateY: modelAsMercatorCoordinate.y,
translateZ: modelAsMercatorCoordinate.z,
rotateX: modelRotate[0],
rotateY: modelRotate[1],
rotateZ: modelRotate[2],
/* Since our 3D model is in real world meters, a scale transform needs to be
* applied since the CustomLayerInterface expects units in MercatorCoordinates.
*/
scale: modelAsMercatorCoordinate.meterInMercatorCoordinateUnits()
};
});
</script>
</body>
</html>
BTW, if you are trying to create a much more interactive experience between Mapbox and Three.js, but I would recommend you to check out the latest version of threebox as it enables you to add as many models and 3D layers as you want but also to do things like these below with only a few lines of code
map.on('style.load', function () {
map.addLayer({
id: 'custom_layer',
type: 'custom',
renderingMode: '3d',
onAdd: function (map, mbxContext) {
window.tb = new Threebox(
map,
mbxContext,
{ defaultLights: true }
);
var options = {
obj: '/3D/soldier/soldier.glb',
type: 'gltf',
scale: 1,
units: 'meters',
rotation: { x: 90, y: 0, z: 0 } //default rotation
}
tb.loadObj(options, function (model) {
soldier = model.setCoords(origin);
tb.add(soldier);
})
},
render: function (gl, matrix) {
tb.update();
}
});
})
- 3D models built-in and custom animations
- Full raycast support MouseOver/Mouseout, Selected, Drag&Drop, Drag&Rotate, Wireframe
- CSS2D Tooltips and Labels that consider altitude
**- Three.js and Mapbox cameras sync with depth adjustment **
- Include geolocated models of monuments

Related

How to make particles in threejs take the shape of a model/object -onscroll

I am relatively new to ThreeJS.
I want to make a website very similar to this one:
Web de CraftedBYGC
In which I make a system of particles that as the user scrolls they disperse and rejoin in a form.
The truth is that I am very lost about where to start.
I would greatly appreciate some help.
I tried to create a geometry with particle mesh and move the camera on scroll to simulate a little bit the effect, but the truth was very poor. I need to find another method and I don't know well what to do...
Below is a snippet of the working example:
var webGLRenderer = initRenderer();
var scene = new THREE.Scene();
var camera = initCamera(new THREE.Vector3(-30, 40, 50));
// call the render function
var step = 0;
var knot;
// setup the control gui
var controls = new function () {
// we need the first child, since it's a multimaterial
this.radius = 13;
this.tube = 1.7;
this.radialSegments = 156;
this.tubularSegments = 12;
this.redraw = function () {
// remove the old plane
if (knot) scene.remove(knot);
// create a new one
var geom = new THREE.TorusKnotGeometry(controls.radius, controls.tube, Math.round(controls.radialSegments), Math.round(controls.tubularSegments), Math.round(controls.p), Math.round(controls.q));
knot = createPoints(geom);
// add it to the scene.
scene.add(knot);
};
};
var gui = new dat.GUI();
gui.add(controls, 'radius', 0, 40).onChange(controls.redraw);
gui.add(controls, 'tube', 0, 40).onChange(controls.redraw);
gui.add(controls, 'radialSegments', 0, 400).step(1).onChange(controls.redraw);
gui.add(controls, 'tubularSegments', 1, 20).step(1).onChange(controls.redraw);
controls.redraw();
render();
// from THREE.js examples
function generateSprite() {
var canvas = document.createElement('canvas');
canvas.width = 16;
canvas.height = 16;
var context = canvas.getContext('2d');
var gradient = context.createRadialGradient(canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2);
gradient.addColorStop(0, 'rgba(255,255,255,1)');
gradient.addColorStop(0.2, 'rgba(0,255,255,1)');
gradient.addColorStop(0.4, 'rgba(0,0,64,1)');
gradient.addColorStop(1, 'rgba(0,0,0,1)');
context.fillStyle = gradient;
context.fillRect(0, 0, canvas.width, canvas.height);
var texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
return texture;
}
function createPoints(geom) {
var material = new THREE.PointsMaterial({
color: 0xffffff,
size: 3,
transparent: true,
blending: THREE.AdditiveBlending,
map: generateSprite(),
depthWrite: false // instead of sortParticles
});
var cloud = new THREE.Points(geom, material);
return cloud;
}
function render() {
knot.rotation.y = step += 0.01;
// render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
}
body {
margin: 0;
overflow: none
}
<!DOCTYPE html>
<html>
<head>
<title>Example 07.11 - 3D Torusknot</title>
<script type="text/javascript" charset="UTF-8" src="https://www.smartjava.org/ltjs3/libs/three/three.js"></script>
<script src="https://www.smartjava.org/ltjs3/libs/three/controls/TrackballControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.9/dat.gui.min.js"></script>
<script src="https://www.smartjava.org/ltjs3/src/js/util.js"></script>
</head>
<body>
<div id="webgl-output">
</body>
</html>
This is working on a TorusKnot, but you can apply the particles to a model, too. All you have to do is change the source.

Mix WebGL and CSS3D renderers when using percentage

When mixing WebGL and CSS3D renderers, the CSS3D layer gets shifted when resizing the page. It took me a while before realizing I was using percentages to set the WebGL canvas and it seems to be the source of the problem. The 2 elements are perfectly aligned when the computed size (from percentage calculation) is a whole number, and are shifted when the computed size introduces decimals.
Here is a record of what happens:
I could simply get rid of the percentages and use whole numbers instead but I wonder if there is a better solution to this problem?
I'm not seeing any shifting. Maybe I just don't know how to repo the issue. Can you post a repo?
html, body {
margin: 0;
height: 100%;
}
#css3d {
width: 100%;
height: 100%;
overflow: hidden;
}
#webgl, #blocker {
width: 100%;
height: 100%;
display: block;
position: absolute;
left: 0;
top: 0;
}
<div id="css3d"></div>
<canvas id="webgl"></canvas>
<div id="blocker"></div>
<script type="module">
import * as THREE from 'https://cdn.jsdelivr.net/npm/three#0.120.0/build/three.module.js';
import {
TrackballControls
} from 'https://cdn.jsdelivr.net/npm/three#0.120.0/examples/jsm/controls/TrackballControls.js';
import {
CSS3DRenderer,
CSS3DObject
} from 'https://cdn.jsdelivr.net/npm/three#0.120.0/examples/jsm/renderers/CSS3DRenderer.js';
function Element(url, x, y, z, ry) {
const div = document.createElement('div');
div.style.width = '480px';
div.style.height = '360px';
div.style.backgroundColor = '#000';
const iframe = document.createElement('iframe');
iframe.style.width = '480px';
iframe.style.height = '360px';
iframe.style.border = '0px';
iframe.src = url;
div.appendChild(iframe);
const object = new CSS3DObject(div);
object.position.set(x, y, z);
object.rotation.y = ry;
return object;
}
const css3DContainer = document.querySelector('#css3d');
const css3DRenderer = new CSS3DRenderer();
css3DContainer.appendChild(css3DRenderer.domElement);
const webglCanvas = document.querySelector('#webgl')
const webglRenderer = new THREE.WebGLRenderer({
canvas: webglCanvas,
alpha: true,
});
const camera = new THREE.PerspectiveCamera(50, 2, 1, 5000);
camera.position.set(500, 350, 750);
const scene = new THREE.Scene();
const plane = new THREE.PlaneGeometry(480, 360);
const group = new THREE.Group();
function addElementAndPlane(color, url, x, y, z, ry) {
group.add(new Element(url, x, y, z, ry));
const material = new THREE.MeshBasicMaterial({
color,
transparent: true,
opacity: 0.5,
});
const mesh = new THREE.Mesh(plane, material);
mesh.position.set(x, y, z);
mesh.rotation.y = ry;
group.add(mesh);
}
[
['red', 'https://twgljs.org/examples/tiny.html', 0, 0, 240, 0],
['green', 'https://twgljs.org/examples/2d-lines.html', 240, 0, 0, Math.PI / 2],
['blue', 'https://twgljs.org/examples/kaleidoscope.html', 0, 0, -240, Math.PI],
['yellow', 'https://twgljs.org/examples/twgl-cube.html', -240, 0, 0, -Math.PI / 2],
].forEach(args => addElementAndPlane(...args));
scene.add(group);
const controls = new TrackballControls(camera, webglCanvas);
controls.rotateSpeed = 4;
window.addEventListener('resize', onWindowResize, false);
onWindowResize();
// Block iframe events when dragging camera
const blocker = document.querySelector('#blocker');
blocker.style.display = 'none';
controls.addEventListener('start', function() {
blocker.style.display = '';
});
controls.addEventListener('end', function() {
blocker.style.display = 'none';
});
function onWindowResize() {
const width = webglCanvas.clientWidth;
const height = webglCanvas.clientHeight;
if (webglCanvas.width !== width || webglCanvas.height !== height) {
webglRenderer.setSize(width, height, false);
css3DRenderer.setSize(width, height, false);
camera.aspect = width / height;
camera.updateProjectionMatrix();
}
}
function animate() {
controls.update();
css3DRenderer.render(scene, camera);
webglRenderer.render(scene, camera);
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
</script>

Three.js: show index number of each vertex in .obj file

is there some helper method in THREE.js that allows one to see the number assigned to each vertex in a mesh loaded from an obj file? [minimal obj file]
I'm trying to rig up some bones inside a mesh, and want to position those bones between particular vertices, but don't know the vertex numbers yet. A little tool like this could be super helpful for this purpose.
If there's no such method in THREE.js, I'll likely build a tool to this effect, but I wanted to save the time if I can. Any suggestions on where to look in THREE.js for this functionality would be greatly appreciated!
The solution is:
Place small boxes on each vertex,
Add tooltip to each box,
Tooltip text set to vertex index.
How to add tooltip in three.js find in my answer here: Threejs Tooltip
Working jsfiddle for your convenience find here: http://jsfiddle.net/mmalex/fux6srgv/
Javascript code:
var scene = new THREE.Scene();
var raycaster = new THREE.Raycaster();
//create some camera
camera = new THREE.PerspectiveCamera(55, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = 3;
camera.position.y = 3;
camera.position.z = 3;
camera.lookAt(0, 0, 0);
var controls = new THREE.OrbitControls(camera);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(new THREE.Color(0x595959));
document.body.appendChild(renderer.domElement);
// white spotlight shining from the side, casting a shadow
var spotLight = new THREE.SpotLight(0xffffff, 2.5, 25, Math.PI / 6);
spotLight.position.set(4, 10, 7);
scene.add(spotLight);
// collect objects for raycasting,
// for better performance don't raytrace all scene
var tooltipEnabledObjects = [];
var colors = new RayysWebColors();
var dodecahedronGeometry = new THREE.DodecahedronBufferGeometry(1, 0);
var dodecahedronMaterial = new THREE.MeshPhongMaterial({
color: colors.pickRandom().hex,
transparent: true,
opacity: 0.75
});
var dodecahedron = new THREE.Mesh(dodecahedronGeometry, dodecahedronMaterial);
scene.add(dodecahedron);
var size = 0.1;
var vertGeometry = new THREE.BoxGeometry(size, size, size);
var vertMaterial = new THREE.MeshBasicMaterial({
color: 0x0000ff,
transparent: false
});
var verts = dodecahedronGeometry.attributes.position.array;
for (let k=0; k<verts.length; k+=3) {
var vertMarker = new THREE.Mesh(vertGeometry, vertMaterial);
// this is how tooltip text is defined for each box
let tooltipText = `idx: ${k}, pos: [${verts[k].toFixed(3)},${verts[k+1].toFixed(3)},${verts[k+2].toFixed(3)}]`;
vertMarker.userData.tooltipText = tooltipText;
vertMarker.applyMatrix(new THREE.Matrix4().makeTranslation(verts[k],verts[k+1],verts[k+2]));
scene.add(vertMarker);
tooltipEnabledObjects.push(vertMarker);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
};
// this will be 2D coordinates of the current mouse position, [0,0] is middle of the screen.
var mouse = new THREE.Vector2();
var latestMouseProjection; // this is the latest projection of the mouse on object (i.e. intersection with ray)
var hoveredObj; // this objects is hovered at the moment
// tooltip will not appear immediately. If object was hovered shortly,
// - the timer will be canceled and tooltip will not appear at all.
var tooltipDisplayTimeout;
// This will move tooltip to the current mouse position and show it by timer.
function showTooltip() {
var divElement = $("#tooltip");
if (divElement && latestMouseProjection) {
divElement.css({
display: "block",
opacity: 0.0
});
var canvasHalfWidth = renderer.domElement.offsetWidth / 2;
var canvasHalfHeight = renderer.domElement.offsetHeight / 2;
var tooltipPosition = latestMouseProjection.clone().project(camera);
tooltipPosition.x = (tooltipPosition.x * canvasHalfWidth) + canvasHalfWidth + renderer.domElement.offsetLeft;
tooltipPosition.y = -(tooltipPosition.y * canvasHalfHeight) + canvasHalfHeight + renderer.domElement.offsetTop;
var tootipWidth = divElement[0].offsetWidth;
var tootipHeight = divElement[0].offsetHeight;
divElement.css({
left: `${tooltipPosition.x - tootipWidth/2}px`,
top: `${tooltipPosition.y - tootipHeight - 5}px`
});
// var position = new THREE.Vector3();
// var quaternion = new THREE.Quaternion();
// var scale = new THREE.Vector3();
// hoveredObj.matrix.decompose(position, quaternion, scale);
divElement.text(hoveredObj.userData.tooltipText);
setTimeout(function() {
divElement.css({
opacity: 1.0
});
}, 25);
}
}
// This will immediately hide tooltip.
function hideTooltip() {
var divElement = $("#tooltip");
if (divElement) {
divElement.css({
display: "none"
});
}
}
// Following two functions will convert mouse coordinates
// from screen to three.js system (where [0,0] is in the middle of the screen)
function updateMouseCoords(event, coordsObj) {
coordsObj.x = ((event.clientX - renderer.domElement.offsetLeft + 0.5) / window.innerWidth) * 2 - 1;
coordsObj.y = -((event.clientY - renderer.domElement.offsetTop + 0.5) / window.innerHeight) * 2 + 1;
}
function handleManipulationUpdate() {
raycaster.setFromCamera(mouse, camera);
{
var intersects = raycaster.intersectObjects(tooltipEnabledObjects);
if (intersects.length > 0) {
latestMouseProjection = intersects[0].point;
hoveredObj = intersects[0].object;
}
}
if (tooltipDisplayTimeout || !latestMouseProjection) {
clearTimeout(tooltipDisplayTimeout);
tooltipDisplayTimeout = undefined;
hideTooltip();
}
if (!tooltipDisplayTimeout && latestMouseProjection) {
tooltipDisplayTimeout = setTimeout(function() {
tooltipDisplayTimeout = undefined;
showTooltip();
}, 330);
}
}
function onMouseMove(event) {
updateMouseCoords(event, mouse);
latestMouseProjection = undefined;
hoveredObj = undefined;
handleManipulationUpdate();
}
window.addEventListener('mousemove', onMouseMove, false);
animate();
HTML code:
<p style="margin-left: 12px;">Mouse hover verts to see vert index and coordinates</p>
<div id="tooltip"></div>
CSS of tooltip element:
#tooltip {
position: fixed;
left: 0;
top: 0;
min-width: 10px;
text-align: center;
padding: 2px 2px;
font-family: monospace;
background: #a0c020;
display: none;
opacity: 0;
border: 0px solid transparent;
box-shadow: 2px 2px 3px rgba(0, 0, 0, 0.5);
transition: opacity 0.25s linear;
border-radius: 0px;
}
Given approach allows to attach and display any text info per vertex.

THREE.js Orbit Controls not working

I am attempting to learn THREE and so far things are going well. I'm working to create a simple project building a golf ball on a golf tee. Eventually I'll put it inside a skybox and use some shaders to create the appearance of dimples in the ball.
For now I've been able to create the ball and the tee and get the camera and lights set up. I'm now attempting to add some orbit controls so I can rotate, pan and zoom around the scene. I added the orbitControls script and set it up how I see in the examples online. However when I attempt to orbit my camera snaps to the either 1,0,0 0,1,0 or 0,0,1 and eventually the scene completely fails and I end up looking along 0,0 with no object visible.
Here's my code in it's entirety
<!DOCTYPE html>
<html>
<head>
<meta charset=utf-8>
<title>3D Sandbox</title>
<style>
html, body {
margin: 0px;
}
canvas {
background-color: #999;
position: absolute;
height: 100vh;
width: 100vw;
overflow: hidden;
}
</style>
</head>
<body>
<script src='/three.js'></script>
<script src="/orbitControls.js"></script>
<script type='text/javascript'>
let scene,
camera,
controls,
renderer,
height = window.innerHeight,
width = window.innerWidth;
window.addEventListener('load', init, false);
function init () {
createScene();
createCamera();
createLights();
createBall();
createTee();
render();
animate();
}
function createScene () {
let grid;
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
grid = new THREE.GridHelper(100, 5);
scene.add(grid);
}
function createCamera () {
camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 1000);
camera.position.z = 50;
camera.position.y = 13;
camera.up = new THREE.Vector3(0,1,0);
//camera.lookAt(new THREE.Vector3(0,13,0));
controls = new THREE.OrbitControls(camera);
controls.target = new THREE.Vector3(0, 13, 0);
controls.addEventListener('change', render);
}
function createLights () {
let directionalLight, ambientLight;
directionalLight = new THREE.DirectionalLight(0x404040, 4);
directionalLight.position.set(0, 2000, 2000);
directionalLight.target.position.set(0, 2, 0);
scene.add(directionalLight);
ambientLight = new THREE.AmbientLight(0x404040, 2);
scene.add(ambientLight);
}
function createBall () {
let ballGeom, ballMaterial, ball;
ballGeom = new THREE.SphereGeometry(5, 32, 32);
ballMaterial = new THREE.MeshPhongMaterial({
color: 0xFFFFFF
});
ball = new THREE.Mesh(ballGeom, ballMaterial);
ball.position.y = 13.3;
scene.add(ball);
}
function createTee () {
let tee, stemGeom, stem, bevelGeom, bevel, topGeom, top, teeMat;
tee = new THREE.Object3D();
teeMat = new THREE.MeshPhongMaterial({
color: 0x0000FF
});
stemGeom = new THREE.CylinderGeometry(.9, 0.75, 7);
stem = new THREE.Mesh(stemGeom, teeMat);
tee.add(stem);
bevelGeom = new THREE.CylinderGeometry(1.5, .9, 2);
bevel = new THREE.Mesh(bevelGeom, teeMat);
bevel.position.y = 3.75;
tee.add(bevel);
topGeom = new THREE.CylinderGeometry(1.5, 1.5, .25);
top = new THREE.Mesh(topGeom, teeMat);
top.position.y = 4.875;
tee.add(top);
tee.position.y = 3.5;
scene.add(tee);
}
function render () {
renderer.render(scene, camera);
}
function animate() {
requestAnimationFrame( animate );
controls.update();
render();
}
</script>
</body>
</html>
In my case, the camera position was the same as OrbitControl target, and this made my OrbitControl seem "broken" (different symptoms than OP -- my OrbitControl just wouldn't work at all.)
As mentioned in this github comment, camera position and OrbitControl target cannot be the same; I repositioned my camera to fix this (camera.position.z = 10).
Remember, the camera (like any Object3D) is positioned at (0,0,0) by default, and the OrbitControl target property (a Vector3D) seems to also default that same point (0,0,0)
controls = new THREE.OrbitControls(camera);
needs to be
controls = new THREE.OrbitControls(camera, renderer.domElement);
The result is on this block.

Trouble adding text input directly into dat.gui when working with three.js

I am having a few problems with dat.gui when using three.js where the user cannot manually type input into the gui. Parameters with integers do not change until the user clicks on their text box. When that happens, they change only by the movement of the mouse - as in moving the cursor up will increase the value and down will decrease it. The user cannot enter a value for these parameters. The gui’s size is also not stable. When the user clicks on it any way, its width and height change like the values of the integer’s parameters do.
When I tested my dat.gui in an environment with no three.js components, I found that my issues are similar to when the user clicks on an input box and holds their cursor down, then moving their mouse around. The size of the gui remains the same though when testing like this.
Do you have any idea what might be going on?
Below is my code -
< body >
<script type='text/javascript' src='DAT.GUI.min.js'></script>
<script type="text/javascript">
var gui = new dat.GUI();
var coordinates = {
x: 0,
y: 0,
z: 0
};
var labels = {
name: "New Node"
};
var obj = {
add:function(){
var x = coordinates.x;
var y = coordinates.y;
var z = coordinates.z;
var nodeName = labels.name;
//Currently printing to console to see what I get
console.log(nodeName);
console.log("X: " + x);
console.log("Y: " + y);
console.log("Z: " + z);
}
var f2 = gui.addFolder('Coordinates');
f2.add(coordinates, 'x');
f2.add(coordinates, 'y');
f2.add(coordinates, 'z');
gui.add(labels, 'name');
gui.add(obj,'add');
</script>
</body>
Below is the three.js code. This is taken from this three.js example - http://threejs.org/examples/#webgl_interactive_cubes
<script>
//DAT.GUI CODE - SEE ABOVE
</script>
<script>
var populations = prompt("How many Nodes?");
var container, stats;
var camera, controls, scene, renderer;
var pickingData = [], pickingTexture, pickingScene;
var objects = [];
var highlightBox;
var mouse = new THREE.Vector2();
var offset = new THREE.Vector3( 10, 10, 10 );
init();
animate();
function init() {
//Initialize Container
//Initialize Camera
//Initialize Controls
//Initialize Scene
//Initialize pickingScene
//Initialize pickingTexture
//Initialize light and add to scene
//Initialize geometry, pickingGeometry, pickingMaterial, and defaultMaterial
...
var drawnObject = new THREE.Mesh( geometry, defaultMaterial );
scene.add( drawnObject );
pickingScene.add( new THREE.Mesh( pickingGeometry, pickingMaterial ) );
highlightBox = new THREE.Mesh(
new THREE.BoxGeometry( 1, 1, 1 ),
new THREE.MeshLambertMaterial( { color: 0xffff00 })
);
scene.add( highlightBox );
projector = new THREE.Projector();
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( 0xffffff, 1 );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = false;
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
renderer.domElement.addEventListener( 'mousemove', onMouseMove );
}
...
function pick() {
renderer.render( pickingScene, camera, pickingTexture );
var gl = self.renderer.getContext();
var pixelBuffer = new Uint8Array( 4 );
gl.readPixels( mouse.x, pickingTexture.height - mouse.y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixelBuffer );
var id = ( pixelBuffer[0] << 16 ) | ( pixelBuffer[1] << 8 ) | ( pixelBuffer[2] );
var data = pickingData[ id ];
if ( data) {
//move our highlightBox so that it surrounds the picked object
if ( data.position && data.rotation && data.scale ){
highlightBox.position.copy( data.position );
highlightBox.rotation.copy( data.rotation );
highlightBox.scale.copy( data.scale ).add( offset );
highlightBox.visible = true;
}
} else {
highlightBox.visible = false;
}
}
...
</script>
I'm changing the z-indexes of the css elements in DAT.GUI.min.js to be extremely positive, hoping that will place the gui above the canvas. I am unable to find the zIndex of the WebGL canvas in the code or any of the .js script source files. However, I am unfortunately having the same problem where the user can see the gui, is able to highlight the input boxes, but cannot type any values into the gui.
.dg.a {
...
.dg.a .save-row {
position: fixed;
top: 0;
z-index: 999999;** // From z-index: 1002; to move gui to the fore-front}
...
.dg.ac {
position: fixed;
top: 0;
left: 0;
right: 0;
height: 0;
z-index: 9999; // from z-index: 0; to move gui to the fore-front }
.dg .selector {
display: none;
position: absolute;
margin-left: -9px;
margin-top: 23px;
z-index: 99999; } // from z-index: 10; to move gui to the fore-front

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