I am using the PerspectiveCamera in three.js. I want to move the camera forward and backward, so I try to use translates and it works well.
I also need to get the camera's position. But the translateZ doesn't change the position of the camera. So what does translateZ change?
All Three.js objects have a translateX, translateY, translateZ method, which changes the position along the axis by the given units. translateZ() moves it along the Z-axis. If you're not seeing any change in the camera, try using larger values, maybe you're just not noticing it because moving forward/backward is a little less obvious than moving up/down or left/right.
Related
I am trying to achieve movement of an object on walls, instead of only one plane. In this example, an object dragged on walls by using:
intersects = raycaster.intersectObjects([walls]);
object.position.copy(intersects[0].point);
However, with this method, the object jumps because the object's center moves to the mouse. There is a related question and helpful JSFiddle for dragging on one plane without jumpin Would you please help me to modify it for multiples planes (walls)? Thanks
After reading your comment, I think what you're looking for is you want the object to animate to the position. You can do this a few ways. The "threejs" way is to move it each frame (within the animate/update loop). You could do this with Vector3.lerp by storing intersects[0].point as your target location and lerping your object.position to it each frame. Another option is to use an animation library like animejs or gsap.
When using DeviceOrientationControls, I need to allow the user to reset their view to an arbitrary direction. Basically if I'm sitting in a chair with limited range of head motion, I want to allow the camera to switch to a different direction (how I trigger that change is not important).
alphaOffsetAngle works great for resetting the view to look left, right, or behind, but not for looking up or down (or left/right, but rotated).
I tried adding offset angles for Beta and Gamma, but that isn't as straightforward as I hoped. I also tried adding the camera to an Object3D and rotating the parent. That sortof worked, but the controls got all wonky when the camera's parent was rotated.
lookAt() is pretty much what I want, but the DeviceOrientationControls update() seems to blow that away.
Does anyone have a working example of this arbitrary camera direction with the deviceorientationcontrols?
This question is similar these, but I have not found a workable solution:
Add offset to DeviceOrientationControls in three.js
and:
DeviceOrientationControls.js - Calibration to ideal starting center
I'm quite new to three.js and lacking some basic understanding of the coordinate systems obviously.
I have an Object3D "group" that has some children (planes). I use "group" to rotate the group of planes, which works fine. Now camera can move and parent object can rotate. One can click on the planes to select them. What I want now is to let the selected plane fly into the camera.
If I just move the plane to the camera position it flys in any direction but mostly not to the camera. Certainly because "group" seems to be the "world" for the child objects. If I move a plane along the z-axis the plane move along the z-axis of the parent.
I don't understand which coordinates I need to take (or transform) to move the plane bound to "group" in front of the camera.
Basically I demoed with three.js what famo.us did, just spent some two hours on it or so. I faked the wanted effect with an additional plane that is not grouped and which I can just move to camera without transformations. The demo is available here:
http://hwg.rattat.net/famo.html.
Would be nice if somebody could tell me how to get this working. I could still live with the fake, when I would be able to place the additional plane exactly over the selected plane.
Thanks in advance,
Christian
The question of converting local coordinates to world coordinates has been addressed at THREE.js: Calculate world space position of a point on an object . There might also be helping information at how to: get the global/world position of a child object .
I have a fixed camera at 0,0,0 on my OpenGL scene and have a model.
The model is translated and rotated, and would like to move it on the right of my camera. However if I translate to x, it will translate towards x of the model and not of the camera.
How can I overcome this situation ?
Change the order in which glRotate and glTranslate are called. First rotating and then translating will look like you move the camera around. First translating and then rotating looks like you're looking at a table that spins around its axis with your model on top.
Context: trying to take THREE.js and use it to display conic sections.
Method: creating a mesh of vertices and then connect face4's to all of them. Used two faces to produce a front and back side so that when the conic section rotates it won't matter from which angle the camera views it.
Problems encountered: 1. Trying to find a good way to create a intuitive mouse rotation scheme. If you think in spherical coordinates, then it feels like just making up/down change phi and left/right change phi would work. But that requires that you can move the camera. As far as I can tell, there is no way to change actively change the rotation of anything besides the objects. Does anyone know how to change the rotation of the camera or scene? 2. Is there a way to graph functions that is better than creating a mesh? If the mesh has many points then it is too slow, and if the mesh has few points then you cannot easily make out the shape of the conic sections.
Any sort of help would be most excellent.
I'm still starting to learn Three.js, so I'm not sure about the second part of your question.
For the first part, to change the camera, there is a very good way, which could also include zooming and moving the scene: the trackball camera.
For the exact code and how to use it, you can view:
https://github.com/mrdoob/three.js/blob/master/examples/webgl_trackballcamera_earth.html
At the botton of this page (http://mrdoob.com/122/Threejs) you can see the example in action (the globe in the third row from the bottom).
There is an orbit control script for the three.js camera.
I'm not sure if I understand the rotation bit. You do want to rotate an object, but you are correct, the rotation is relative.
When you rotate or move your camera, a matrix is calculated for that position/rotation, and it does indeed rotate the scene while keeping the camera static.
This is irrelevant though, because you work in model/world space, and you position your camera in it, the engine takes care of the rotations under the hood.
What you probably want is to set up an object, hook up your rotation with spherical coordinates, and link your camera as a child to this object. The translation along the cameras Z axis relative to the object should mimic your dolly (zoom is FOV change).
You can rotate the camera by changing its position. See the code I pasted here: https://gamedev.stackexchange.com/questions/79219/three-js-camera-turning-leftside-right
As others are saying OrbitControls.js is an intuitive way for users to manage the camera.
I tackled many of the same issues when building formulatoy.net. I used Morphing Geometries since I found mapping 3d math functions to a UV surface to require v little code and it allowed an easy way to implement different coordinate systems (Cartesian, spherical, cylindrical).
You could use particles instead of a mesh I suppose but a mesh seems best. The lattice material is not too useful if you're trying to understand a surface mathematically. At this point I'm thinking of drawing my own X,Y lines on the surface (or phi, theta lines etc) to better demonstrate cross-sections.
Hope that helps.
You can use trackball controls by which you can zoom in and out of an object,rotate the object,pan it.In trackball controls you are moving the camera around the object.Object still rotates with respect to the screen or renderer centre (0,0,0).