How to make the plane draggable in X , Y direction. Here I'm trying to work on box clipping where I draw a plane on X and Y direction. But I have no idea how to make it draggable to the particular direction. Can anyone help me put with the issue.
I want to make the plane to be draggable only in the own direction on mouse event
import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';
import { GUI } from './jsm/libs/dat.gui.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { DragControls } from './jsm/controls/DragControls.js';
var camera, scene, renderer, startTime, object, stats;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(36, window.innerWidth / window.innerHeight, 0.0001, 100000);
camera.position.set(0, 1.3, 8);
scene = new THREE.Scene();
// Lights
scene.add(new THREE.AmbientLight(0x505050));
scene.background = new THREE.Color('white')
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.angle = Math.PI / 5;
spotLight.penumbra = 0.2;
spotLight.position.set(2, 3, 3);
spotLight.castShadow = true;
spotLight.shadow.camera.near = 3;
spotLight.shadow.camera.far = 10;
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.height = 1024;
scene.add(spotLight);
var dirLight = new THREE.DirectionalLight(0x55505a, 1);
dirLight.position.set(0, 3, 0);
dirLight.castShadow = true;
dirLight.shadow.camera.near = 1;
dirLight.shadow.camera.far = 10;
dirLight.shadow.camera.right = 1;
dirLight.shadow.camera.left = - 1;
dirLight.shadow.camera.top = 1;
dirLight.shadow.camera.bottom = - 1;
dirLight.shadow.mapSize.width = 1024;
dirLight.shadow.mapSize.height = 1024;
scene.add(dirLight);
// ***** Clipping planes: *****
var localPlane = new THREE.Plane(new THREE.Vector3(0, - 1, 0), 1.5);
var helper1 = new THREE.PlaneHelper(localPlane, 3, 0xffff00);
scene.add(helper1);
var globalPlane = new THREE.Plane(new THREE.Vector3(- 1, 0, 0), 1);
var helper = new THREE.PlaneHelper(globalPlane, 3, 0xffff00);
scene.add(helper); // Geometry
var material = new THREE.MeshPhongMaterial({
color: 0x80ee10,
shininess: 100,
side: THREE.DoubleSide,
// ***** Clipping setup (material): *****
clippingPlanes: [localPlane],
clipShadows: true
});
var geometry = new THREE.TorusKnotBufferGeometry(0.4, 0.08, 95, 20);
object = new THREE.Mesh(geometry, material);
object.castShadow = true;
scene.add(object);
var ground = new THREE.Mesh(
new THREE.PlaneBufferGeometry(9, 9, 1, 1),
new THREE.MeshPhongMaterial({ color: 0xa0adaf, shininess: 150 })
);
ground.rotation.x = - Math.PI / 2; // rotates X/Y to X/Z
ground.receiveShadow = true;
// scene.add( ground );
// Stats
stats = new Stats();
document.body.appendChild(stats.dom);
// Renderer
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.shadowMap.enabled = true;
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
window.addEventListener('resize', onWindowResize, false);
document.body.appendChild(renderer.domElement);
// ***** Clipping setup (renderer): *****
var globalPlanes = [globalPlane],
Empty = Object.freeze([]);
renderer.clippingPlanes = Empty; // GUI sets it to globalPlanes
renderer.localClippingEnabled = true;
renderer.clippingPlanes = globalPlanes;
// Controls
var controls = new OrbitControls(camera, renderer.domElement);
controls.target.set(0, 1, 0);
controls.update();
// controls1 = new DragControls([...globalPlane], camera, renderer.domElement);
// controls1.addEventListener('drag', render);
// GUI
var gui = new GUI(),
folderLocal = gui.addFolder('Local Clipping'),
propsLocal = {
get 'Enabled'() {
return renderer.localClippingEnabled;
},
set 'Enabled'(v) {
renderer.localClippingEnabled = v;
},
get 'Shadows'() {
return material.clipShadows;
},
set 'Shadows'(v) {
material.clipShadows = v;
},
get 'Plane'() {
return localPlane.constant;
},
set 'Plane'(v) {
localPlane.constant = v;
}
},
folderGlobal = gui.addFolder('Global Clipping'),
propsGlobal = {
get 'Enabled'() {
console.log('hitting 1')
return renderer.clippingPlanes !== Empty;
console.log(renderer.clippingPlanes);
},
set 'Enabled'(v) {
console.log('hitting 2')
renderer.clippingPlanes = v ? globalPlanes : Empty;
console.log(renderer.clippingPlanes);
},
get 'Plane'() {
return globalPlane.constant;
},
set 'Plane'(v) {
globalPlane.constant = v;
}
};
folderLocal.add(propsLocal, 'Enabled');
folderLocal.add(propsLocal, 'Shadows');
folderLocal.add(propsLocal, 'Plane', 0.3, 1.25);
folderGlobal.add(propsGlobal, 'Enabled');
folderGlobal.add(propsGlobal, 'Plane', - 0.4, 3);
// Start
startTime = Date.now();
document.addEventListener('click', onClick, false);
}
function onClick(event) {
event.preventDefault();
if (enableSelection === true) {
var draggableObjects = controls.getObjects();
draggableObjects.length = 0;
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
var intersections = raycaster.intersectObjects(objects, true);
if (intersections.length > 0) {
var object = intersections[0].object;
if (group.children.includes(object) === true) {
object.material.emissive.set(0x000000);
scene.attach(object);
} else {
object.material.emissive.set(0xaaaaaa);
group.attach(object);
}
controls.transformGroup = true;
draggableObjects.push(group);
}
if (group.children.length === 0) {
controls.transformGroup = false;
draggableObjects.push(...objects);
}
}
render();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
// var currentTime = Date.now();
// var time = ( currentTime - startTime ) / 1000;
requestAnimationFrame(animate);
// object.position.y = 0.8;
// object.rotation.x = time * 0.5;
// object.rotation.y = time * 0.2;
// object.scale.setScalar( Math.cos( time ) * 0.125 + 0.875 );
stats.begin();
renderer.render(scene, camera);
stats.end();
}
In order to move things in three.js you use TransformControls. Check out https://threejs.org/docs/#examples/en/controls/TransformControls for its documentation and https://github.com/mrdoob/three.js/blob/master/examples/misc_controls_transform.html for implementation example.
Here you can set the mode to "translate" and scale to "XY" to restrict the movement in X and Y direction only.
controls.axis ="XY";
Related
Structure of my project 66% threejs model, 44% html (side control) using Bootstrap.
Iām trying to make mouse picker, when pointing at an object so that it is shown on which object it is pointed. As I understand it, he sees the coordination of the mouse badly.
Please help me figure out and set up the correct coordination mouse with Canvas.
Project Structure Screenshot:
Code:
export class CustomizerComponent implements OnInit {
public textureSrc: string;
public textureList = [
{ id: 1, name: 'Wood 2', src: '/assets/textures/wood2.jpg' },
{ id: 2, name: 'Wood 1', src: '/assets/textures/wood1.jpg' },
];
public selectedTexture(e): void {
let find = this.textureList.find((x) => x?.src === e.target.value);
// console.log(find?.src);
}
ngOnInit(): void {
let scene, kitchen, camera, renderer, canvas, controls, mouse, raycaster, loader, BACKGROUND_COLOR = 0xffffff;
// Scene
scene = new THREE.Scene();
scene.background = new THREE.Color(BACKGROUND_COLOR);
// Renderer with canvas
canvas = document.getElementById('canvas');
renderer = new THREE.WebGLRenderer({ canvas: canvas });
renderer.setSize(canvas.width * 3.5, canvas.height * 5);
console.log(canvas.clientWidth);
renderer.shadowMap.enabled = true;
// Set Camera
camera = new THREE.PerspectiveCamera(
75,
canvas.clientWidth / canvas.clientHeight,
0.1,
1000
);
camera.position.z = 5;
camera.position.x = 5;
camera.position.y = 1;
mouse = new THREE.Vector2();
raycaster = new THREE.Raycaster();
// Controls with options
controls = new OrbitControls(camera, renderer.domElement);
controls.maxPolarAngle = Math.PI / 2;
controls.minPolarAngle = Math.PI / 3;
controls.enableDamping = true;
controls.enablePan = false;
controls.target.set(5, 1, 0);
controls.maxAzimuthAngle = 0.8;
controls.minAzimuthAngle = -0.8;
controls.enableZoom = false;
controls.dampingFactor = 0.1;
controls.autoRotate = false;
controls.autoRotateSpeed = 0.2; // 30
loader = new GLTFLoader();
loader.load(
'assets/3d_models/kitch.glb',
(gltf) => {
kitchen = gltf.scene;
scene.add(kitchen);
console.log(kitchen);
},
undefined,
(err) => {
console.log(err);
}
);
function hoverPieces() {
const material = new THREE.MeshBasicMaterial({ color: 0xffff00 });
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(scene.children);
// console.log(intersects);
for (let i = 0; i < intersects.length; i++) {
intersects[i].object.material = material;
}
console.log(intersects);
}
// Set Lights
setLights(scene);
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
hoverPieces();
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
}
animate();
function onMouseMove(event) {
// calculate pointer position in normalized device coordinates
// (-1 to +1) for both components
mouse.x = ((event.clientX - 250) / canvas.clientWidth) * 2 - 1;
mouse.y = -(event.clientY / canvas.clientHeight) * 2 + 1;
}
window.addEventListener('mousemove', onMouseMove);
}
}
function setLights(scene) {
// Add lights
var hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444, 0.61);
hemiLight.name = 'hemiLight';
hemiLight.position.set(0, 50, 0);
// Add hemisphere light to scene
scene.add(hemiLight);
var dirLight = new THREE.DirectionalLight(0xffffff, 0.54);
dirLight.name = 'dirLight';
dirLight.position.set(-8, 12, 8);
// dirLight.castShadow = true;
dirLight.shadow.mapSize = new THREE.Vector2(1024, 1024);
// Add directional Light to scene
scene.add(dirLight);
var light = new THREE.DirectionalLight(0xffffff, 3);
light.name = 'light';
light.position.set(10, 10, 10);
scene.add(light);
}
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
var width = canvas.clientWidth;
var height = canvas.clientHeight;
var canvasPixelWidth = canvas.clientWidth / window.devicePixelRatio;
var canvasPixelHeight = canvas.clientHeight / window.devicePixelRatio;
const needResize = canvasPixelWidth !== width || canvasPixelHeight !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
Gist link :
https://gist.github.com/artur33s/e15abda28707231863ded08ccfe0887d
I suggest you use pointermove instead of mousemove and also use getBoundingClientRect() in your event listener:
function onPointerMove(event) {
const 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;
}
window.addEventListener('pointermove', onPointerMove);
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 );
I have created a room in three js and added various objects in it. But,
the objects are moving out of the room. Here is the url on which my code is running:
http://istation-demo.cladev.com/room.html
In order to prevent objects leaving the room or colliding with each other, you must have at least a simple form of collision detection. Most 3D engines, three.js included, have Axis-Aligned Bounding Boxes ( or AABB ) for all the 3d objects that are created. In three.js to get access to bounding boxes, the easiest way is to call
var boundingBoxHelperObject = new THREE.BoundingBoxHelper( object )
If you add it to the scene, it shows up as a wireframe grey box that fits tightly around the object. If you call update on the helper (as you will see shortly), it will update to the dimensions and movement of the 3d object in real time - pretty cool!
Then, to perform collision detection on all these boxes, you call
boundingBoxHelperObject.box.intersectsBox( anotherBoxHelperObject.box )
which outputs true if colliding or false if not colliding. Then perform the appropriate actions, such as moving the box back a frame to prevent it from escaping a room or penetrating another solid object, or changing both colliding objects' colors, or whatever you want.
Here's the final code sample with my corrected picking/dragging code from the last post you made months ago, plus the new bounding boxes and collision testing code:
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/html">
<head lang="en">
<meta charset="UTF-8">
<title>Room</title>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r75/three.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 chairOldPosition = new THREE.Vector3();
var sofaOldPosition = new THREE.Vector3();
var chair_rotate = false;
var walls;
var mesh_box;
var wallright, wallleft, wallback, wallfront, ceiling, ground;
var strDownloadMime = "image/octet-stream";
var chairBox, sofaBox;
var wallrightBox, wallleftBox, wallbackBox, wallfrontBox;
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);
wallleftBox = new THREE.BoundingBoxHelper( wallleft );
wallleftBox.update(wallleft);
//wallleftBox.box.min.x -= 0.1;
//wallleftBox.box.max.x += 0.1;
//scene.add(wallleftBox);
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);
wallrightBox = new THREE.BoundingBoxHelper( wallright );
wallrightBox.update(wallright);
//wallrightBox.box.min.x -= 0.1;
//wallrightBox.box.max.x += 0.1;
//scene.add(wallrightBox);
wallback = new THREE.Mesh(groundGeo, wallTextureBack);
wallback.overdraw = true;
wallback.position.set(0, wallHeight / 2, -wallWidth / 2);
walls.add(wallback);
wallbackBox = new THREE.BoundingBoxHelper( wallback );
wallbackBox.update(wallback);
//scene.add(wallbackBox);
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);
wallfrontBox = new THREE.BoundingBoxHelper( wallfront );
wallfrontBox.update(wallfront);
//scene.add(wallfrontBox);
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);
sofaBox = new THREE.BoundingBoxHelper( sofa_model );
// comment next line out if you don't want to see the wireframe sofa boxHelper
scene.add(sofaBox);
});
//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(-300,0, -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);
chairBox = new THREE.BoundingBoxHelper( chair_model );
// comment next line out if you don't want to see the wireframe chair boxHelper
scene.add(chairBox);
});
//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;
chairBox.update(chair_model);
sofaBox.update(sofa_model);
//wallrightBox.update(wallright);
//wallleftBox.update(wallleft);
//wallfrontBox.update(wallfront);
//wallbackBox.update(wallback);
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;
//oldIntersectPoint.copy(chair_model.position);
chairBox.material.color.set('white');
} else if (intersects[0].object.name == 'sofa_model') {
container.style.cursor = 'pointer';
sofa_selected = true;
//oldIntersectPoint.copy(sofa_model.position);
sofaBox.material.color.set('white');
}
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);
chairBox.material.color.set('grey');
sofaBox.material.color.set('grey');
}
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) {
var okToMove = true;
chairOldPosition.copy(chair_model.position);
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);
// store old intersect point for next frame
oldIntersectPoint.copy(newIntersectPoint);
chair_model.position.add(intersectOffset);
chair_model.updateMatrixWorld(true);
//chairBox.updateMatrixWorld(true);
chairBox.update(chair_model);
// default
chairBox.material.color.set('white');
if( chairBox.box.intersectsBox(sofaBox.box) ) {
okToMove = false;
chairBox.material.color.set('red');
}
else if( chairBox.box.intersectsBox(wallrightBox.box) ) {
okToMove = false;
chairBox.material.color.set('red');
}
else if( chairBox.box.intersectsBox(wallleftBox.box) ) {
okToMove = false;
chairBox.material.color.set('red');
}
else if( chairBox.box.intersectsBox(wallfrontBox.box) ) {
okToMove = false;
chairBox.material.color.set('red');
}
else if( chairBox.box.intersectsBox(wallbackBox.box) ) {
okToMove = false;
chairBox.material.color.set('red');
}
// if NOT ok to move and chair is hitting something,
if ( !okToMove ) {
// put chair back where it was
chair_model.position.copy(chairOldPosition);
}
}
// 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) {
var okToMove = true;
sofaOldPosition.copy(sofa_model.position);
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);
sofa_model.updateMatrixWorld(true);
//sofaBox.updateMatrixWorld(true);
sofaBox.update(sofa_model);
// default
sofaBox.material.color.set('white');
if( sofaBox.box.intersectsBox(chairBox.box) ) {
okToMove = false;
sofaBox.material.color.set('red');
}
else if( sofaBox.box.intersectsBox(wallrightBox.box) ) {
okToMove = false;
sofaBox.material.color.set('red');
}
else if( sofaBox.box.intersectsBox(wallleftBox.box) ) {
okToMove = false;
sofaBox.material.color.set('red');
}
else if( sofaBox.box.intersectsBox(wallfrontBox.box) ) {
okToMove = false;
sofaBox.material.color.set('red');
}
else if( sofaBox.box.intersectsBox(wallbackBox.box) ) {
okToMove = false;
sofaBox.material.color.set('red');
}
// if NOT ok to move and sofa is hitting something,
if ( !okToMove ) {
// put sofa back where it was
sofa_model.position.copy(sofaOldPosition);
}
}
// 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>
Hope this works for you! :)
I have a current application that runs on Three.js V60. I want to migrate it to V64 but I have issue with one of functionnality which is a mouse tooltip. It follows the example from http://stemkoski.github.io/Three.js/Mouse-Tooltip.html.
In V64, we don't have useScreenCoordinates, sizeAttenuation and alignment properties, so i have strange behaviour with the tooltip when I removed this parameters. The behaviour I have is that mousetooltip is fixed on scene. Can someone help me ?
Below is a testing code I have made :
<pre><code>
// standard global variables
var container, scene, camera, renderer, controls, stats;
// custom global variables
var cube;
var projector, mouse = { x: 0, y: 0 }, INTERSECTED;
var ballSprite;
init();
animate();
// FUNCTIONS
function init()
{
// SCENE
scene = new THREE.Scene();
// CAMERA
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(0,150,400);
camera.lookAt(scene.position);
// RENDERER
renderer = new THREE.WebGLRenderer( {antialias:true} );
renderer.setClearColor(0xFFFFFF, 1.0);
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'ThreeJS' );
container.appendChild( renderer.domElement );
// LIGHT
var light = new THREE.PointLight(0xffffff);
light.position.set(0,250,0);
scene.add(light);
////////////
// CUSTOM //
////////////
var cubeGeometry = new THREE.CubeGeometry( 50, 50, 50 );
var cubeMaterial = new THREE.MeshBasicMaterial( { color: 0x000088 } );
cube = new THREE.Mesh( cubeGeometry, cubeMaterial );
cube.position.set(0,26,0);
scene.add(cube);
// initialize object to perform world/screen calculations
projector = new THREE.Projector();
// when the mouse moves, call the given function
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
var ballTexture = THREE.ImageUtils.loadTexture( 'http://stemkoski.github.io/Three.js/images/redball.png' );
var ballMaterial = new THREE.SpriteMaterial( { map: ballTexture} );
ballSprite = new THREE.Sprite( new THREE.SpriteMaterial(ballMaterial) );
ballSprite.scale.set( 32, 32, 1.0 );
ballSprite.position.set( 50, 50, 0 );
scene.add( ballSprite );
}
function onDocumentMouseMove( event )
{
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
// event.preventDefault();
// update sprite position
ballSprite.position.set( event.clientX, event.clientY, 0 );
}
function animate()
{
requestAnimationFrame( animate );
render();
update();
}
function update()
{
}
function render()
{
renderer.clear();
renderer.render( scene, camera );
}
</code></pre>
Update :
I have looked at the webgl_sprites.html example and have adapted my using ortho cam. It works partially : I have now the tooltip that is display orthogonally but it doesn't follow the mouse (while it works with previous V60).
While the example uses a picture, I use a canvas2D to draw some text and lines, convert it as a texture and apply it to a spriteMaterial and create a mesh from it.
When I drag the mouse, the mesh coordonates changed but on the screen, it stays static.
Can someone helps me?
Here is the code :
<pre><code>
THREE.MouseTooltip = function (o) {
Object.call(this);
var defaults = { // default options
ResourcesPath: "", // Location of ressoruce file
ImagesPath: "",
Scene: null,
Container: null
};
this.options = $.extend(defaults, o); // merge defaults and options object
if (this.options.Scene == null || this.options.Container == null) {
throw "Error : MouseTooltip scene and container inputs must be specified";
return;
}
this.canvas = null;
this.context = null;
this.texture = null;
this.material = null;
this.mesh = null;
this.width = 0
this.updateDisplay = false;
this.init(this.options.Scene);
};
THREE.MouseTooltip.prototype = Object.create(Object.prototype);
THREE.MouseTooltip.prototype.init = function (scene) {
this.canvas = document.createElement('canvas');
this.canvas.width = this.options.Container.offsetWidth;
this.canvas.height = this.options.Container.offsetHeight;
this.context = this.canvas.getContext('2d');
this.context.font = "20px Arial";
this.context.fillStyle = "rgba(0,0,0,0.95)";
this.context.fillText('', 0, 20);
this.width = 20;
this.texture = new THREE.Texture(this.canvas);
this.texture.needsUpdate = true;
this.material = new THREE.SpriteMaterial({ map: this.texture/*, useScreenCoordinates: true, alignment: THREE.SpriteAlignment.topLeft */});
this.mesh = new THREE.Sprite(this.material);
this.mesh.name = "tooltip";
this.mesh.scale.set(this.canvas.width/1.5, this.canvas.height/1.5, 1.0);
this.mesh.material.depthTest = false;
this.mesh.material.transparent = false;
this.mesh.matrixAutoUpdate = false;
this.mesh.visible = false;
this.mesh.userData = "";
scene.add(this.mesh);
};
THREE.MouseTooltip.prototype.setContent = function (message) {
if (message == this.mesh.userData) {
return;
}
var metrics = this.context.measureText(message);
var lineHeight = 20;
this.width = metrics.width + 8;
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.context.fillStyle = "rgba(0,0,0,1)"; // black border
this.context.beginPath();
this.context.moveTo(0, (lineHeight + 8) / 2);
this.context.lineTo(10, (lineHeight + 8) / 2 + 10);
this.context.lineTo(10, (lineHeight + 8) / 2 - 10);
this.context.lineTo(0, (lineHeight + 8) / 2);
this.context.fill();
this.context.closePath();
this.context.fillRect(12, 0, this.width, lineHeight + 8);
this.context.fillStyle = "rgba(255,255,255,1)"; // white filler
this.context.fillRect(14, 2, this.width - 4, lineHeight + 4);
this.context.fillStyle = "rgba(0,0,0,1)"; // text color
this.context.fillText(message, 16, lineHeight);
this.mesh.userData = message;
this.texture.needsUpdate = true;
};
THREE.MouseTooltip.prototype.isVisible = function (b) {
return this.mesh.visible;
};
THREE.MouseTooltip.prototype.hide = function (b) {
this.mesh.visible = false;
};
THREE.MouseTooltip.prototype.show = function (b) {
this.mesh.visible = true;
};
THREE.MouseTooltip.prototype.clear = function () {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.texture.needsUpdate = true;
};
THREE.MouseTooltip.prototype.move = function (mouseX, mouseY) {
this.mesh.position.x = (mouseX - this.options.Container.offsetLeft+16) - this.canvas.width;
this.mesh.position.y = (mouseY - this.options.Container.offsetTop) - this.canvas.height;
this.mesh.position.z = 1;
};
</pre></code>
Regarding to the example in http://threejs.org/examples/webgl_sprites.html your actual positions would be
this.mesh.position.x = -(SCREEN_WIDTH / 2) + mouseX;
this.mesh.poyition.y = (SCREEN_WIDTH / 2) - mouseY;
I am trying to use Ray intersect to find out if 2 collada object collide.
But so far no success :(
my code http://jsfiddle.net/XqQzF/
object.updateMatrix();
// ray
var f_vector = new THREE.Vector3( 0, 0, -1 );
var b_vector = new THREE.Vector3( 0, 0, 1 );
var l_vector = new THREE.Vector3( -1, 0, 0 );
var r_vector = new THREE.Vector3( 1, 0, 0 );
everytime i use something its removed from the newest three.js revision.
Can you help me on the way ?
I recently update my three.js examples collection to be compatible with the latest version (v56 at time of writing), and this includes an example of collision detection. Check out http://stemkoski.github.com/Three.js/Collision-Detection.html (see http://stemkoski.github.com/Three.js/#collision-detection for instructions).
The main difference in your case will be choosing a central point of your model as an origin point for the rays, and choosing a set of vertices of your model to use as endpoints for the rays, as rays are what is used for collision detection.
Hope this helps!
#Lee Stemkoski answer is ok, when we doesn't use collada data.
First what I know is that we need min. 2 Mesh objects. So I took all Mesh objects from collada object. I wrote two scripts - first tried colliding 2 collada objects. Second tried to collide collada object with wall(simple Mesh). In both cases script it doesn't recognize colliding š. So how i should write it?
At last I tried to detect mouse on collada object. It's not about this topic but it's similar problem so I write it here.
Dae file was generated by SketchUp.
Code for two collada objects:
var container;
var meshs = [];
var camera, scene, renderer, raycaster;
var controls;
var mouse = new THREE.Vector2();
var dae, dae2;
var collidableMeshList = [];
var clock = new THREE.Clock();
var keyboard = new THREEx.KeyboardState();
$(document).ready(function() {
init();
animate();
});
function init() {
container = document.createElement('div');
$('.container').append(container);
camera = new THREE.PerspectiveCamera(45, 500 / 500, 1, 1000);
group = new THREE.Group();
scene = new THREE.Scene();
scene.add(camera);
camera.position.set(10 * 10, 12 * 10, 16 * 10);
camera.lookAt(scene.position);
// Lights
group.add(new THREE.AmbientLight(0x777777));
var light = new THREE.DirectionalLight(0xdfebff, 1.25);
light.position.set(300, 400, 50);
light.position.multiplyScalar(1.3);
light.castShadow = true;
group.add(light);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0xcccccc, 1);
renderer.setSize(500, 500);
container.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load('./sample.dae', loadDae);
function loadDae(collada) {
dae = collada.scene;
dae.scale.x = 0.5;
dae.scale.y = 0.3;
dae.scale.z = 0.3;
dae.updateMatrix();
group.add(dae);
}
var wallGeometry = new THREE.CubeGeometry(10, 10, 20, 1, 1, 1);
var wallMaterial = new THREE.MeshBasicMaterial({
color: 0x8888ff
});
var wireMaterial = new THREE.MeshBasicMaterial({
color: 0x000000,
wireframe: true
});
loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load('./sample.dae', loadDae2);
function loadDae2(collada) {
dae2 = collada.scene;
dae2.scale.x = 0.5;
dae2.scale.y = 0.3;
dae2.scale.z = 0.3;
dae2.updateMatrix();
dae2.position.set(-40, 0, 0);
dae2.traverse(function(child) {
if (child instanceof THREE.Mesh) {
collidableMeshList.push(child);
}
});
group.add(dae2);
}
group.translateX(-20);
scene.add(group);
raycaster = new THREE.Raycaster();
window.addEventListener('resize', onWindowResize, false);
window.addEventListener('mousemove', onDocumentMouseMove, false);
}
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function onWindowResize() {
camera.aspect = 500 / 500;
camera.updateProjectionMatrix();
renderer.setSize(500, 500);
}
function update() {
var delta = clock.getDelta();
var moveDistance = 200 * delta;
var rotateAngle = Math.PI / 2 * delta;
if (keyboard.pressed("A"))
dae.rotation.y += rotateAngle;
if (keyboard.pressed("D"))
dae.rotation.y -= rotateAngle;
if (keyboard.pressed("left"))
dae.translateX(-moveDistance);
if (keyboard.pressed("right"))
dae.translateX(moveDistance);
if (keyboard.pressed("up"))
dae.translateZ(-moveDistance);
if (keyboard.pressed("down"))
dae.translateZ(moveDistance);
meshs = [];
if (typeof dae !== 'undefined') {
dae.traverse(function(child) {
if (child instanceof THREE.Mesh) {
meshs.push(child);
}
});
$.each(meshs, function(number_mesh, mesh) {
var originPoint = mesh.position.clone();
for (var vertexIndex = 0; vertexIndex < mesh.geometry.vertices.length; vertexIndex++) {
var localVertex = mesh.geometry.vertices[vertexIndex].clone();
var globalVertex = localVertex.applyMatrix4(mesh.matrix);
var directionVector = globalVertex.sub(mesh.position);
var ray = new THREE.Raycaster(originPoint, directionVector.clone().normalize());
var collisionResults = ray.intersectObjects(collidableMeshList);
if (collisionResults.length > 0 && collisionResults[0].distance < directionVector.length()) {
console.log(" Hit ");
}
}
});
}
controls.update();
}
function animate() {
requestAnimationFrame(animate);
render();
update();
}
function render() {
renderer.render(scene, camera);
}
Code for collada + wall(Mesh):
var container;
var meshs = [];
var camera, scene, renderer, raycaster;
var controls;
var mouse = new THREE.Vector2();
var dae;
var collidableMeshList = [];
var clock = new THREE.Clock();
var keyboard = new THREEx.KeyboardState();
$(document).ready(function() {
init();
animate();
});
function init() {
container = document.createElement('div');
$('.container').append(container);
camera = new THREE.PerspectiveCamera(45, 500 / 500, 1, 1000);
group = new THREE.Group();
scene = new THREE.Scene();
scene.add(camera);
camera.position.set(10 * 10, 12 * 10, 16 * 10);
camera.lookAt(scene.position);
// Lights
group.add(new THREE.AmbientLight(0x777777));
var light = new THREE.DirectionalLight(0xdfebff, 1.25);
light.position.set(300, 400, 50);
light.position.multiplyScalar(1.3);
light.castShadow = true;
group.add(light);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0xcccccc, 1);
renderer.setSize(500, 500);
container.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load('./sample.dae', loadDae);
function loadDae(collada) {
dae = collada.scene;
dae.scale.x = 0.5;
dae.scale.y = 0.3;
dae.scale.z = 0.3;
dae.updateMatrix();
group.add(dae);
}
var wallGeometry = new THREE.CubeGeometry(10, 10, 20, 1, 1, 1);
var wallMaterial = new THREE.MeshBasicMaterial({
color: 0x8888ff
});
var wireMaterial = new THREE.MeshBasicMaterial({
color: 0x000000,
wireframe: true
});
var wall = new THREE.Mesh(wallGeometry, wallMaterial);
wall.position.set(-40, 5, -10);
group.add(wall);
collidableMeshList.push(wall);
var wall = new THREE.Mesh(wallGeometry, wireMaterial);
wall.position.set(-40, 5, -10);
group.add(wall);
group.translateX(-20);
scene.add(group);
raycaster = new THREE.Raycaster();
window.addEventListener('resize', onWindowResize, false);
window.addEventListener('mousemove', onDocumentMouseMove, false);
}
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function onWindowResize() {
camera.aspect = 500 / 500;
camera.updateProjectionMatrix();
renderer.setSize(500, 500);
}
function update() {
var delta = clock.getDelta();
var moveDistance = 200 * delta;
var rotateAngle = Math.PI / 2 * delta;
if (keyboard.pressed("A"))
dae.rotation.y += rotateAngle;
if (keyboard.pressed("D"))
dae.rotation.y -= rotateAngle;
if (keyboard.pressed("left"))
dae.translateX(-moveDistance);
if (keyboard.pressed("right"))
dae.translateX(moveDistance);
if (keyboard.pressed("up"))
dae.translateZ(-moveDistance);
if (keyboard.pressed("down"))
dae.translateZ(moveDistance);
meshs = [];
if (typeof dae !== 'undefined') {
dae.traverse(function(child) {
if (child instanceof THREE.Mesh) {
meshs.push(child);
}
});
$.each(meshs, function(number_mesh, mesh) {
var originPoint = mesh.position.clone();
for (var vertexIndex = 0; vertexIndex < mesh.geometry.vertices.length; vertexIndex++) {
var localVertex = mesh.geometry.vertices[vertexIndex].clone();
var globalVertex = localVertex.applyMatrix4(mesh.matrix);
var directionVector = globalVertex.sub(mesh.position);
var ray = new THREE.Raycaster(originPoint, directionVector.clone().normalize());
var collisionResults = ray.intersectObjects(collidableMeshList);
if (collisionResults.length > 0 && collisionResults[0].distance < directionVector.length()) {
console.log(" Hit ");
}
}
});
}
controls.update();
}
function animate() {
requestAnimationFrame(animate);
render();
update();
}
function render() {
renderer.render(scene, camera);
}
Detect mouse on collada object. Short code version:
var meshs = [],
raycaster,
mouse = new THREE.Vector2();
...
function init() {
...
function loadDae(collada) {
dae = collada.scene;
dae.scale.x = 0.5;
dae.scale.y = 0.3;
dae.scale.z = 0.3;
dae.updateMatrix();
group.add(dae);
dae.traverse(function(child) {
if (child instanceof THREE.Mesh) {
meshs.push(child);
}
});
}
var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load('./sample.dae', loadDae);
raycaster = new THREE.Raycaster();
window.addEventListener('mousemove', onDocumentMouseMove, false);
...
}
...
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function render() {
raycaster.setFromCamera(mouse, camera);
if (group.children.length === 5) {
var intersects = raycaster.intersectObjects(meshs);
if (intersects.length > 0) {
console.log(" Hit ");
}
}
renderer.render(scene, camera);
}
...
General - yes, it works, but throw errors with some $meshs š.
TypeError: undefined is not an object (evaluating 'O')
three.min.js:8304
cthree.min.js:3544
intersectObjectsthree.min.js:3609:144
Why and how to recognize which mesh is correct for intersectObjects and which not?