ThreeJS: How to clone the rotation of one object to another - three.js

I have two canvas where two canvas has two different objects. I'm trying to set the rotation of one object to another. Here the second canvas object acts as a viewcube where it should only rotate when the object_1 gets rotated.
I have tried by set the rotation of the one camera to another but I can't seem to achieve it.
Here's the fiddle link https://jsfiddle.net/jvy396x8/2/
var cube = document.querySelector('.cube');
// var container = document.getElementById('container');
var scene_1Rotation;
var scene = new THREE.Scene();
var scene_1 = new THREE.Scene();
var object;
var w = window.innerWidth;
var h = window.innerHeight;
var viewSize = h;
var aspectRatio = w / h;
_viewport = {
viewSize: viewSize,
aspectRatio: aspectRatio,
left: (-aspectRatio * viewSize) / 2,
right: (aspectRatio * viewSize) / 2,
top: viewSize / 2,
bottom: -viewSize / 2,
near: -10000,
far: 10000
}
var camera = new THREE.OrthographicCamera(
_viewport.left,
_viewport.right,
_viewport.top,
_viewport.bottom,
_viewport.near,
_viewport.far
);
camera.zoom = 25;
var camera_1 = new THREE.PerspectiveCamera(100, window.innerWidth / window.innerHeight, 0.001, 1000000);
// var camera = new THREE.OrthographicCamera(window.innerWidth / -30, window.innerWidth / 30, window.innerHeight / 30, window.innerHeight / -30, 1, 1000)
camera.position.set(20, 0, 0);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
var renderer_1 = new THREE.WebGLRenderer({
antialias: true
});
$('#container').append(renderer_1.domElement);
$('#scene').html(renderer_1.domElement);
// var zoom = orthoWidth / meshWidth;
// _Camera.setZoom(zoom);
object = new THREE.Group();
scene.background = new THREE.Color(0xffffff0);
console.log(scene);
scene_1.background = new THREE.Color(0xffffff);
console.log(scene_1);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var controls_1 = new THREE.OrbitControls(camera_1, renderer_1.domElement);
var geometry_1 = new THREE.BoxGeometry();
var material_1 = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
var cube_1 = new THREE.Mesh(geometry_1, material_1);
scene_1.add(cube_1);
var geometry_2 = new THREE.BoxGeometry();
var material_2 = new THREE.MeshBasicMaterial({ color: 0x00fff0 });
var cube_2 = new THREE.Mesh(geometry_2, material_2);
cube_2.position.x = 1;
scene_1.add(cube_2);
controls_1.noPan = true;
controls_1.noZoom = true;
camera_1.position.z = 2;
var material = new THREE.LineBasicMaterial({
color: 0x0000ff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 7, 0),
new THREE.Vector3(0, 0, 0)
);
var line = new THREE.Line(geometry, material);
object.add(line)
scene.add(object);
var material = new THREE.LineBasicMaterial({
color: 0xcc0000
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(7, 0, 0)
);
var line = new THREE.Line(geometry, material);
object.add(line)
scene.add(object);
var material = new THREE.LineBasicMaterial({
color: 0x008900
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(0, 0, 7),
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 0, 0)
);
var line = new THREE.Line(geometry, material);
object.add(line)
scene.add(object);
// ' X ' AXIS dashed material |
var xPlaneDashedMaterial = new THREE.LineDashedMaterial({ color: 0x00008b, dashSize: Math.PI * 2 / 20, gapSize: Math.PI * 2 / 20, linewidth: 10 }),
xPlaneDashedCircleGeometry = new THREE.CircleGeometry(7, 75, 69.9, 5);
xPlaneDashedCircleGeometry.vertices.shift();
var xPlaneDashedGeomtry = new THREE.Line(xPlaneDashedCircleGeometry, xPlaneDashedMaterial);
xPlaneDashedGeomtry.computeLineDistances();
object.add(xPlaneDashedGeomtry)
scene.add(object);
var xPlanePlainMaterial = new THREE.MeshBasicMaterial({ color: 0x00008b });
var xplanePlainCirleGeometry = new THREE.CircleGeometry(7, 75, 18.3, 1.3);
xplanePlainCirleGeometry.vertices.shift();
var xPlanePlainGeomtry = new THREE.Line(xplanePlainCirleGeometry, xPlanePlainMaterial);
object.add(xPlanePlainGeomtry)
scene.add(object);
// ' Y ' AXIS dashed material -
var yPlaneDashedMaterial = new THREE.LineDashedMaterial({ color: 0xcc0000, dashSize: Math.PI * 2 / 20, gapSize: 1 * Math.PI * 2 / 20, linewidth: 10 });
var yPlaneDashedCircleGeometry = new THREE.CircleGeometry(7, 30, 7., 4.8);
yPlaneDashedCircleGeometry.vertices.shift();
var yPlaneDashedGeomtry = new THREE.Line(yPlaneDashedCircleGeometry, yPlaneDashedMaterial);
yPlaneDashedGeomtry.computeLineDistances();
yPlaneDashedGeomtry.rotation.x = 17.27;
object.add(yPlaneDashedGeomtry)
scene.add(object);
var yPlanePlainMaterial = new THREE.MeshBasicMaterial({ color: 0xcc0000 });
var yPlanePlainCirleGeometry = new THREE.CircleGeometry(7, 75, 18.1, 1.5);
yPlanePlainCirleGeometry.vertices.shift();
var yPlanePlainGeomtry = new THREE.Line(yPlanePlainCirleGeometry, yPlanePlainMaterial);
yPlanePlainGeomtry.rotation.x = 17.27;
object.add(yPlanePlainGeomtry)
scene.add(object);
// ' Z ' AXIS material /
var zPlanePlainMaterial = new THREE.LineDashedMaterial({ color: 0x008900, dashSize: 1 * Math.PI * 4 / 40, gapSize: 1 * Math.PI * 4 / 40, linewidth: 10 });
var zPlanePlainCirleGeometry = new THREE.CircleGeometry(7, 75, 69.9, 10);
zPlanePlainCirleGeometry.vertices.shift();
var zPlanePlainGeomtry = new THREE.Line(zPlanePlainCirleGeometry, zPlanePlainMaterial);
zPlanePlainGeomtry.computeLineDistances();
zPlanePlainGeomtry.rotation.y = 17.27;
object.add(zPlanePlainGeomtry)
scene.add(object);
// ' X 'CONE geomtry|
var xPlaneConeGeometry = new THREE.ConeGeometry(0.2, 1, 32);
var xPlaneConeGeomtryMaterial = new THREE.MeshBasicMaterial({ color: 0x00008b });
var xPlaneConeGeometryLeft = new THREE.Mesh(xPlaneConeGeometry, xPlaneConeGeomtryMaterial);
object.add(xPlaneConeGeometryLeft)
scene.add(object);
//' X ' CONE
xPlaneConeGeometryLeft.position.y = 6.5;
//' Y 'CONE geomtry
var yPlaneConeGeometry = new THREE.ConeGeometry(0.2, 1, 32);
var yPlaneConeGeomtryMaterial = new THREE.MeshBasicMaterial({ color: 0xcc0000 });
var zPlaneConeGeometry = new THREE.ConeGeometry(0.2, 1, 32);
var zPlaneConeGeomtryMaterial = new THREE.MeshBasicMaterial({ color: 0x008900 });
var yPlaneConeGeometryLeft = new THREE.Mesh(yPlaneConeGeometry, yPlaneConeGeomtryMaterial);
object.add(yPlaneConeGeometryLeft);
scene.add(object);
var zPlaneConeGeometryRight = new THREE.Mesh(zPlaneConeGeometry, zPlaneConeGeomtryMaterial);
object.add(zPlaneConeGeometryRight)
scene.add(object);
console.log("object");
console.log(object.children.rotation);
// ' Y ' CONE
yPlaneConeGeometryLeft.position.x = 6.5;
yPlaneConeGeometryLeft.rotation.z = 4.7;
zPlaneConeGeometryRight.position.z = 6.5;
zPlaneConeGeometryRight.rotation.x = 1.6;
var mat = new THREE.Matrix4();
renderer_1.setAnimationLoop(() => {
mat.extractRotation(camera_1.matrixWorldInverse);
renderer_1.render(scene_1, camera_1);
camera_1.updateProjectionMatrix();
});
renderer.setAnimationLoop(() => {
mat.extractRotation(camera.matrixWorldInverse);
renderer.render(scene, camera);
camera.updateProjectionMatrix();
});

I have tried by set the rotation of the one camera to another by I can't able to achieve it.
To replicate the intended behavior in the second scene, it's not sufficient to just copy the rotation. Orbiting also transforms the position of the camera. Hence I suggest that you use a single camera for both scenes.
Also note that it's not necessary to update the projection matrix of your camera per frame. In your use case, do it once right after changing the zoom property.
Updated fiddle: https://jsfiddle.net/s0wzdm32/1/

Related

I need to use the data from first picture to draw cylinder,put two cylinders point B is not coincide(like second picture)

**I need to use the data from first picture to draw cylinder,put two cylinders point B is not coincide(like second picture) **
var geometry = new THREE.CylinderGeometry(10, 10,151.02648774304458, 20, 1, false);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(1,75.5,1);
scene.add(mesh);
var material1 = new THREE.MeshBasicMaterial({ color: 0xff0000 });
var geometry1 = new THREE.CylinderGeometry(10, 10,158.8741640418605, 20, 1, false);
var mesh1 = new THREE.Mesh(geometry1, material1);
mesh1.position.set(-30,217,32.5);
mesh1.rotation.set(2,151,2);
scene.add(mesh1);
You have to add the red cylinder to a Group. Set the position in that way, that the bottom of the cylinder is at (0, 0, 0). Set the position of the group in that way, that it's origin is at the top of the black cylinder.
Finally you have to rotate the group:
let height = 151.02648774304458;
let height1 = 158.8741640418605;
var geometry = new THREE.CylinderGeometry(10, 10, height, 20, 1, false);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(1, 75.5, 1);
scene.add(mesh);
var material1 = new THREE.MeshBasicMaterial({ color: 0xff0000 });
var geometry1 = new THREE.CylinderGeometry(10, 10, height1, 20, 1, false);
var mesh1 = new THREE.Mesh(geometry1, material1);
mesh1.position.set(0, height1/2, 0);
group = new THREE.Group();
group.position.set(mesh.position.x, mesh.position.y + height/2, mesh.position.z);
group.add(mesh1);
group.rotation.set(...);
scene.add(group);
(function onLoad() {
var container, camera, scene, renderer, orbitControls;
init();
animate();
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
canvas: my_canvas,
antialias: true,
alpha: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
//container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 200, -400);
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
scene.add(camera);
window.onresize = function() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
orbitControls = new THREE.OrbitControls(camera, container);
createModel();
}
var group;
function createModel() {
var material = new THREE.MeshPhongMaterial({color:'#ff0000'});
var material1 = new THREE.MeshPhongMaterial({color:'#000000'});
let height = 151.02648774304458;
let height1 = 158.8741640418605;
var geometry = new THREE.CylinderGeometry(10, 10, height, 20, 1, false);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(1, 75.5, 1);
scene.add(mesh);
var material1 = new THREE.MeshBasicMaterial({ color: 0xff0000 });
var geometry1 = new THREE.CylinderGeometry(10, 10, height1, 20, 1, false);
var mesh1 = new THREE.Mesh(geometry1, material1);
mesh1.position.set(0, height1/2, 0);
group = new THREE.Group();
group.position.set(mesh.position.x, mesh.position.y + height/2, mesh.position.z);
group.add(mesh1);
//group.rotation.set(2, 151, 2);
scene.add(group);
}
var rotate = 0.0;
function animate() {
group.rotation.set(0, 0, rotate);
rotate += 0.01;
requestAnimationFrame(animate);
orbitControls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
})();
<script src="https://cdn.jsdelivr.net/npm/three#0.115/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.115/examples/js/controls/OrbitControls.js"></script>
<div id="container"><canvas id="my_canvas"> </canvas></div>
To set a specific rotation by a specific vector, I recommend to set the rotation by a .setRotationFromQuaternion.
The Quaternion defines how to rotate from the upwards direction (0, 1, 0) to the target direction. The Target direction is the vector form the joint to the endpoint of the upper cylinder (-62-1, 283-151, 61-1):
For instance:
let upVector = new THREE.Vector3(0, 1, 0);
let targetVector = new THREE.Vector3(-62 - 1, 283 - height, 61 - 1);
let quaternion = new THREE.Quaternion().setFromUnitVectors(
upVector, targetVector.normalize());
group.setRotationFromQuaternion(quaternion)

How to build a perpendicular in three.js?

I need to build a perpendicular (line at an angle of 90 degrees to the original line) across the mid point of a straight line.
line = new THREE.Line( geometry, material );
geometry.vertices.push(
new THREE.Vector3( 100, 200, 0 ),
new THREE.Vector3( 300, 500, 0 ) );
In the manual I was not found information about it.
https://threejs.org/docs/#api/en/objects/Line
Thank you!
You can find the normal of a line by subtracting its start point from its end point (thus you'll get its direction), then rotate the resulted vector at 90 degrees (Math.PI * 0.5), then normalize it, and this is it, you've got the normal.
In the code snippet, the line itself is blueish (aqua), its normal is red.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 10);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var grid = new THREE.GridHelper(10, 10);
grid.rotation.x = -Math.PI * 0.5;
scene.add(grid);
var lineVertices = [
new THREE.Vector3(1, 2),
new THREE.Vector3(3, 5)
];
var lineGeom = new THREE.BufferGeometry().setFromPoints(lineVertices);
var lineMat = new THREE.LineBasicMaterial({color: 0x00ffff});
var line = new THREE.Line(lineGeom, lineMat);
scene.add(line);
var midPoint = new THREE.Vector3()
.subVectors(lineVertices[1], lineVertices[0])
.multiplyScalar(0.5)
.add(lineVertices[0]);
var normal = new THREE.Vector3()
.subVectors(lineVertices[1], lineVertices[0])
.applyAxisAngle(new THREE.Vector3(0, 0, 1), Math.PI * 0.5)
.normalize();
var normalVertices = [
normal.clone().setLength(2).add(midPoint),
normal.clone().negate().setLength(2).add(midPoint)
];
var normalGeom = new THREE.BufferGeometry().setFromPoints(normalVertices);
var normalMat = new THREE.LineBasicMaterial({color: 0xff0000 });
var normal = new THREE.Line(normalGeom, normalMat);
scene.add(normal);
renderer.setAnimationLoop(()=>{renderer.render(scene, camera)});
body {
overflow:hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>

Three js: Create a vertical ruler with measurements

I want to create a vertical ruler with measurements like the image below. can anyone help me with it.
var material = new THREE.LineBasicMaterial({
color: 0x07E1E1,
linewidth: 3
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3( 0, 0, 0 ),
new THREE.Vector3( 0, 1100, 0 ),
new THREE.Vector3( 0, 0, 0 )
);
var line = new THREE.Line( geometry, material );
scene.add( line );
line.position.set(-550, -550, 200);
But it is not getting as the image and also the measurements…
You can use LineBasicMaterial and Line elements.
var camera, scene, renderer, object;
init();
function init() {
var container;
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );
camera.target = new THREE.Vector3( 0, 0, 0 );
scene = new THREE.Scene();
object = new THREE.Object3D();
var lineMtr = new THREE.LineBasicMaterial({ color: 0xffffff, linewidth: 3, opacity: 1 });
var geo = new THREE.Geometry();
geo.vertices.push(new THREE.Vector3(0, 10 ,3));
geo.vertices.push(new THREE.Vector3(0, 0 ,3));
var line = new THREE.Line(geo, lineMtr);
var i = 0, l = 10;
object.add(line);
while (i <= l) {
var geoSegm = new THREE.Geometry();
geoSegm.vertices.push(new THREE.Vector3(0.1, i, 3));
geoSegm.vertices.push(new THREE.Vector3(0, i, 3));
var lineSegm = new THREE.Line(geoSegm, lineMtr);
object.add(lineSegm);
var textSprite = makeTextSprite((i * 10).toString(), {r: 255, g: 255, b: 255, a: 255}, new THREE.Vector3(0.2, i, 3), Math.PI);
object.add(textSprite);
i++;
}
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
You can create a texture for a SpriteMaterial, then use Sprite for ruler texts.
function makeTextSprite(label, fontColor, pos, rot) {
var fontface = "Arial";
var fontsize = 100;
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.font = "Bold " + fontsize.toString() + "px " + fontface;
var metrics = context.measureText(label);
context.rotate(-Math.PI);
context.translate(-canvas.width, -canvas.height);
context.fillStyle = "rgba(" + fontColor.r + "," + fontColor.g + "," + fontColor.b + "," + fontColor.a + ")";
context.fillText(label, 0, 100);
var texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
texture.center = new THREE.Vector2(0.5, 0.5);
texture.rotation = Math.PI;
var spriteMaterial = new THREE.SpriteMaterial({
map: texture, color: 0xffffff
});
var sprite = new THREE.Sprite(spriteMaterial);
sprite.scale.set(0.25, 0.25, 0.25);
sprite.position.set(pos.x, pos.y, pos.z);
return sprite;
}
I used codes in that link http://jsfiddle.net/3mrzL75h/19/
In first look you can't seeing ruler, drag camera to right.

How to draw Shape geometry with 3d points(x,y,z) using threejs which is not flat shape(surface)

var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 10, 300);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.TrackballControls(camera, renderer.domElement);
var light = new THREE.DirectionalLight(0xffffff, 0.5);
light.position.setScalar(100);
scene.add(light);
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
var closedSpline = new THREE.CatmullRomCurve3([
new THREE.Vector3(-60, -100, -10),
new THREE.Vector3(-60, 20, 0),
new THREE.Vector3(-60, 120, -20),
new THREE.Vector3(60, 120, 0),
new THREE.Vector3(60, -100, 10)
]);
closedSpline.curveType = 'catmullrom';
closedSpline.closed = true;
var closedSpline1 = new THREE.CatmullRomCurve3([
new THREE.Vector3(-50, -90, -10),
new THREE.Vector3(-50, 10, 0),
new THREE.Vector3(-50, 110, -20),
new THREE.Vector3(50, 110, 0),
new THREE.Vector3(50, -90, 10)
]);
closedSpline1.curveType = 'catmullrom';
closedSpline1.closed = true;
var tubeGeometry = new THREE.TubeBufferGeometry(closedSpline, 100, 1, 5, true);
var material = new THREE.MeshLambertMaterial({
color: 0xb00000,
wireframe: false
});
var mesh = new THREE.Mesh(tubeGeometry, material);
scene.add(mesh);
var tubeGeometry1 = new THREE.TubeBufferGeometry(closedSpline1, 100, 1, 5,true);
var material1 = new THREE.MeshLambertMaterial({
color: 0xb00000,
wireframe: false
});
var mesh1 = new THREE.Mesh(tubeGeometry1, material1);
scene.add(mesh1);
// magic starts here
var shape = new THREE.Shape(closedSpline1.getPoints(100)); // make a shape
shape.holes.push(new THREE.Path(closedSpline1.getPoints(100))); // add a hole
var shapeGeometry = new THREE.ShapeGeometry(shape); // create a geometry
var track = new THREE.Mesh(shapeGeometry, new THREE.MeshLambertMaterial({
color: "yellow",
side:THREE.DoubleSide,
})); // create a track from the geometry
scene.add(track);
render();
function render() {
requestAnimationFrame(render);
controls.update();
renderer.render(scene, camera);
}
Above is my code which draw two tube geometry using THREE.CatmullRomCurve3 points and surface between those two tubes. Issue i am facing is surface between those two tubes(Track in above code) is always flat(2d) instead of 3d. I think THREE.Shape() are not using z axis values to draw surface. Can anybody guide me to right direction or some related samples. Thanks
You can do the trick, using concatenated sets of points from curves and THREE.PlaneGeometry():
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 10, 300);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var light = new THREE.DirectionalLight(0xffffff, 0.5);
light.position.setScalar(100);
scene.add(light);
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
var closedSpline = new THREE.CatmullRomCurve3([
new THREE.Vector3(-60, -100, -10),
new THREE.Vector3(-60, 20, 0),
new THREE.Vector3(-60, 120, -20),
new THREE.Vector3(60, 120, 0),
new THREE.Vector3(60, -100, 10)
]);
closedSpline.curveType = 'catmullrom';
closedSpline.closed = true;
var closedSpline1 = new THREE.CatmullRomCurve3([
new THREE.Vector3(-50, -90, -10),
new THREE.Vector3(-50, 10, 0),
new THREE.Vector3(-50, 110, -20),
new THREE.Vector3(50, 110, 0),
new THREE.Vector3(50, -90, 10)
]);
closedSpline1.curveType = 'catmullrom';
closedSpline1.closed = true;
var tubeGeometry = new THREE.TubeBufferGeometry(closedSpline, 100, 1, 5, true);
var material = new THREE.MeshLambertMaterial({
color: 0xb00000,
wireframe: false
});
var mesh = new THREE.Mesh(tubeGeometry, material);
scene.add(mesh);
var tubeGeometry1 = new THREE.TubeBufferGeometry(closedSpline1, 100, 1, 5,
true);
var material1 = new THREE.MeshLambertMaterial({
color: 0xb00000,
wireframe: false
});
var mesh1 = new THREE.Mesh(tubeGeometry1, material1);
scene.add(mesh1);
// magic starts here
var points1 = closedSpline.getPoints(100); // get the first set of points
var points2 = closedSpline1.getPoints(100); // get the second set of points
var allPoints = points1.concat(points2); // concatenate them
var planeGeom = new THREE.PlaneGeometry(1, 1, 100, 1); // create a plane geometry
planeGeom.vertices = allPoints; // replace its vertices with the previously concatenated array of points
planeGeom.computeFaceNormals();
planeGeom.computeVertexNormals();
var track = new THREE.Mesh(planeGeom, new THREE.MeshLambertMaterial({
color: "yellow",
wireframe: false
}));
scene.add(track);
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

shadowMap cant detect all instances on THREE.InstancedBufferGeometry

I'm implementing something similar to the buffer geometry instancing dynamic example.
Basically the idea is having one bufferGeometry duplicated and having an attribute array with the offsets of my objects (like they have in the above example).
If I try to add shadows, I only get shadows on 1 object, which I assume is because we only have 1 geometry.
Is there a way of adding shadows to all my objects?
var scene, camera, renderer, controls;
var offsets;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 250, 1000);
renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap
renderer.gammaInput = true
renderer.gammaOutput = true
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
// Lights
var ambient = new THREE.AmbientLight(0xcccccc);
scene.add(ambient);
var spot = new THREE.SpotLight(0x999999, 1, 0, Math.PI / 2, 1);
spot.position.set(700, 700, 700)
spot.target.position.set(0, 0, 0);
spot.castShadow = true
spot.angle = Math.PI / 4
spot.penumbra = 0.05
spot.decay = 2
spot.distance = 10000
spot.shadow.mapSize.width = 1024
spot.shadow.mapSize.height = 1024
spot.shadow.camera.near = 1
spot.shadow.camera.far = 10000
scene.add(spot);
var spotHelper = new THREE.SpotLightHelper(spot)
scene.add(spotHelper);
// Floor
var geometry = new THREE.PlaneGeometry(3000, 3000, 10, 10);
var material = new THREE.MeshPhongMaterial({
color: new THREE.Color(0x777777),
shininess: 5
});
var ground = new THREE.Mesh(geometry, material);
ground.rotation.x = -1.57;
ground.receiveShadow = true;
scene.add(ground);
// instanced geometry
var instances = 10;
var geometry = new THREE.InstancedBufferGeometry();
var icosahedron = new THREE.BufferGeometry().fromGeometry(new THREE.IcosahedronGeometry(200, 3));
geometry.addAttribute('position', icosahedron.attributes.position);
geometry.addAttribute('normal', icosahedron.attributes.normal);
geometry.addAttribute('uv', icosahedron.attributes.uv);
geometry.setIndex(icosahedron.index);
offsets = new THREE.InstancedBufferAttribute(new Float32Array(instances * 3), 3, 1);
var vector = new THREE.Vector3();
for (var i = 0; i < offsets.count; i++) {
var x = Math.random() * 1000 - 500;
var y = Math.random() * 1000 - 500;
var z = Math.random() * 1000 - 500;
vector.set(x, y, z).normalize();
offsets.setXYZ(i, x + vector.x * 5, y + vector.y * 5, z + vector.z * 5);
}
geometry.addAttribute('offset', offsets);
var material = new THREE.ShaderMaterial({
uniforms: {},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
side: THREE.DoubleSide,
});
var mesh = new THREE.Mesh(geometry, material);
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
Example JsFiddle

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