Hello I'm trying to move an object to front of camera, and when it reached to target position, I want it to stop. but it doesn't work.
function objectToCamera(mX, mY, object)
{
var vector = new THREE.Vector3(mX, mY, 1);
vector.unproject(camera);
vector.sub(object.position);
var dx = object.position.x - camera.position.x;
var dy = object.position.y - camera.position.y;
var dz = object.position.z - camera.position.z;
var distance = Math.sqrt(dx*dx + dy*dy + dz*dz);
if(lastDistance < distance && lastDistance != -1)
keepOut = -1;
lastDistance = distance;
setTimeout(function(){
if( distance > 200 && keepOut == 1)
{
var amount = (1)*(indexForZoom/3);
amount = (amount>15) ? 15 : (1)*(indexForZoom/3);
if(distance - amount < 200)
amount = (distance-200)+1;
indexForZoom++;
object.translateZ(amount);
controls.target.addVectors(controls.target,vector.setLength(amount));
objectToCamera(mX, mY, object)
}
else
{
// stopForZoom = 1;
keepOut = -1;
objectClickHandler(object.name, object);
}
}, 10);
}
I'm checking the distance between camera and object, and if target distance has reached I'm letting it stop, but it doesn't work.
In coordinates, if i'm in positive X coordinates, distance is decreasing, and otherwise, distance is increasing.
I think, in my codes, distance should be decreasing always, but it is not.
Please help. Thanks.
you can use object.position.lerp(target, amount) to move an object toward target. Amount is a value from 0 to 1 with 1 = 100% all the way to target and 0.5 = 50% way to target.
If you want to move at a fixed speed then you can get the distance to the target
distance = object.position.distanceTo(target);
Say you want a max of 0.1 units per interation. then
moveSpeed = 0.1;
distance = object.position.distanceTo(target);
amount = Math.min(moveSpeed, distance) / distance;
object.position.lerp(target, amount)
All that's left is for you to choose a target.
The position in front of the camera is
const distanceFromCamera = 3; // 3 units
const target = new THREE.Vector3(0, 0, -distanceToCamera);
target.applyMatrix4(camera.matrixWorld);
So for example if you move the camera (drag with mouse, use scrollwheel). Note: in the code the speed is adjusted to be frame rate independent.
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
const fov = 45;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 1000;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 10, 20);
const controls = new THREE.OrbitControls(camera, canvas);
controls.target.set(0, 0, 0);
controls.update();
const scene = new THREE.Scene();
scene.background = new THREE.Color('lightblue');
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(0, 10, 0);
light.target.position.set(-5, 0, 0);
scene.add(light);
scene.add(light.target);
}
const gridHelper = new THREE.GridHelper(100, 10);
scene.add(gridHelper);
gridHelper.position.set(0, -5, 0);
const cube = new THREE.Mesh(
new THREE.BoxBufferGeometry(1, 1, 1),
new THREE.MeshPhongMaterial({color: 'red'}),
);
scene.add(cube);
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
let then = 0;
function render(now) {
now *= 0.001; // convert to seconds
const deltaTime = now - then;
then = now;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
cube.rotation.x = now;
cube.rotation.y = now * 1.1;
// move cube in front of camera
{
const distanceFromCamera = 3; // 3 units
const target = new THREE.Vector3(0, 0, -distanceFromCamera);
target.applyMatrix4(camera.matrixWorld);
const moveSpeed = 15; // units per second
const distance = cube.position.distanceTo(target);
if (distance > 0) {
const amount = Math.min(moveSpeed * deltaTime, distance) / distance;
cube.position.lerp(target, amount);
cube.material.color.set('green');
} else {
cube.material.color.set('red');
}
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
body { margin: 0; }
#c { width: 100vw; height: 100vh; display: block; }
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r112/build/three.min.js"></script>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r112/examples/js/controls/OrbitControls.js"></script>
<canvas id="c"></canvas>
Note, you might want to call camera.updateMatrixWorld() before all that math to make sure the target isn't one frame late.
If the object is in a hierarchy then there's more to do. You can do the math or you can use just attach the object to the scene and then attach it it back to its place in the hierarchy
const parent = object.parent;
// move object to scene without changing it's world orientation
scene.attach(object);
// do stuff above
// move object to parent without changing it's world orientation
parent.attach(object);
Related
A particle system based on three.js' Points.
Internally I am treating the particles as global (with position and velocity vectors) and update the Points geometry accordingly.
It works nicely if the Points object is global (and static).
I need to change this so the Points object moves through the Scene (as child of the "particle emitter"). That requires converting global coordinates for each particle to local coordinates for the Points object geometry.
I have attempted the following:
local = globalParticle.position.clone().applyMatrix4( movingPointsObject.matrixWorld.invert() );
and
local = movingPointsObject.worldToLocal( globalParticle.position );
with different results.
The former seems to work in principle, but the particles appear to have duplicates depending on the Z-rotation of the Points object (they align when rotation is PI).
The latter causes the particles to rotate quickly, giving the appearance of a ring.
What's going on?
https://jsfiddle.net/b7nLorvf/
or
const renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(480, 480);
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.background = new THREE.Color("gray");
const camera = new THREE.OrthographicCamera(-2, 2, 2, -2, 1, 2);
camera.position.set(0, 0, 2);
scene.add(camera);
const light = new THREE.AmbientLight(0xffffff, 0.75); // soft white light
scene.add(light);
const bgeometry = new THREE.BoxGeometry(0.1, 0.1, 0.1);
const bmaterial = new THREE.MeshBasicMaterial({
color: 0xff00ff
});
const cube = new THREE.Mesh(bgeometry, bmaterial);
scene.add(cube);
let pgeometry = new THREE.BufferGeometry();
//pgeometry.setAttribute("position", new THREE.Float32BufferAttribute([], 3));
const pmaterial = new THREE.PointsMaterial({
color: 0xff0000,
size: 2
}); //, depthTest:true } );
let points = new THREE.Points(pgeometry, pmaterial);
const axesHelper = new THREE.AxesHelper(1);
points.add(axesHelper);
//const global = true;
const global = false;
if (global) {
scene.add(points); // global
} else {
cube.add(points); // local
}
let particles = [];
let lt = 0,
dt = 0;
function animate(ms) {
dt = (ms - lt) / 1000;
lt = ms;
// move emitter
const a = ms / 1000;
cube.position.x = Math.cos(a) * 1;
cube.position.y = Math.sin(a) * 1;
cube.rotation.z = a;
// particles
particles.push({
position: cube.position.clone(),
velocity: new THREE.Vector3(2, 0, 0).applyEuler(cube.rotation),
life: 1
});
for (let p of particles) {
p.life -= dt;
}
particles = particles.filter(p => {
return p.life > 0.0;
});
let v = [];
for (let p of particles) {
p.position.add(p.velocity.clone().multiplyScalar(dt));
let vertex;
if (global) {
vertex = p.position;
} else {
//vertex = p.position.clone().applyMatrix4( points.matrixWorld.invert() );
vertex = points.worldToLocal( p.position );
}
v.push(vertex.x, vertex.y, vertex.z);
}
pgeometry.setAttribute("position", new THREE.Float32BufferAttribute(v, 3));
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/0.148.0/three.min.js"></script>
The former works in conjunction with
movingPointsObject.updateWorldMatrix(true, true);
Inspired by worldToLocal, see three.js/Object3D.js#L256.
I m making custom 3D Objects using an image. First i take outline from an image and after getting points i create the shape. Then i m using three.js extrude geometry to make it look like 3D Object.
The issue is the texture i m using is showing complete black. I used this code to scale the texture.
texture.wrapT = texture.wrapS = THREE.RepeatWrapping;
var rx = 1/img.width;
var ry = 1/img.height;
texture.repeat.set(rx,ry);
This gives me the result in the image below:
NOTE: I m using GLTF Exporter.
It is scaling the texture correctly, but i cant set the offset. The image is not arranged properly.
I want to dynamically set the offset as my images will be different every time. I can set the offset manually and achieve the results as show in the image below. But i want this to be dynamic.
NOTE: This is the offset i m setting manually for this image to achieve results.
texture.offset.set(0.188,0.934);
I really need help. Any help will be appreciated. Thanks.
It's not clear what you're trying to do but ...
texture.repeat set how many times a texture repeats so texture.repeat.set(2,3) means repeat twice across and three times down. That means your code texture.repeat.set(1 / img.width, 1 / img.height) will expand the texture so that only 1 pixel is visible.
repeat.set(2, 3);
repeats 2 across 3 down
repeat.set(1/2, 1/3);
repeats 0.5 across .33 down or in other words show half the texture across and 1/3 of the texture down
offset moves the texture where
1 = move it 100% to the left (if the texture repeats there will be no change at 1 since you've move it 100%)
0.5 = move it 50% to the left
0.25 = move it 25% to the left
-0.10 = move it -10% to the right
If you want to move it in pixels this is where you'd use img.width
1/img.width = move it one pixel left
See the example at the bottom of this page
body {
margin: 0;
}
#c {
width: 100vw;
height: 100vh;
display: block;
}
<canvas id="c"></canvas>
<script type="module">
import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r110/build/three.module.js';
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 5;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.z = 2;
const scene = new THREE.Scene();
const geometry = new THREE.PlaneGeometry(1, 1);
const obs = []; // just an array we can use to rotate the cubes
const loader = new THREE.TextureLoader();
for (let i = 0; i < 10; ++i) {
const texture = loader.load('https://i.imgur.com/ZKMnXce.png');
// expand the texture so only 40% of stretched across the plane
texture.repeat.set(0.4, 0.4);
// randomly offset the texture
texture.offset.set(rand(1), rand(1));
// make it repeat
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.magFilter = THREE.NearestFilter;
const material = new THREE.MeshBasicMaterial({
map: texture,
side: THREE.DoubleSide,
});
const plane = new THREE.Mesh(geometry, material);
plane.position.set(rand(-1, 1), rand(-1, 1), 0);
plane.position.set(rand(-1, 1), rand(-1, 1), 0);
scene.add(plane);
obs.push(plane); // add to our list of obs to rotate
}
function rand(min, max) {
if (max === undefined) {
max = min;
min = 0;
}
return Math.random() * (max - min) + min;
}
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render(time) {
time *= 0.001;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
obs.forEach((obj, ndx) => {
const speed = .2 + ndx * .1;
const rot = time * speed;
obj.rotation.z = rot;
});
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
</script>
Hi i am having a problem maybe you can help me.
I have a camera that is going down a tube following a path. and a camera that rotates around that tube always pointing toward the next point in the tube. However, the camera sometimes can be below or beside the tube like a roller coaster. Like this
I have the position of point a and the position of the camera which is point b. I am always looking at point a+1
var bpoints = this.cameraPathpoints;
var apoints = this.pathPoints;
this.camera.position.copy(bpoints[i]);
this.camera.lookAt(apoints[i+1]);
The camera is always looking at the point correctly however i want that the camera rotates in its z axis so that it is always normal to the tube. I tried making some calculations so that the camera rotates in its z axis so that the camera always faces normal to the tube, however my calculations work only on certain positions. Maybe there is a simpler way to do this. Thank you very much for any help.
var angleRadians = Math.atan2(cpv[this.cameraPos].pos.y - centePoints[this.cameraPos].pos.y, cpv[this.cameraPos].pos.x - centePoints[this.cameraPos].pos.x);
if(angleRadians > 0 && angleRadians > Math.PI/2){
console.log("+90",(Math.PI/2) - angleRadians);
angleRadians = (Math.PI/2) - angleRadians;
this.camera.rotateZ(angleRadians);
console.log("rotated ", angleRadians * 180/Math.PI);
}
else if(angleRadians > 0 && angleRadians < Math.PI/2 && anglesum >
Math.PI/2){
console.log("-90",(Math.PI/2) - angleRadians);
angleRadians = (Math.PI/2) - angleRadians;
this.camera.rotateZ(-angleRadians);
console.log("rotated ", -angleRadians * 180/Math.PI);
}
else if(angleRadians > 0 && angleRadians < Math.PI/2){
console.log("-90",(Math.PI/2) + angleRadians);
angleRadians = -(Math.PI/2) - (angleRadians/Math.PI/2);
this.camera.rotateZ(angleRadians);
console.log("rotated ", angleRadians * 180/Math.PI);
}
else if(angleRadians < 0 && angleRadians < -Math.PI/2){
console.log("--90");
angleRadians = (Math.PI/2) + angleRadians;
this.camera.rotateZ(-angleRadians);
console.log("rotated ",-angleRadians * 180/Math.PI);
}else if(angleRadians < 0 && angleRadians > -Math.PI/2){
console.log("+-90");
angleRadians = (Math.PI/2) - angleRadians;
this.camera.rotateZ(-angleRadians);
console.log("rotated ", -angleRadians * 180/Math.PI);
}
Rather than doing math, make the camera a child of some other THREE.Object3D and use lookAt with that object. Set the camera's position and rotation relative to that object.
Below the object is called the mount. It goes down the path (center of the tube). The camera is a child of mount. The tube has a 1 unit radius so setting the camera.position.y to 1.5 makes it outside the tube. lookAt makes non-camera objects look down positive Z but the camera looks down negative Z so we rotate the camera 180 degrees.
Example:
'use strict';
/* global THREE */
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas: canvas});
const scene = new THREE.Scene();
scene.background = new THREE.Color(0xAAAAAA);
const fov = 40;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 1000;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.y = 1.5; // 2 units above the mount
camera.rotation.y = Math.PI; // the mount will lootAt positiveZ
const mount = new THREE.Object3D();
mount.add(camera);
scene.add(mount);
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(-1, 2, 4);
scene.add(light);
}
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(1, -2, -4);
scene.add(light);
}
const curve = new THREE.Curves.GrannyKnot();
const tubularSegments = 200;
const radius = 1;
const radialSegments = 6;
const closed = true;
const tube = new THREE.TubeBufferGeometry(
curve, tubularSegments, radius, radialSegments, closed);
const texture = new THREE.DataTexture(new Uint8Array([128, 255, 255, 128]),
2, 2, THREE.LuminanceFormat);
texture.needsUpdate = true;
texture.magFilter = THREE.NearestFilter;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 100, 4 );
const material = new THREE.MeshPhongMaterial({
map: texture,
color: '#8CF',
flatShading: true,
});
const mesh = new THREE.Mesh(tube, material);
scene.add(mesh);
const target = new THREE.Vector3();
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render(time) {
time *= 0.001;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
const t = time * 0.1 % 1;
curve.getPointAt(t, mount.position);
curve.getPointAt((t + 0.01) % 1, target);
mount.lookAt(target);
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
<canvas id="c"></canvas>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r102/three.min.js"></script>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r102/js/CurveExtras.js"></script>
You can easily orient the camera relative to the mount to say look more toward the path or way by setting camera.rotation.x. If you want to rotate around the mount either change the mount's up property or add another object between the mount and the camera and set its Z rotation.
'use strict';
/* global THREE */
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas: canvas});
const scene = new THREE.Scene();
scene.background = new THREE.Color(0xAAAAAA);
const fov = 40;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 1000;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.y = 1.5; // 2 units above the mount
camera.rotation.y = Math.PI; // the mount will lootAt positiveZ
const mount = new THREE.Object3D();
const subMount = new THREE.Object3D();
subMount.rotation.z = Math.PI * .5;
subMount.add(camera);
mount.add(subMount);
scene.add(mount);
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(-1, 2, 4);
scene.add(light);
}
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(1, -2, -4);
scene.add(light);
}
const curve = new THREE.Curves.GrannyKnot();
const tubularSegments = 200;
const radius = 1;
const radialSegments = 6;
const closed = true;
const tube = new THREE.TubeBufferGeometry(
curve, tubularSegments, radius, radialSegments, closed);
const texture = new THREE.DataTexture(new Uint8Array([128, 255, 255, 128]),
2, 2, THREE.LuminanceFormat);
texture.needsUpdate = true;
texture.magFilter = THREE.NearestFilter;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 100, 4 );
const material = new THREE.MeshPhongMaterial({
map: texture,
color: '#8CF',
flatShading: true,
});
const mesh = new THREE.Mesh(tube, material);
scene.add(mesh);
const target = new THREE.Vector3();
const target2 = new THREE.Vector3();
const mountToTarget = new THREE.Vector3();
const targetToTarget2 = new THREE.Vector3();
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render(time) {
time *= 0.001;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
const t = time * 0.1 % 1;
curve.getPointAt(t, mount.position);
curve.getPointAt((t + 0.01) % 1, target);
// set mount up to be perpenticular to the
// curve
curve.getPointAt((t + 0.02) % 1, target2);
mountToTarget.subVectors(mount.position, target).normalize();
targetToTarget2.subVectors(target2, target).normalize();
mount.up.crossVectors(mountToTarget, targetToTarget2);
mount.lookAt(target);
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
<canvas id="c"></canvas>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r102/three.min.js"></script>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r102/js/CurveExtras.js"></script>
I'm trying to pivot a piece of a headphone set. It's capable of doing such in my model (in Maya).. but I can't seem to figure it out in threejs.
I know I can rotate my objects X Y and Z by doing something like this:
object.rotateX(THREE.Math.degToRad(degreeX));
object.rotateY(THREE.Math.degToRad(degreeY));
object.rotateZ(THREE.Math.degToRad(degreeZ));
But how do I keep the pivot point stationary while the rests rotates/moves? So in my example, I'd want the ear piece to be able to move left and right based off of the black-ish screw you see in my picture.
You could nest your headphones Mesh inside another THREE.Group, reposition the headphones inside this group so the pivot is in the desired position, then rotate the parent.
// You take your headphones and nest them inside a Group
var headphones = new THREE.Mesh(geom, material);
var parent = new THREE.Group();
parent.add(headphones);
// Then you move your headphones to the desired pivot position
headphones.position.set(-5, 0.1, 0);
// Parent is going to rotate around it origin
parent.rotateX(THREE.Math.degToRad(degreeX));
Note that if you want the pivot to be at (5, -0.1, 0), you should move headphones in the opposite direction: (-5, 0.1, 0).
Parent your model to another THREE.Object3D but to make it easy use the SceneUtils.attach function.
Example:
Click then drag, each time you click the pivot object will be moved to that location and then the model (the cube) will be attached to the pivot by calling THREE.SceneUtils.attach(model, scene, pivot). When you let off the mouse the model is detached using THREE.SceneUtils.detach(model, pivot, scene).
'use strict';
/* global THREE */
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas: canvas});
const fov = 45;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 100;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
// make the camera look down
camera.position.set(0, 10, 0);
camera.up.set(0, 0, -1);
camera.lookAt(0, 0, 0);
const scene = new THREE.Scene();
scene.background = new THREE.Color('black');
scene.add(new THREE.GridHelper(40, 40));
let model;
{
const cubeSize = 3;
const cubeGeo = new THREE.BoxBufferGeometry(cubeSize, cubeSize, cubeSize);
const cubeMat = new THREE.MeshBasicMaterial({color: 'red'});
model = new THREE.Mesh(cubeGeo, cubeMat);
model.position.set(.5, .5, .5);
scene.add(model);
}
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render() {
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
}
render();
let rotate = false;
const startPos = {x:0, y:0};
const raycaster = new THREE.Raycaster();
const pivot = new THREE.Object3D();
scene.add(pivot);
pivot.add(new THREE.AxesHelper(.5));
function setPivotPoint(e) {
startPos.x = e.clientX;
startPos.y = e.clientY;
const normalizedPosition = {
x: e.clientX / canvas.clientWidth * 2 - 1,
y: e.clientY / canvas.clientHeight * -2 + 1,
};
// this part is NOT important to the answer. The question
// is how to rotate from some point. This code is picking
// a point. Which point to pick was not part of the question
// but to demo the solution it's important to pick a point
// put the pivot where the mouse was clicked
raycaster.setFromCamera(normalizedPosition, camera);
const intersection = raycaster.intersectObjects(scene.children)[0];
if (intersection) {
if (rotate) {
removeFromPivot();
}
pivot.position.copy(intersection.point);
pivot.rotation.set(0,0,0);
pivot.updateMatrixWorld();
rotate = true;
// this the important part. We're making the cube
// a child of 'pivot' without it moving in world space
THREE.SceneUtils.attach(model, scene, pivot);
render();
}
}
function rotatePivot(e) {
e.preventDefault();
if (rotate) {
const dx = e.clientX - startPos.x;
const dy = e.clientY - startPos.y;
const maxDelta = Math.abs(dx) > Math.abs(dy) ? dx : dy;
pivot.rotation.y = maxDelta * 0.01;
render();
}
}
function removeFromPivot() {
if (rotate) {
rotate = false;
THREE.SceneUtils.detach(model, pivot, scene);
window.removeEventListener('mousemove', rotatePivot);
window.removeEventListener('mouseup', removeFromPivot);
}
}
canvas.addEventListener('mousedown', (e) => {
e.preventDefault();
setPivotPoint(e);
if (rotate) {
window.addEventListener('mousemove', rotatePivot);
window.addEventListener('mouseup', removeFromPivot);
}
});
}
main();
html, body {
margin: 0;
height: 100%;
}
#c {
width: 100%;
height: 100%;
display: block;
}
<canvas id="c"></canvas>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r98/three.min.js"></script>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r98/js/utils/SceneUtils.js"></script>
What does the distance setting mean in three.js in relation to physically based lighting?
For non physically based lighting the distance setting is a setting where the light's influence fades out linearly. Effectively
lightAffect = 1 - min(1, distanceFromLight / distance)
I don't know physically based lighting well but it seems to me real lights don't have a distance setting, they just have a power output (lumens) and decay based on the atmosphere density. Three.js has both a power setting and a decay setting although it's not clear at all what decay should be set to as the docs effectively just say to set it to 2.
What should I be setting distance for a physically based PointLight for example if I want physically based lighting?
'use strict';
/* global dat */
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas: canvas});
renderer.physicallyCorrectLights = true;
const fov = 45;
const aspect = 2; // the canvas default
const zNear = 0.1;
const zFar = 100;
const camera = new THREE.PerspectiveCamera(fov, aspect, zNear, zFar);
camera.position.set(0, 10, 20);
camera.lookAt(0, 5, 0);
const scene = new THREE.Scene();
scene.background = new THREE.Color('black');
{
const planeSize = 40;
const planeGeo = new THREE.PlaneBufferGeometry(planeSize, planeSize);
const planeMat = new THREE.MeshPhongMaterial({
color: '#A86',
side: THREE.DoubleSide,
});
const mesh = new THREE.Mesh(planeGeo, planeMat);
mesh.rotation.x = Math.PI * -.5;
scene.add(mesh);
} {
const cubeSize = 4;
const cubeGeo = new THREE.BoxBufferGeometry(cubeSize, cubeSize, cubeSize);
const cubeMat = new THREE.MeshPhongMaterial({color: '#8AC'});
const mesh = new THREE.Mesh(cubeGeo, cubeMat);
mesh.position.set(cubeSize + 1, cubeSize / 2, 0);
scene.add(mesh);
}
{
const sphereRadius = 3;
const sphereWidthDivisions = 32;
const sphereHeightDivisions = 16;
const sphereGeo = new THREE.SphereBufferGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
const sphereMat = new THREE.MeshPhongMaterial({color: '#CA8'});
const mesh = new THREE.Mesh(sphereGeo, sphereMat);
mesh.position.set(-sphereRadius - 1, sphereRadius + 2, 0);
scene.add(mesh);
}
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.PointLight(color, intensity);
light.power = 800;
light.distance = 20;
light.position.set(0, 10, 5);
scene.add(light);
light.decay = 2;
const helper = new THREE.PointLightHelper(light);
scene.add(helper);
const onChange = () => {
helper.update();
render();
};
setTimeout(onChange);
window.onresize = onChange;
const gui = new dat.GUI();
gui.add(light, 'distance', 0, 100).onChange(onChange);
gui.add(light, 'decay', 0, 4).onChange(onChange);
gui.add(light, 'power', 0, 3000).onChange(onChange);
}
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render() {
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
}
}
main();
html, body {
margin: 0;
height: 100%;
}
#c {
width: 100%;
height: 100%;
display: block;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.2/dat.gui.min.js"></script>
<canvas id="c"></canvas>
Reading through three.js source and the paper it's linked to, at least as of r95 the distance setting should basically be Infinity for physically based lights.
In the paper they point out physically based lights shine to infinity but of course in a 3D engine that's no good. Most 3D engines need to compute the minimum number of lights per object drawn so a lightDistance setting was added, if the light is further way than lightDistance they can ignore the light. The problem is there will be sharp edge if they just stop using the light past lightDistance so they hacked in a falloff.
three.js copied that lightDistance and falloff setting from the paper but three.js does not cull lights from calculations when lights are far away so there seems to be no reason not to set distance to infinity AFAICT, at least as of r95.