fading a MeshBasicMaterial threejs - three.js

I have a MeshBasicMaterial which has a planegeomatry.the material is around the plane like an outline and will be green initially.i have a clock in the app.i need to reduce the length of the outline every seconds to alert user their time is running out.so the outline will flow from top of the plane clockwise fading and disappear when the time runs out.hope you get the idea.now can anyone help me how to achieve this.

One way to solve this: create a ring geometry and animate its property thetaLength using animejs or tweenjs.

Create a ring in a 3D app, that mapping coordinates that run down the length of the mesh. Then create a gradient texture, that is half black, half white, (1x256). Apply the texture to the material on the ring mesh. Animate the texture offset using animejs.

If you really want the best performance, create a procedural texture using glsl shader, and map that onto a plane.

Related

Shader with alpha masking other objects

I'm trying to make a very simple shadow shader which consists of a plane with a shader showing a radial gradient on colors and alpha.
Beneath this shadow lies another plane with the same kind of shader but linear.
And as a background of all this, a linear gradient from dark blue to light blue.
The problem is that when my camera approaches the ground, the plane of the shadow masks the floor.
Why does it happen and what can I do to prevent that?
https://codesandbox.io/s/epic-sun-po9j3
https://po9j3.csb.app/
You'd need to post code to check for sure but it likely happens because three.js sorts the order it draws things based on the center of the objects and their distance from the camera.
You can force a different order by setting Object3D.renderOrder
three.js also generally draws opaque things before transparent things so my guess is your ground plane and your shadow plane are both set to transparent: true but the ground can be set to transparent: false in which case it will be drawn first.
You might find this article useful. It shows a similar example.
As for why there is a hole it's because of the depth buffer. If something in front gets drawn first then the pixels behind are not drawn. So if the shadow happens to be drawn first it ends up looking like a hole because the pixels of plane behind it are not drawn.
See this

Is there a way to create directional light in 2D?

In processing there is a function that creates directional light in 3D. But i wanna create the same effect in 2D. I think i need a vector and color info so i can create a shadow effect on a image.
Like this:
The mouse becomes a point of light and when it moves around it changes the image creating a shadow effect on it.
I can't use function that are 3D like pointLight or directionalLight so any ideas where should i start?

THREE.js adding bullets as sprites and rotating each individually

I have been working on programming a game where everything is rendered in 3d. Though the bullets are 2d sprites. this poses a problem. I have to rotate the bullet sprite by rotating the material. This turns every bullet possessing that material rather than the individual sprite I want to turn. It is also kind of inefficient to create a new sprite clone for every bullet. is there a better way to do this? Thanks in advance.
Rotate the sprite itself instead of the texture.
edit:
as OP mentioned.. the spritematerial controls the sprites rotation.y, so setting it manually does nothing...
So instead of using the Sprite type, you could use a regular planegeometry mesh with a meshbasic material or similar, and update the matrices yourself to both keep the sprite facing the camera, and rotated toward its trajectory..
Then at least you can share the material amongst all instances.
Then the performance bottleneck becomes the number of drawcalls.. (1 per sprite)..
You can improve on that by using a single BufferGeometry, and computing the 4 screen space vertices for each sprite, each frame. This moves the bottleneck away from drawCalls, and will be limited by the speed at which you can transform vertices in javascript, which is slow but not the end of the world. This is also how many THREE.js particle systems are implemented.
The next step beyond that is to use a custom vertex shader to do the heavy vertex computation.. you still update the buffergeometry each frame, but instead of transforming verts, you're just writing the position of the sprite into each of the 4 verts, and letting the vertex shader take care of figuring out which of the 4 verts it's transforming (possibly based on the UV coordinate, or stored in one of the vertex color channels..., .r for instace) and which sprite to render from your sprite atlas (a single texture/canvas with all your sprites layed out on a grid) encoded in the .g of the vertex color..
The next step beyond that, is to not update the BufferGeometry every frame, but store both position and velocity of the sprite in the vertex data.. and only pass a time offset uniform into the vertex shader.. then the vertex shader can handle integrating the sprite position over a longer time period. This only works for sprites that have deterministic behavior, or behavior that can be derived from a texture data source like a noise texture or warping texture. Things like smoke, explosions, etc.
You can extend these techniques to draw gigantic scrolling tilemaps. I've used these techniques to make multilayer scrolling/zoomable hexmaps that were 2048 hexes square, (which is a pretty huge map)(~4m triangles). with multiple layers of sprites on top of that, at 60hz.
Here the original stemkoski particle system for reference:
http://stemkoski.github.io/Three.js/Particle-Engine.html
and:
https://stemkoski.github.io/Three.js/ParticleSystem-Dynamic.html

ThreeJS - Scale texture's size down (no repeat - using UV-Coords)

Hello i am new to ThreeJS and texture mapping,
Let's say I have a 3D-Plane with the size of (1000x1000x1). When I apply a texture to it, it will be repeated or it will be scaled, to atleast filling the full plane.
What I try to achieve is, to change the scaling of the picture on the plane at runtime. I want the Image to get smaller and stop fitting the full plane.
I know there is a way to map each face to a part of a picture, but is it also possible to map it to a negative number in the picture, so it will be transparent?
My question is:
I UV-Mapped a Model in Blender and imported it with the UV-Coords into my ThreeJS-Code. Now i need to scale the texture down, like described before. Do I have to remap the UV-Cords or do i have to manipulate the image and add an transparent edge?
Further, will I be able on the same way to move the image on the picture?
I already achieved this kind of usage in java3d by manipulating bufferedImages and drawing them onto transparent ones. I am not sure this will be possible using javascript, so i want to know if it is possible by texture-mapping.
Thank you for your time and your suggestions!
This can be done using mapping the 3d -plane to a canvas ,where the image is drawn (fabric.js can be used for canvas drawings).Inshort set the canvas as texture for the 3d model
yourmodel.material.map = document.getElementById("yourCanvas");
Hope it helps :)
Yes. In THREE, there are some controls on the texture object..
texture.repeat, and texture.offset .. they are both Vector2()s.
To repeat the texture twice you can do texture.repeat.set(2,2);
Now if you just want to scale but NOT repeat, there is also the "wrapping mode" for the texture.
texture.wrapS (U axis) and texture.wrapT (V axis) and these can be set to:
texture.wrapS = texture.wrapT = THREE.ClampToEdgeWrapping;
This will make the edge pixels of the texture extend off to infinity when sampling, so you can position a single small texture, anywhere on the surface of your uv mapped object.
https://threejs.org/docs/#api/textures/Texture
Between those two options (including texture.rotation) you can position/repeat a texture pretty flexibly.
If you need something even more complex.. like warping the texture or changing it's colors, you may want to change the UV's in your modeller, or draw your texture image into a canvas, modify the canvas, and use the canvas as your texture image, as described in ArUns answer. Then you can modify it at runtime as well.

How to draw 3D background in Games

I am trying to make a 3d car race in iphone using OPENGL ES 1.x.
I do not know how to draw the background sky in my scene. I tried using only planes for background but where should i placed that plane? I mean if i placed that plane outside the whole track then the frustum is not so big to show that planes in the scene.
Any suggestions will be of great help.
You can make a small skysphere or box, as suggested by Davido and turbovonce's link, which is centered around the viwer and fits into the frustum. You draw this first, without writing into the depth buffer. Then you draw the other stuff and as the skybox has not written to depth buffer it is just overwritten, except the parts where no scene objects are rendered, which are exactly the parts of the image where the sky should be visible.
You want a sky dome. Take a look at this website, it contains tons of references that should help you.
http://www.vterrain.org/Atmosphere/
Create a sphere in a 3d modeling app such as Maya or Blender and map a sky texture to the sphere. Export the model then load the model and its texture into the app, place in the scene. You should now have a background sky rendering in your game.

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