Increase thickness of cylinder in three js - three.js

I am trying to increase thickness of cylinder using ThreeBSP. Using this http://jsfiddle.net/gerdonabbink/tephoLr1/133/ fiddle but it gives me an constructor error.
Type Error: ThreeBSP is not a constructor
currently i am using <script type="module"> to load all JS file using 'import' keyword. so is there need to alter library? because i haven't seen any export statement in library so, or is there any other way is available to increase thickness of cylinder?
My Code Sample 'Instead of 'THREE' i used 'Mine' as module'

You can form such cylinder, using the approach with THREE.Shape and THREE.ExtrudeBufferGeometry():
body {
overflow: hidden;
margin: 0;
}
<script type="module">
import * as THREE from 'https://threejs.org/build/three.module.js';
import { OrbitControls } from 'https://threejs.org/examples/jsm/controls/OrbitControls.js';
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(3, 5, 8);
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new OrbitControls(camera, renderer.domElement);
scene.add(new THREE.GridHelper(10, 10));
var arcShape = new THREE.Shape();
arcShape.absarc( 0, 0, 2, 0, Math.PI * 2, false );
var holePath = new THREE.Path();
holePath.absarc( 0, 0, 1, 0, Math.PI * 2, true );
arcShape.holes.push( holePath );
var extrudeGeom = new THREE.ExtrudeBufferGeometry(arcShape, {depth: 6, curveSegments: 36, bevelEnabled: false});
extrudeGeom.translate(0, 0, -3);
extrudeGeom.rotateX(-Math.PI * 0.5);
var cylinder = new THREE.Mesh(extrudeGeom, new THREE.MeshNormalMaterial());
scene.add(cylinder);
renderer.setAnimationLoop(() => { renderer.render(scene, camera); });
</script>

Related

How to project a texture to curved surface?

Screen capture
I tried to make a 3/4 cylinder surface, and I made it from extruting by a ellipe path,
but when I tried to load a texture to the surface, It does not as I exprected: uniformly painted to the surface, it's stretched
I know it's about texture projection, But I dont know how to set options.
class EllipseCurve3 extends THREE.Curve {
ellipse = null
constructor (ellipse) {
super()
this.ellipse = ellipse
}
getPoint(t, optionalTarget = new THREE.Vector3()) {
const point = this.ellipse.getPoint(t, optionalTarget)
return new THREE.Vector3(
point.x,
point.y,
0
)
}
}
// Scene
const scene = new THREE.Scene();
var shape = new THREE.Shape();
shape.moveTo(0, 0);
shape.moveTo(0, 1);
shape.lineTo(50, 1);
shape.moveTo(50, 0);
shape.lineTo(0, 0);
// var curve = new THREE.CatmullRomCurve3([
// new THREE.Vector3(0, 0, 50),
// new THREE.Vector3(-50, 0, 0),
// new THREE.Vector3(0, 0, -50)
// ]);
const arc = new THREE.EllipseCurve(
0,
0, // ax, aY
100,
100, // xRadius, yRadius
0,
1.5 * Math.PI, // aStartAngle, aEndAngle
false, // aClockwise
0 // aRotation
),
path = new EllipseCurve3(arc)
geometry = new THREE.ExtrudeGeometry(shape, {
bevelEnabled: false,
extrudePath: path,
steps: 50,
depth: 5,
amount: 20,
material: 0,
extrudeMaterial: 1
});
// Set up lights
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambientLight);
const axesHelper = new THREE.AxesHelper(500);
scene.add(axesHelper);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.6);
directionalLight.position.set(100, 200, 100); // x, y, z
scene.add(directionalLight);
// Camera
const width = 200;
const height = width * (window.innerHeight / window.innerWidth);
const camera = new THREE.OrthographicCamera(
width / -2, // left
width / 2, // right
height / 2, // top
height / -2, // bottom
0.1, // near
1000 // far
);
camera.position.set(400, 400, 400);
camera.lookAt(0, 0, 0);
// Renderer
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
const controls = new THREE.OrbitControls(camera, renderer.domElement);
renderer.render(scene, camera);
// Add it to HTML
document.body.appendChild(renderer.domElement);
var textureLoader = new THREE.TextureLoader();
textureLoader.crossOrigin = true;
const picture = 'https://threejs.org/examples/textures/uv_grid_opengl.jpg'
textureLoader.load(picture, function(texture) {
// repeat pattern
texture.wrapS = texture.wrapT = THREE.MirroredRepeatWrapping;
// zoom in on pattern
texture.repeat.set(.01, .01);
// assign texture via MeshBasicMaterial
var material = new THREE.MeshBasicMaterial({
map: texture,
needsUpdate: true,
// transparent: true,
// premultipliedAlpha: true,
// side: THREE.DoubleSide,
// blending: THREE.AdditiveBlending
});
// var material = new THREE.MeshPhongMaterial({ color: 0x0048ff });
var mesh = new THREE.Mesh(geometry, material)
mesh.rotation.x = Math.PI / 2
// mesh.rotation.z = Math.PI / 2
scene.add(mesh)
scene.add(cube)
})
function render() {
renderer.render(scene, camera);
// Rotate out group
// svgGroup.rotation.y -= 0.005
controls.update();
requestAnimationFrame(render);
}
render();
Code here
https://codepen.io/mike-xu/pen/RwQeEXJ
"I know it's about texture projection" - It's about computing UV, based on vertices coordinates.
CylinderGeometry also may help to achieve the result you described. With less code, and more convenient and predictable way.
body{
overflow: hidden;
margin: 0;
}
<script type="module">
import * as THREE from "https://cdn.skypack.dev/three#0.136.0";
import {OrbitControls} from "https://cdn.skypack.dev/three#0.136.0/examples/jsm/controls/OrbitControls.js";
console.clear();
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 10, 10);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", event => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
});
let controls = new OrbitControls(camera, renderer.domElement);
scene.add(new THREE.AxesHelper(10));
let g = new THREE.CylinderGeometry(5, 5, 5, 100, 20, true, 0, Math.PI * 1.5);
let m = new THREE.MeshBasicMaterial({
side: THREE.DoubleSide,
map: new THREE.TextureLoader().load(
"https://threejs.org/examples/textures/uv_grid_opengl.jpg",
tex => {
tex.wrapS = tex.wrapT = THREE.MirroredRepeatWrapping;
tex.repeat.set(3, 1);
}
)
});
let c = new THREE.Mesh(g, m);
scene.add(c);
renderer.setAnimationLoop(() => {
renderer.render(scene, camera);
});
</script>

circle with only border in threejs

i want to create a circle with only border with CircleGeometry.below is the code i used
const geometry = new THREE.CircleGeometry( 5, 32 );
const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
const circle = new THREE.Mesh( geometry, material );
scene.add( circle );
i used the code
geometry.vertices.shift();
but it was not working in "three": "^0.132.2", showing as vertices does not exist. so kindly help me to clear this problem.below is the image am facing the issue
As an option, use THREE.Path with absarc() and .getSpacedPoints() method:
body{
overflow: hidden;
margin: 0;
}
<script type="module">
import * as THREE from "https://cdn.skypack.dev/three#0.132.2";
import {
OrbitControls
} from "https://cdn.skypack.dev/three#0.132.2/examples/jsm/controls/OrbitControls.js";
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 0, 10);
camera.lookAt(scene.position);
let renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(innerWidth, innerHeight);
renderer.setClearColor(0x404040);
document.body.appendChild(renderer.domElement);
let controla = new OrbitControls(camera, renderer.domElement);
let g = new THREE.BufferGeometry().setFromPoints(
new THREE.Path().absarc(0, 0, 5, 0, Math.PI * 2).getSpacedPoints(50)
);
let m = new THREE.LineBasicMaterial({color: "aqua"});
let l = new THREE.Line(g, m);
scene.add(l);
window.addEventListener("resize", onResize);
renderer.setAnimationLoop(_ => {
renderer.render(scene, camera);
})
function onResize(event) {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
}
</script>

Threejs How to Add in and Out curves in a custom shape?

I have a simple shape made in 3js with 8 points. The shape is without curves. I am not very good in absarc or curves in Threejs. I have tried to search online but I didn't get exact example.
My shape output:
While I need output like this:
Just an option, using .absarc():
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(0, 0, 6);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var grid = new THREE.GridHelper(10, 10);
grid.rotation.x = -Math.PI * 0.5;
grid.position.set(0, 0, -0.01);
scene.add(grid);
var s = new THREE.Shape();
s.absarc(0, 0, 0.5, Math.PI * 0.5, -Math.PI * 0.5, true);
s.lineTo(0, -2);
s.absarc(-1, 0, Math.sqrt(2) * 2, -Math.PI * 0.25, Math.PI * 0.25, false);
s.lineTo(0, 2);
var sGeom = new THREE.ShapeBufferGeometry(s);
var sMat = new THREE.MeshBasicMaterial({
color: "teal"
});
var shape = new THREE.Mesh(sGeom, sMat);
scene.add(shape);
var lineGeom = new THREE.BufferGeometry().setFromPoints(s.getPoints());
var lineMat = new THREE.LineBasicMaterial({
color: "orange"
});
var outline = new THREE.LineLoop(lineGeom, lineMat);
scene.add(outline);
renderer.setAnimationLoop(() => {
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>

Rendered object looks flat even with shadows

I'm a three.js newb. I've been playing around with it for a couple of days and haven't been able to figure out how to make my objects look more realistic. I suspect there's no simple answer for this question, but is there anything I can do to improve my rendering quality without going into the depth of "rendering science"? Maybe I'm missing some configs. Thank you for any advice!
Here's the relevant code used in rendering a kitchen cabinet frame.
this.renderer = new THREE.WebGLRenderer({ antialias: true })
this.renderer.setSize(this.container.offsetWidth, this.container.offsetHeight)
this.renderer.sortObjects = false
this.renderer.setClearColor(0xf0f0f0)
this.renderer.gammaFactor = 2.2
this.renderer.gammaOutput = true
this.renderer.setPixelRatio(window.devicePixelRatio)
this.renderer.shadowMap.enabled = true
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap
const light = new THREE.AmbientLight(0xffffff, 0.8)
const light2 = new THREE.PointLight(0xffffff, 0.3)
light2.position.set(400, 400, 400)
light2.shadow.camera.near = 10
light2.shadow.camera.far = 10000
light2.shadow.mapSize.width = 2048
light2.shadow.mapSize.height = 2048
light2.castShadow = true
this.scene.add(light2)
this.scene.add(light)
const material = new THREE.MeshStandardMaterial({ color: 0xffffff, metalness: 0, roughness: 0 })
let scene, camera, controls, ambient, point, loader, renderer, container, stats;
const targetRotation = 0;
const targetRotationOnMouseDown = 0;
const mouseX = 0;
const mouseXOnMouseDown = 0;
const windowHalfX = window.innerWidth / 2;
const windowHalfY = window.innerHeight / 2;
init();
animate();
var box, b1, b2, b3;
function init() {
// Create a scene which will hold all our meshes to be rendered
scene = new THREE.Scene();
// Create and position a camera
camera = new THREE.PerspectiveCamera(
60, // Field of view
window.innerWidth / window.innerHeight, // Aspect ratio
/*window.innerWidth / -8,
window.innerWidth / 8,
window.innerHeight / 8,
window.innerHeight / -8,
*/
0.1, // Near clipping pane
1000 // Far clipping pane
);
scene.add(camera)
// Reposition the camera
camera.position.set(0, 5, 10);
// Point the camera at a given coordinate
camera.lookAt(new THREE.Vector3(0, 0, 0));
// Add orbit control
controls = new THREE.OrbitControls(camera);
controls.target.set(0, -0.5, 0);
controls.update();
// Add an ambient lights
ambient = new THREE.AmbientLight(0xffffff, 0.2);
scene.add(ambient);
// Add a point light that will cast shadows
point = new THREE.PointLight(0xffffff, 1);
point.position.set(25, 50, 25);
point.castShadow = true;
point.shadow.mapSize.width = 1024;
point.shadow.mapSize.height = 1024;
scene.add(point);
group = new THREE.Group();
group.position.y = 0;
scene.add(group);
rotationAnchor = new THREE.Object3D()
group.add(rotationAnchor);
box = new THREE.Mesh(new THREE.BoxGeometry(), new THREE.MeshStandardMaterial({
color: 'grey'
}))
b1 = box.clone();
b2 = box.clone();
b3 = box.clone();
b3.material = b3.material.clone()
b3.material.color.set('red')
group.add(box);
group.add(b1);
b1.position.y += 1
group.add(b2);
b2.position.z += 1
rotationAnchor.add(b3);
rotationAnchor.position.set(0.5, 0.5, 1.5)
b3.position.set(-.5, -.5, -.5)
// Create a renderer
renderer = new THREE.WebGLRenderer({
antialias: true
});
// Set size
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
// Set color
renderer.setClearColor(0xf8a5c2);
renderer.gammaOutput = true;
// Enable shadow mapping
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Append to the document
container = document.createElement("div");
document.body.appendChild(container);
document.body.appendChild(renderer.domElement);
// Add resize listener
window.addEventListener("resize", onWindowResize, false);
// Enable FPS stats
stats = new Stats();
container.appendChild(stats.dom);
var gui = new dat.GUI({
height: 5 * 32 - 1
});
let params = {
'test': 4,
'bevelThickness': 1,
'bevelSize': 1.5,
'bevelSegments': 3
}
gui.add(params, 'test', 0, 10).onChange(val => {
test = val
})
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
rotationAnchor.rotation.z = (Math.cos(performance.now() * 0.001) * Math.PI * 0.25) + (Math.PI * 1.25)
requestAnimationFrame(animate);
// Re-render scene
renderer.render(scene, camera);
// Update stats
stats.update();
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://threejs.org/examples/js/libs/stats.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.2/dat.gui.min.js"></script>

Verifying if a point is inside a cube in three.js

I have created a cube as:
var cubeGeometry = new THREE.BoxGeometry( 1, 1, 1 );
var cubeMaterial = new THREE.MeshLambertMaterial( { color:
0xffff00,wireframe: true } );
var cube = new THREE.Mesh( cubeGeometry, cubeMaterial );
cube.position.x = p.x;
cube.position.y = p.y;
cube.position.z = p.z;
scene.add(cube);
p is a input point to my function. So this code creates a cube at position p and adds it to the scene.
How can I check that some point,say A, lies inside this cube? I couldn't find any helper function like containsPoint etc for Three.Mesh. I may do some additional checks to verify, but I am looking for a Three.js function.
You can create THREE.Box3() instance, using its .setFromObject() the cube as the parameter, then call .containsPoint(), passing the point you want to check as the parameter to this method:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(2, 5, 10);
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);
scene.add(new THREE.GridHelper(10, 10));
var cube = new THREE.Mesh(new THREE.BoxGeometry(2, 2, 2), new THREE.MeshBasicMaterial({
color: "aqua",
wireframe: true
}));
cube.position.set(0, 1, 0);
scene.add(cube);
var pointA = new THREE.Vector3(0, 1, 0);
var pointB = new THREE.Vector3(2, 1, 0);
point(pointA, 0x00ff00);
point(pointB, "yellow");
function point(point, color) {
p = new THREE.Mesh(new THREE.SphereGeometry(0.25, 4, 2), new THREE.MeshBasicMaterial({
color: color
}));
p.position.copy(point);
scene.add(p);
}
var bb = new THREE.Box3(); // for re-use
bb.setFromObject(cube);
console.log(bb);
console.log(bb.containsPoint(pointA), bb.containsPoint(pointB));
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/92/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
cube.updateMatrixWorld(); //Make sure the object matrix is current with the position/rotation/scaling of the object...
var localPt = cube.worldToLocal(yourPoint.clone()); //Transform the point from world space into the objects space
if(Math.abs(localPt.x)<=0.5&&Math.abs(localPt.y)<=0.5&&Math.abs(localPt.z)<=0.5)
console.log("Point is inside!"); //Check if all the axis are within the size of the cube.. if your cube sizes arent 1,1,1, you'll have to adjust these checks to be half of width/height/depth..
Something like that?
#prisoner849
Your solution doesn't work if the box is rotated.
Here's an illustration of the problem. I render both solutions and you can see where the Box3 version breaks with the rotated cube, whereas the analytical once works.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(2, 5, 10);
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);
scene.add(new THREE.GridHelper(10, 10));
var boxDimensions = new THREE.Vector3(2,2,2);
var cube = new THREE.Mesh(new THREE.BoxGeometry(boxDimensions.x,boxDimensions.y,boxDimensions.z), new THREE.MeshBasicMaterial({
color: "aqua",
wireframe: true
}));
cube.position.set(0, 1, 0);
cube.rotation.y = Math.PI*0.25;
scene.add(cube);
var pointA = new THREE.Vector3(0.95, 0.95, 0.95);
var pointC = new THREE.Vector3(-0.65, 0.65, -0.65);
var pa = point(pointA, 0x00ff00);
var pc = point(pointC, 0x00ff00);
function point(point, color) {
p = new THREE.Mesh(new THREE.SphereGeometry(0.25, 4, 2), new THREE.MeshBasicMaterial({
color: color
}));
p.position.copy(point);
scene.add(p);
return p;
}
var bb = new THREE.Box3(); // for re-use
bb.setFromObject(cube);
console.log(bb);
function correctPointInBox(pt,cube,boxDim){
cube.updateMatrixWorld(); //Make sure the object matrix is current with the position/rotation/scaling of the object...
var localPt = cube.worldToLocal(pt.clone()); //Transform the point from world space into the objects space
if(Math.abs(localPt.x)<=boxDim.x*0.5&&Math.abs(localPt.y)<=boxDim.y*0.5&&Math.abs(localPt.z)<=boxDim.z*0.5)
return true;
else
return false;
}
render();
function render() {
pa.position.x = Math.sin(performance.now()*0.001)*2;
pc.position.z = Math.cos(performance.now()*0.001)*2;
if(bb.containsPoint(pa.position))
pa.material.color.set("red")
else
pa.material.color.set("green")
if(correctPointInBox(pc.position,cube,boxDimensions))
pc.material.color.set("red")
else
pc.material.color.set("green")
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/92/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

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