how to Combe three.js page into A-frame page - three.js

Here is a Three.js Example from stemkoski, now I want to use this Texture-Animation plane or box in A-frame page, how can I Combine it.
A-frame Version: 0.9.0
I couldn't find any examples.

When integrating three.js pieces into aframe, it's recommended to use custom components. Here's a simple example:
js
AFRAME.registerComponent('foo', {
// this is called upon initialization
init: function() {
// we'll need this later on for updating the animation
this.animator = null
// wait until the component is loaded
this.el.addEventListener('loaded', e => {
// copied straight from stemkoski's code:
var runnerTexture = new THREE.ImageUtils.loadTexture( 'images/run.png' );
this.animator = new TextureAnimator( runnerTexture, 10, 1, 10, 75 );
// apply the texture to our element
let mesh = this.el.getObject3D('mesh')
mesh.material.map = runnerTexture
mesh.material.needsUpdate = true
})
},
// this is called before each render loop
tick: function(time, delta) {
// update only if animator was created
if (!this.animator) return
this.animator.update(1000 * delta);
}
})
HTML:
<a-plane foo></a-plane>
glitch here. To make it work with a glitch i had to preload the image with a-assets due to cors issues.

Related

OutlinePass is not rendered to scene in THREE.js

I followed these examples to make the outline for objects when they are selected:
https://threejs.org/examples/?q=out#webgl_postprocessing_outline
https://github.com/scqilin/three-OutlinePass
No error is found, yet outline does not appear when the object is selected. The highlightSelectedObject function is correcly triggered when an object is selected. selectedObjects is not null.
In my case, THREE.js is installed in the project file. Scene, camera and renderer are instantiated elsewhere.
import * as THREE from "../../build/three.module.js";
import {OutlinePass} from "../../examples/jsm/postprocessing/OutlinePass.js";
import {RenderPass} from "../../examples/jsm/postprocessing/RenderPass.js";
import {EffectComposer} from "../../examples/jsm/postprocessing/EffectComposer.js";
Function:
function highlightSelectedObject(selectedObjects) {
if (selectedObjects != null) {
const scene = project.currentScene.scene;
const camera = project.currentScene.camera;
const renderer = project.renderer;
var composer = new EffectComposer(renderer);
var renderPass = new RenderPass(scene, camera);
var outlinePass = new OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight), scene, camera, selectedObjects);
outlinePass.renderToScreen = true;
outlinePass.selectedObjects = selectedObjects;
composer.addPass(renderPass);
composer.addPass(outlinePass);
const params = {
edgeStrength: 2,
edgeGlow: 1,
edgeThickness: 1.0,
pulsePeriod: 0,
usePatternTexture: false
};
outlinePass.edgeStrength = params.edgeStrength;
outlinePass.edgeGlow = params.edgeGlow;
outlinePass.visibleEdgeColor.set(0xffffff);
outlinePass.hiddenEdgeColor.set(0xffffff);
composer.render(scene, camera);
}
}
The path to THREE.js should be correct. Is it a problem with render?
I had a similar issue. Upon looking at another example, I found that setting outlinePass.renderToScreen = true allowed it to work. It might not be there depending what version of the the outlinePass.js you are using. I looked at the code on the deployed example and it is there.

A-Frame & Three.js: Color map makes object white

I'm trying to assign a new material to an object, but when I assign a new (color) map, the object renders as white, and the AO and shadows no longer show up. It's as if the emissive attribute is 100%. I can change the color attribute (e.g. 'red' or 'blue'), ao, normal, etc. without issues. The glb loaded in already has a working material with a color map and ao, but I want to be able to replace it.
I'm using 8th Wall with A-Frame, but I've registered the following as a custom Three.js component.
const customMat = {
schema: {}, // will pass textures via aframe later
init() {
this.el.addEventListener('model-loaded', (e) => {
const material = new THREE.MeshStandardMaterial()
const texLoader = new THREE.TextureLoader()
texLoader.crossOrigin = ''
const mapColor = texLoader.load('assets/cover_color.jpg')
const mapAO = texLoader.load('assets/cover_ao.jpg')
material.map = mapColor // makes everything 100% white likes it's emissive
// material.color = new THREE.Color('red') // works fine no problem
material.aoMap = mapAO
material.aoMapIntensity = 1
e.detail.model.traverse((mesh) => {
if (mesh.isMesh) {
mesh.material = material
mesh.material.needsUpdate = true // not sure if needed
}
})
})
},
}
export {customMat}
Any suggestions would be much appreciated. I've tried this with primitive geometry too, but the same issue occurs. I don't seem to be able to modify the existing material's attributes either, so maybe my approach is fundamentally wrong.

Is there a way to implement the Three.js effect composer into Aframe with VR mode disabled?

Has anyone had any luck implementing bloom effects or other post-processing effects from https://threejs.org/docs/#examples/en/postprocessing/EffectComposer into a scene?
I’ve come across this a few times and tried to use it but can’t seem to make it work with the latest version of Aframe https://github.com/wizgrav/aframe-effects
I know it's not possible in VR yet and depends on Three work, but is there a way to use them if I'm not intending on my scene being used in VR or AR mode?
If you don't need VR or AR mode, you can use the effect composer "directly" (check out Don McCurdys gist):
Create a THREE.EffectComposer object,
add passes, and
call the composers render on each renderloop .
The "hacky" part is in 3, because you need to override a-frames default behavior.
// assuming this is a component
init: function() {
const renderer = this.sceneEl.renderer;
this.composer = new THREE.EffectComposer(renderer);
// add some passes ..
// (...)
// override `render`
this.bind();
},
// we need to keep the timestamps for the composer.render() function
tick: function (t, dt) {
this.t = t;
this.dt = dt;
},
// Bind the EffectComposer to the A-Frame render loop.
bind: function () {
const renderer = this.sceneEl.renderer;
const render = renderer.render;
const system = this;
let isDigest = false;
renderer.render = function () {
if (isDigest) {
render.apply(this, arguments);
} else {
isDigest = true;
system.composer.render(system.dt);
isDigest = false;
}
};
Check it out in this glitch;
As mentioned, all credit to Don and his gist.
Keep in mind - a-frame does not have most stuff from the threejs examples, so you may need to include them separately (like i did with the passes and shaders in my glitch)

Cesium issue positioning labels for GeoJSON markers

I'm displaying some GeoJSON as markers in Cesium; they do not have altitude, so I'm using clampToGround: true. This all works.
When I try to label the markers, the labels only display when I'm zoomed far out. When I zoom in the labels disappear "underground", which is under the Terrain "layer".
How to solve this? I've looked at this, but it didn't help in my case. This neither.
The code:
const viewer = new Cesium.Viewer('cesiumContainer', {
terrainProvider: Cesium.createWorldTerrain(),
timeline: false, // Hide clock thing
animation: false, // ditto
});
// Add Cesium OSM Buildings, a global 3D buildings layer.
const buildingTileset = viewer.scene.primitives.add(Cesium.createOsmBuildings());
// Fly the camera to the given longitude, latitude, and height.
viewer.camera.flyTo({
destination : Cesium.Cartesian3.fromDegrees(11.952996, 57.671910, 400),
orientation : {
heading : Cesium.Math.toRadians(0.0),
pitch : Cesium.Math.toRadians(-15.0),
}
});
var promise = Cesium.GeoJsonDataSource.load('data/botaniska_play.geojson', {
clampToGround: true,
markerColor: Cesium.Color.DARKGREEN,
});
promise.then (function (dataSource) {
viewer.dataSources.add (dataSource);
var entities = dataSource["_entityCollection"]["_entities"]["_array"];
entities.forEach (entity => {
// Add (and poistion?) label
entity.label = new Cesium.LabelGraphics ({
text: entity['_properties']['art']._value,
//eyeOffset: new Cesium.Cartesian3 (0, 10, 0),
horizontalOrigin: Cesium.HorizontalOrigin.LEFT,
verticalOrigin: Cesium.VerticalOrigin.BOTTOM,
pixelOffset: new Cesium.Cartesian2(0.0, -40.0), // Show above ground?
});
});
});
Snippet of the geojson:
{"type":"FeatureCollection","features":[{"type":"Feature","geometry":{"type":"Point","coordinates":[11.9531552705143,57.6814657645123]},"properties":{"ogc_fid":6,"geom":"{\"type\":\"Point\",\"coordinates\":[11.9531552705143,57.6814657645123]}","plats":"Test Plats","besikt_datum":"2013-06-07","trad_id":"6","art":"Magnolia stellata","status":null,"aldersfas":"Gammalt","hojd":9,"krondiameter":9,"stamdiameter":56,"skador":"Lindriga","vitalitet":"God","anmarkningar":"Vackert","rekommendationer":null,"risk":"Låg","resterande_risk":"-","atgards_datum":null,"atgard_gjort":null,"nasta_besiktning":"2014-06-07","stabiliserings_datum":null}},{"type":"Feature","geometry":{"type":"Point","coordinates":[11.9500765558289,57.6815427053798]},"properties":{"ogc_fid":21,"geom":"{\"type\":\"Point\",\"coordinates\":[11.9500765558289,57.6815427053798]}","plats":null,"besikt_datum":"2017-06-09","trad_id":null,"art":"Acer griseum","status":null,"aldersfas":"Vuxet","hojd":9,"krondiameter":8,"stamdiameter":50,"skador":null,"vitalitet":"God","anmarkningar":"Alléträd högt naturvärde\n","rekommendationer":null,"risk":"Låg","resterande_risk":null,"atgards_datum":null,"atgard_gjort":null,"nasta_besiktning":null,"stabiliserings_datum":null}},{"type":"Feature","geometry":{"type":"Point","coordinates":[11.9514171990732,57.6828566964894]},"properties":{"ogc_fid":3,"geom":"{\"type\":\"Point\",\"coordinates\":[11.9514171990732,57.6828566964894]}","plats":"Test Plats","besikt_datum":"2013-06-07","trad_id":"3","art":"Populus siemonii","status":null,"aldersfas":"Gammalt","hojd":15,"krondiameter":14,"stamdiameter":60,"skador":"Inga","vitalitet":"God","anmarkningar":"Fin","rekommendationer":null,"risk":"Låg","resterande_risk":"-","atgards_datum":null,"atgard_gjort":null,"nasta_besiktning":"2014-06-07","stabiliserings_datum":null}} ...
Try add disableDepthTestDistance: Number.POSITIVE_INFINITY to LabelGraphics options

Stop a tween animation in tween.js and three.js

I'm having trouble stopping a tween in three.js, using tween.js.
The docs state to use tween.stop(), but that doesn't seem to work.
Example here:
http://jsfiddle.net/feLzjzy9/1/
As you hover with the mouse over a box, it starts to change color. This animation takes 10 seconds, but I try to stop it just to test the .stop() feature using setTimeout(function(){ tween.stop() }, 1000);but it doesn't do a thing...
Any help is much appreciated!
There is Reference problem and update problem.
I made some changes in you code. It is not a solution, you can use each change individually.
Best solution is to make each tween as var inside a function, integrate counting in tweened objects and use onUpdate(function(){if(this.counter > 1000){tween.stop}}) (INTERSECTED.material.color) because you creating a lot of unrefferenced timers and tweens, which will be a performance problem.
function animate() {
//
TWEEN.update();
//
}
if (intersects.length > 0) {
if (INTERSECTED != intersects[0].object) {
if (INTERSECTED) INTERSECTED.material.color.setHex(INTERSECTED.currentHex);
INTERSECTED = intersects[0].object;
INTERSECTED.currentHex = INTERSECTED.material.color.getHex();
//INTERSECTED.material.emissive.setHex(0xff0000);
TWEEN.remove(tween);
tween = new TWEEN.Tween(INTERSECTED.material.color).onStart(function(){
setTimeout(function(){ tween.stop() }, 1000); ///not good
}).start();
.to({r: 0, g: 25, b: 155}, 10000) /// here set correct time
.easing(TWEEN.Easing.Quartic.In)
.start();
setTimeout(function(){ tween.stop() }, 1000);/// will not work if you create anoter it that one second
}
else {
if(tween) tween.update(time); // bad
}
}

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