I have imported a .dae file and added it to my scene. It is hosted here, as I couldn't host in codepen : http://freelancer.ueuo.com/threejs/ .
I want to add a button at the Front part of the stall, which says "CLICK ME" for example(designed by css) and then when I click the button I want a popup to appear. I know how to make the popup appear. But I have no idea how to add the button in the scene and use the raycaster to detect it. Please help.
To add a button either you can define BoxGeometry(https://threejs.org/docs/index.html#api/en/geometries/BoxGeometry) in front of your stall
or use some 3d objects through this link (https://www.turbosquid.com/) and place it at the front of your stall using
Object.position.set(x,y,z)
To make the raycaster be able to track your object you can initialize the same like
raycaster.setFromCamera( mouse, camera )
Basically, the origin of the raycaster will be your camera & the target will be mouse.
Now to listen to events on the 3d object you can use
intersects = raycaster.intersectObjects( button3dObject )
if it intersects the button3dObject & click event is triggered then you can open your modal popup
Reference for how to use raycaster: https://threejs.org/docs/index.html#api/en/core/Raycaster
Related
I'm developing webgl graphics with three.js
While I developing, I'm facing something stuck.
I'm trying to detach transform control when I click another range(ex, grid or another objects) not transform control.
I implemented it by checking clicked position.
For example, I set event handler with mouse down and in there, I store that mouse position. Also I set event handler with mouse up and in there, I compare mouse positions both mouse down and mouse up. If two positions are same, I detach the transform controller. However with this implementation, transform controller was disappeared though I clicked transform controller.
I just wanna detach transform control when I click another position not transform control
Does anyone help me please with this issue?
Thank you in advance.
In three JavaSript, I have to remove the event once I clicked on a cube and dragged i to another cube. Say, my concern is once I click on the cube and drag my mouse pointer it create a line where when I click on the another cue the line draws continuously without staying at the particular cube . Check the comment for fiddle url.
I have a button under a canvas that is suppose to restart the scene. But instead its not calling the intended function of attached script.
On Unity Forums, I found solutions like it should be at higher hierarchy in canvas, and the canvas should have a graphic raycast and so-on.
But it still isn't working, although its on click array detects the intended method it is suppose to call.
Scene Editor with Canvas Selected:
Scene Editor with Button Selected:
Remove the canvas component from your button.
Make sure that there is a GraphicRaycaster on your canvas, and that there is an EventSystem object somewhere in the hierarchy.
(Both should have been added when you first added the canvas, but things get lost)
The screenshot that shows your button being selected, also shows, that you did pick a gameobject for the OnClick event, but you didn't pick a function from the drop down right next to that field, it says no function.
Instead of selecting the C# class, select the GameObject that
btnSceneSelect is attached to.
If btnSceneSelect is not attached to a GameObject, attach it to one
(other than the button).
Taken from this site
I'm making something like MS Paint using jCanvas library. I've put a button OUTSIDE the canvas. The button rotates the selected layer clockwise but I can't see any change unless I hover the canvas with mouse. I want the layer to be rotated by the time I press the button.
I tried using restoreCanvas() function but it didnt't work. How can I make a canvas automatically refreshed when a button out of it is pressed?
Sorry for bad English.
Solved. This function refreshes the canvas: $('canvas').drawLayers();
I am using Three.js with OrbitControls.js. Is there any way I can extend the functionality to implement a "move camera with middle mouse button pressed" feature? Which is known from 3d programs.
Alternatively it could also be a combination of holding down Shift and moving the mouse.
Goal is to give the users not only the cursors keys for navigation, i.e. repositioning the camera, but also a way by using the mouse.
I would like to implement this feature in this cube program.
You already have that functionality with the standard TrackballControls, if I'm understanding correctly, just right click and drag. If you want to change that to middle mouse / shift look at the onMouseDown() function and copy the code you want into a middle mouse or shift key event.