Raycaster Set getting Z value for respective XY - three.js

I have array of XY coordinates from which i have to get the respective Z positions. I have created the following code to achieve same.
This function loops through array and calls further function to get the Z value.
function generate_section(){
for(var i=0;i<points.length;i++){
//temporary try to get for the same.
var pts = points[i];
var z = sectioncall(pts.x,pts.y);
console.log(pts,z);
}
}
The following function is a raycaster which cast the ray for the provided x& y value and cast a downward ray.
function sectioncall(x,y){ //grabs the Z value for the provided XY
var top = new THREE.Vector3(x, y , 30 );
var bottom = new THREE.Vector3(x , y , -30 );
var direction = new THREE.Vector3();
direction = direction.subVectors( bottom, top ).normalize();
//start raycaster
var raycaster = new THREE.Raycaster();
raycaster.set( top, direction );
// calculate objects intersecting the picking ray
var intersects = rayCaster.intersectObjects(scene.getObjectByName('MyObj_s').children);
var rpt = intersects[0].point;
//draw a line the way ray caster casting the ray
var geometry = new THREE.Geometry();
geometry.vertices.push( top );
geometry.vertices.push( rpt );
var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
var line = new THREE.Line( geometry, material );
scene.add( line );
return rpt;
}
With the above code i get the result like this:
but what i want to achive is the result like this:
So that the returning values will be about for respective XY instead of last XY as you see on the console.

You have slightly made a mistake in the code.
it should be
var intersects = raycaster.intersectObjects(scene.getObjectByName('MyObj_s').children);
you misspelled it as rayCaster.

Related

THREE js rotationon one axes toward camera, not affected by parent

I have situaton:
var camera = new THREE.PerspectiveCamera(...);
scene.add(camera);
var parent = new THREE.Object3D();
parent.position.set(1,2,3);
scene.add(parent);
var child = new THREE.Object3D();
child.position.set(4,5,6);
parent.add(child);
var v = new THREE.Vector3().copy(child.position);
child.localToWorld(v);
child.rotation.z = Math.atan2( ( v.x - camera.position.x ), ( v.y - camera.position.y ) );
It works and child is facing camera on Z axis.
When i do:
parent.rotation.set(1,2,3); // or whatever
child is affected by rotation, how to avoid that rotation and keep the child in same rotation like before the parent was rotated (update local rotation to be the visually unchanged by parent transformation), but to keep a global position changed due parent rotation?
Please try the following after you have set the rotation of your child object:
var matrix = new Matrix4();
var quaternion = new THREE.Quaternion();
parent.updateMatrixWorld(); // ensure matrixWorld is up to date
matrix.extractRotation( parent.matrixWorld );
quaternion.setFromRotationMatrix( matrix );
child.quaternion.premultiply( quaternion.inverse() );

Raycaster does not find intersect even though it should

I am using a raycaster for a projection of a point onto a face. But somehow that doesn't seem to work. I.e. taking point (25,25,300) and direction (0,0,-1) the raycaster doesn't find and intersect with a box of size (30,30,30) located at (0,0,0). Am I doing sth wrong?
var geometry = new THREE.BoxGeometry(30, 30, 30);
var material = new THREE.MeshBasicMaterial( );
var mesh = new THREE.Mesh(geometry, material);
var dir = new THREE.Vector3(0,0,-1);
var p = new THREE.Vector3(25,25,300);
var raycaster = new THREE.Raycaster(p, dir);
var intersects = raycaster.intersectObjects(mesh); // returns an empty array
There are two problems with your example, first is that you are using the method raycaster.intersectObjects which takes an array as argument, when you should be using raycaster.intersectObject which takes an object.
Secondly, you are missing the mesh.
Try these values: var p = new THREE.Vector3(15,15,300); instead. The image below illustrates the problem..

Draw line in direction of raycaster in three.js

In three.js, I'm using PointerLock controls the make a basic first person shooter.
I use
function onDocumentMouseDown( event ) {
var raycaster = new THREE.Raycaster();
mouse3D.normalize();
controls.getDirection( mouse3D );
raycaster.set( controls.getObject().position, mouse3D );
var intersects = raycaster.intersectObjects( objects );
...
}
to detect a collision with an object, which means you "shot" the object.
Now, I want to visualize the path the bullet took. I was thinking about drawing a line from where the user is looking to, in direction of the raycaster, but I can't figure out how to do this... Anyone who can help me? I'm new to three.js, never thought drawing a line would be this hard.
Update:
I'm trying to draw a line using:
var geometry = new THREE.Geometry();
geometry.vertices.push(...);
geometry.vertices.push(...);
var line = new THREE.Line(geometry, material);
scene.add(line);
but I can't figure out what to put in place of the "..." . How can I detect which point the line should go to? And how to determine which point it starts from? The player is able to move and even jump so the starting point is always different too.
You can use the following (using r83):
// Draw a line from pointA in the given direction at distance 100
var pointA = new THREE.Vector3( 0, 0, 0 );
var direction = new THREE.Vector3( 10, 0, 0 );
direction.normalize();
var distance = 100; // at what distance to determine pointB
var pointB = new THREE.Vector3();
pointB.addVectors ( pointA, direction.multiplyScalar( distance ) );
var geometry = new THREE.Geometry();
geometry.vertices.push( pointA );
geometry.vertices.push( pointB );
var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
var line = new THREE.Line( geometry, material );
scene.add( line );
Codepen at: https://codepen.io/anon/pen/evNqGy
You can use something like this:
function animate_Line(frame, totalFrames) {
//Calculate how much of the line should be drawn every iteration
var delta = lineDistance/(totalFrames);
var deltaSpeed = delta * frame;
for(var i=0; i<f_Ray_List[0].length; i++) {
for(var j=0; j<f_Ray_List[1].length; j++) {
//Change Offsets
line.geometry.vertices[1].y = line.geometry.vertices[0].y - deltaSpeed;
//Update Rays = true (Make FRT rays draw-able)
line.geometry.verticesNeedUpdate = true;
}
}
}
where frame is the current frame (a counter in your animate function), totalFrames would be the amount of frames that the line would take to be animated. The lineDistance can be calculated by using this:
lineDistance = line.geometry.vertices[0].y - line.vertices[1].y; //Add this line where you create the line object.
and remember to call line.geometry.verticesNeedUpdate = true; in every line individually, so that the line would able to be animated.
Notice that this is only based on Line.y axis. This would not be great at first. I'm currently working on converting this to Polar coordinates instead but I have no idea what is going on hahah.

How do I rotate some moons around a planet with THREE.js?

I think this picture best explains my issue:
First I translate the box along the red line. Next, I want the effect of rotation to be the blue line in a, but what's actually happening is more like the blue line in b. It feels like changing the rotation is always relative to the original object space, but the translation (despite happening first) is always relative to the parent, and doesn't really affect the geometry points in relation to the object space. I apologize if that's confusing; clearly I'm new at this.
The important part of the code which produces this effect is below. Please keep in mind that the orientation of the image is different than this code produces; the image is merely an example to show the effect clearly.
var objectContainer = new THREE.Object3D();
var tubeRadius = 100;
var tubeGeometry = new THREE.CylinderGeometry(tubeRadius, tubeRadius, tubeRadius * 3, 36, 1, false);
var tube = new THREE.Mesh(tubeGeomtry, material);
scene.add( tube );
var boxes = new THREE.Object3D();
var boxEdge = 50;
var boxGeometry = new THREE.CubeGeometry(boxEdge, boxEdge, boxEdge);
var box1 = new THREE.Mesh( boxGeometry, material );
box1.translateX(tubeRadius + boxEdge / 2 + 5);
box1.translateY(boxEdge / 2);
box1.rotation = new THREE.Vector3(0, 2*Math.PI/3*0, 0);
boxes.add(box1);
var box2 = box1.clone();
box2.rotation = new THREE.Vector3(0, 2*Math.PI/3*1, 0);
boxes.add(box2);
var box3 = box1.clone();
box3.rotation = new THREE.Vector3(0, 2*Math.PI/3*2, 0);
boxes.add(box3);
scene.add( boxes );
The only solution I can think of is to wrap each box in another object space and rotate about that, but it seems like excessive work. What is the preferred method to achieve the result I'm looking for?
There are several ways of doing what you want, but I think the easiest is like so:
// parent
parent = new THREE.Group();
scene.add( parent );
// pivots
var pivot1 = new THREE.Object3D();
var pivot2 = new THREE.Object3D();
var pivot3 = new THREE.Object3D();
pivot1.rotation.z = 0;
pivot2.rotation.z = 2 * Math.PI / 3;
pivot3.rotation.z = 4 * Math.PI / 3;
parent.add( pivot1 );
parent.add( pivot2 );
parent.add( pivot3 );
// mesh
var mesh1 = new THREE.Mesh( geometry, material );
var mesh2 = new THREE.Mesh( geometry, material );
var mesh3 = new THREE.Mesh( geometry, material );
mesh1.position.y = 5;
mesh2.position.y = 5;
mesh3.position.y = 5;
pivot1.add( mesh1 );
pivot2.add( mesh2 );
pivot3.add( mesh3 );
Then in your render loop:
parent.rotation.z += 0.01;
three.js r.147
Creating a compound object whose centre will be the point about which the inner objects rotate is one obvious answer, and would be very quick to write. Just create an Object3D and add your box to it.
A similar approach is covered by this question. It shifts the point of the vertices for an object, so it effectively has a new centre.
Alternatively, you can mess around with the matrices by hand. Try this:
var boxGeometry = new THREE.CubeGeometry(boxEdge, boxEdge, boxEdge);
var mr = new THREE.Matrix4();
var mt = new THREE.Matrix4();
mt.setPosition(new THREE.Vector3(0,tubeRadius,0));
var box1 = new THREE.Mesh( boxGeometry, material );
box1.applyMatrix(mt);
var box2 = box1.clone();
mr.makeRotationZ(2 * Math.PI /3);
box2.applyMatrix(mr);
boxes.add(box2);
var box3 = box1.clone();
mr.makeRotationZ(4 * Math.PI /3);
box3.applyMatrix(mr);
boxes.add(box3);
boxes.add(box1);
scene.add( boxes );

three.js - two points, one cylinder, align issue

(new to stackoverflow, new to webgl/three.js, ...)
I'm using three.js r54 to plot a force-directed graph. the edges between the nodes are THREE.Lines, which is fine, but lines are not selectable with a raycaster. so my aim is to take cylinders instead(/along with) of lines(also because I can do some further stuff: using textures,...)
this is what I'm doing to place the cylinders:
// init reference vector
var upVec = new THREE.Vector3(0,1,0);
//---withhin a loop---
// get direction
var direction = startPoint.subSelf(endPoint).clone();
// half length for cylinder height
var halfLength = direction.length() * 0.5;
// get offset
var offset = endPoint.clone().addSelf(direction.clone().multiplyScalar(0.5));
// normalize direc
direction.normalize();
//newUpVec = upVec - (upVec *(dot) direction) * direction - projection of direction
var newUpVec = upVec.clone().subSelf(direction.clone().multiplyScalar(upVec.dot(direction.clone()))).normalize();
var right = newUpVec.clone().crossSelf(direction.clone());
//build rotation matrix
var rot = new THREE.Matrix4(right.x, right.y, right.z, 0,
newUpVec.x, newUpVec.y, newUpVec.z, 0,
direction.x, direction.y, direction.z,0,
0,0,0,1);
//build translation matrix
var transla = new THREE.Matrix4(1, 0, 0, offset.x,
0, 1, 0, offset.y,
0, 0, 1, offset.z,
0, 0, 0, 1);
//build transformation matrix
var transfo = new THREE.Matrix4().multiply(transla, rot);
// create geometry
var cylgeo = new THREE.CylinderGeometry(2, 2, halfLength * 2, 12, 1, false);
cylgeo.applyMatrix(transfo);
var cylMesh = new THREE.Mesh(cylgeo, new THREE.MeshLambertMaterial({color:0x000000,
wireframe: true, shading: THREE.FlatShading}));
(descripted in: http://www.fastgraph.com/makegames/3drotation/ )
So the cylinders are placed at the right offset and align in some kind of way, but not to the two points (start, end) of the edges.
any suggestion would be appreciated!
using that :
object3d-rotation-to-align-to-a-vector
given 2 Vector3 and a scene:
function drawCylinder(vstart, vend,scene){
var HALF_PI = +Math.PI * .5;
var distance = vstart.distanceTo(vend);
var position = vend.clone().addSelf(vstart).divideScalar(2);
var material = new THREE.MeshLambertMaterial({color:0x0000ff});
var cylinder = new THREE.CylinderGeometry(10,10,distance,10,10,false);
var orientation = new THREE.Matrix4();//a new orientation matrix to offset pivot
var offsetRotation = new THREE.Matrix4();//a matrix to fix pivot rotation
var offsetPosition = new THREE.Matrix4();//a matrix to fix pivot position
orientation.lookAt(vstart,vend,new THREE.Vector3(0,1,0));//look at destination
offsetRotation.rotateX(HALF_PI);//rotate 90 degs on X
orientation.multiplySelf(offsetRotation);//combine orientation with rotation transformations
cylinder.applyMatrix(orientation)
var mesh = new THREE.Mesh(cylinder,material);
mesh.position=position;
scene.add(mesh);
}
r58+ code :
function drawCylinder(vstart, vend,scene){
var HALF_PI = Math.PI * .5;
var distance = vstart.distanceTo(vend);
var position = vend.clone().add(vstart).divideScalar(2);
var material = new THREE.MeshLambertMaterial({color:0x0000ff});
var cylinder = new THREE.CylinderGeometry(10,10,distance,10,10,false);
var orientation = new THREE.Matrix4();//a new orientation matrix to offset pivot
var offsetRotation = new THREE.Matrix4();//a matrix to fix pivot rotation
var offsetPosition = new THREE.Matrix4();//a matrix to fix pivot position
orientation.lookAt(vstart,vend,new THREE.Vector3(0,1,0));//look at destination
offsetRotation.makeRotationX(HALF_PI);//rotate 90 degs on X
orientation.multiply(offsetRotation);//combine orientation with rotation transformations
cylinder.applyMatrix(orientation)
var mesh = new THREE.Mesh(cylinder,material);
mesh.position=position;
scene.add(mesh);
}
#jdregister's answer didn't quite work for me in R77, since the cylinder ended up with its center at vstart (rotation and lookAt were otherwise fine).
This modification to the second last line of the R58+ answer did the trick:
mesh.position.set(position.x, position.y, position.z);
There's a very succinct answer here: https://stackoverflow.com/a/44346439/1556416
I paraphrased it here:
function drawCylinder(vstart, vend, radius){
var cylLength = new THREE.Vector3().subVectors(vend, vstart).length();
var cylGeom = new THREE.CylinderGeometry(radius, radius, cylLength, 16);
cylGeom.translate(0, cylLength / 2, 0);
cylGeom.rotateX(Math.PI / 2);
var material = new THREE.MeshLambertMaterial({color: "blue"})
var cyl = new THREE.Mesh(cylGeom, material);
cyl.position.copy(vstart);
cyl.lookAt(vend); // and do the trick with orienation
return cyl
}
In R87 the "vend.clone().add(vstart).divideScalar(2);" is not working
You can position the item like this
mesh.position.copy(start);
mesh.position.lerp(end, 0.5);
All the others from R58 are fine :)

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