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I have a BufferGeometry triangular prism; where I have specified the 6 vertices and then added indexes to create the 8 faces (2 triangle faces per square plane).
I have then setup 5 groups, so that each side of the prism is a group.
And it works here when I have a single material assigned to the whole object: https://jsfiddle.net/30ez17dw/1/
However I want to be able to assign an array of materials, so that each side (group) has it's own materials. But when I do this the object disappears:
https://jsfiddle.net/30ez17dw/2/
How can I fix my code to make the array of materials work?
You have not specified your groups correctly. Try it like so:
var camera, scene, renderer;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.01, 10);
camera.position.z = 5;
camera.position.y = 2;
camera.lookAt(0, 0, 0);
scene = new THREE.Scene();
var geometry = new THREE.BufferGeometry();
const y = 0.866025404;
const y2 = 0.5;
const h = 1;
const vertices = new Float32Array([
-y2, 0, 0,
y2, 0, 0,
0, 0, y,
-y2, h, 0,
y2, h, 0,
0, h, y,
]);
const indices = [
0, 1, 2, // Top
5, 4, 3, // Bottom
3, 1, 0, // Back
1, 3, 4, // Back
0, 2, 3, // Left
5, 3, 2, // Left
4, 2, 1, // Right
2, 4, 5, // Right
];
geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
geometry.setIndex(indices);
geometry.computeVertexNormals();
geometry.clearGroups();
geometry.addGroup(0, 3, 0);
geometry.addGroup(3, 6, 1);
geometry.addGroup(6, 12, 2);
geometry.addGroup(12, 18, 3);
geometry.addGroup(18, 24, 4);
var material = [
new THREE.MeshBasicMaterial({
color: 0x00ff00
}),
new THREE.MeshBasicMaterial({
color: 0xff0000
}),
new THREE.MeshBasicMaterial({
color: 0x0000ff,
}),
new THREE.MeshBasicMaterial({
color: 0xffff00
}),
new THREE.MeshBasicMaterial({
color: 0x00ffff
})
];
var mesh = new THREE.Mesh(geometry, material); // , side: THREE.DoubleSide
scene.add(mesh);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.132.0/build/three.min.js"></script>
The indices you pass to addGroup() are meant to be consecutive.
Drawing a Tetrahedron, I would like to set one color per face, for example, red, green, blue and orange.
Here is the code :
const divid = document.getElementById("myid");
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(
70,
window.innerWidth / window.innerHeight,
1,
1000
);
let renderer = new THREE.WebGLRenderer({ alpha: true });
divid.appendChild(renderer.domElement);
camera.position.z = 3;
let triangle = new THREE.Mesh(
new THREE.TetrahedronBufferGeometry(),
new THREE.MeshBasicMaterial({ color: 0xff0000 })
);
scene.add(triangle);
let animate = function() {
requestAnimationFrame(animate);
triangle.rotation.x += 0.005;
triangle.rotation.y += 0.01;
renderer.render(scene, camera);
};
animate();
Can't we pass an array of 4 colors to set on each face ?
Code available here too : https://codepen.io/jeffprod/pen/JjdLdjO
Use .vertexColors: true with the material and add color attribute to the geometry, setting the same colour to each vertex of a face:
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(
70,
innerWidth / innerHeight,
1,
1000
);
let renderer = new THREE.WebGLRenderer({
alpha: true
});
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
camera.position.z = 3;
let geom = new THREE.TetrahedronBufferGeometry();
geom.setAttribute("color", new THREE.Float32BufferAttribute([
1, 0, 0, //red
1, 0, 0,
1, 0, 0,
0, 1, 0, //green
0, 1, 0,
0, 1, 0,
0, 0, 1, //blue
0, 0, 1,
0, 0, 1,
1, 0.75, 0.25, //orange (sort of)
1, 0.75, 0.25,
1, 0.75, 0.25
], 3));
let triangle = new THREE.Mesh(
geom,
new THREE.MeshBasicMaterial({
vertexColors: true
})
);
scene.add(triangle);
let animate = function() {
requestAnimationFrame(animate);
triangle.rotation.x += 0.005;
triangle.rotation.y += 0.01;
renderer.render(scene, camera);
};
animate();
body {
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>
Is it possible to draw a line in three.js with a single color attribute, something similar to x3d's indexedLineSet than defining a color per vertex?
let material = new THREE.LineBasicMaterial( {
color: 0xff0000,
vertexColors: THREE.VertexColors
} );
You can achieve this with LineSegments and the respective geometry object. There is no line material option that could replace such a color definition.
var geometry = new THREE.BufferGeometry();
var vertices = [];
var colors = [];
// geometry data for three line segments with different colors
vertices.push( 0, 0, 0 );
vertices.push( 1, 0, 0 );
vertices.push( 1, 0, 0 );
vertices.push( 1, 1, 0 );
vertices.push( 1, 1, 0 );
vertices.push( 0, 1, 0 );
colors.push( 1, 0, 0 );
colors.push( 1, 0, 0 );
colors.push( 0, 1, 0 );
colors.push( 0, 1, 0 );
colors.push( 0, 0, 1 );
colors.push( 0, 0, 1 );
geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
var lines = new THREE.LineSegments( geometry, material );
scene.add( lines );
https://jsfiddle.net/fLgvcka7/
three.js R109
I'm playing with draw groups in THREE.TriangleStripDrawMode draw mode, and I'm seeing some odd artifacts. I think it might be a bug, but I'd like someone else to confirm that I'm not doing something wrong before submitting a report.
In the snippet below, I create 4 squares composed of 4 triangles each. They're all indexed for right-hand rendering. (I realize that triangle strips don't technically need indexing, but I could potentially have complex shapes with re-used vertices.) Their other properties and results are as follows:
Red Square
Two groups: 0-9 and 9-12
Standard front-side rendering
Black artifact on the back-face of triangle index 1
Green Square
One group: 0-12
Standard front-side rendering
Black artifacts on the back-face of triangles index 1 & 3
The same thing happens when I don't use grouping at all
Blue Square
Two groups: 0-9 and 9-12
Double-side rendering
Renders as expected
Yellow Square
One group: 0-12
Double-side rendering
Triangle index 3 renders black on both sides
So did I miss something, or should I submit this as a bug in three.js?
var renderer, scene, camera, controls, stats;
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight,
FOV = 35,
NEAR = 1,
FAR = 1000;
function createShapes(){
var bg = new THREE.BufferGeometry();
bg.addAttribute("position", new THREE.BufferAttribute(new Float32Array([
-1, 1, 0,
-1, -1, 0,
0, 1, 0,
0, -1, 0,
1, 1, 0,
1, -1, 0
]), 3));
bg.addAttribute("normal", new THREE.BufferAttribute(new Float32Array([
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1
]), 3));
bg.setIndex(new THREE.BufferAttribute(new Uint32Array([
0, 1, 2,
3, 2, 1,
2, 3, 4,
5, 4, 3
]), 1));
var group1 = bg.clone(),
group2 = bg.clone(),
group3 = bg.clone(),
group4 = bg.clone();
/**/
group1.clearGroups();
group1.addGroup(0, 9, 0);
group1.addGroup(9, 3, 0);
group2.clearGroups();
group2.addGroup(0, 12, 0);
group3.clearGroups();
group3.addGroup(0, 9, 0);
group3.addGroup(9, 3, 0);
group4.clearGroups();
group4.addGroup(0, 12, 0);
/**/
var mat1 = new THREE.MeshPhongMaterial({color: "red"}),
mat2 = new THREE.MeshPhongMaterial({color: "green"}),
mat3 = new THREE.MeshPhongMaterial({color: "blue", side: THREE.DoubleSide}),
mat4 = new THREE.MeshPhongMaterial({color: "yellow", side: THREE.DoubleSide});
var m1 = new THREE.Mesh(group1, [mat1]),
m2 = new THREE.Mesh(group2, [mat2]),
m3 = new THREE.Mesh(group3, [mat3]),
m4 = new THREE.Mesh(group4, [mat4]);
m1.drawMode = THREE.TriangleStripDrawMode;
m2.drawMode = THREE.TriangleStripDrawMode;
m3.drawMode = THREE.TriangleStripDrawMode;
m4.drawMode = THREE.TriangleStripDrawMode;
m1.position.set(-2, 2, 0);
m2.position.set(2, 2, 0);
m3.position.set(-2, -2, 0);
m4.position.set(2, -2, 0);
scene.add(m1, m2, m3, m4);
}
function init() {
document.body.style.backgroundColor = "slateGray";
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
document.body.appendChild(renderer.domElement);
document.body.style.overflow = "hidden";
document.body.style.margin = "0";
document.body.style.padding = "0";
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(FOV, WIDTH / HEIGHT, NEAR, FAR);
camera.position.z = 20;
scene.add(camera);
controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.dynamicDampingFactor = 0.5;
controls.rotateSpeed = 3;
var light = new THREE.PointLight(0xffffff, 1, Infinity);
camera.add(light);
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0';
document.body.appendChild(stats.domElement);
resize();
window.onresize = resize;
// POPULATE EXAMPLE
createShapes();
animate();
}
function resize() {
WIDTH = window.innerWidth;
HEIGHT = window.innerHeight;
if (renderer && camera && controls) {
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
controls.handleResize();
}
}
function render() {
renderer.render(scene, camera);
}
function animate() {
requestAnimationFrame(animate);
render();
controls.update();
stats.update();
}
function threeReady() {
init();
}
(function () {
function addScript(url, callback) {
callback = callback || function () { };
var script = document.createElement("script");
script.addEventListener("load", callback);
script.setAttribute("src", url);
document.head.appendChild(script);
}
addScript("https://threejs.org/build/three.js", function () {
addScript("https://threejs.org/examples/js/controls/TrackballControls.js", function () {
addScript("https://threejs.org/examples/js/libs/stats.min.js", function () {
threeReady();
})
})
})
})();
r86 (the problem has actually been around for a while)
I had an "AHA!" moment while looking at some other examples. My indexing was off, which is also throwing off my grouping.
The indexing should be:
bg.setIndex(new THREE.BufferAttribute(new Uint32Array([
0, 1, 2, 3, 4, 5
]), 1));
Which makes sense, because that's how the triangle strip defines the steps of its vertices.
Then to draw a full square, I needed a single group:
group1.addGroup(0, 6, 0);
Which means start at the group index of 0, for 6 group indices (which covers all of them).
There's still a problem when trying to render an (odd index) individual triangle. Because the winding order for odd triangles is backwards, creating a group that starts with an odd triangle will not be lit correctly (renders black). But that's for another question...
As part of prototyping some debugger objects and methods, I created a simple cube with a different color on each side. Rather than creating multiple meshes, I decided to use draw groups and THREE.Multimaterial. Unfortunately, it's only half-working, and I don't understand why.
What IS working is the first two sides (4 triangles). What's NOT working is any of the other sides. None of the other sides are visible. I've added debug code to draw the (index-based) vertex normals, the (index-based, manually calculated) face normals, and the wireframe (THREE.WireframeHelper).
If I increase the count for the second group to 9, nothing happens. If I change the groups to reference different start/count values within the first 8 vertices, those changes work as expected. Doing anything above 8th vertex has no effect.
I've also checked that the drawRange is set to draw from 0 to Infinity. I've also ruled out typos in my data, because otherwise the normals and wireframe wouldn't work. Is there anything else I'm missing? Thanks!
(I found the issue in r76. Code below referenced r79 at the time of writing.)
jsfiddle: http://jsfiddle.net/TheJim01/gumftkm4/
HTML:
<script src="http://threejs.org/build/three.js"></script>
<script src="http://threejs.org/examples/js/controls/TrackballControls.js"></script>
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>
<div id="host"></div>
<script>
// INITIALIZE
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight,
FOV = 35,
NEAR = 1,
FAR = 1000;
var renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(WIDTH, HEIGHT);
document.getElementById('host').appendChild(renderer.domElement);
var stats= new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0';
document.body.appendChild(stats.domElement);
var camera = new THREE.PerspectiveCamera(FOV, WIDTH / HEIGHT, NEAR, FAR);
camera.position.z = 250;
var trackballControl = new THREE.TrackballControls(camera, renderer.domElement);
trackballControl.rotateSpeed = 5.0; // need to speed it up a little
var scene = new THREE.Scene();
var light = new THREE.PointLight(0xffffff, 1, Infinity);
light.position.copy(camera.position);
scene.add(light);
function draw(){
light.position.copy(camera.position);
renderer.render(scene, camera);
stats.update();
}
trackballControl.addEventListener('change', draw);
function navStartHandler(e) {
renderer.domElement.addEventListener('mousemove', navMoveHandler);
renderer.domElement.addEventListener('mouseup', navEndHandler);
}
function navMoveHandler(e) {
trackballControl.update();
}
function navEndHandler(e) {
renderer.domElement.removeEventListener('mousemove', navMoveHandler);
renderer.domElement.removeEventListener('mouseup', navEndHandler);
}
renderer.domElement.addEventListener('mousedown', navStartHandler);
renderer.domElement.addEventListener('mousewheel', navMoveHandler);
</script>
CSS:
html *{
padding: 0;
margin: 0;
width: 100%;
overflow: hidden;
}
#host {
width: 100%;
height: 100%;
}
JavaScript:
// New Color Cube
(function () {
var pos = new Float32Array([
// front
-1, 1, 1,
-1, -1, 1,
1, 1, 1,
1, -1, 1,
// right
1, 1, 1,
1, -1, 1,
1, 1, -1,
1, -1, -1,
// back
1, 1, -1,
1, -1, -1,
-1, 1, -1,
-1, -1, -1,
// left
-1, 1, -1,
-1, -1, -1,
-1, 1, 1,
-1, -1, 1,
// top
-1, 1, -1,
-1, 1, 1,
1, 1, -1,
1, 1, 1,
// bottom
-1, -1, 1,
-1, -1, -1,
1, -1, 1,
1, -1, -1
]),
nor = new Float32Array([
// front
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1,
// right
1, 0, 0,
1, 0, 0,
1, 0, 0,
1, 0, 0,
// back
0, 0, -1,
0, 0, -1,
0, 0, -1,
0, 0, -1,
// left
-1, 0, 0,
-1, 0, 0,
-1, 0, 0,
-1, 0, 0,
// top
0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0,
// bottom
0, -1, 0,
0, -1, 0,
0, -1, 0,
0, -1, 0
]),
idx = new Uint32Array([
// front
0, 1, 2,
3, 2, 1,
// right
4, 5, 6,
7, 6, 5,
// back
8, 9, 10,
11, 10, 9,
// left
12, 13, 14,
15, 14, 13,
// top
16, 17, 18,
19, 18, 17,
// bottom
20, 21, 22,
23, 22, 21
]);
var sideColors = new THREE.MultiMaterial([
new THREE.MeshLambertMaterial({ color: 'red' }), // front
new THREE.MeshLambertMaterial({ color: 'green' }), // right
new THREE.MeshLambertMaterial({ color: 'orange' }), // back
new THREE.MeshLambertMaterial({ color: 'blue' }), // left
new THREE.MeshLambertMaterial({ color: 'white' }), // top
new THREE.MeshLambertMaterial({ color: 'yellow' }) // bottom
]);
var cubeGeometry = new THREE.BufferGeometry();
cubeGeometry.addAttribute("position", new THREE.BufferAttribute(pos, 3));
cubeGeometry.addAttribute("normal", new THREE.BufferAttribute(nor, 3));
cubeGeometry.setIndex(new THREE.BufferAttribute(idx, 3));
cubeGeometry.clearGroups();
cubeGeometry.addGroup(0, 6, 0);
cubeGeometry.addGroup(6, 6, 1);
cubeGeometry.addGroup(12, 6, 2);
cubeGeometry.addGroup(18, 6, 3);
cubeGeometry.addGroup(24, 6, 4);
cubeGeometry.addGroup(30, 6, 5);
THREE.ColorCube = function (scaleX, scaleY, scaleZ) {
THREE.Mesh.call(this, cubeGeometry, sideColors);
var scaler = new THREE.Matrix4().makeScale(scaleX, scaleY, scaleZ);
this.applyMatrix(scaler);
};
THREE.ColorCube.prototype = Object.create(THREE.Mesh.prototype);
THREE.ColorCube.prototype.constructor = THREE.ColorCube;
THREE.ColorCube.prototype.clearVertexNormals = function () {
if (this.vNormals === undefined) {
this.vNormals = [];
}
for (var i = 0, len = this.vNormals.length; i < len; ++i) {
this.parent.remove(this.vNormals[i]);
}
this.vNormals.length = 0;
}
THREE.ColorCube.prototype.drawVertexNormals = function (scale, color) {
this.clearVertexNormals();
scale = (scale === undefined) ? 1 : scale;
color = (color === undefined) ? 0xff : color;
var origin = new THREE.Vector3(),
normalArrow = null,
vert = null,
norm = null,
index = null,
vertexArray = this.geometry.attributes.position.array,
normalArray = this.geometry.attributes.normal.array,
indexArray = this.geometry.index.array;
for (var i = 0, len = indexArray.length; i < len; ++i) {
index = indexArray[i];
vert = new THREE.Vector3(...vertexArray.slice((index * 3), (index * 3) + 3)).applyMatrix4(this.matrix);
norm = new THREE.Vector3(...normalArray.slice((index * 3), (index * 3) + 3));
normalArrow = new THREE.ArrowHelper(
norm,
origin,
1 * scale,
color,
0.2 * scale,
0.1 * scale
);
normalArrow.position.copy(vert);
this.vNormals.push(normalArrow);
this.parent.add(normalArrow);
}
};
THREE.ColorCube.prototype.clearFaceNormals = function () {
if (this.fNormals === undefined) {
this.fNormals = [];
}
for (var i = 0, len = this.fNormals.length; i < len; ++i) {
this.parent.remove(this.fNormals[i]);
}
this.fNormals.length = 0;
}
THREE.ColorCube.prototype.drawFaceNormals = function (scale, color) {
this.clearFaceNormals();
scale = (scale === undefined) ? 1 : scale;
color = (color === undefined) ? 0xffaa00 : color;
var origin = new THREE.Vector3(),
normalArrow = null,
vertices = [new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3()],
normals = [new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3()],
indices = [0, 0, 0],
centroid = new THREE.Vector3(),
faceNormal = new THREE.Vector3(),
vertexArray = this.geometry.attributes.position.array,
normalArray = this.geometry.attributes.normal.array,
indexArray = this.geometry.index.array;
for (var i = 0, len = indexArray.length; i < len; i += 3) {
indices = indexArray.slice(i, i + 3);
vertices[0].set(...vertexArray.slice((indices[0] * 3), (indices[0] * 3) + 3)).applyMatrix4(this.matrix);
vertices[1].set(...vertexArray.slice((indices[1] * 3), (indices[1] * 3) + 3)).applyMatrix4(this.matrix);
vertices[2].set(...vertexArray.slice((indices[2] * 3), (indices[2] * 3) + 3)).applyMatrix4(this.matrix);
normals[0].set(...normalArray.slice((indices[0] * 3), (indices[0] * 3) + 3));
normals[1].set(...normalArray.slice((indices[1] * 3), (indices[1] * 3) + 3));
normals[2].set(...normalArray.slice((indices[2] * 3), (indices[2] * 3) + 3));
centroid.set(
(vertices[0].x + vertices[1].x + vertices[2].x) / 3,
(vertices[0].y + vertices[1].y + vertices[2].y) / 3,
(vertices[0].z + vertices[1].z + vertices[2].z) / 3
);
faceNormal.set(
(normals[0].x + normals[1].x + normals[2].x) / 3,
(normals[0].y + normals[1].y + normals[2].y) / 3,
(normals[0].z + normals[1].z + normals[2].z) / 3
);
faceNormal.normalize();
normalArrow = new THREE.ArrowHelper(
faceNormal,
origin,
1 * scale,
color,
0.2 * scale,
0.1 * scale
);
normalArrow.position.copy(centroid);
this.fNormals.push(normalArrow);
this.parent.add(normalArrow);
}
};
THREE.ColorCube.prototype.clearAllNormals = function () {
THREE.ColorCube.prototype.clearVertexNormals();
THREE.ColorCube.prototype.clearFaceNormals();
}
THREE.ColorCube.prototype.drawWireframe = function (color) {
if (this.wireframe === undefined) {
color = (color === undefined) ? 0 : color;
this.wireframe = new THREE.WireframeHelper(this, color);
this.parent.add(this.wireframe);
}
}
THREE.ColorCube.prototype.clearWireframe = function () {
if (this.wireframe) {
this.parent.remove(this.wireframe);
delete this.wireframe;
}
}
})();
var cc = new THREE.ColorCube(25, 25, 25);
scene.add(cc);
cc.drawVertexNormals(25);
cc.drawFaceNormals(25);
cc.drawWireframe(0xffffff);
draw();
You are setting indices wrong. You have 1 index per vertex. However your code shows 3 index per vertex which does not make sense.
if you change
cubeGeometry.setIndex(new THREE.BufferAttribute(idx, 3));
to
cubeGeometry.setIndex(new THREE.BufferAttribute(idx, 1));
your problem is solved.
Here is the working jsfiddle