Three JS add/remove a event in mousedown - three.js

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.

Related

How to webgl detach transform control when click another range not transform control

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.

How to add positioning animation onstart in figma?

I have a rectangle in figma and I want to give it a positioning animation from top to bottom on starting the page. (without clicking or hovering) How is it possible?
At the moment, the best way to animate in Figma is using a combination of Smart Animate & After Delay between two frames.
On Run Animation
We're going to create a start & end frame. Then, animate between them.
Create your starting frame with your rectangle in its starting position.
Rename the rectangle layer to something unique. This ensure the layer doesn't get missed with the Smart Animate function if the frame gets any busier with more layers.
Duplicate your frame CMD+D and position your rectangle to its end position (Check that Figma hasn't renamed your rectangle)
Click Prototype in the top right corner of your panel.
Select your starting frame & click the None dropdown & select After Delay
Click the None dropdown and select Navigate To from the list
In the dropdown the appears to the right, select your ending frame from the list
Under Animation, click the dropdown and select Smart Animate
Deselect your frame and ensure that the "Starting Frame" is set to your first frame.
Finally, hit play in the top right and watch the magic!
Hope this helps!
And here's a screenshot of the set up.
Hope this is what you were after!

Selection box is dragged, but not the object

I'm using FabricJS for some project, and my goal now is to save the new coordinates when the user drag an object. My issue is that when I select an object and move it, the selection box moves but not the object.
Image there:
I have some code which deal with object selection and mouse click and move events, so I tried to remove them but the issue persists.
Edit: looks like it's only a graphical issue, because the object:moved event is well triggered.
Edit 2 : after some progress in the development, this bug has mutated: now the object and the selection box move together, but I have to click two times on the object to make the selection box appear (while the selection events are triggered on the first click).

How to add a button in a three js 3d .dae object

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

Unity UI Button not calling the Onclick method

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

Resources