How to respond differently to ray casting? (VR) - three.js

How can I respond differently depends on the type of element?
The first thing that comes to my mind is to check the type of the mesh, but it will not work with complex objects like button (Plane + Text + Hitbox).
const squares = new Group();
const circles = new Group();
const spheres = new Group();
// skip meshes initialization
squares.add(squareMesh);
circles.add(circleMesh);
spheres.add(sphereMesh);
// skip raycaster initialization
const intersections = raycaster.intersectObjects([
squares,
circles,
spheres,
], true);
const intersectedElement = intersections[0];
For example:
If Button then change the color of the text
If Sphere then scale it two times

One approach to solve this problem is to store custom data in Object3D.userData. You can freely define a data structure that accommodates your needs. The evaluation code after the intersection test could look like this:
const intersectedElement = intersections[0];
const object3D = intersectedElement.object;
if ( object3D.userData.objectType === 'Button' ) {
// change the color of the text
}

Related

How to change the color of the polygons of an object during a collision in Three JS?

Hello to all I begin in Three js, I would like that when my box enters in collision of my Mesh that all the polygons which are inside my Mesh change of color
Current result
Demo
here is my function which allows me to detect the collision of my 2 objects
detectCollisionObject(box) {
const meta = this.getMetaByModelUUID(this.state.meshes[0].uuid);
meta.mesh.children[0].geometry.computeBoundingBox(); //not needed if its already calculated
box.geometry.computeBoundingBox();
meta.mesh.children[0].updateMatrixWorld();
box.updateMatrixWorld();
var box1 = meta.mesh.children[0].geometry.boundingBox.clone();
box1.applyMatrix4(meta.mesh.children[0].matrixWorld);
var box2 = box.geometry.boundingBox.clone();
box2.applyMatrix4(box.matrixWorld);
// //return box1.intersectsBox(box2);
console.log("Collision", box1.intersectsBox(box2));
}
Here is a picture of what I would like to have
example
I thank you for your answer

Three.js - repositioning vertices in a 'particle' mesh

I have a basic three.js game working and I'd like to add particles. I've been searching online, including multiple questions here, and the closest I've come to getting a 'particle system' working is using a THREE.BufferGeometry, a THREE.BufferAttribute and a THREE.Points mesh. I set it up like this:
const particleMaterial = new THREE.PointsMaterial( { size: 10, map: particleTexture, blending: THREE.AdditiveBlending, transparent: true } );
const particlesGeometry = new THREE.BufferGeometry;
const particlesCount = 300;
const posArray = new Float32Array(particlesCount * 3);
for (let i = 0; i < particlesCount; i++) {
posArray[i] = Math.random() * 10;
}
const particleBufferAttribute = new THREE.BufferAttribute(posArray, 3);
particlesGeometry.setAttribute( 'position', particleBufferAttribute );
const particlesMesh = new THREE.Points(particlesGeometry, particleMaterial);
particlesMesh.counter = 0;
scene.add(particlesMesh);
This part works and displays the particles fine, at their initial positions, but of course I'd like to move them.
I have tried all manner of things, in my 'animate' function, but I am not happening upon the right combination. I'd like to move particles, ideally one vertex per frame.
The current thing I'm doing in the animate function - which does not work! - is this:
particleBufferAttribute.setXYZ( particlesMesh.counter, objects[0].position.x, objects[0].position.y, objects[0].position.z );
particlesGeometry.setAttribute( 'position', particleBufferAttribute );
//posArray[particlesMesh.counter] = objects[0].position;
particlesMesh.counter ++;
if (particlesMesh.counter > particlesCount) {
particlesMesh.counter = 0;
}
If anyone has any pointers about how to move Points mesh vertices, that would be great.
Alternatively, if this is not at all the right approach, please let me know.
I did find Stemkoski's ShaderParticleEngine, but I could not find any information about how to make it work (the docs are very minimal and do not seem to include examples).
You don't need to re-set the attribute, but you do need to tell the renderer that the attribute has changed.
particleBufferAttribute.setXYZ( particlesMesh.counter, objects[0].position.x, objects[0].position.y, objects[0].position.z );
particleBufferAttribute.needsUpdate = true; // This is the kicker!
By setting needsUpdate to true, the renderer knows to re-upload that attribute to the GPU.
This might not be concern for you, but just know that moving particles in this way is expensive, because you re-upload the position attribute every single frame, which includes all the position data for every particle you aren't moving.

Is it possible to let Fog interact with the material's opacity?

I am working on a project that displays buildings. The requirement is to let the building gradually fade out (transparent) based on the distance between the camera and the buildings. Also, this effect has to follow the camera's movement.
I consider using THREE.Fog(), but the Fog seems can only change the material's color.
Above is a picture of the building with white fog.
The buildings are in tiles, each tile is one single geometry (I merged all the buildings into one) using
var bigGeometry = new THREE.Geometry();
bigGeometry.merge(smallGeometry);
The purple/blue color thing is the ground, and ground.material.fog = false;. So the ground won't interact with the fog.
My question is:
Is it possible to let the fog interact with the building's material's opacity instead of color? (more white translate to more transparent)
Or should I use Shader to control the material's opacity based on distance to the camera? But I have no idea of how to do this.
I also considered adding alphaMap. If so, each building tile have to map an alphaMap and all these alphaMap have to interact with the camera's movement. It's going to be a tons of work.
So any suggestions?
Best Regards,
Arthur
NOTE: I suspect there are probably easier/prettier ways to solve this than opacity. In particular, note that partially-opaque buildings will show other buildings behind them. To address that, consider using a gradient or some other scene background, and choosing a fog color to match that, rather than using opacity. But for the sake of trying it...
Here's how to alter an object's opacity based on its distance. This doesn't actually require THREE.Fog, I'm not sure how you would use the fog data directly. Instead I'll use THREE.NodeMaterial, which (as of three.js r96) is fairly experimental. The alternative would be to write a custom shader with THREE.ShaderMaterial, which is also fine.
const material = new THREE.StandardNodeMaterial();
material.transparent = true;
material.color = new THREE.ColorNode( 0xeeeeee );
// Calculate alpha of each fragment roughly as:
// alpha = 1.0 - saturate( distance / cutoff )
//
// Technically this is distance from the origin, for the demo, but
// distance from a custom THREE.Vector3Node would work just as well.
const distance = new THREE.Math2Node(
new THREE.PositionNode( THREE.PositionNode.WORLD ),
new THREE.PositionNode( THREE.PositionNode.WORLD ),
THREE.Math2Node.DOT
);
const normalizedDistance = new THREE.Math1Node(
new THREE.OperatorNode(
distance,
new THREE.FloatNode( 50 * 50 ),
THREE.OperatorNode.DIV
),
THREE.Math1Node.SAT
);
material.alpha = new THREE.OperatorNode(
new THREE.FloatNode( 1.0 ),
normalizedDistance,
THREE.OperatorNode.SUB
);
Demo: https://jsfiddle.net/donmccurdy/1L4s9e0c/
Screenshot:
I am the OP. After spending some time reading how to use Three.js's Shader material. I got some code that is working as desired.
Here's the code: https://jsfiddle.net/yingcai/4dxnysvq/
The basic idea is:
Create an Uniform that contains controls.target (Vector3 position).
Pass vertex position attributes to varying in the Vertex Shader. So
that the Fragment Shader can access it.
Get the distance between each vertex position and controls.target. Calculate alpha value based on the distance.
Assign alpha value to the vertex color.
Another important thing is: Because the fade out mask should follow the camera move, so don't forget to update the control in the uniforms every frame.
// Create uniforms that contains control position value.
uniforms = {
texture: {
value: new THREE.TextureLoader().load("https://threejs.org/examples/textures/water.jpg")
},
control: {
value: controls.target
}
};
// In the render() method.
// Update the uniforms value every frame.
uniforms.control.value = controls.target;
I had the same issue - a few years later - and solved it with the .onBeforeCompile function which is maybe more convenient to use.
There is a great tutorial here
The code itself is simple and could be easily changed for other materials. It just uses the fogFactor as alpha value in the material.
Here the material function:
alphaFog() {
const material = new THREE.MeshPhysicalMaterial();
material.onBeforeCompile = function (shader) {
const alphaFog =
`
#ifdef USE_FOG
#ifdef FOG_EXP2
float fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );
#else
float fogFactor = smoothstep( fogNear, fogFar, vFogDepth );
#endif
gl_FragColor.a = saturate(1.0 - fogFactor);
#endif
`
shader.fragmentShader = shader.fragmentShader.replace(
'#include <fog_fragment>', alphaFog
);
material.userData.shader = shader;
};
material.transparent = true
return material;
}
and afterwards you can use it like
const cube = new THREE.Mesh(geometry, this.alphaFog());

Is there a way I can create a Path or Curve to use for TubeGeomety(path,...) from an existing geometry's points/vertices array?

I'm very new to both three.js & to js in general.
1st I select a polyHedron geometry with a dat.gui checkbox
which renders say a tetrahedron. these selections work.
I also have a dat.gui checkbox to either phongfill or wireframe render.
I initially wanted just a wireframe type mesh but not with all of the internal triangles. I found the edgesgeometry() function which draws pretty much what I want(hard edges only). there is however a known issue with linewidth not working in windows anymore. all lines drawn as strokeweight/width 1.
I'd like to use tubeGeometry() to draw tubes of whatever radius as opposed to 1weight lines. I know I'll have to draw something such as a sphere at/over the connection vertices for it to not look ridiculous.
geo = new THREE.TetrahedronBufferGeometry(controls0.Radius,controls0.Detail);
...
egeo = new THREE.EdgesGeometry( geo );
lmat = new THREE.LineBasicMaterial({ color: 0x0099ff, linewidth: 4 });
ph = new THREE.LineSegments( egeo, lmat );
scene.add(ph);
....
playing around in the console I found some geometry/bufferGeomery arrays that are likely the vertices/indices of my selected X-hedron as their sizes change with type(tetra/icosa etc) selection & detail increase/decrease:
//p = dome.geometry.attributes.uv.array;
p = egeo.attributes.position.array
//p = geo.attributes.uv.array
...
var path = new THREE.Curve();
path.getPoint = function (t) {
// trace the arc as t ranges from 0 to 1
var segment = (0 - Math.PI*2) *t;
return new THREE.Vector3( Math.cos(segment), Math.sin(segment), 0);
};
var geomet = new THREE.TubeBufferGeometry( path, 10, 0.2, 12, false );
var mesh = new THREE.Mesh( geomet, mat );
scene.add( mesh );
from above the tubeGeometry() draws fine separately as well but with the "path" made by that curve example. How can I use the vertices from my tetrahedron for example to create that "path" to pass to tubegeometry() ?
maybe a function that creates "segment vectors" from the vertices ?
I think it needs other properties of curve/path as well ?
I'm quite stuck at this point.
ANY Help, suggestions or examples would be greatly appreciated !
thanks.
You can try to create a TubeGeometry for each edge. Generate a LineCurve3 as the input path. Use the vertices of the edge as the start and end vector for the line.
Consider to use something like "triangulated lines" as an alternative in order to visualize the wireframe of a mesh with a linewidth greater than 1. With the next release of three.js(R91) there are new line primitives for this. Demo:
https://rawgit.com/mrdoob/three.js/dev/examples/webgl_lines_fat.html
This approach is much more performant than drawing a bunch of meshes with a TubeGeometry.

Three.js specific render-time uniforms

I want to implement per-object motion-blur effect based on calculating previous pixel position inside shaders.
This technic's first step is to build velocity map of moving objects. This step requirements is to have as uniform variables projection and model view matrices of current frame and the same matrices of previous frame.
How could I include those matrices to uniforms for some special shader? I supposed to have solution in some way like:
uniforms = {
some_uniform_var : {type: "m4", value: initialMatrix, getter: function(){
// `this` points to object
return this.worldMatrix
}}
}
But now in THREE.js this is not available. We could make some sort of monkey patching, but I cannot find best way to do it.
Any suggestions?
The current solvation to this problems consist of several parts. I'm using EffectComposer to make several passes of rendered scene, one of then - VelocityPass. It takes current and previous model-view matrix and projection matrix and produces two positions. Both of them then used to calculate speed of a point.
Shader looks like this
"void main() {",
"vec2 a = (pos.xy / pos.w) * 0.5 + 0.5;",
"vec2 b = (prevPos.xy / prevPos.w) * 0.5 + 0.5;",
"vec2 oVelocity = a - b;",
"gl_FragColor = vec4(oVelocity, 0.0, 1.);",
"}"
There're several issues of this decision.
Three.js has certain point where it injects matrices to object-related shaders. The very ending of SetProgram closure, which lives in WebGLRenderer. That's why I took the whole renderer file, renamed renderer to THREE.MySuperDuperWebGLRenderer and added couple lines of code in it:
A closure to access closures, defined in userspace:
function materialPerObjectSetup(material, object){
if( material.customUniformUpdate ){
material.customUniformUpdate( object, material, _gl ); // Yes, I had to pass it...
}
}
And calling of it in renderBuffer and renderBufferDirect;
var program = setProgram( camera, lights, fog, material, object );
materialPerObjectSetup(material, object);
Now - the userspace part:
velocityMat = new THREE.ShaderMaterial( THREE.VelocityShader );
velocityMat.customUniformUpdate = function(obj, mat, _gl){
// console.log("gotcha");
var new_m = obj.matrixWorld;
var p_uniforms = mat.program.uniforms;
var mvMatrix = camera.matrixWorldInverse.clone().multiplyMatrices(camera.matrixWorldInverse, obj._oldMatrix );
_gl.uniformMatrix4fv( p_uniforms.prevModelViewMatrix, false, mvMatrix.elements );
_gl.uniformMatrix4fv( p_uniforms.prevProjectionMatrix, false, camera.projectionMatrix.elements );
obj._pass_complete = true; // Необходимо сохранять состояние старой матрицы пока не отрисуется этот пасс.
// А то матрицы обновляются каждый рендеринг сцены.
}
_pass_complete needed when we rerendering scene several times - each time matrix recalculated. This trick help us save previous matrix untill we use it.
_gl.uniformMatrix4fv is needed, because three.js serves universes one time before rendering. No matter how much objects we have - other method will pass to the shader modelViewMatrix of the last one. This happens because I want to draw this scene fully using VelocityShader. There's no other way to say to Renderer to use some alternative material for objects.
And as final point of this explaination I putting here a trick to manage previous matrix of an object:
THREE.Mesh.prototype._updateMatrixWorld = rotatedObject.updateMatrixWorld;
THREE.Mesh.prototype._pass_complete = true;
Object.defineProperty(THREE.Mesh.prototype, "updateMatrixWorld", {get: function(){
if(this._pass_complete){
this._oldMatrix = this.matrixWorld.clone();
this._pass_complete = false;
}
this._updateMatrixWorld();
return (function(){
});
}})
I believe, that there's could be a nicer solution. But sometimes I need to act in rush. And such kind of monkey things could happen.

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