How to rotate the plane using three.js? - three.js

Hey guys I am using three.js and have tried to rotate this plane below but to avail. Any idea how to do it please? Below is the code which renders the plane using three.js. How can I rotate it, please?. Thanks!
var container;
var camera, scene, renderer;
var plane;
var mouse, raycaster, isShiftDown = false;
var cubeGeometry = new THREE.BoxBufferGeometry( 50, 50, 50 );
var cubeMaterial = new THREE.MeshLambertMaterial( { color: 0x00ff80, overdraw: 0.5 } );
var objects = [];
init();
render();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.innerHTML = 'three.js - voxel painter<br><strong>click</strong>: add voxel, <strong>shift + click</strong>: remove voxel, save .png';
container.appendChild( info );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 500, 800, 1300 );
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xf0f0f0 );
// Grid
var gridHelper = new THREE.GridHelper( 1000, 20 );
scene.add( gridHelper );
//
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
//PlaneBufferGeometry: platform to lay cubes
var geometry = new THREE.PlaneBufferGeometry( 10000, 10000 );
geometry.rotateX( - Math.PI / 2 );
plane = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { visible: false } ) );
scene.add( plane );
objects.push( plane );
// Lights
var ambientLight = new THREE.AmbientLight( 0x606060 );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
var directionalLight = new THREE.DirectionalLight( 0x808080 );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
renderer = new THREE.CanvasRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild(renderer.domElement);
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
//document.addEventListener( 'keydown', onDocumentKeyDown, false );
//document.addEventListener( 'keyup', onDocumentKeyUp, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
function onDocumentMouseDown( event ) {
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( objects );
if ( intersects.length > 0 ) {
var intersect = intersects[ 0 ];
if ( isShiftDown ) {
if ( intersect.object != plane ) {
scene.remove( intersect.object );
objects.splice( objects.indexOf( intersect.object ), 1 );
}
} else {
var voxel = new THREE.Mesh( cubeGeometry, cubeMaterial );
voxel.position.copy( intersect.point ).add( intersect.face.normal );
voxel.position.divideScalar( 50 ).floor().multiplyScalar( 50 ).addScalar( 25 );
scene.add( voxel );
objects.push( voxel );
}
render();
}
}
function render() {
renderer.render( scene, camera );
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/renderers/CanvasRenderer.js"></script>
<script src="https://threejs.org/examples/js/renderers/Projector.js"></script>
Look at the Plane here

I recommend to use THREE.OrbitControls.
Add orbit control:
orbitControls = new THREE.OrbitControls(camera);
And animate your scene continuously:
function render() {
renderer.render( scene, camera );
requestAnimationFrame(render);
}
Further you have to manage how THREE.OrbitControls and the mouse event (onDocumentMouseDown) interact together.
A possibility would be to handle only the left mouse button in onDocumentMouseDown:
function onDocumentMouseDown( event ) {
if ( event.button != 0 ) // 0 means left mouse button
return;
And to rotate the scene by the right mouse button. This can be done by setting the .mouseButtons property of OrbitControls:
orbitControls.mouseButtons = {
LEFT: THREE.MOUSE.RIGHT,
MIDDLE: THREE.MOUSE.MIDDLE,
RIGHT: THREE.MOUSE.LEFT
}
Further note, that you can enable or disable pane, zoom and rotate by setting .enablePan, .enableZoom respectively .enableRotate.
See the following example, where the boxes are positioned by the left mouse button and the scene can be rotated by holding the right mouse button:
var container;
var camera, scene, renderer;
var plane;
var mouse, raycaster, isShiftDown = false;
var cubeGeometry = new THREE.BoxBufferGeometry( 50, 50, 50 );
var cubeMaterial = new THREE.MeshLambertMaterial( { color: 0x00ff80, overdraw: 0.5 } );
var objects = [];
init();
render();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 500, 800, 1300 );
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xf0f0f0 );
var gridHelper = new THREE.GridHelper( 1000, 20 );
scene.add( gridHelper );
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
//PlaneBufferGeometry: platform to lay cubes
var geometry = new THREE.PlaneBufferGeometry( 10000, 10000 );
geometry.rotateX( - Math.PI / 2 );
plane = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { visible: false } ) );
scene.add( plane );
objects.push( plane );
// Lights
var ambientLight = new THREE.AmbientLight( 0x606060 );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
var directionalLight = new THREE.DirectionalLight( 0x808080 );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
renderer = new THREE.CanvasRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild(renderer.domElement);
orbitControls = new THREE.OrbitControls(camera);
orbitControls.mouseButtons = {
LEFT: THREE.MOUSE.RIGHT,
MIDDLE: THREE.MOUSE.MIDDLE,
RIGHT: THREE.MOUSE.LEFT
}
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseDown( event ) {
if ( event.button != 0 )
return;
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( objects );
if ( intersects.length > 0 ) {
var intersect = intersects[ 0 ];
if ( isShiftDown ) {
if ( intersect.object != plane ) {
scene.remove( intersect.object );
objects.splice( objects.indexOf( intersect.object ), 1 );
}
} else {
var voxel = new THREE.Mesh( cubeGeometry, cubeMaterial );
voxel.position.copy( intersect.point ).add( intersect.face.normal );
voxel.position.divideScalar( 50 ).floor().multiplyScalar( 50 ).addScalar( 25 );
scene.add( voxel );
objects.push( voxel );
}
}
}
function render() {
renderer.render( scene, camera );
requestAnimationFrame(render);
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/renderers/CanvasRenderer.js"></script>
<script src="https://threejs.org/examples/js/renderers/Projector.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

Related

Threejs / Raycast doesn't compute intersection with my cube

Here is my js files. It works. When I click on the cube, it goes inside raycast function, but doesn't enter the for loop and console.log( intersects[ 0 ] ) gives undefined
let camera, scene, renderer;
let mesh, mesh_green;
let raycaster, mouse = { x : 0, y : 0 };
init();
function init() {
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 40;
scene = new THREE.Scene();
const geometry = new THREE.BoxGeometry( 1, 1, 1 );
const material = new THREE.MeshBasicMaterial( { color: "red" } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
mesh.position.set( 0, 10, 0 );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
raycaster = new THREE.Raycaster();
renderer.domElement.addEventListener( 'click', raycast, false );
function raycast ( e ) {
mouse.x = ( e.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( e.clientY / window.innerHeight ) * 2 + 1;
console.log( "raycast" , e.clientX, mouse.x, window.innerWidth);
raycaster.setFromCamera( mouse, camera );
const intersects = raycaster.intersectObjects( scene.children );
for ( let i = 0; i < intersects.length; i++ ) {
console.log( intersects[ i ] );
}
}
It seems your code works by using a latest version of three.js. I've just refactored/simplified it a bit.
let camera, scene, renderer;
let mesh;
let raycaster, pointer = new THREE.Vector2();
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 40;
scene = new THREE.Scene();
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial({
color: "red"
});
mesh = new THREE.Mesh(geometry, material);
mesh.position.set(0, 10, 0);
scene.add(mesh);
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
raycaster = new THREE.Raycaster();
renderer.domElement.addEventListener('pointerdown', raycast);
}
function raycast(e) {
pointer.x = (e.clientX / window.innerWidth) * 2 - 1;
pointer.y = -(e.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(pointer, camera);
const intersects = raycaster.intersectObject(scene);
for (let i = 0; i < intersects.length; i++) {
console.log(intersects[i]);
}
}
function animate() {
requestAnimationFrame(animate);
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render(scene, camera);
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.140.2/build/three.min.js"></script>

Applying postprocessing steps for specific objects

Based on this example i try to create a scene where several objects get the bloom, and other objects dont.
The white cube in the middle is supposed to be just white (without the bloom)
I'm confused on how to get the result that i want. I tried for example adding a 2nd scene with the white cube but it seems i cant get the order right. Maybe my approch with different scenes is wrong?
Whats the "best" way to achieve this behaviour? I always end up just seeing one scene, just the white cube or the 4 colored ones. (example below shows everything atm)
myFiddle: https://jsfiddle.net/qwertasyx/8qw3ys4z/16/
var scene,scene2,camera, controls, pointLight, stats;
var composer, renderer, mixer;
var params = {
exposure: 1,
bloomStrength: 1.5,
bloomThreshold: 0,
bloomRadius: 0
};
var objects = [];
var clock = new THREE.Clock();
var container = document.getElementById( 'container' );
stats = new Stats();
//container.appendChild( stats.dom );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.ReinhardToneMapping;
container.appendChild( renderer.domElement );
scene = new THREE.Scene();
//scene2 = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 100 );
camera.position.set( 2.5,2.5, 10 );
scene.add( camera );
// scene2.add( camera );
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.maxPolarAngle = Math.PI * 0.5;
controls.minDistance = 1;
controls.maxDistance = 10;
controls.target.set(2.5,2.5,0)
controls.update()
// scene.add( new THREE.AmbientLight( 0x404040 ) );
pointLight = new THREE.PointLight( 0xffffff, 1 );
// camera.add( pointLight );
var renderScene = new THREE.RenderPass( scene, camera );
//var renderScene2 = new THREE.RenderPass( scene2, camera );
var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
bloomPass.renderToScreen = true;
bloomPass.threshold = params.bloomThreshold;
bloomPass.strength = params.bloomStrength;
bloomPass.radius = params.bloomRadius;
composer = new THREE.EffectComposer( renderer );
composer.setSize( window.innerWidth, window.innerHeight );
composer.addPass( renderScene );
composer.addPass( bloomPass );
//composer.addPass( renderScene2 );
//objects
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
var cube = new THREE.Mesh( geometry, material );
cube.vrz = 0.01;
cube.position.x += 5
scene.add( cube );
objects.push(cube)
var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
var cube = new THREE.Mesh( geometry, material );
cube.vrz = 0.01;
cube.position.x += 5
cube.position.y += 5
scene.add( cube );
objects.push(cube)
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var cube = new THREE.Mesh( geometry, material );
cube.vrz = 0.01;
cube.position.y += 5
scene.add( cube );
objects.push(cube)
var material = new THREE.MeshBasicMaterial( { color: 0x0000ff } );
var cube = new THREE.Mesh( geometry, material );
cube.vrz = 0.01;
scene.add( cube );
objects.push(cube)
// cube thats supposed to be not bloomy
var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
var cube = new THREE.Mesh( geometry, material );
cube.vrz = 0.01;
cube.position.y += 2.5
cube.position.x += 2.5
scene.add( cube );
objects.push(cube)
var gui = new dat.GUI();
gui.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
renderer.toneMappingExposure = Math.pow( value, 4.0 );
} );
gui.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
bloomPass.threshold = Number( value );
} );
gui.add( params, 'bloomStrength', 0.0, 3.0 ).onChange( function ( value ) {
bloomPass.strength = Number( value );
} );
gui.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
bloomPass.radius = Number( value );
} );
window.onresize = function () {
var width = window.innerWidth;
var height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize( width, height );
composer.setSize( width, height );
};
function animate() {
requestAnimationFrame( animate );
objects.forEach(function(obj){
obj.rotation.z += obj.vrz;
});
stats.update();
composer.render();
}
animate();
I had a similar problem once. An example from this comment helped me.
Note that in that example there are 2 scenes and 2 composers (the final composer gets output of the previous composer as its input)
ppoFinal.blendPass.uniforms.tAdd.value = ppoRGB.composer.renderTarget2.texture;
and render() is called on both composers.
ppoRGB.composer.render();
ppoFinal.composer.render();
This pattern allows you to apply postprocessing effects selectively and it works well. The problem is the scalability of the method and probably performance. Because when you want to apply another object with yet different effect, you need to introduce 3rd scene and 3rd composer. For my little project in the past I ended up with 4 scenes and 4 composers...

three js raycaster not working for css2drenderer

I m trying to add 2d hotspots to a 3d model. For this, i have added a WebGLRendere for 3d model and a CSS2DRenderer for te hotspot.
I m using raycaster to detect the hotspot but it is not detecting the hotspot.
This is my code -
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
camera.position.z = 7;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var platform;
var loader = new THREE.ColladaLoader();
loader.load('model/platform.dae', function(dae){
platform = dae.scene;
platform.position.set(0, -3.5, 0.5);
scene.add(platform);
scene.add(hotSpot);
});
var hotSpotDiv = document.createElement('div');
hotSpotDiv.className = 'hotSpot';
var hotSpot = new THREE.CSS2DObject(hotSpotDiv);
hotSpot.position.set(-1, 4.2, 0);
var renderer2D = new THREE.CSS2DRenderer();
renderer2D.setSize( window.innerWidth, window.innerHeight );
renderer2D.domElement.style.position = 'absolute';
renderer2D.domElement.style.top = 0;
renderer2D.domElement.style.backgroundColor = 0xff0000;
document.body.appendChild( renderer2D.domElement );
var light = new THREE.AmbientLight( 0x555555 ); // soft white light
scene.add( light );
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set(-0.5, 0.5, -1);
scene.add( directionalLight );
var mouse = new THREE.Vector2();
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
function onDocumentMouseMove( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
var raycaster = new THREE.Raycaster();
var INTERSECTED;
function renderLoop(){
requestAnimationFrame(renderLoop);
render();
}
renderLoop();
function render(){
camera.lookAt( scene.position );
camera.updateMatrixWorld();
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( scene.children, true );
if ( intersects.length > 0 ) {
if ( INTERSECTED != intersects[ 0 ].object ) {
console.log(intersects.length + " -- " + intersects[0].object);
INTERSECTED = intersects[ 0 ].object;
}
} else {
INTERSECTED = null;
}
renderer.render(scene, camera);
renderer2D.render(scene, camera);
console.log(body);
}
var camControls = new THREE.OrbitControls(camera);
camControls.enableDamping = true;
camControls.dampingFactor = 1;
Please let me know if there is any other better way to add 2d clickable buttons over the 3d model.
Thanks for all the help in advance!
Just a code version of what Andy has already provided as an answer.
This is in context to Amod's code.
hotSpotDiv.addEventListener('click', function(){
// Do your stuff here
});

How can I make three.js update a scene after adding an object or group of objects?

I am fairly new to three.js and have a problem I can't readily find an answer for.
Here is a codepen that should sum up the situation: http://codepen.io/anon/pen/PPYPzO
var container, stats;
var camera, controls, scene, renderer, raycaster, mouse;
init();
animate();
add_world();
var indie_render = true;
for(var j = 0; j < 20; j++){
add_objects(20);
indie_render = !indie_render;
console.log("adding more objects...");
if(!indie_render){render();}
}
function add_world(){
var geometry = new THREE.BoxGeometry( 1000, 1000, 1000);
var mesh = new THREE.MeshBasicMaterial( {color: 0xf5f5dc, wireframe: false, opacity: 0.2, transparent:true } );
var world = new THREE.Mesh( geometry, mesh );
scene.add( world );
render();
}
function add_objects(num, indiv){
var geometry = new THREE.SphereGeometry( 5, 32,32 );
var material = new THREE.MeshBasicMaterial( { shading: THREE.FlatShading } );
material.color.setRGB( Math.random(), Math.random(), Math.random() );
for ( var i = 0; i < num; i ++ ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = ( Math.random() - 0.5 ) * 1000;
mesh.position.y = ( Math.random() - 0.5 ) * 1000;
mesh.position.z = ( Math.random() - 0.5 ) * 1000;
mesh.updateMatrix();
mesh.matrixAutoUpdate = false;
scene.add( mesh );
if(indie_render){
console.log("individual render");
render();
}
}
}
function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set(500, 500, -1000);
camera.up.set( 0, 1, 0 );
camera.lookAt(500,500,500);
controls = new THREE.OrbitControls( camera );
controls.addEventListener( 'change', render );
//world
scene = new THREE.Scene();
// lights
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
light = new THREE.DirectionalLight( 0x002288 );
light.position.set( -1, -1, -1 );
scene.add( light );
light = new THREE.AmbientLight( 0x222222 );
scene.add( light );
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setClearColor( 0x000000, 1 );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = false;
container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
mouse = new THREE.Vector2();
raycaster = new THREE.Raycaster();
container.addEventListener( 'mousemove', onMouseMove, false );
container.addEventListener( 'mousedown', onMouseDown, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function animate() {
requestAnimationFrame( animate );
controls.update();
}
function render() {
renderer.render( scene, camera );
}
function onMouseMove( e ) {
mouse.x = ( e.clientX / renderer.domElement.width ) * 2 - 1;
mouse.y = - ( e.clientY / renderer.domElement.height ) * 2 + 1;
}
function onMouseDown( e ) {
mouse.x = ( e.clientX / renderer.domElement.width ) * 2 - 1;
mouse.y = - ( e.clientY / renderer.domElement.height ) * 2 + 1;
if(e.button == 2){ //right button
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( scene.children, true );
if ( intersects.length > 0 ) {
var geometry = new THREE.SphereGeometry( 5, 32,32 );
var material = new THREE.MeshBasicMaterial( { color:0xff0000, shading: THREE.FlatShading } );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set(intersects[0].point.x, intersects[0].point.y, intersects[0].point.z);
scene.add(mesh);
render();
}
}
}
In this demo, I init() and animate() a blank scene, and then add a translucent cube, following what seems to be convention. Then I add groups of spheres to the scene in a nested for loop, randomly placing the spheres inside the cube and making a render() call after every scene.add() call.
Currently, the scene adds all the spheres and only then is visible to the user, even though I can add individual objects after the for-loop objects are added (by right-clicking on the cube). I need for the user to be able to watch as spheres are added, rather than waiting for the whole thing to be done.
I realize this may not be the most efficient way to render the scene, but it would be quite helpful if, for example, the info on the objects to be animated is arriving asynchronously from a server. Does anyone have a suggestion?
Thanks
1) First: move call render() to animate:
function animate() {
requestAnimationFrame( animate );
render();
controls.update();
}
2) Call add_objects asynchronously: setTimeout( add_objects, 0, 20 );
http://codepen.io/anon/pen/bVbEEP

Strange artifact on OBJLoader

I'm trying to load obj model.
Why does a strange boundary artifact appear on surface?
What I'm doing wrong? I'm creating the obj model using 3D Scanner.
Thank you.
/examples/webgl_loader_obj.html
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 200000 );
camera.position.z = 100;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x101030 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 1, 1, 1 );
scene.add( directionalLight );
//var directionalLight = new THREE.DirectionalLight( 0xffeedd );
//directionalLight.position.set( 0, 0, -1 );
//scene.add( directionalLight );
// texture
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log( item, loaded, total );
};
var texture = new THREE.Texture();
var loader = new THREE.ImageLoader( manager );
loader.load( 'textures/UV_Grid_Sm.jpg', function ( image ) {
texture.image = image;
texture.needsUpdate = true;
} );
// model
var loader = new THREE.OBJLoader( manager );
//loader.load( 'obj/male02/male02.obj', function ( object ) {
loader.load( '/ramgl/models/textured_mesh.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material.map = texture;
//child.material.side = THREE.DoubleSide;
}
} );
//object.position.y = - 80;
object.scale.x = object.scale.y = object.scale.z = 1000;
object.position.y = 300;
object.position.x = -500;
object.position.z = -100;
object.rotation.x = 180 * Math.PI / 180;
object.rotation.y = 30 * Math.PI / 180;
scene.add( object );
} );
//
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
/examples/webgl_loader_obj_mtl.html
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20000 );
camera.position.z = 100;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x444444 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
//directionalLight.intensity = 0.5;
directionalLight.position.set( 1, 0, 1 ).normalize();
//directionalLight.onlyShadow = false;
scene.add( directionalLight );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, -1 ).normalize();
scene.add( directionalLight );
// model
var loader = new THREE.OBJMTLLoader();
//loader.load( 'obj/male02/male02.obj', 'obj/male02/male02_dds.mtl', function ( object ) {
//loader.load( '/ramgl/models/textured_mesh.obj', '/ramgl/models/textured_mesh.mtl', function ( object ) {
loader.load( '/ramgl/models/textured_mesh.obj', '', function ( object ) {
object.scale.x = object.scale.y = object.scale.z = 1000;
object.position.y = 300;
object.position.x = -500;
object.position.z = -100;
object.rotation.x = 180 * Math.PI / 180;
object.rotation.y = 30 * Math.PI / 180;
scene.add( object );
} );
//
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColorHex( 0x333333, 1 );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}

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