Moving an object using three.js - three.js

I am very much new to this three.js. I want to create two cubes. I am least interested in its animation. So, i want cube 1 to move towards cube 2 without any keyboard inputs. I am also providing image for better understanding.
Thanks in advance

On possibility to animate objects, is to use THREE.Tween
Create the 2 cubes:
var material1 = new THREE.MeshPhongMaterial({color:'#2020ff'});
var geometry1 = new THREE.BoxGeometry( 1, 1, 1 );
cube1 = new THREE.Mesh(geometry1, material1);
cube1.position.set(0.0, 0.0, 2.0);
var material2 = new THREE.MeshPhongMaterial({color:'#ff2020'});
var geometry2 = new THREE.BoxGeometry( 1, 1, 1 );
cube2 = new THREE.Mesh(geometry2, material2);
cube2.position.set(2.0, 0.0, 0.0);
Create a Tween, which rotates the cube and continuously restarts:
tweenStart = { value: 0 };
var finish = { value: Math.PI/2 };
cubeTween = new TWEEN.Tween(tweenStart);
cubeTween.to(finish, 3000)
cubeTween.onUpdate(function() {
cube1.position.set(0.0, 0.0, 0.0);
cube1.rotation.y = tweenStart.value;
cube1.translateZ( 2.0 );
});
cubeTween.onComplete( function() {
tweenStart.value = 0;
requestAnimationFrame(function() {
cubeTween.start();
});
});
cubeTween.start();
(function onLoad() {
var container, loader, camera, scene, renderer, controls, cube1, cube2, cubeTween, tweenStart;
init();
animate();
animateCube();
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(0, 6, 0);
camera.lookAt( 0, 0, 0 );
loader = new THREE.TextureLoader();
loader.setCrossOrigin("");
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
scene.add(camera);
window.onresize = resize;
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set(1,2,1.5);
scene.add( directionalLight );
controls = new THREE.OrbitControls(camera);
addGridHelper();
createModel();
}
function createModel() {
var material1 = new THREE.MeshPhongMaterial({color:'#2020ff'});
var geometry1 = new THREE.BoxGeometry( 1, 1, 1 );
cube1 = new THREE.Mesh(geometry1, material1);
cube1.position.set(0.0, 0.0, 2.0);
var material2 = new THREE.MeshPhongMaterial({color:'#ff2020'});
var geometry2 = new THREE.BoxGeometry( 1, 1, 1 );
cube2 = new THREE.Mesh(geometry2, material2);
cube2.position.set(2.0, 0.0, 0.0);
scene.add(cube1);
scene.add(cube2);
tweenStart = { value: 0 };
var finish = { value: Math.PI/2 };
cubeTween = new TWEEN.Tween(tweenStart);
cubeTween.to(finish, 3000)
cubeTween.onUpdate(function() {
cube1.position.set(0.0, 0.0, 0.0);
cube1.rotation.y = tweenStart.value;
cube1.translateZ( 2.0 );
});
cubeTween.onComplete( function() {
tweenStart.value = 0;
requestAnimationFrame(function() {
cubeTween.start();
});
});
cubeTween.start();
}
function addGridHelper() {
var helper = new THREE.GridHelper(100, 100);
helper.material.opacity = 0.25;
helper.material.transparent = true;
scene.add(helper);
var axis = new THREE.AxesHelper(1000);
scene.add(axis);
}
function resize() {
var aspect = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame(animate);
TWEEN.update();
render();
}
function render() {
renderer.render(scene, camera);
}
})();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/tween.js/17.2.0/Tween.js"></script>
<div id="container"></div>
Alternatively you can slightly change the position of the cube by changing the position property of the cube in the animate function:
function animate() {
requestAnimationFrame(animate);
if ( cube1.position.z > 0.0 ) {
cube1.position.set(0.0, 0.0, cube1.position.z-0.01);
} else if ( cube1.position.x < 2.0 ) {
cube1.position.set(cube1.position.x+0.01, 0.0, 0.0);
} else {
cube1.position.set(0.0, 0.0, 2.0);
}
render();
}
(function onLoad() {
var container, loader, camera, scene, renderer, controls, cube1, cube2, cubeTween, tweenStart;
init();
animate();
animateCube();
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(0, 6, 0);
camera.lookAt( 0, 0, 0 );
loader = new THREE.TextureLoader();
loader.setCrossOrigin("");
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
scene.add(camera);
window.onresize = resize;
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set(1,2,1.5);
scene.add( directionalLight );
controls = new THREE.OrbitControls(camera);
addGridHelper();
createModel();
}
function createModel() {
var material1 = new THREE.MeshPhongMaterial({color:'#2020ff'});
var geometry1 = new THREE.BoxGeometry( 1, 1, 1 );
cube1 = new THREE.Mesh(geometry1, material1);
cube1.position.set(0.0, 0.0, 2.0);
var material2 = new THREE.MeshPhongMaterial({color:'#ff2020'});
var geometry2 = new THREE.BoxGeometry( 1, 1, 1 );
cube2 = new THREE.Mesh(geometry2, material2);
cube2.position.set(2.0, 0.0, 0.0);
scene.add(cube1);
scene.add(cube2);
}
function addGridHelper() {
var helper = new THREE.GridHelper(100, 100);
helper.material.opacity = 0.25;
helper.material.transparent = true;
scene.add(helper);
var axis = new THREE.AxesHelper(1000);
scene.add(axis);
}
function resize() {
var aspect = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame(animate);
if ( cube1.position.z > 0.0 ) {
cube1.position.set(0.0, 0.0, cube1.position.z-0.01);
} else if ( cube1.position.x < 2.0 ) {
cube1.position.set(cube1.position.x+0.01, 0.0, 0.0);
} else {
cube1.position.set(0.0, 0.0, 2.0);
}
render();
}
function render() {
renderer.render(scene, camera);
}
})();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<div id="container"></div>

There are a few different ways you could do this.
It will also be easier to answer this by assuming axes and both cube's starting position.
Let's say cube1 position is:
x: 0
y: 0
z: 0
Cube2 position is:
x: 10
y: 20
z: 0
In the render loop, move cube1 along the y-axis until it reaches the same value as cube2 (20), then move cube1 along the x-axis until it reaches cube2 x position. So cube1 would then be sitting on top of cube2. You would need the code to move cube1 to be present, but only run when certain conditions are met.
E.g, only move in the y-axis if cube1.position.y is less than or equal to cube2.position.y
Movement speed can be increased or decreased by changing the increment value. So an update on the y-axis could look like this:
cube1.position.y += 0.1;
This way could be harder to manage though, as you will need to constantly check the cube1 position in relation to cube2, and because the cube needs to move in two directions this could get messy in the long-run.
You can see an example of this update in the loop concept here - https://jsfiddle.net/f2Lommf5/
I would look at using an animation library such as Tween.js or Greensock which in my opinion would be much better suited. You can specify an axis to move along, the start and end position, animation duration and easing. When the animation on the y-axis is complete, you can start the animation on the x-axis.
Some useful links:
Tween.js - http://learningthreejs.com/blog/2011/08/17/tweenjs-for-smooth-animation/
Greensock - http://www.kadrmasconcepts.com/blog/2012/05/29/greensock-three-js/

Related

I need to use the data from first picture to draw cylinder,put two cylinders point B is not coincide(like second picture)

**I need to use the data from first picture to draw cylinder,put two cylinders point B is not coincide(like second picture) **
var geometry = new THREE.CylinderGeometry(10, 10,151.02648774304458, 20, 1, false);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(1,75.5,1);
scene.add(mesh);
var material1 = new THREE.MeshBasicMaterial({ color: 0xff0000 });
var geometry1 = new THREE.CylinderGeometry(10, 10,158.8741640418605, 20, 1, false);
var mesh1 = new THREE.Mesh(geometry1, material1);
mesh1.position.set(-30,217,32.5);
mesh1.rotation.set(2,151,2);
scene.add(mesh1);
You have to add the red cylinder to a Group. Set the position in that way, that the bottom of the cylinder is at (0, 0, 0). Set the position of the group in that way, that it's origin is at the top of the black cylinder.
Finally you have to rotate the group:
let height = 151.02648774304458;
let height1 = 158.8741640418605;
var geometry = new THREE.CylinderGeometry(10, 10, height, 20, 1, false);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(1, 75.5, 1);
scene.add(mesh);
var material1 = new THREE.MeshBasicMaterial({ color: 0xff0000 });
var geometry1 = new THREE.CylinderGeometry(10, 10, height1, 20, 1, false);
var mesh1 = new THREE.Mesh(geometry1, material1);
mesh1.position.set(0, height1/2, 0);
group = new THREE.Group();
group.position.set(mesh.position.x, mesh.position.y + height/2, mesh.position.z);
group.add(mesh1);
group.rotation.set(...);
scene.add(group);
(function onLoad() {
var container, camera, scene, renderer, orbitControls;
init();
animate();
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
canvas: my_canvas,
antialias: true,
alpha: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
//container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 200, -400);
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
scene.add(camera);
window.onresize = function() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
orbitControls = new THREE.OrbitControls(camera, container);
createModel();
}
var group;
function createModel() {
var material = new THREE.MeshPhongMaterial({color:'#ff0000'});
var material1 = new THREE.MeshPhongMaterial({color:'#000000'});
let height = 151.02648774304458;
let height1 = 158.8741640418605;
var geometry = new THREE.CylinderGeometry(10, 10, height, 20, 1, false);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(1, 75.5, 1);
scene.add(mesh);
var material1 = new THREE.MeshBasicMaterial({ color: 0xff0000 });
var geometry1 = new THREE.CylinderGeometry(10, 10, height1, 20, 1, false);
var mesh1 = new THREE.Mesh(geometry1, material1);
mesh1.position.set(0, height1/2, 0);
group = new THREE.Group();
group.position.set(mesh.position.x, mesh.position.y + height/2, mesh.position.z);
group.add(mesh1);
//group.rotation.set(2, 151, 2);
scene.add(group);
}
var rotate = 0.0;
function animate() {
group.rotation.set(0, 0, rotate);
rotate += 0.01;
requestAnimationFrame(animate);
orbitControls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
})();
<script src="https://cdn.jsdelivr.net/npm/three#0.115/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.115/examples/js/controls/OrbitControls.js"></script>
<div id="container"><canvas id="my_canvas"> </canvas></div>
To set a specific rotation by a specific vector, I recommend to set the rotation by a .setRotationFromQuaternion.
The Quaternion defines how to rotate from the upwards direction (0, 1, 0) to the target direction. The Target direction is the vector form the joint to the endpoint of the upper cylinder (-62-1, 283-151, 61-1):
For instance:
let upVector = new THREE.Vector3(0, 1, 0);
let targetVector = new THREE.Vector3(-62 - 1, 283 - height, 61 - 1);
let quaternion = new THREE.Quaternion().setFromUnitVectors(
upVector, targetVector.normalize());
group.setRotationFromQuaternion(quaternion)

How to rotate a 3D object on axis

Here I'm looking to rotate only the object using camera instead of rotating the whole camera around the object. First, the center origin point of the object remains the same where it works properly, but once I pan the object the center of the origin differs and rotates the camera around the object.
https://jsfiddle.net/1ax8hf07/
var scene, renderer, camera;
var cube;
var controls;
var containerWidth = window.innerWidth,
containerHeight = window.innerHeight;
var isDragging = false;
var previousMousePosition = {
x: 0,
y: 0
};
init();
animate();
function init() {
configureRenderer();
scene = new THREE.Scene();
configureCube();
configureCamera();
configureLight();
configureControls();
}
function configureRenderer() {
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.onresize = function () {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
if (controls)
controls.handleResize();
}
}
function configureCube() {
var cubeGeometry = new THREE.BoxGeometry(20, 20, 20);
var cubeMaterial = new THREE.MeshLambertMaterial({
color: 0xff0000
});
cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.set(50, 0, 0);
scene.add(cube);
cubeGeometry.center();
}
function configureCamera() {
camera = new THREE.PerspectiveCamera(45, containerWidth / containerHeight, 1, 1000);
camera.position.set(0, 160, 400);
camera.lookAt(scene);
}
function configureLight() {
pointLight = new THREE.PointLight(0xffffff, 1.0, 100000);
pointLight.position.set(0, 300, 200);
scene.add(pointLight);
}
function configureControls() {
controls = new THREE.TrackballControls(camera, renderer.domElement);
// controls.enabled = false;
controls.update();
controls.object.up.set(0, 0, 1);
}
function animate() {
controls.update();
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
I don't know if there is a simpler method but personally when i need to move or rotate something i do it by my self.
In your case i suggest to track the mouse movement and add the rotation to the transformation matrix.
This is how it will be on your code
var scene, renderer, camera;
var cube;
var controls;
var containerWidth = window.innerWidth,
containerHeight = window.innerHeight;
var isDragging = false;
var previousMousePosition = {
x: 0,
y: 0
};
init();
animate();
function init() {
configureRenderer();
scene = new THREE.Scene();
configureCube();
configureCamera();
configureLight();
configureControls();
}
function configureRenderer() {
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.onresize = function() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
if (controls) controls.handleResize();
};
}
function configureCube() {
var cubeGeometry = new THREE.BoxGeometry(20, 20, 20);
var cubeMaterial = new THREE.MeshLambertMaterial({
color: 0xff0000
});
cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.set(50, 0, 0);
scene.add(cube);
cubeGeometry.center();
}
function configureCamera() {
camera = new THREE.PerspectiveCamera(
45,
containerWidth / containerHeight,
1,
1000
);
camera.position.set(0, 160, 400);
camera.lookAt(scene);
}
function configureLight() {
pointLight = new THREE.PointLight(0xffffff, 1.0, 100000);
pointLight.position.set(0, 300, 200);
scene.add(pointLight);
}
function configureControls() {
controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.enabled = false;
controls.update();
document.addEventListener("mousedown", onMouseDown, false);
document.addEventListener("mouseup", onMouseUp, false);
}
function onMouseDown() {
previousMousePosition.x = event.clientX;
previousMousePosition.y = event.clientY;
document.addEventListener("mousemove", onMouseMove, false);
}
function onMouseMove(event) {
var rotationX = event.clientX - previousMousePosition.x;
var rotationY = event.clientY - previousMousePosition.y;
previousMousePosition.x = event.clientX;
previousMousePosition.y = event.clientY;
if (rotationX || rotationY) {
rotateAroundWorldAxis(cube, new THREE.Vector3(0, 1, 0), rotationX * 0.01);
rotateAroundWorldAxis(cube, new THREE.Vector3(1, 0, 0), rotationY * 0.01);
}
}
function onMouseUp() {
document.removeEventListener("mousemove", onMouseMove, false);
}
function rotateAroundWorldAxis(object, axis, radians) {
var rotationMatrix = new THREE.Matrix4();
rotationMatrix.makeRotationAxis(axis.normalize(), radians);
rotationMatrix.multiply(object.matrix);
object.matrix = rotationMatrix;
object.rotation.setFromRotationMatrix(object.matrix);
}
function animate() {
controls.update();
requestAnimationFrame(animate);
renderer.render(scene, camera);
}

Assigning displacement/normal map to a single side of a cylinder

I have a cylinder created like this:
var geometry = new THREE.CylinderGeometry( 50, 50, 2, 128 );
It is a flat cylinder, like a coin. When I ad a displacementMap & normalMap, I end up with textures on both side of the cylinder, but I only want the maps to be on one side.
How can I do this?
For a THREE.CylinderGeometry a separated material for the shaft, the top plane and the bottom plane can be set:
var material1 = new THREE.MeshBasicMaterial({color:'#ff0000'});
var material2 = new THREE.MeshBasicMaterial({color:'#00ff00'});
var material3 = new THREE.MeshBasicMaterial({color:'#0000ff'});
var materialList = [material1, material2, material3];
var geometry = new THREE.CylinderGeometry( 50, 50, 2, 128 );
var mesh = new THREE.Mesh(geometry, materialList);
See the code snippet:
(function onLoad() {
var container, loader, camera, scene, renderer, controls, mesh;
init();
animate();
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, -100, -100);
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
scene.add(camera);
window.onresize = resize;
scene.add(camera);
window.onresize = resize;
var material1 = new THREE.MeshBasicMaterial({color:'#ff0000'});
var material2 = new THREE.MeshBasicMaterial({color:'#00ff00'});
var material3 = new THREE.MeshBasicMaterial({color:'#0000ff'});
var materialList = [material1, material2, material3];
var geometry = new THREE.CylinderGeometry( 50, 50, 2, 128 );
mesh = new THREE.Mesh(geometry, materialList);
scene.add(mesh);
controls = new THREE.OrbitControls(camera, renderer.domElement);
}
function resize() {
var aspect = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
function animate() {
mesh.rotation.x += 0.01;
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}
})();
<script src="https://threejs.org/build/three.min.js"></script>
<!--script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.min.js"></script-->
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<div id="container"></div>
Use the thetaLength option of CylinderGeometry to separate it into two pieces.
// Create two half-cylinders.
var part1 = new THREE.CylinderGeometry( 50, 50, 2, 128, 1, false, 0, Math.PI );
var part2 = new THREE.CylinderGeometry( 50, 50, 2, 128, 1, false, Math.PI, Math.PI );
// Add the half-cylinders to a group, with different materials on each.
var group = new THREE.Group();
group.add( new THREE.Mesh( part1, material1 ) );
group.add( new THREE.Mesh( part2, material2 );
If you need more custom control than this, you probably want to use a modeling program like Blender to set up UVs and texture the cylinder.

Basic THREE.js scene setup

my question is simple but for the life of me i cannot figure out what is going on. I am trying to set up a basic three.js scene and add a simple cube with a BaiscMaterial however the cube is not showing up in my scene.
"use strict";
var renderer, scene, camera;
var light;
function init() {
var canvasWidth = 850;
var canvasHeight = 450;
var canvasRatio = canvasWidth / canvasHeight;
camera = new THREE.PerspectiveCamera(45, canvasRatio, 0.9, 1000);
camera.position.set(0, 200, -550);
camera.lookAt(0, 0, 0);
light = new THREE.AmbientLight(0xFFFFFF, 1);
light.position.set(-800, 900, 300);
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(canvasWidth, canvasHeight);
renderer.setClearColorHex(0x000000, 1.0); //canvas color
renderer.gammaInput = true;
renderer.gammaOutput = true;
}
function cube() {
var cubeGeo = new THREE.CubeGeometry(1000, 1000, 1000);
var cubeMaterial = new THREE.MeshBasicMaterial();
var cube1 = new THREE.Mesh(cubeGeo, cubeMaterial);
cube1.position.set(0, 0, 0);
return cube1;
}
function fillScene() {
scene = new THREE.Scene();
scene.add(light);
var cube = cube();
scene.add(cube);
}
function addToDOM() {
var container = document.getElementById('container');
var canvas = container.getElementsByTagName('canvas');
if (canvas.length > 0) {
container.removeChild(canvas[0]);
}
container.appendChild(renderer.domElement);
}
function render() {
fillScene();
renderer.render(scene, camera);
}
try {
init();
fillScene();
addToDOM();
render();
} catch (e) {
var errorReport = "Your Program encountered an ERROR, cannot draw on canvas. Error was:<br/><br/>";
$('#container').append(errorReport + e);
}
First of all, Cube is updated to BoxGeometry now. And I see lots of problem on your code and improper function definition and usage.
Here's a very simple example from mr.doob's Github.
var scene, camera, renderer;
var geometry, material, mesh;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
geometry = new THREE.BoxGeometry( 200, 200, 200 );
material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render( scene, camera );
}
See the demo here
P.S Three.js Docs is the best place for resources, it makes work alot easier with tons of example code.

Three.js ray object intersection

friends.
Here is my code. It should find intersection of ray and cube. But it does not work and makes me mad. This code is quite simple, but it is hard for me to find the error. Please, help.
jsFiddle
<script>
var container;
var camera, controls, scene, renderer;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
controls = new THREE.TrackballControls( camera );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
controls.keys = [ 65, 83, 68 ];
controls.addEventListener( 'change', render );
// world
scene = new THREE.Scene();
var testObject_G = new THREE.CubeGeometry(100, 100, 100);
var testObject_M = new THREE.MeshBasicMaterial({ color: 0xBBBBBB });
var testObject_Mesh = new THREE.Mesh(testObject_G, testObject_M);
testObject_Mesh.position.x = 300;
scene.add(testObject_Mesh);
scene2 = new THREE.Object3D();
// rays
var direction = new THREE.Vector3(1, 0, 0);
direction.normalize();
var startPoint = new THREE.Vector3(0, 0, 0);
var ray = new THREE.Raycaster(startPoint, direction);
var rayIntersects = ray.intersectObjects(scene.children, true);
if (rayIntersects[0]) {
console.log(rayIntersects[0]);
var geometry = new THREE.CubeGeometry(10, 10, 10);
var material = new THREE.MeshBasicMaterial({color: 0xff0000});
var cube = new THREE.Mesh(geometry, material);
cube.position = rayIntersects[0].point;
scene2.add(cube);
}
var ray_G = new THREE.Geometry();
ray_G.vertices.push(new THREE.Vector3(0, 0, 0));
ray_G.vertices.push(direction.multiplyScalar(1000));
var ray_M = new THREE.LineBasicMaterial({ color: 0x000000 });
var ray_Mesh = new THREE.Line(ray_G, ray_M);
scene2.add(ray_Mesh);
scene.add(scene2);
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor(0xffffff, 1);
container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
controls.handleResize();
render();
}
function animate() {
requestAnimationFrame( animate );
controls.update();
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
Thank you very much for replies.
During the render loop, three.js updates each object's transform matrix for you, based on your specified object.position, object.rotation/quaternion, and object.scale.
Since you are calling Raycaster.intersectObjects() before the first render call, you have to update the object matrices yourself prior to raycasting.
scene.updateMatrixWorld();
fiddle: http://jsfiddle.net/mzRtJ/5/
three.js r.64

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