I'm working on an app where I visualize ATV trails in a 3d perspective (NAIP imagery draped over elevation data). I am using three.js for the rendering engine.
In the above image, the white line you see is just a THREE.Line instance, where I convert a trails gps coordinates into threejs coordinates. I'd like to add more of 3d perspective to this line. I tried implementing a THREE.TubeGeometry where the path was a THREE.CatmullRomCurve3 using the same Vector3 points as how I built the line you see in the image above. That did not produce a desirable result...
From the many, many THREE examples I have looked at, I really think an extruded geometry would achieve the look I am after... But I cant for the life of me figure out how to extrude a geometry for the line. Any suggestions/thoughts?
UPDATE 1:
Here is my desired look (same trail - no imagery). This image was produced in QGIS using the Q2Threejs plugin
UPDATE 2: Here is a code of how I have attempted to create a tubegeometry. Maybe I am messing something up in there...
// trailVectors are an array of Vector3 - same as ones used to create line
var trailCurve = new THREE.CatmullRomCurve3(trailVectors);
var tubeGeometry = new THREE.TubeGeometry(trailCurve,80,1,15,false);
var material = new THREE.MeshBasicMaterial({color:0x00ff00});
var tubeMesh = new THREE.Mesh(tubeGeometry,material);
var wireframeMaterial = new THREE.LineBasicMaterial({color:0xffffff,lineWidth:2});
var wireframe = new THREE.Mesh(tubeGeometry,wireframeMaterial);
tubeMesh.add(wireframe);
scene.add(tubeMesh);
UPDATE 3
THREE.TubeGeometry(trailCurve,80,4,2,false) per mzartman request
I think that you should be able to achieve what you want with a TubeGeometry. I think the big thing is that your example (from the picture shown) has more than 2 radius segments. That gives it the tubular shape and makes it look sort of like a blob. If you set the radial segment count to 2 (as it's shown below) then I think it would look a lot better.
tubeGeometry = new THREE.TubeBufferGeometry(
[YOUR_PATH_HERE],
params.extrusionSegments, // <--- Edit this for higher resolution on the spline
3, // <--- This defines the height
2, // <--- This 2 keeps 2D (i.e. not a tube!!!!)
true );
var mesh = new THREE.Mesh( geometry, material );
var wireframe = new THREE.Mesh( geometry, wireframeMaterial );
mesh.add( wireframe );
scene.add( mesh );
Update:
I think that you might do better with a material that shows some shadow like the MeshPhong. Also, to do the wireframe you want to add it as an option in the material initialization. Give it a show with the following:
var tubeGeometry = new THREE.TubeGeometry(curve,80,1,2,false);
var material = new THREE.MeshPhongMaterial({color:0x00ff00, wireframe: true});
var tubeMesh = new THREE.Mesh(tubeGeometry,material);
scene.add(tubeMesh);
Related
Im trying to make a particle system adapt to a certain geometric shape, I am using THREE.GeometryUtils.randomPointsInGeometry and can and array from this that I can then position particles however regardless of the geometry I use (primitive or dae) the particles fill the space of the geometry bounding (I presume) and always fill a box shape.
The key lines
var object = new THREE.Mesh( new THREE.OctahedronGeometry( 50, 2 ), new
THREE.MeshBasicMaterial( {color: 0x00ff00} ) );
var positionsX =
THREE.GeometryUtils.randomPointsInGeometry(object.geometry, 20000);
Full running code here:
https://jsfiddle.net/joe_shields/5sbcfzqt/5/
Any Ideas what I need to change to ensure that the particles honour the shape fo the original geometry?
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.
I have a square shape .obj model and 2 textures. How do I apply one texture on it's top face and another on rest of faces?
There are a ton of ways to do what you're asking all with varying complexity depending on your needs. It looks like you want to apply two materials to your object and not two textures.
It looks this way because it seems you want the textures to be interchangeable so there's no way you're going to combine the images and keep resolution and OBJ & THREE.Material only support one set of uv attributes so you can't use a single material and multiple textures. So multiple materials it is...
Multiple materials
If you have two materials (2 THREE.Materials which correlate to 2 WebGL programs) then each face needs to know what material it's assigned to.
While the THREE.js multi material API has been in flux for quite a while and there are differences between THREE.Geometry and THREE.BufferGeometry, fortunately for you THREE.OBJLoader supports material groups out of the box. To get this into THREE.js, you want to apply multiple materials in your 3D editor to your object and then export the OBJ to get everything. Doing it by hand is a little harder and requires calling addGroup as shown in the docs/the link above.
In THREE.js you simply pass in all the materials as an array to your object demonstrated in this answer. I also updated your fiddle to do the same thing. Relevant code shown below
var loadingManager = new THREE.LoadingManager();
var ObjLoader = new THREE.OBJLoader(loadingManager);
var textureLoader = new THREE.TextureLoader(loadingManager);
//Material 1 with first texture
var material = new THREE.MeshLambertMaterial({map: textureLoader.load('https://dl.dropboxusercontent.com/s/nvnacip8fhlrvm4/BoxUV.png?dl=0')});
//Material 2 with second texture
var material2 = new THREE.MeshLambertMaterial({map:
textureLoader.load('https://i.imgur.com/311w7oZ.png')});
ObjLoader.load(
'https://dl.dropboxusercontent.com/s/hiazgei0rxeirr4/cabinet30.obj?dl=0',
function ( object ) {
var geo = object.children[0].geometry;
var mats = [material, material2];
//These are just some random groups to demonstrate multi material, you need to set these up so they actually work for your object, either in code or in your 3D editor
geo.addGroup(0,geo.getAttribute("position").count/2,0);
geo.addGroup(geo.getAttribute("position").count/2,
geo.getAttribute("position").count/2,1);
//Mesh with multiple materials for material parameter
obj = new THREE.Mesh(geo, mats);
obj.position.y = 3;
});
I'm currently working on my first three js project, and getting quite an education. But, I've hit a wall, and am seeking a generalized outline of what to do.
I have three images that I want to use as background images. I want them to crossfade at a specified interval... let's say every 5 seconds, the background crossfades to the next one. After the last background is displayed, crossfade into the first one, and so forth in a loop.
I've found a few examples where there's crossfading between two objects, like this fiddle, but that seems to depend on having two cameras. I've taken other examples I've found as far as I could, nothing worthy of posting.
I don't understand enough about three, which is why I'm seeking help. If someone could help me define my approach, that would be fantastic. Should I be altering the opacity of my meshes? Doing something with shaders? Something else?
Here, at least, is how I'm adding one background:
camera = new THREE.PerspectiveCamera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
camera.position.z = 450;
scene = new THREE.Scene();
// Load the background texture
var summerTexture = THREE.ImageUtils.loadTexture( 'tree-animation/images/summer.png' );
summerMesh = new THREE.Mesh(
new THREE.PlaneGeometry(2, 2, 0),
new THREE.MeshBasicMaterial({
map: summerTexture,
}));
summerMesh.material.depthTest = false;
summerMesh.material.depthWrite = false;
backgroundCamera = new THREE.Camera();
summerScene = new THREE.Scene();
summerScene.add(backgroundCamera);
summerScene.add(summerMesh);
Any direction would be most appreciated!
This can be achieved by writing a custom shader and using the mix() or smooth-step() function between the images and add a clock to your render loop to update the shader uniforms to manipulate the transition in your shader over time.
Here is an example of a static blend of textures but can easily intergrated into your own project:
http://stemkoski.github.io/Three.js/Shader-Heightmap-Textures.html
check the frag shader
I want to use a texture on the surface of my extruded geometry. I have been researching custom UVgenerators for a while now, and have found these related questions:
1.) How to apply a texture to THREE.ExtrudeGeometry?
2.) Loaded texture appears blurred, or like a single color. How to make the texture crisp and sharp
However, the method proposed to divide my geometry points by 1000 and to mesh.scale.set(1000,1000,1) doesn't work because my geometry is no longer in the correct place. I would prefer to specify the UV Mapping. One answer says to implement a custom uvgenerator based on the source code, but I am stuck & can't figure out what to do.
This is my geometry creation, the material is 512x512px, how can I map a texture onto the top?:
pointList=[[0,0,0],
[0,1000,0],
[750,1000,0],
[750,750,0],
[1000,750,0],
[1000,0,0]]
for (i=0;i < pointList.length; i++) {
point = pointList[i];
x = point[0];
y = point[1];
myPoints.push( new THREE.Vector2 (x,y) );
}
myShape = new THREE.Shape( myPoints );
extrusionSettings = {
amount:height
};
myGeometry = new THREE.ExtrudeGeometry( myShape, extrusionSettings );
resultshape = new THREE.Mesh( myGeometry, material );
You can specify custom UVs for your ExtrudeGeometry by specifying your own UVGenerator, one of the properties of extrusionSettings.
To specify your custom UV generator, you can use as a template THREE.ExtrudeGeometry.WorldUVGenerator, which can be found in src/extras/geometries/ExtrudeGeometry.js.
There is a simpler solution that may work for you, however.
Instead of a custom UV generator, you can take advantage of the offset and repeat properties of your texture. Use the following pattern:
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 1 / 500, 1 / 500 );
texture.offset.set( 0.1, 0.5 );
three.js r.68