In Three.js, while using WebVR, how do I move the camera position? - three.js

I'm trying to adapt my existing three.js project to work with WebVR. I've made decent progress -- I can look around the scene in VR, but I'm unable to move the camera position away from the initial place it gets spawned (which appears to be close to 0,0,0, it seems like there is a predefined userHeight that gets factored in)
Once I call renderer.vr.setDevice( vrDisplay ) it seems like a new camera is created and the existing camera that my scene was using is no longer used. I'd like to keep using that camera, or at least inherit most of its properties.
I've noticed that there is a renderer.vr.getCamera() method (link to source) but I haven't found any examples or documentation of how to use it (or if I should use it). Curiously, this method accepts a camera as an argument, which is a bit unintuitive for a getter. Looking at the code, it seems like the function should be called setCamera and left me a bit confused. I tried calling the function and passing in my existing camera but it had no effect.
Any help is appreciated. I am using a Google Daydream View on the latest version of Android/Chrome using Three.js R91

swirlybuns, Mugen87 solution works as long as you add user to the scene
var user = new THREE.Group();
user.position.set(0,0,0);
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.y = 1.6;
user.add( camera );
scene.add(user);
and on render loop
user.position.setZ(camera_z_pos);
camera_z_pos -= current_velocity;
Tested on
Three.js v102
chrome mobile v75

Related

How do I dolly or zoom using React three fiber or threejs?

I have a react-three-fiber app and I'm using OrbitControls as my camera controls.
I want to use buttons on screen to manually zoom in/zoom out but I can't get my code to work.
I want these buttons to work the same way as how the middle mouse button works with OrbitControls.
Does anyone how to make this work using React?
I tried changing the camera position using the useThree() hook but it was not working as I wanted.
Thanks.
When you use the middle scroll wheel with OrbitControls, all it's doing is multiplying the camera position by a certain value. So, if you wanted to do this manually, then you could use the following function:
function zoom(constant){
camera.position.x = camera.position.x * constant;
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camera.position.z = camera.position.z * constant;
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How to return the frustum of the THREE.Perspective camera and store it as a variable?

I was looking on Three.js API and I found that the Frustum is used for the camera visible area. I was wondering if I can access the view frustum of my PerspectiveCamera and declare the frustum as an object. Basically, my goal is to color the frustum of the camera.
If you want to visualize the frustum of your camera, you can use a THREE.CameraHelper. It essentially does what you're describing in the question: it lets you color the frustum so you can visualize it.
To implement it, you simply need to initiate it with your camera as a parameter, then add it to the scene:
var camera = new THREE.PerspectiveCamera( 75, camRatio, 0.1, 1000 );
var helper = new THREE.CameraHelper( camera );
scene.add( helper );
You can read more about it in the docs and you can see it in action on the right side of this example
Update:
If you want to read the data used to build the helper, you can access its .pointmap property. It's got lots of points that determine the position of the near plane (n1, n2, n3...), far plane (f1, f2, f3...), target, etc. To get better acquainted with what each key means, you can look at its constructor from line 38 to 83. The code is very well-documented in there.

Threejs orbitalcontrols set target breaking camera rotation using mouse/touch

I am developing a standard panorama viewer, where a 360 picture is placed inside of a sphere and the user can look around using mouse and touch. I am using OrbtialControls for this and it is working fine.
The user can also load a new 360 picture, after loading the picture, I am trying to set the camera direction so that the user is looking in a certain direction. As I am using orbitalControls, I am using control.target.set(x,y,z) to do so. However that causes the camera to lock at that point and if I use the mouse or touch to look around, the camera position changes and it revolves around that point, rather than looking around inside the sphere.
Has anyone else seen this kind of behavior? Do I need to do something
The code is pretty simple.
controls.reset();
controls.target.set(window.newLookAt.x,window.newLookAt.y,window.newLookAt.z);
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Instead of setting the target (that has to be (0, 0, 0) in your case), why not putting the camera inside a THREE.Object3D and rotate this object
var camera = new THREE.PerspectiveCamera()
var container = new THREE.Object3D()
container.add( camera )
camera.position.set( 0, 0, 0.1 )
var controls = new THREE.OrbitControls( camera, renderer )
controls.target.set( 0, 0, 0 ) // Optional
container.rotate.y = Math.PI / 2 // Or whatever you want
So I ended up solving this myself. The issue was that my understanding of orbitControls was slightly off. All I needed to do was to set the target point in the same direction but way closer to the camera and presto, issue solved and things are working fine now.

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In our template we have the following at the top:
// For the assignment where a texture is required you should
// deactivate the Detector and use ONLY the CanvasRenderer. There are some
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// can get more details by looking up WebGL and CORS using Google search.
// if ( Detector.webgl )
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// else
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My problem is, when I leave it like that, the spotlight doesn't appear on the scene. However, as was warned, if I activate the Detector, the textures won't work.
But I need both textures and the spotlight. How do I work around this?
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if ( Detector.webgl )
var renderer = new THREE.WebGLRenderer();
else
var renderer = new THREE.CanvasRenderer();
With WebGL - loading textures will run into a cross domain issue. Best to then execute the code either on a web server or a local server like http://www.wampserver.com/en/ for Windows or https://www.mamp.info/en/ for Mac. Or npm-package like https://github.com/tapio/live-server.
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Three.js shading of complex model looks strange

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Here's my light and camera:
camera = window.camera = new THREE.PerspectiveCamera(45, $('main').width() / $('main').height(), 10, 10000);
loader = new THREE.JSONLoader(true);
var light = new THREE.DirectionalLight(0xffffff, 1.0);
light.position.set(-30, 30, 100);
light.target.position.set(0, 0, 0);
light.shadowCameraNear = 200;
Can anyone spot whether we did something wrong? And is that a Three-specific issue, or WebGL, or Blender, or our model?
Output (screenshot)
Fiddle
Looking at your fiddle, it seems that your vertexNormals are totally smoothed and thus shading is incorrect.
See here:
https://github.com/mrdoob/three.js/issues/1258
Does this help?
I'm not sure if this technically counts as a solution, but — worked around the problem by dropping the JSON blender export, and using P3D instead to load .stl directly.

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