Three.js: Casting shadows - three.js

I'm working with Three.js r88 and though I tried following the documentation's example for adding shadows with a PointLight [docs], I must be missing something. Here's my scene:
/**
* Generate a scene object with a background color
**/
function getScene() {
var scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000);
return scene;
}
/**
* Generate the camera to be used in the scene. Camera args:
* [0] field of view: identifies the portion of the scene
* visible at any time (in degrees)
* [1] aspect ratio: identifies the aspect ratio of the
* scene in width/height
* [2] near clipping plane: objects closer than the near
* clipping plane are culled from the scene
* [3] far clipping plane: objects farther than the far
* clipping plane are culled from the scene
**/
function getCamera() {
var aspectRatio = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(75, aspectRatio, 0.1, 1000);
camera.position.set(0, 1, -30);
return camera;
}
/**
* Generate the light to be used in the scene. Light args:
* [0]: Hexadecimal color of the light
* [1]: Numeric value of the light's strength/intensity
* [2]: The distance from the light where the intensity is 0
* #param {obj} scene: the current scene object
**/
function getLight(scene) {
// SHADOW
var light = new THREE.PointLight( 0xffffff, 1, 100 );
light.position.set( 0, 10, 0 );
light.castShadow = true; // default false
scene.add( light );
var ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
return light;
}
/**
* Generate the renderer to be used in the scene
**/
function getRenderer() {
// Create the canvas with a renderer
var renderer = new THREE.WebGLRenderer({antialias: true});
// Add support for retina displays
renderer.setPixelRatio(window.devicePixelRatio);
// Specify the size of the canvas
renderer.setSize(window.innerWidth, window.innerHeight);
// SHADOW
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Add the canvas to the DOM
document.body.appendChild(renderer.domElement);
return renderer;
}
/**
* Generate the controls to be used in the scene
* #param {obj} camera: the three.js camera for the scene
* #param {obj} renderer: the three.js renderer for the scene
**/
function getControls(camera, renderer) {
var controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.zoomSpeed = 0.4;
controls.panSpeed = 0.4;
return controls;
}
// Render loop
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
controls.update();
};
var scene = getScene();
var camera = getCamera();
var light = getLight(scene);
var renderer = getRenderer();
var controls = getControls(camera, renderer);
//Create a sphere that cast shadows (but does not receive them)
var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
var sphereMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff } );
var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
sphere.castShadow = true; //default is false
sphere.receiveShadow = false; //default
scene.add( sphere );
//Create a plane that receives shadows (but does not cast them)
var planeGeometry = new THREE.PlaneGeometry( 50, 20, 32 );
var planeMaterial = new THREE.MeshPhongMaterial({
color: 0xffff00, side: THREE.DoubleSide})
var plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.receiveShadow = true;
scene.add( plane );
render();
body { margin: 0; }
canvas { width: 100%; height: 100% }
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js'></script>
<script src='https://threejs.org/examples/js/controls/TrackballControls.js'></script>
Does anyone know what I can do to make the shadow render? I'd be grateful for any suggestions others can offer on this question!

Your point light is resting on the same plane as your plane. This results in the shadow calculations going to infinity/NaN.
Moving the light even slightly toward the camera causes the shadow to calculate correctly. In the below snippet, I change the light's position's Z component from 0 to -1, and got a shadow.
/**
* Generate a scene object with a background color
**/
function getScene() {
var scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000);
return scene;
}
/**
* Generate the camera to be used in the scene. Camera args:
* [0] field of view: identifies the portion of the scene
* visible at any time (in degrees)
* [1] aspect ratio: identifies the aspect ratio of the
* scene in width/height
* [2] near clipping plane: objects closer than the near
* clipping plane are culled from the scene
* [3] far clipping plane: objects farther than the far
* clipping plane are culled from the scene
**/
function getCamera() {
var aspectRatio = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(75, aspectRatio, 0.1, 1000);
camera.position.set(0, 1, -30);
return camera;
}
/**
* Generate the light to be used in the scene. Light args:
* [0]: Hexadecimal color of the light
* [1]: Numeric value of the light's strength/intensity
* [2]: The distance from the light where the intensity is 0
* #param {obj} scene: the current scene object
**/
function getLight(scene) {
// SHADOW
var light = new THREE.PointLight( 0xffffff, 1, 100 );
light.position.set( 0, 10, -1 );
light.castShadow = true; // default false
scene.add( light );
var ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
return light;
}
/**
* Generate the renderer to be used in the scene
**/
function getRenderer() {
// Create the canvas with a renderer
var renderer = new THREE.WebGLRenderer({antialias: true});
// Add support for retina displays
renderer.setPixelRatio(window.devicePixelRatio);
// Specify the size of the canvas
renderer.setSize(window.innerWidth, window.innerHeight);
// SHADOW
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Add the canvas to the DOM
document.body.appendChild(renderer.domElement);
return renderer;
}
/**
* Generate the controls to be used in the scene
* #param {obj} camera: the three.js camera for the scene
* #param {obj} renderer: the three.js renderer for the scene
**/
function getControls(camera, renderer) {
var controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.zoomSpeed = 0.4;
controls.panSpeed = 0.4;
return controls;
}
// Render loop
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
controls.update();
};
var scene = getScene();
var camera = getCamera();
var light = getLight(scene);
var renderer = getRenderer();
var controls = getControls(camera, renderer);
//Create a sphere that cast shadows (but does not receive them)
var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
var sphereMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff } );
var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
sphere.castShadow = true; //default is false
sphere.receiveShadow = false; //default
scene.add( sphere );
//Create a plane that receives shadows (but does not cast them)
var planeGeometry = new THREE.PlaneGeometry( 50, 20, 32 );
var planeMaterial = new THREE.MeshPhongMaterial({
color: 0xffff00, side: THREE.DoubleSide})
var plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.receiveShadow = true;
scene.add( plane );
render();
body { margin: 0; }
canvas { width: 100%; height: 100% }
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js'></script>
<script src='https://threejs.org/examples/js/controls/TrackballControls.js'></script>

Related

Bringing back the object to the starting position

Here I'm trying to bring back the object to the starting position in the button click. I tried with some fixing the position of the object with the static position where I have no idea where it works or not. I have searched for solutions where they say to move the camera to FOV direction axis(say calculating the x, y, z).
In detail, if I pan or rotate aa object from initial position to different position, in button click I have to undo it to the the start position.
Here's the https://jsfiddle.net/Ajay_Venkatesh/thpb8csv/1/
'use strict';
var camera, scene, renderer;
var cube, cube_geometry, cube_material;
var controls;
init();
render();
function init() {
scene = new THREE.Scene();
// renderer
renderer = new THREE.WebGLRenderer({
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// camera
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 12;
// controls
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.addEventListener('change', render);
controls.enableZoom = false;
// mesh - cube
cube_geometry = new THREE.CubeGeometry(5, 5, 5);
for (var i = 0; i < cube_geometry.faces.length; i += 2) {
var color = Math.random() * 0xffffff;
cube_geometry.faces[i].color.setHex(color);
cube_geometry.faces[i + 1].color.setHex(color);
}
cube_material = new THREE.MeshLambertMaterial({
color: 0xffffff,
vertexColors: THREE.FaceColors
});
cube = new THREE.Mesh(cube_geometry, cube_material);
scene.add(cube);
// Lights
var light = new THREE.DirectionalLight(0xffffff);
light.position.set(1, 1, 1);
scene.add(light);
var light = new THREE.DirectionalLight(0x002288);
light.position.set(-1, -1, -1);
scene.add(light);
var light = new THREE.AmbientLight(0x222222);
scene.add(light);
// events
window.addEventListener('resize', onWindowResize, false);
}
function render() {
renderer.render(scene, camera);
}
function onWindowResize(event) {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}

Basic Three.js template scene, canĀ“t animate

I'm really new in Three.js and javascript in general.
My question, I'm been trying to create some king of basic frankenstein template ( mainly based on Lee Stemkoski's examples) to use Three.js but as right know i can't make the cube spin infinitely, I have been watching tutorials and other examples but i can't make it work, any ideas why or how to solve it?
And
Any suggestions on how to improve this template scene?
Thanks in advance
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js Template</title>
<meta charset=utf-8>
<link rel="stylesheet" type="text/css" href="css/styles.css">
<link href='http://fonts.googleapis.com/css?family=Open+Sans:400,300,700' rel='stylesheet' type='text/css'>
<script src="js/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/Stats.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/OBJLoader.js"></script>
<script src="js/MTLLoader.js"></script>
<script src="js/DDSLoader.js"></script>
<script src="js/THREEx.KeyboardState.js"></script>
<script src="js/THREEx.FullScreen.js"></script>
<script src="js/THREEx.WindowResize.js"></script>
</head>
<body>
<div id="info">
three.js Template Scene<br />
from Base scene
</div>
<div id="threeJSScene"></div>
<script>
// MAIN //
// standard global variables
var container, scene, camera, renderer, controls, stats, animate;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();
// initialization
init();
// animation loop / game loop
animate();
// FUNCTIONS //
function init()
{
// SCENE //
scene = new THREE.Scene();
//Add fog to the scene
// scene.fog = new THREE.FogExp2( 0xcccccc, 0.001 );
// CAMERA //
// set the view size in pixels (custom or according to window size)
// var SCREEN_WIDTH = 400, SCREEN_HEIGHT = 300;
var SCREEN_WIDTH = window.innerWidth,
SCREEN_HEIGHT = window.innerHeight;
// camera attributes
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
// set up camera
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
// add the camera to the scene
scene.add(camera);
// the camera defaults to position (0,0,0)
// so pull it back (z = 400) and up (y = 100) and set the angle towards the scene origin
camera.position.set(0,150,400);
camera.lookAt(scene.position);
// RENDERER //
// create and start the renderer; choose antialias setting.
if ( Detector.webgl )
renderer = new THREE.WebGLRenderer( {alpha:true, antialias:true} );
else
renderer = new THREE.CanvasRenderer();
// Configure renderer size
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
//Change BG Color
//renderer.setClearColor( 0xAA20AA );
//Configure pixel aspect ratio
renderer.setPixelRatio( window.devicePixelRatio );
//Enable shadows
renderer.shadowMapEnabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Modify gamma
// renderer.gammaInput = true;
// renderer.gammaOutput = true;
//Attach div element to variable to contain the renderer
container = document.getElementById( 'threeJSScene' );
// alternatively: to create the div at runtime, use:
// container = document.createElement( 'div' );
// document.body.appendChild( container );
// attach renderer to the *container* div
container.appendChild( renderer.domElement );
// EVENTS //
// automatically resize renderer
THREEx.WindowResize(renderer, camera);
// toggle full-screen on given key press
THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) });
// CONTROLS //
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render ); // remove when using animation loop
// enable animation loop when using damping or autorotation
//controls.enableDamping = true;
//controls.dampingFactor = 0.25;
controls.enableZoom = true;
//controls.update(); ----------> // required if controls.enableDamping = true, or if controls.autoRotate = true
// STATS //
// displays current and past frames per second attained by scene
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// LIGHT //
// Add ambient light to Scene - Color(Blue) - Intensity
var Ambientlight = new THREE.AmbientLight (0x506699, 1);
scene.add(Ambientlight);
// Add light to Scene - Color(Red) - Intensity - Distance - decay
var light1 = new THREE.PointLight (0xff0000, 2, 400, 2);
light1.position.set(-60,150,-30);
light1.castShadow = true;
light1.shadowCameraVisible = true;
light1.shadow.mapSize.width = 1024 * 2;
light1.shadow.mapSize.height = 1024 * 2;
light1.shadowDarkness = 0.95;
light1.shadow.camera.near = 20;
light1.shadow.camera.far = 10000;
scene.add(light1);
// spotlight #1 -- yellow, dark shadow
var spotlight = new THREE.SpotLight(0xffff00);
spotlight.position.set(-60,150,-30);
spotlight.shadowCameraVisible = true;
spotlight.shadowDarkness = 0.95;
spotlight.intensity = 2;
// must enable shadow casting ability for the light
spotlight.castShadow = true;
scene.add(spotlight);
// GEOMETRY //
// Create a Cube Mesh //
var geometry = new THREE.BoxGeometry( 50, 50, 50 );
// Create a basic material
var material = new THREE.MeshStandardMaterial( {
color: "#ffffff",
side: THREE.DoubleSide,
//transparent: true,
//opacity: 0.5,
//wireframe: true,
//wireframeLinewidth: 5,
map: new THREE.TextureLoader().load('img/pattern.jpg'),
normalMap: new THREE.TextureLoader().load('img/pattern_NRM.png')
});
//Join the two attribute ( Geometry and material )
var mesh = new THREE.Mesh( geometry, material);
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.position.set(0, 50, 0); // Chance object position
//Add geometry to the scene
scene.add (mesh);
// Create a TorusKnot //
var TorusknotGeometry = new THREE.TorusKnotGeometry( 15, 5, 60, 25 );
var Torusknot = new THREE.Mesh( TorusknotGeometry, material); // We are using the same material created for the cube
Torusknot.castShadow = true;
Torusknot.receiveShadow = true;
Torusknot.position.set (0,100,0);
scene.add (Torusknot);
// Create a cube for the ground //
var groundGeometry = new THREE.BoxGeometry(200,200,10);
var ground = new THREE.Mesh( groundGeometry, material);
ground.castShadow = true;
ground.receiveShadow = true;
ground.position.set (0,0,0);
ground.rotation.x = 1.57;
scene.add (ground);
// Load in the mesh and add it to the scene.
var loader = new THREE.JSONLoader();
loader.load( "models/treehouse_logo.js", function(log){
var materiallogo = new THREE.MeshLambertMaterial({color: 0x55B663});
logo = new THREE.Mesh(log, materiallogo);
logo.scale.set (50,50,50);
logo.position.y = -1;
logo.castShadow = true;
logo.receiveShadow = true;
scene.add(logo);
});
// FLOOR //
// note: 4x4 checkboard pattern scaled so that each square is 25 by 25 pixels.
var floorTexture = new THREE.ImageUtils.loadTexture( 'img/checkerboard.jpg' );
floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set( 10, 10 );
// DoubleSide: render texture on both sides of mesh
var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } );
var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 1, 1);
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.castShadow = true;
floor.receiveShadow = true;
floor.position.y = -0.5;
floor.rotation.x = Math.PI / 2;
scene.add(floor);
// create a set of coordinate axes to help orient user
// specify length in pixels in each direction
var axes = new THREE.AxisHelper(100);
scene.add( axes );
// SKY //
// recommend either a skybox or fog effect (can't use both at the same time)
// without one of these, the scene's background color is determined by webpage background
// make sure the camera's "far" value is large enough so that it will render the skyBox!
var skyBoxGeometry = new THREE.CubeGeometry( 10000, 10000, 10000 );
// BackSide: render faces from inside of the cube, instead of from outside (default).
var skyBoxMaterial = new THREE.MeshBasicMaterial( { color: 0x9999ff, side: THREE.BackSide } );
var skyBox = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial );
// scene.add(skyBox);
}
function update()
{
controls.update();
stats.update();
}
//Animate function
function animate()
{
requestAnimationFrame( animate );
render();
update();
}
// Render the scene - Always goes at the end
function render()
{
renderer.render( scene, camera );
}
</script>
</body>
</html>
To rotate your cube you'll need to add some value to the cube's rotation every frame. The reason this didn't work when you did it before is that the cube is defined in your init function and the render function doesn't have a reference to it.
So your fix requires two things:
Define your cube in a scope that both methods can "see"
Add some value to the rotation of your cube every frame
Inside of the init function you're defining your cube as mesh, so rename this to cube and remove var:
//Join the two attribute ( Geometry and material )
//var mesh = new THREE.Mesh( geometry, material); // Old
cube = new THREE.Mesh( geometry, material); // new
Removing var causes cube to become a global variable defined on the dom window rather than the init function. So your render function can "see" cube. So now all you have to do is rotate it!
function render()
{
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
}
I hope that helps!
and if you'd like to learn more about scope give this link a good read, it's helped me quite a bit.
https://toddmotto.com/everything-you-wanted-to-know-about-javascript-scope/
I ctrl + f'd the code, and you don't reference the rotation of the cube once. That would explain why it's not rotating. You can't will it to rotate, you need to actually write something that will change the values of the elements in your scene.
In order to continuously change the rotation of something, you need to reference or increment its rotation in the part of the code that loops.

EdgesHelper loses its mesh when scene is rotated

I've drawn a mesh with a edgeshelper.
When I rotate the scene using the mouse, the edges seems to react twice as fast the mesh.
The result is that the edges don't "fit" around the mesh anymore when the scene is rotated.
What am I doing wrong ?
<html>
<body onmousemove="bmousemove(event);">
<script src="three.min.js"></script>
<script>
var prevX = 0, prevY = 0;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75,window.innerWidth/window.innerHeight, 1,10000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
geometry = new THREE.BoxGeometry( 10, 20, 40, 1, 1, 1 );
material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
object = new THREE.Mesh( geometry, material );
edges = new THREE.EdgesHelper( object, 0xffffff );
camera.position.z = 100;
scene.add( object );
scene.add( edges );
render();
function render()
{
requestAnimationFrame(render);
renderer.render(scene, camera);
}
function bmousemove(e)
{
if (prevX == 0)
{
prevX = e.clientX;
prevY = e.clientY;
}
scene.rotation.y += (e.clientX - prevX) / 100;
scene.rotation.x += (e.clientY - prevY) / 100;
prevX = e.clientX;
prevY = e.clientY;
}
</script>
</body>
</html>
I'm using version r71 under Windows 7
Yes, this is a consequence of how EdgesHelper(and some of the other helpers) have been implemented.
If you want to use EdgesHelper, you have to adhere to two rules:
EdgesHelper must be added to the scene, directly.
The scene can't have a transform applied (for example, be rotated).
Consequently, you will have to rotate the mesh, instead.
three.js r.71

camera inside a sphere

I want to create a skydome and made the shpere, texture loading also fine but I cannot move the camera inside the sphere.
The sphere disappears. I know it is an amateur issue but cannot see the inside of the sphere.
Is it some kind of cutting or Z-buffer issue?
How can I fix it?
My code:
<html>
<head>
<script src="js/jquery-1.8.3.min.js"></script>
<script src="js/three.min.js"></script>
</head>
<body>
<div id="container">
</div>
<script>
function addSpaceSphere( ){
// set up the sphere vars
var radius = 200,
segments = 16,
rings = 16;
var material = new THREE.MeshPhongMaterial({
color:0xFFFFFF,
map: THREE.ImageUtils.loadTexture( 'textures/SPACE014SX.png' )
});
var sphere = new THREE.Mesh(
new THREE.SphereGeometry(
radius,
segments,
rings
),
material
);
// add the sphere to the scene
scene.add(sphere);
}
function addLights(){
// create a point light
var ambient = new THREE.AmbientLight( 0xFFFFFF );
scene.add( ambient );
}
function render() {
camera.lookAt( focus );
camera.updateProjectionMatrix();
renderer.render( scene, camera );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function createScene(){
// add the camera to the scene
scene.add(camera);
// the camera starts at 0,0,0
// so pull it back
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = 300;
// start the renderer
renderer.setSize(WIDTH, HEIGHT);
$container.append(renderer.domElement);
addSpaceSphere( );
addLights();
animate();
}
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45,
ASPECT = WIDTH / HEIGHT,
NEAR = 0.01,
FAR = 10000;
var focus = new THREE.Vector3( 0, 0, 0 );
var isUserInteracting = false,
onPointerDownPointerX = 0, onPointerDownPointerY = 0,
lon = 0, onPointerDownLon = 0,
lat = 0, onPointerDownLat = 0,
phi = 0, theta = 0;
var $container = $('#container');
// create a WebGL renderer, camera
// and a scene
//var renderer = new THREE.CanvasRenderer();
var renderer = new THREE.WebGLRenderer();
var camera = new THREE.PerspectiveCamera(
VIEW_ANGLE, ASPECT, NEAR, FAR
);
var scene = new THREE.Scene();
createScene();
</script>
</body>
make the skydome material double-sided -- it's being culled. Set the 'side' attribute to THREE.DoubleSide
(or THREE.BackSide should work too, if the camera is ONLY inside the sphere)

Animating canvas billboard in Three.js

I'm trying to animate a Canvas-based texture that is mapped onto a plane, like a billboard. I've made a point of including material.needsUpdate & texture.needsUpdate, but I'm still unable to get the texture to come to life. I've also included a rotating cube just so I know the animation routine is functioning on some level.
Here is the code:
<body>
<script src="http://mrdoob.github.com/three.js/build/three.min.js"></script>
<script>
if (window.innerWidth === 0) {
window.innerWidth = parent.innerWidth;
window.innerHeight = parent.innerHeight;
}
var camera, scene, renderer;
var mesh, geometry, material;
var light, sign, animTex;
var canvas, context;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1200);
camera.position.z = 700;
scene = new THREE.Scene();
material = new THREE.MeshLambertMaterial(
{
color: 0x885522,
wireframe: false,
overdraw: false
});
geometry = new THREE.CubeGeometry(80, 120, 100, 1, 1, 1);
mesh = new THREE.Mesh(geometry, material);
sign = createSign();
light = new THREE.DirectionalLight(0xFFFFFF, 3.0);
light.position = new THREE.Vector3(5, 10, 7);
light.target = new THREE.Vector3(0, 0, 0);
scene.add(mesh);
scene.add(sign);
scene.add(light);
renderer = new THREE.CanvasRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function createSign() {
canvas = document.createElement("canvas");
context = canvas.getContext("2d");
canvas.width = 200;
canvas.height = 200;
context = canvas.getContext("2d");
var texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
var material = new THREE.MeshBasicMaterial({ map : texture, overdraw: true });
material.needsUpdate = true;
var mesh = new THREE.Mesh(new THREE.PlaneGeometry(200, 200), material);
mesh.doubleSided = true;
return mesh;
}
function animate() {
var time = Date.now()*0.01;
var sinTime = Math.sin(time * 0.05) * 100;
var cosTime = Math.cos(time * 0.05) * 100;
mesh.rotation.y = sinTime*0.01;
requestAnimationFrame(animate);
context.fillStyle = "black";
context.fillRect(0, 0, canvas.width, canvas.height);
context.fillStyle = "white";
context.fillRect((canvas.width/2) + sinTime, (canvas.height/2) + cosTime, 20, 20)
renderer.render(scene, camera);
}
This runs, but I can't seem to get the Canvas texture material to update. What have I overlooked?
Place this right before your render() call:
sign.material.map.needsUpdate = true;
The needsUpdate flag is reset (to false) every time the texture is used (every render loop), so it needs to be set to true in the render loop (before the render call, or it'll be a frame off). So in your example, put sign.material.map.needsUpdate = true before renderer.render( scene, camera ). texture.needsUpdate = true and material.needsUpdate = true are not needed.
Also, you only need to set the needsUpdate flag on the texture, as the material properties are not changing.

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