Guidance required for this handle shape in ThreeJS - three.js

I have to create this handle shape in ThreeJS:
I've imagined it as being a combination of a plane geometry and a twisted/squashed cone at each end with a smaller z position than the rest of the object.
I think it'd be simpler to create just one Shape for this rather than attempting to merge meshes together. Here's what I have so far:
(function onLoad() {
var container, camera, scene, renderer;
init();
animate();
function init() {
container = document.getElementById('container');
initScene();
addGridHelper();
addCamera();
addRenderer();
addOrbitControls();
var knottedRibbonHandleTwo = createKnottedRibbonHandleTwo();
knottedRibbonHandleTwo.position.x -= 250;
scene.add(knottedRibbonHandleTwo);
var sceneLight = new THREE.HemisphereLight(0xffffbb, 0x080820, 1);
scene.add(sceneLight);
}
function createKnottedRibbonHandleTwo() {
var belt = new THREE.Shape();
belt.moveTo(0, 0);
belt.lineTo(25, 0);
belt.lineTo(25, 2.5);
belt.lineTo(0, 2.5);
var extrudeSettings = {
steps: 1,
amount: 1,
bevelEnabled: false,
bevelThickness: 1,
bevelSize: 1,
bevelSegments: 1
};
var geometry = new THREE.ExtrudeGeometry(belt, extrudeSettings);
var material = new THREE.MeshPhongMaterial({
color: 0xffd700,
wireframe: false
});
var mesh = new THREE.Mesh(geometry, material);
mesh.scale.multiplyScalar(20);
return mesh;
}
/**** Basic Scene Setup ****/
function initScene() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
}
function addCamera() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(349.11334070460066, 405.44010726325604, 359.3111192889029);
scene.add(camera);
}
function addGridHelper() {
var planeGeometry = new THREE.PlaneGeometry(2000, 2000);
planeGeometry.rotateX(-Math.PI / 2);
var planeMaterial = new THREE.ShadowMaterial({
opacity: 0.2
});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.position.y = -200;
plane.receiveShadow = true;
scene.add(plane);
var helper = new THREE.GridHelper(2000, 100);
// helper.position.y = -199;
helper.material.opacity = 0.25;
helper.material.transparent = true;
scene.add(helper);
var axis = new THREE.AxesHelper();
scene.add(axis);
}
function addRenderer() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
}
function addOrbitControls() {
var controls = new THREE.OrbitControls(camera, renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}
})();
body {
background: transparent;
padding: 0;
margin: 0;
font-family: sans-serif;
}
#canvas {
margin: 10px auto;
width: 800px;
height: 350px;
margin-top: -44px;
}
<body>
<div id="container"></div>
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
</body>
But I'm confused as to how I'd achieve the end parts.
Thanks.

Creativity is up to you. You can create any shape you want. I just modified your snippet a bit:
(function onLoad() {
var container, camera, scene, renderer;
init();
animate();
function init() {
container = document.getElementById('container');
initScene();
addGridHelper();
addCamera();
addRenderer();
addOrbitControls();
var knottedRibbonHandleTwo = createKnottedRibbonHandleTwo();
knottedRibbonHandleTwo.position.x -= 250;
scene.add(knottedRibbonHandleTwo);
var sceneLight = new THREE.HemisphereLight(0xffffbb, 0x080820, 1);
scene.add(sceneLight);
}
function createKnottedRibbonHandleTwo() {
var belt = new THREE.Shape();
belt.moveTo(0, 1.25);
belt.lineTo(1.25, 0.5);
belt.lineTo(2.5, 0);
belt.lineTo(22.5, 0);
belt.lineTo(23.75, 0.5);
belt.lineTo(25, 1.25);
belt.lineTo(23.75, 2);
belt.lineTo(22.5, 2.5);
belt.lineTo(2.5, 2.5);
belt.lineTo(1.25, 2);
var extrudeSettings = {
steps: 1,
amount: .25,
bevelEnabled: false,
bevelThickness: 1,
bevelSize: 1,
bevelSegments: 1
};
var geometry = new THREE.ExtrudeGeometry(belt, extrudeSettings);
var material = new THREE.MeshPhongMaterial({
color: 0xffd700,
wireframe: false
});
var mesh = new THREE.Mesh(geometry, material);
mesh.scale.setScalar(20);
return mesh;
}
/**** Basic Scene Setup ****/
function initScene() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
}
function addCamera() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(349.11334070460066, 405.44010726325604, 359.3111192889029);
scene.add(camera);
}
function addGridHelper() {
var planeGeometry = new THREE.PlaneGeometry(2000, 2000);
planeGeometry.rotateX(-Math.PI / 2);
var planeMaterial = new THREE.ShadowMaterial({
opacity: 0.2
});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.position.y = -200;
plane.receiveShadow = true;
scene.add(plane);
var helper = new THREE.GridHelper(2000, 100);
// helper.position.y = -199;
helper.material.opacity = 0.25;
helper.material.transparent = true;
scene.add(helper);
var axis = new THREE.AxesHelper();
scene.add(axis);
}
function addRenderer() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
}
function addOrbitControls() {
var controls = new THREE.OrbitControls(camera, renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}
})();
body {
background: transparent;
padding: 0;
margin: 0;
font-family: sans-serif;
}
#canvas {
margin: 10px auto;
width: 800px;
height: 350px;
margin-top: -44px;
}
<body>
<div id="container"></div>
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
</body>

Related

Display loaded OBJ model in wireframe mode in three.js

I wanted to display my loaded .obj file in wireframe mode..
I got to know about the WireFrameGeometry But for somereason the .mtl texture only gets display .
Below is the code ..
/* Model */
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setBaseUrl('assets/');
mtlLoader.setPath('assets/');
mtlLoader.load('materialfile.mtl', function(materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath('assets/');
objLoader.load('Objectfile.obj', function(object) {
object.traverse(function(child) {
if (child.isMesh) {
var wireframeGeomtry = new THREE.WireframeGeometry(child.geometry);
var wireframeMaterial = new THREE.LineBasicMaterial({
color: 0xffffff
});
var wireframe = new THREE.LineSegments(wireframeGeomtry, wireframeMaterial);
child.add(wireframe);
}
});
scene.add(object);
});
});
I only want the wireframe of the model without any fill..
Thanks in advance.
The entire code is below...
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<script src="three.js"></script>
<script src="TrackballControls.js"></script>
<script src="cannon.js"></script>
<script src="Detector.js"></script>
<script src="OrbitControls.js"></script>
<script src="OBJLoader.js"></script>
<script src="MTLLoader.js"></script>
</head>
<body>
<script>
if (!Detector.webgl) {
Detector.addGetWebGLMessage();
}
var container;
var camera, controls, scene, renderer;
var lighting, ambient, keyLight, fillLight, backLight;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
/* Camera */
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 50;
/* Scene */
scene = new THREE.Scene();
lighting = false;
ambient = new THREE.AmbientLight(0xffffff, 1.0);
scene.add(ambient);
// keyLight = new THREE.DirectionalLight(new THREE.Color('hsl(30, 100%, 75%)'), 1.0);
// keyLight.position.set(-100, 0, 100);
// fillLight = new THREE.DirectionalLight(new THREE.Color('hsl(240, 100%, 75%)'), 0.75);
// fillLight.position.set(100, 0, 100);
// backLight = new THREE.DirectionalLight(0xffffff, 1.0);
// backLight.position.set(100, 0, -100).normalize();
/* Model */
// var mtlLoader = new THREE.MTLLoader();
// mtlLoader.setBaseUrl('assets/');
// mtlLoader.setPath('assets/');
// mtlLoader.load('mtlfile.mtl', function(materials) {
// materials.preload();
// materials.materials.default.map.magFilter = THREE.NearestFilter;
// materials.materials.default.map.minFilter = THREE.LinearFilter;
var objLoader = new THREE.OBJLoader();
// objLoader.setMaterials(materials);
objLoader.setPath('assets/');
objLoader.load('objectfile.obj', function(object) {
object.traverse(function(child) {
if (child.isMesh) {
var wireframeGeomtry = new THREE.WireframeGeometry(child.geometry);
var wireframeMaterial = new THREE.LineBasicMaterial({
color: 0xeeeeee
});
var wireframe = new THREE.LineSegments(wireframeGeomtry, wireframeMaterial);
// add to child so we get same orientation
child.add(wireframe);
// to parent of child. Using attach keeps our orietation
child.parent.attach(wireframe);
// remove child (we don't want child)
child.parent.remove(child);
}
});
scene.add(object);
});
// });
/* Renderer */
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(new THREE.Color("hsl(0, 0%, 10%)"));
container.appendChild(renderer.domElement);
/* Controls */
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = true;
controls.autoRotate = true;
/* Events */
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
</script>
</body>
</html>
So this is the entire code..
Its just the basic obj loader ..
I don't know whether the problem is in the code or model .
It shows as a fully filled white model
object.traverse(function(child) {
if (child.isMesh) {
child.material.wireframe = true;
}
}
This worked for me
objLoader.load('Objectfile.obj', function(object) {
object.traverse(function(child) {
if (child.isMesh) {
var wireframeGeomtry = new THREE.WireframeGeometry(child.geometry);
var wireframeMaterial = new THREE.LineBasicMaterial({
color: 0xffffff
});
var wireframe = new THREE.LineSegments(wireframeGeomtry, wireframeMaterial);
// add to child so we get same orientation
child.add(wireframe);
// to parent of child. Using attach keeps our orietation
child.parent.attach(wireframe);
// remove child (we don't want child)
child.parent.remove(child);
}
});
scene.add(object);
});
Example:
html, body {
margin: 0;
height: 100%;
}
#c {
width: 100%;
height: 100%;
display: block;
}
<canvas id="c"></canvas>
<script type="module">
import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r115/build/three.module.js';
import {OrbitControls} from 'https://threejsfundamentals.org/threejs/resources/threejs/r115/examples/jsm/controls/OrbitControls.js';
import {OBJLoader2} from 'https://threejsfundamentals.org/threejs/resources/threejs/r115/examples/jsm/loaders/OBJLoader2.js';
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
const fov = 45;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 100;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 10, 20);
const controls = new OrbitControls(camera, canvas);
controls.target.set(0, 5, 0);
controls.update();
const scene = new THREE.Scene();
scene.background = new THREE.Color('black');
{
const objLoader = new OBJLoader2();
objLoader.load('https://threejsfundamentals.org/threejs/resources/models/windmill/windmill.obj', (root) => {
root.traverse(child => {
if (child.isMesh) {
var wireframeGeomtry = new THREE.WireframeGeometry(child.geometry);
var wireframeMaterial = new THREE.LineBasicMaterial({
color: 0xffffff
});
var wireframe = new THREE.LineSegments(wireframeGeomtry, wireframeMaterial);
child.add(wireframe);
child.parent.attach(wireframe);
child.parent.remove(child);
}
});
scene.add(root);
});
}
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render() {
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
</script>
You can also do it the way manthrax suggested except you need to check if child.material is an array or not, then for each material remove the map (so the texture is not used) and set emissive to some color (you might also want to set color to black)`.
html, body {
margin: 0;
height: 100%;
}
#c {
width: 100%;
height: 100%;
display: block;
}
<canvas id="c"></canvas>
<script type="module">
import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r115/build/three.module.js';
import {OrbitControls} from 'https://threejsfundamentals.org/threejs/resources/threejs/r115/examples/jsm/controls/OrbitControls.js';
import {OBJLoader2} from 'https://threejsfundamentals.org/threejs/resources/threejs/r115/examples/jsm/loaders/OBJLoader2.js';
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
const fov = 45;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 100;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 10, 20);
const controls = new OrbitControls(camera, canvas);
controls.target.set(0, 5, 0);
controls.update();
const scene = new THREE.Scene();
scene.background = new THREE.Color('black');
function makeWireframe(material) {
material.wireframe = true;
material.emissive.set('#0FF');
material.map = undefined;
}
{
const objLoader = new OBJLoader2();
objLoader.load('https://threejsfundamentals.org/threejs/resources/models/windmill/windmill.obj', (root) => {
root.traverse(child => {
if (child.isMesh) {
if (Array.isArray(child.material)) {
child.material.forEach(makeWireframe);
} else {
makeWireframe(child.material)
}
}
});
scene.add(root);
});
}
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render() {
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
</script>

How to make CSS2DRenderer labels behaving like SpriteMaterial for scaled objects with parents?

I have an existing project, a model of the Solar system, where planets and moons are labeled with text. To create the labels I used sprites (SpriteMaterial) and that worked well. (Below there is the result - you can zoom in to have a closer look at labels)
As you can see, labels are rendered nicely next to their parents, and also scaling is relative to the scaling of their parents.
var camera, scene, renderer;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, .1, 2000);
camera.position.z = 3;
scene = new THREE.Scene();
var object;
var label;
var ambientLight = new THREE.AmbientLight(0xcccccc, 0.4);
scene.add(ambientLight);
var pointLight = new THREE.PointLight(0xffffff, 0.8);
camera.add(pointLight);
scene.add(camera);
var map = new THREE.TextureLoader().load('https://threejs.org/examples/textures/UV_Grid_Sm.jpg');
map.wrapS = map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 16;
var material = new THREE.MeshPhongMaterial({
map: map,
side: THREE.DoubleSide
});
//
sun = new THREE.Mesh(new THREE.SphereBufferGeometry(1, 20, 10), material);
sun.position.set(0, 0, 0);
label = makeTextSprite("Sun");
sun.add(label)
scene.add(sun);
ratioOfJupiterToSun = 0.1
jupiter = new THREE.Mesh(new THREE.SphereBufferGeometry(1, 20, 10), material);
jupiter.position.set(1.5, 0, 0);
jupiter.scale.set(ratioOfJupiterToSun, ratioOfJupiterToSun, ratioOfJupiterToSun)
label = makeTextSprite("Jupiter");
jupiter.add(label)
sun.add(jupiter);
ratioOfGanymedeToJupiter = 0.1
ganymede = new THREE.Mesh(new THREE.SphereBufferGeometry(1, 20, 10), material);
ganymede.scale.set(ratioOfGanymedeToJupiter, ratioOfGanymedeToJupiter, ratioOfGanymedeToJupiter)
ganymede.position.set(4, 0, 0);
label = makeTextSprite("Ganymede");
ganymede.add(label)
jupiter.add(ganymede);
//
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
const controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.minDistance = 1.7
controls.maxDistance = 3
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
function makeTextSprite(message, centerX = 1.5, centerY = 1.7) {
var canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 256;
var ctx = canvas.getContext("2d");
ctx.font = "38pt Arial";
ctx.fillStyle = "white";
ctx.textAlign = "left";
ctx.fillText(message, 0, 38);
var tex = new THREE.Texture(canvas);
tex.needsUpdate = true;
var spriteMat = new THREE.SpriteMaterial({
map: tex
});
var sprite = new THREE.Sprite(spriteMat);
sprite.center.set(centerX, centerY);
return sprite;
}
body {
color: #eee;
font-family: Monospace;
font-size: 13px;
text-align: center;
background-color: #000;
margin: 0px;
padding: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
}
a {
color: #0080ff;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://threejs.org/examples/js/renderers/CSS2DRenderer.js"></script>
The problem with sprites is that they use raster graphics for labeling. Sometimes the quality is not sufficient.
That's why I would like to reproduce the same effect with THREE.CSS2DRenderer. Unfortunately the best approximation I achieved is this
var camera, scene, renderer, labelRenderer;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, .1, 2000);
camera.position.z = 3;
scene = new THREE.Scene();
var object;
var label;
var ambientLight = new THREE.AmbientLight(0xcccccc, 0.4);
scene.add(ambientLight);
var pointLight = new THREE.PointLight(0xffffff, 0.8);
camera.add(pointLight);
scene.add(camera);
var map = new THREE.TextureLoader().load('https://threejs.org/examples/textures/UV_Grid_Sm.jpg');
map.wrapS = map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 16;
var material = new THREE.MeshPhongMaterial({
map: map,
side: THREE.DoubleSide
});
//
sun = new THREE.Mesh(new THREE.SphereBufferGeometry(1, 20, 10), material);
sun.position.set(0, 0, 0);
label = makeTextLabel("Sun");
sun.add(label)
scene.add(sun);
ratioOfJupiterToSun = 0.1
jupiter = new THREE.Mesh(new THREE.SphereBufferGeometry(1, 20, 10), material);
jupiter.position.set(1.5, 0, 0);
jupiter.scale.set(ratioOfJupiterToSun, ratioOfJupiterToSun, ratioOfJupiterToSun)
label = makeTextLabel("Jupiter");
jupiter.add(label)
sun.add(jupiter);
ratioOfGanymedeToJupiter = 0.1
ganymede = new THREE.Mesh(new THREE.SphereBufferGeometry(1, 20, 10), material);
ganymede.scale.set(ratioOfGanymedeToJupiter, ratioOfGanymedeToJupiter, ratioOfGanymedeToJupiter)
ganymede.position.set(4, 0, 0);
label = makeTextLabel("Ganymede");
ganymede.add(label)
jupiter.add(ganymede);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
const controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.minDistance = 2
controls.maxDistance = 3
document.body.appendChild(renderer.domElement);
labelRenderer = new THREE.CSS2DRenderer();
labelRenderer.setSize(window.innerWidth, window.innerHeight);
labelRenderer.domElement.style.position = 'absolute';
labelRenderer.domElement.style.top = '0';
labelRenderer.domElement.style.pointerEvents = 'none';
document.body.appendChild(labelRenderer.domElement);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
labelRenderer.setSize(window.innerWidth, window.innerHeight);
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
var timer = Date.now() * 0.0005;
// camera.position.x = Math.sin(timer) * 400;
// camera.position.z = Math.cos(timer) * 400;
camera.lookAt(scene.position);
scene.traverse(function(object) {
if (object.isMesh === true) {
//object.rotation.x = timer;
//object.rotation.z = timer;
}
});
renderer.render(scene, camera);
labelRenderer.render(scene, camera);
}
function makeTextLabel(label) {
var text = document.createElement('div');
text.style.color = 'rgb(255, 255, 255)';
text.style.marginTop = '1.7em';
text.style.marginLeft = '-4em';
text.className = 'label';
text.textContent = label;
return new THREE.CSS2DObject(text);
}
body {
color: #eee;
font-family: Monospace;
font-size: 13px;
text-align: center;
background-color: #000;
margin: 0px;
padding: 0px;
overflow: hidden;
}
a {
color: #0080ff;
}
.label {
color: #FFF;
font-family: sans-serif;
font-size: 44px;
padding: 2px;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://threejs.org/examples/js/renderers/CSS2DRenderer.js"></script>
As you can see it works partially: labels respect their parents' coordinate system (world matrix). That's why their position is relative. But scale isn't. All labels are of the same size.
Also I would like the labels to be slightly shifted to the bottom left, like I had it done with sprites. But the best way I could find to do it is:
text.style.marginTop = '3em';
text.style.marginLeft = '-4em';
and this obviously also doesn't take parents' scale into account.
Do you have any idea on how to make it resembling the original?
Code for the two examples at jsfiddle:
sprites (jsfiddle)
CSS2DRenderer (jsfiddle)
r. 98
Edit: hiding snippets to make the post more readable
It's not a bug to report. The problem is that you're using CSS2DRenderer, but it sounds that you're looking for behavior that's provided by CSS3DRenderer. You can see it in action in the examples section and how it behaves when you zoom in/out.
You can read more about it in the docs. Keep in mind that you'll also have to create CSS3DObjects instead of 2D. Then you can position them wherever you want just like any other 3dObject: .position.set(x, y, z);, and scale.set(x, y, z);
Update:
If you must use CSS2D, you could perform your own scaling by calculating the distance from each label to the camera.
// Create a Vec3 that holds the label's position
var start = new Vector3();
start.copy(label.position);
// Create a var that holds the distance to the camera
var dist = start.distanceTo(camera.position);
// Apply falloff, then turn that into the label's scale
var size = 1 / dist;
Now you can use size to scale the label, either via CSS transform: scale(x); or otherwise.

TextGeometry in Three.js not rendering/working

Where am I doing wrong? I've checked the color, it wasn't black on black. I copied the font json file to directory, is it possible that the file wasn't loaded?
var light = new THREE.AmbientLight(0xffffff, 0.5);
var light1 = new THREE.PointLight(0xffffff,0.5);
scene.add(light);
scene.add(light1);
var geometry;
var loader = new THREE.FontLoader();
loader.load('js/helvetiker_regular.typeface.json', function (font) {
var geometry = new THREE.TextGeometry('Hello three.js!', {
font: font,
size: 80,
height: 5,
curveSegments: 12,
bevelEnabled: true,
bevelThickness: 10,
bevelSize: 8,
bevelSegments: 5
});
});
var material = new THREE.MeshLambertMaterial({ color: 0xF3FFE2 });
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set = (0, 0, -1000);
scene.add(mesh);
requestAnimationFrame(render);
function render() {
mesh.rotation.x += 0.05;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
window.onload = function(params) {
/*
*
* SET UP THE WORLD
*
*/
//set up the ratio
var gWidth = window.innerWidth;
var gHeight = window.innerHeight;
var ratio = gWidth / gHeight;
var borders = [40, 24] //indicate where the ball needs to move in mirror position
var light = new THREE.AmbientLight(0xffffff, 0.5);
var light1 = new THREE.PointLight(0xffffff, 0.5);
light1.position.set(0, 5, 0);
light1.castShadow = true;
// set the renderer
var renderer = new THREE.WebGLRenderer();
var camera = new THREE.PerspectiveCamera();
camera.position.set(10, 10, 10);
camera.lookAt(new THREE.Vector3(0, 0, 0));
//properties for casting shadow
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setSize(gWidth, gHeight);
document.body.appendChild(renderer.domElement);
var scene = new THREE.Scene();
scene.add(light);
scene.add(light1);
var ground = new THREE.Mesh(new THREE.BoxGeometry(10, 0.5, 10),new THREE.MeshLambertMaterial())
ground.receiveShadow = true;
scene.add(ground)
var geometry;
var loader = new THREE.FontLoader();
var mesh;
requestAnimationFrame(render);
function render() {
if (mesh){ mesh.rotation.y += 0.01;mesh.rotation.z += 0.007;}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
loader.load('https://cdn.rawgit.com/mrdoob/three.js/master/examples/fonts/helvetiker_regular.typeface.json', function(font) {
var geometry = new THREE.TextGeometry('Hello three.js!', {
font: font,
size: 80,
height: 5,
curveSegments: 12,
bevelEnabled: true,
bevelThickness: 10,
bevelSize: 8,
bevelSegments: 5
});
var material = new THREE.MeshLambertMaterial({
color: 0xF3FFE2
});
mesh = new THREE.Mesh(geometry, material);
mesh.position.set(0, 2, 0);
mesh.scale.multiplyScalar(0.01)
mesh.castShadow = true;
scene.add(mesh);
});
}
body {
padding: 0;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<html>
<head>
</head>
<body>
</body>
</html>

three.js r88 meshdepthmaterial there is no effect

I'm a new three.js men, and below is my code snippet...
In three.js docs said that the MeshDepthMaterial is drawing geometry by depth. Depth is based off of the camera near and far plane. White is nearest, black is farthest. But in my case, there is no effect for three.js r88, but three.js r 67. Can anybody please tell me why? Thanks very much...
<!DOCTYPE html>
<html>
<head>
<title>示例 04.02 - MeshDepthMaterial</title>
<script src="../build/three.js"></script>
<script src="../build/js/controls/OrbitControls.js"></script>
<script src="../build/js/libs/stats.min.js"></script>
<script src="../build/js/libs/dat.gui.min.js"></script>
<script src="../build/js/renderers/CanvasRenderer.js"></script>
<script src="../build/js/renderers/Projector.js"></script>
<script src="../jquery/jquery-3.2.1.min.js"></script>
<style>
body {
/* 设置 margin 为 0,并且 overflow 为 hidden,来完成页面样式 */
margin: 0;
overflow: hidden;
}
/* 统计对象的样式 */
#Stats-output {
position: absolute;
left: 0px;
top: 0px;
}
</style>
</head>
<body>
<!-- 用于 WebGL 输出的 Div -->
<div id="webgl-output"></div>
<!-- 用于统计 FPS 输出的 Div -->
<div id="stats-output"></div>
<!-- 运行 Three.js 示例的 Javascript 代码 -->
<script type="text/javascript">
var scene;
var camera;
var render;
var webglRender;
var canvasRender;
var controls;
var stats;
var guiParams;
var ground;
var cube;
var plane;
var sphere;
var meshMaterial;
var ambientLight;
var spotLight;
$(function() {
stats = initStats();
scene = new THREE.Scene();
scene.overrideMaterial = new THREE.MeshDepthMaterial({
morphTargets: true
});
webglRender = new THREE.WebGLRenderer( {antialias: true, alpha: true, logarithmicDepthBuffer: true} ); // antialias 抗锯齿
webglRender.setSize(window.innerWidth, window.innerHeight);
webglRender.setClearColor(0x000000, 1.0);
webglRender.shadowMap.enabled = true; // 允许阴影投射
render = webglRender;
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // 2147483647
camera.position.set(-50, 40, 50);
var target = new THREE.Vector3(0, 0 , 0);
controls = new THREE.OrbitControls(camera, render.domElement);
controls.target = target;
camera.lookAt(target);
$('#webgl-output')[0].appendChild(render.domElement);
window.addEventListener('resize', onWindowResize, false);
ambientLight = new THREE.AmbientLight(0x000000);
scene.add(ambientLight);
/** 用来保存那些需要修改的变量 */
guiParams = new function() {
this.rotationSpeed = 0.02;
this.near = 2;
this.far = 50;
this.addCube = function() {
for (var i=0; i<100; i++) {
// 定义 cube 几何
var cubeGeometry = new THREE.BoxGeometry(5, 5, 5);
// 定义网格材质
meshMaterial = new THREE.MeshLambertMaterial({color: Math.random() * 0xffffff});
// 定义 cube 网格
cube = new THREE.Mesh(cubeGeometry, meshMaterial);
cube.castShadow = true;
cube.position.x = -60 + Math.round((Math.random() * 100));
cube.position.y = Math.round((Math.random() * 10));
cube.position.z = -100 + Math.round((Math.random() * 150));
// 默认加入 cube
scene.add(cube);
}
};
}
/** 定义 dat.GUI 对象,并绑定 guiParams 的几个属性 */
var gui = new dat.GUI();
gui.add(guiParams, 'addCube');
gui.add(guiParams, 'near', 0, 50).onChange(function(e) {
camera.near = e;
});
gui.add(guiParams, 'far', 5, 200).onChange(function(e) {
camera.far = e;
});
guiParams.addCube();
renderScene();
});
/** 渲染场景 */
function renderScene() {
stats.update();
rotateMesh(); // 旋转物体
requestAnimationFrame(renderScene);
render.render(scene, camera);
}
/** 初始化 stats 统计对象 */
function initStats() {
stats = new Stats();
stats.setMode(0); // 0 为监测 FPS;1 为监测渲染时间
$('#stats-output').append(stats.domElement);
return stats;
}
/** 当浏览器窗口大小变化时触发 */
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
render.setSize(window.innerWidth, window.innerHeight);
}
/** 旋转物体 */
function rotateMesh() {
scene.traverse(function(mesh) {
if (mesh instanceof THREE.Mesh) {
mesh.rotation.x += guiParams.rotationSpeed;
mesh.rotation.y += guiParams.rotationSpeed;
mesh.rotation.z += guiParams.rotationSpeed;
}
});
}
</script>
</body>
</html>
When you change camera.near or camera.far you need to call:
camera.updateProjectionMatrix();
three.js r.88

What is the proper way to apply a texture to a flat surface?

Is there a way to render a texture to a flat object without a mesh or in a way that it looks like one flat surface? in this sample, the colored area is one shape drawn from several lines created using a laser scanner. I would like for it to have only one uniform texture rather than several faces. Thanks!
<!DOCTYPE html>
<html lang="en">
<head>
<title>TruViewTest</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
text-align:center;
}
</style>
</head>
<body>
<canvas id="debug" style="position:absolute; left:100px"></canvas>
<script src="../build/three.min.js"></script>
<script>
var camera, scene, renderer;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 150, 500);
scene = new THREE.Scene();
parent = new THREE.Object3D();
parent.position.y = 50;
scene.add(parent);
var slabTexture = new THREE.Texture();
var loader = new THREE.ImageLoader();
loader.addEventListener('load', function (event) {
slabTexture.image = event.content;
slabTexture.needsUpdate = true;
});
loader.load('textures/slabs/Small Files-Collage/RCRANBROWN3-10017_LKWD-small.jpg');
function addShape(shape, color, lncolor, x, y, z, rx, ry, rz, s) {
// flat shape
var geometry = new THREE.ShapeGeometry(shape);
var material = new THREE.MeshBasicMaterial({
map: color,
overdraw: true
});
geometry.faceUvs = [
[]
];
geometry.faceVertexUvs = [
[]
];
for (var f = 0; f < geometry.faces.length; f++) {
var faceuv = [
new THREE.Vector2(0, 1),
new THREE.Vector2(1, 1),
new THREE.Vector2(1, 0),
new THREE.Vector2(0, 0)];
geometry.faceUvs[0].push(new THREE.Vector2(0, 1));
geometry.faceVertexUvs[0].push(faceuv);
}
var mesh = THREE.SceneUtils.createMultiMaterialObject(geometry, [material, new THREE.MeshBasicMaterial({
color: 0x000000,
wireframe: true,
transparent: true,
overdraw: true
})]);
//var mesh = new THREE.Mesh( geometry, material );
mesh.position.set(x, y, z);
mesh.rotation.set(rx, ry, rz);
mesh.scale.set(s, s, s);
parent.add(mesh);
// line
var geometry = shape.createPointsGeometry();
var material = new THREE.LineBasicMaterial({
linewidth: 2,
color: lncolor,
transparent: true
});
var line = new THREE.Line(geometry, material);
line.position.set(x, y, z);
line.rotation.set(rx, ry, rz);
line.scale.set(s, s, s);
parent.add(line);
}
// Top
var TopShape = new THREE.Shape();
TopShape.moveTo(-383748, 422610);
TopShape.lineTo(-311945, 422414);
TopShape.lineTo(-95342, 422937);
TopShape.lineTo(79708, 423298);
TopShape.lineTo(228392, 422665);
TopShape.lineTo(411795, 422243);
TopShape.lineTo(567713, 419246);
TopShape.lineTo(637244, 420570);
TopShape.lineTo(636393, 266943);
TopShape.lineTo(635691, 104201);
TopShape.lineTo(635072, 10155);
TopShape.lineTo(396204, 8753);
TopShape.lineTo(396728, 150015);
TopShape.lineTo(-373284, 150015);
TopShape.lineTo(-373612, -480088);
TopShape.lineTo(-649288, -479927);
TopShape.lineTo(-649960, -262722);
TopShape.lineTo(-650305, -12511);
TopShape.lineTo(-650165, 162285);
TopShape.lineTo(-649661, 305543);
TopShape.lineTo(-648809, 422951);
TopShape.lineTo(-438166, 422758);
TopShape.lineTo(-383748, 422610);
// addShape( shape, color, x, y, z, rx, ry,rz, s );
addShape(TopShape, slabTexture, 0x333333, 60, 100, 0, 0, 0, 0, .0005);
renderer = new THREE.CanvasRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
//renderer.sortObjects = false;
//renderer.sortElements = false;
container.appendChild(renderer.domElement);
//
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}
</script>
</body>
</html>

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