How to rotate object to look mouse point in three js? - three.js

How to calculate object rotation.y in three js to look mouse pointer?
When i move mouse pointer from 1 to 2, arrow should turn to point 2. How do i calculate rotation.y?

As an option, you can use THREE.Raycaster() with THREE.Plane() and use .lookAt() of your arrow to point it at the point of intersection of the raycaster's ray and plane.
Let's create our arrow object:
var coneGeom = new THREE.ConeGeometry(0.125, 1, 4);
coneGeom.translate(0, .5, 0);
coneGeom.rotateX(Math.PI / 2); //
var coneMat = new THREE.MeshNormalMaterial();
var cone = new THREE.Mesh(coneGeom, coneMat);
cone.lookAt(new THREE.Vector3(0, 1, 0));
scene.add(cone);
then we'll add an event listener for mousemove:
window.addEventListener("mousemove", onmousemove, false);
and then our onmousemove function will be like this:
var plane = new THREE.Plane(new THREE.Vector3(0, 0, 1), 0); // it's up to you how you will create THREE.Plane(), there are several methods
var raycaster = new THREE.Raycaster(); //for reuse
var mouse = new THREE.Vector2(); //for reuse
var intersectPoint = new THREE.Vector3();//for reuse
function onmousemove(event) {
//get mouse coordinates
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);//set raycaster
raycaster.ray.intersectPlane(plane, intersectPoint); // find the point of intersection
cone.lookAt(intersectPoint); // face our arrow to this point
}
jsfiddle example r86

Related

three js drag and drop Uncaught TypeError

I have been trying to implement the drag and drop functionality found here...
http://www.smartjava.org/tjscb/07-animations-physics/07.08-drag-n-drop-object-around-scene.html
Whenever I customise it slightly and use it in my project I get the following..
"Uncaught TypeError: Cannot read property 'point' of undefined"
whenever I try to drag a cube. The rotation isn't occurring so it must be recognising that I'm trying to drag an object and it relates to this line of code..
"selectedObject.position.copy(intersects[0].point.sub(offset))"
I assumed since I am new to all of this that I had messed up, so I copied all of the code from the link above into a new page (so should be identical) and ran it and I get the same thing (everything else works good)
Im probably missing something really stupid, I have searched for this and looked at other examples on how to achieve this, but since I was working my way through a book which explained everything I thought I would stick with this, and also it would be a good learning experience to figure out why its not working. If anyone could point me in the right direction I would appreciate it
<!DOCTYPE html>
<html>
<head>
<title>07.08 - Drag and drop object around scene</title>
<script type="text/javascript" src="js/threejs/three.min.js"></script>
<script type="text/javascript" src ="js/threejs/OrbitControls.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
<script>
// global variables
var renderer;
var scene;
var camera;
var cube;
var control;
var orbit;
// used for drag and drop
var plane;
var selectedObject;
var offset = new THREE.Vector3();
var objects = [];
// based on http://mrdoob.github.io/three.js/examples/webgl_interactive_draggablecubes.html
function init() {
// create a scene, that will hold all our elements such as objects, cameras and lights.
scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render, sets the background color and the size
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0xffffff, 1.0);
renderer.setSize(window.innerWidth, window.innerHeight);
plane = new THREE.Mesh(new THREE.PlaneGeometry(2000, 2000, 18, 18), new THREE.MeshBasicMaterial({
color: 0x00ff00,
opacity: 0.25,
transparent: true
}));
plane.visible = false;
scene.add(plane);
var dirLight = new THREE.DirectionalLight();
dirLight.position.set(25, 23, 15);
scene.add(dirLight);
var dirLight2 = new THREE.DirectionalLight();
dirLight2.position.set(-25, 23, 15);
scene.add(dirLight2);
for (var i = 0; i < 200; i++) {
// create a cube and add to scene
var cubeGeometry = new THREE.BoxGeometry(2, 2, 2);
var cubeMaterial = new THREE.MeshLambertMaterial({color: Math.random() * 0xffffff});
cubeMaterial.transparent = true;
cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
objects.push(cube);
cube.scale.x = Math.random() + 0.5 * 2;
cube.scale.y = Math.random() + 0.5 * 2;
cube.scale.z = Math.random() + 0.5 * 2;
cube.position.x = Math.random() * 50 - 25;
cube.position.y = Math.random() * 50 - 25;
cube.position.z = Math.random() * 50 - 25;
cube.rotation.x = Math.random() * Math.PI * 2;
cube.rotation.y = Math.random() * Math.PI * 2;
cube.rotation.z = Math.random() * Math.PI * 2;
scene.add(cube);
}
// position and point the camera to the center of the scene
camera.position.x = 35;
camera.position.y = 35;
camera.position.z = 53;
camera.lookAt(scene.position);
// add some controls so we can rotate
orbit = new THREE.OrbitControls(camera);
// add the output of the renderer to the html element
document.body.appendChild(renderer.domElement);
// call the render function
render();
}
function render() {
renderer.render(scene, camera);
orbit.update();
requestAnimationFrame(render);
}
document.onmousemove = function (event) {
// make sure we don't access anything else
event.preventDefault();
// get the mouse positions
var mouse_x = ( event.clientX / window.innerWidth ) * 2 - 1;
var mouse_y = -( event.clientY / window.innerHeight ) * 2 + 1;
// get the 3D position and create a raycaster
var vector = new THREE.Vector3(mouse_x, mouse_y, 0.5);
vector.unproject(camera);
var raycaster = new THREE.Raycaster(camera.position,
vector.sub(camera.position).normalize());
// first check if we've already selected an object by clicking
if (selectedObject) {
// check the position where the plane is intersected
var intersects = raycaster.intersectObject(plane);
// reposition the selectedobject based on the intersection with the plane
selectedObject.position.copy(intersects[0].point.sub(offset));
} else {
// if we haven't selected an object, we check if we might need
// to reposition our plane. We need to do this here, since
// we need to have this position before the onmousedown
// to calculate the offset.
var intersects = raycaster.intersectObjects(objects);
if (intersects.length > 0) {
// now reposition the plane to the selected objects position
plane.position.copy(intersects[0].object.position);
// and align with the camera.
plane.lookAt(camera.position);
}
}
};
document.onmousedown = function (event) {
// get the mouse positions
var mouse_x = ( event.clientX / window.innerWidth ) * 2 - 1;
var mouse_y = -( event.clientY / window.innerHeight ) * 2 + 1;
// use the projector to check for intersections. First thing to do is unproject
// the vector.
var vector = new THREE.Vector3(mouse_x, mouse_y, 0.5);
// we do this by using the unproject function which converts the 2D mouse
// position to a 3D vector.
vector.unproject(camera);
// now we cast a ray using this vector and see what is hit.
var raycaster = new THREE.Raycaster(camera.position,
vector.sub(camera.position).normalize());
// intersects contains an array of objects that might have been hit
var intersects = raycaster.intersectObjects(objects);
if (intersects.length > 0) {
orbit.enabled = false;
// the first one is the object we'll be moving around
selectedObject = intersects[0].object;
// and calculate the offset
var intersects = raycaster.intersectObject(plane);
offset.copy(intersects[0].point).sub(plane.position);
}
};
document.onmouseup = function (event) {
orbit.enabled = true;
selectedObject = null;
}
// calls the init function when the window is done loading.
window.onload = init;
</script>
</head>
<body>
</body>
</html>
"Uncaught TypeError: Cannot read property 'point' of undefined"
"selectedObject.position.copy(intersects[0].point.sub(offset))"
This means, intersects[0] is undefined which means the array intersects has no element (length = 0). You are using raycasting and it isn't working properly.
You should share your modified code so that we can check what is going wrong in your raycasting.
Update: I think your three.js version is greater than 71 while three.js version of this website is 71 or less. In the 72th version, there is an update in the raycaster -
Ignore invisible objects. (#mrdoob, #tschw)
So, the problem is here -
var intersects = raycaster.intersectObject(plane);
Since the plane is invisible, the intersectObject is returning empty array.
Workaround: I found a workaround. You can remove the following line -
plane.visible = false;
You can hide the material of the plane instead in the following way -
plane = new THREE.Mesh(new THREE.PlaneGeometry(2000, 2000, 18, 18), new THREE.MeshBasicMaterial({
color: 0xffff00,
opacity: 0.50,
transparent: true,
visible: false
}));
In this way, the raycaster will work properly and the plane will be invisible as well.

Using three.js raycaster as the developers recommend?

My code works for picking objects and turning them a different color, but what is the technique to get them back to the original color after my mouse crosses the cube? Here is my code. As it stands, when I bring my mouse over the cube, it turns red.
(document).ready(function () {
window.addEventListener('mousemove', onMouseMove, false);
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
//start a scene
var scene = new THREE.Scene();
//add a cube
var cube = new THREE.Mesh(new THREE.CubeGeometry(3, 3, 3), new THREE.MeshBasicMaterial({ color:0x454545 }));
cube.position.set(0, 0, 0);
scene.add(cube);
//get a renderer
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0xffffff);
renderer.setSize(window.innerWidth, window.innerHeight);
$('#GameArea').append(renderer.domElement);
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(10, 10, 10);
camera.lookAt(0,0,0);
var controls = new THREE.TrackballControls(camera);
var light = new THREE.SpotLight(0xeeeeee);
light.position.set(-10, 5, 40);
scene.add(light);
render();
function onMouseMove(event) {
// calculate mouse position in normalized device coordinates
// (-1 to +1) for both components
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
// calculate objects intersecting the picking ray
var intersects = raycaster.intersectObjects(scene.children);
for (var i = 0; i < intersects.length; i++) {
intersects[i].object.material.color.set(0xff0000);
}
}
function render() {
// update the picking ray with the camera and mouse position
raycaster.setFromCamera(mouse, camera);
//calculate objects intersecting the picking ray
var intersects = raycaster.intersectObjects(scene.children);
controls.update();
renderer.render(scene, camera);
requestAnimationFrame(render);
}
});

How to drag multiple objects together in three.js?

I want to drag and drop multiple object together when I click in any of the objects.i tried group()
var MovingCubeGeom = new THREE.CubeGeometry(7, 10, 7);
MovingCube = new THREE.Mesh(MovingCubeGeom, new THREE.MeshLambertMaterial({ color: 0xFF0000, transparent: true }));
MovingCube.position.set(0, 0, 0);
// scene.add(MovingCube);
var MovingCubeGeom1 = new THREE.CubeGeometry(7, 20, 10);
MovingCube1 = new THREE.Mesh(MovingCubeGeom1, new THREE.MeshLambertMaterial({ color: 0xFF0000 }));
MovingCube1.position.set(20, 0, 0);
//scene.add(MovingCube1);
//making a group
//here we are grouping differnt object two cubes and instead of MovingCube if we
//put group we can do all the translation and rotation, scaling all operation to
// the group of objects
group = new THREE.Group(); //create a container
group.add(MovingCube); //add a mesh with geometry to it
group.add(MovingCube1);
scene.add(group);
function onMouseDown(event) {
// Get mouse position
mouse.x = (event.clientX / renderer.domElement.width) * 2 - 1;
mouse.y = -(event.clientY / renderer.domElement.height) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
intersects = raycaster.intersectObjects(group); //doubt object or scene.children
scaling = 10;
if (intersects.length > 0) {
// Disable the controls
controls.enabled = false;
// Set the selection - first intersected object
selection = intersects[0].object;
// Calculate the offset
intersects = raycaster.intersectObject(scene.parent);
intersects[0].point.y = intersects[0].point.y + scaling;
offset.copy(intersects[0].point).sub(scene.parent.position);
}
}
function onMouseUp(event) {
// Enable the controls
controls.enabled = true;
selection = null;
}
function onMouseMove(event) {
event.preventDefault();
// Get mouse position
mouse.x = (event.clientX / renderer.domElement.width) * 2 - 1;
mouse.y = -(event.clientY / renderer.domElement.height) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
if (selection) {
// Check the position where the plane is intersected
intersects = raycaster.intersectObject(floor);
intersects[0].point.y = intersects[0].point.y + scaling;
// Reposition the object based on the intersection point with the plane
selection.position.copy(intersects[0].point.sub(offset));
}
}
this is my code but I can't move the group. Instead of that all scene is moving.

ThreeJS - how to pick just one type of objects?

I'm new to ThreeJS and I have an issue with picking objects by raycasting. I have created some spheres and some lines but only want to change the spheres on mouseover. I think I need to add some condition in the raycast code but I have no idea what...
Here's my code, hope anyone can help:
This creates the objects:
var numSpheres = 10;
var angRand = [numSpheres];
var spread = 10;
var radius = windowY/5;
var radiusControl = 20;
//sphere
var sphereGeometry = new THREE.SphereGeometry(0.35, 100, 100);
//line
var lineGeometry = new THREE.Geometry();
var lineMaterial = new THREE.LineBasicMaterial({
color: 0xCCCCCC
});
//create dynamically
for (var i = 0; i < numSpheres; i++) {
var sphereMaterial = new THREE.MeshBasicMaterial({color: 0x334455});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
var line = new THREE.Line(lineGeometry, lineMaterial);
angRand[i] = Math.floor((Math.random() * 360) + 1);//random angle for each sphere/line
var radiusIncr = spread * (angRand[i]+200)/180;
var xPos = Math.cos((360/numSpheres * (i) + angRand[i]/2 )) * (radius - radiusIncr);
var yPos = Math.sin((360/numSpheres * (i) + angRand[i]/2 )) * (radius - radiusIncr);
var offsetY = Math.floor((Math.random()*5)+1);
sphere.position.x = xPos/radiusControl;
sphere.position.y = yPos/radiusControl + offsetY;
lineGeometry.vertices.push(
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(sphere.position.x, sphere.position.y, 0)
);
scene.add(sphere);
scene.add(line);
}
And this is my raycast:
var mouse = {
x: 0,
y: 0
},
INTERSECTED;
window.addEventListener('mousemove', onMouseMove, false);
window.requestAnimationFrame(render);
function onMouseMove(event) {
// calculate mouse position in normalized device coordinates
// (-1 to +1) for both components
//event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
//console.log(mouse.x + " | " + mouse.y);
}
function mousePos() {
// find intersections
// create a Ray with origin at the mouse position
// and direction into the scene (camera direction)
var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5);
vector.unproject(camera);
var ray = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
ray.linePrecision = 1;
// create an array containing all objects in the scene with which the ray intersects
var intersects = ray.intersectObjects(scene.children, true);
//console.log(intersects.length);
// INTERSECTED = the object in the scene currently closest to the camera
// and intersected by the Ray projected from the mouse position
// if there is one (or more) intersections
if (intersects.length > 0) {
// if the closest object intersected is not the currently stored intersection object
if (intersects[0].object != INTERSECTED) {
// restore previous intersection object (if it exists) to its original color
if (INTERSECTED)
INTERSECTED.material.color.setHex(INTERSECTED.currentHex);
// store reference to closest object as current intersection object
INTERSECTED = intersects[0].object;
// store color of closest object (for later restoration)
INTERSECTED.currentHex = INTERSECTED.material.color.getHex();
// set a new color for closest object
INTERSECTED.material.color.setHex(0xEE7F00);
//INTERSECTED.radius.set( 1, 2, 2 );
}
} else // there are no intersections
{
// restore previous intersection object (if it exists) to its original color
if (INTERSECTED)
INTERSECTED.material.color.setHex(INTERSECTED.currentHex);
//INTERSECTED.scale.set( 1, 1, 1 );
// remove previous intersection object reference
// by setting current intersection object to "nothing"
INTERSECTED = null;
}
}
The raycast returns an intersect array of objects which itself contains information about what the ray hit.
Since you only have spheres and lines you can branch on the geometry type intersects[0].object.geometry.type which would be either 'LineGeometry' or 'SphereGeometry'.
Edit: Obligatory jsfiddle, see console for hit output.
http://jsfiddle.net/z43hjqm9/1/
To simplify working with the mouse, you can use the class EventsControls. Try to make through this example.
<script src="js/controls/EventsControls.js"></script>
EventsControls = new EventsControls( camera, renderer.domElement );
EventsControls.attachEvent('mouseOver', function() {
this.container.style.cursor = 'pointer';
this.mouseOvered.material = selMaterial;
...
});
EventsControls.attachEvent('mouseOut', function() {
this.container.style.cursor = 'auto';
this.mouseOvered.material = autoMaterial;
...
});
//
function render() {
EventsControls.update();
controls.update();
renderer.render(scene, camera);
}
In your code,
var intersects = ray.intersectObjects(scene.children, true);
the first parameter to the call is an object that will be evaluated to see if it, or any of its descendants (recursive is true) intersect the ray.
So, simply create an object target and add the spheres to it (but not the lines).
This will make your call also more effective
1.use different arrays to place different objects
a.for all objectType1,after scene.add(objectType1)-> do array1.push(objectType1)
b.for all objectType 2,after scene.add(objectType2)-> do array2.push(objectType2)
now whichever type of objects you want to interact, pass that array in intersect as-
var intersects = raycaster.intersectObjects( arrayType1,true);
now only the arrayType1 objects will interact.

Translate mouse click positon to 3D in Three.js

I'm learning Three.js by doing sphere panorama in Three.js (http://mrdoob.github.io/three.js/examples/webgl_panorama_equirectangular.html). I need to place a marker into panorama when I click. However, I have no idea to translate 2D position's mouse click to 3D world. I tried ray picking, but it didn't work(the intersets variable was always returned []).
And this is my code:
//I create sphere panorama:
var geometry = new THREE.SphereGeometry( 500, 60, 40 );
geometry.applyMatrix( new THREE.Matrix4().makeScale( -1, 1, 1 ) );var material = new THREE.MeshBasicMaterial( {
map: THREE.ImageUtils.loadTexture( 'textures/2294472375_24a3b8ef46_o.jpg' )
} );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
//I catched event mouse down:
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5);
projector.unprojectVector(vector, camera);
var ray = new THREE.Ray(camera.position, vector.subSelf(camera.position).normalize());
var intersects = ray.intersectObject(mesh);
if (intersects.length > 0) {
//code to add marker
} else {
//....
}
Please give me way to solve this problem.
Thanks all.

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