Three.js - centroid of boxHelper - three.js

I have used the following to calculate the centroid of an imported model;
geometry.computeBoundingBox();
var centroid = new THREE.Vector3();
centroid.addVectors( geometry.boundingBox.min, geometry.boundingBox.max );
centroid.multiplyScalar( - 0.5 );
centroid.applyMatrix4( mesh.matrixWorld );
https://stackoverflow.com/a/25269787
It works well, but I think BoundingBox has been deprecated.
Should I be using boxHelper? How do I find centroid of boxHelper?

1) BoundingBoxHelper was deprecated, not the boundingBox property.
2) Don't use BoxHelper to find the centroid. Just use the boundingBox property.
2.5) The boundingBox property is a Box3 object, which has a getCenter method, which gives you what you're calculating.
geometry.computeBoundingBox();
var centroid = geometry.boundingBox.getCenter();
centroid.applyMatrix4( mesh.matrixWorld );

Related

Three.js How to find vertices of the face by face index?

In my Three.js project i have a mesh using a buffergeometry.
Using raycaster i find the intersection of a ray with this mesh in a specific face of which it says me the index.
How can i find vertices position of this face?
Instead of using the faceIndex, it's easier to use the face property of an intersection object. You can use it like so:
var vA = new THREE.Vector3();
var vB = new THREE.Vector3();
var vC = new THREE.Vector3();
var face = intersection.face;
var geometry = intersection.object.geometry;
var position = geometry.attributes.position;
vA.fromBufferAttribute( position, face.a );
vB.fromBufferAttribute( position, face.b );
vC.fromBufferAttribute( position, face.c );
If you need the vertices in world space, then multiple these three vectors with the world matrix of your object.
three.js R102

Three.js: Draw a vector on plane

I'm a newbie in three.js (and in stackoverflow).
I try to find answer but I'm not able to do this simple things.
I'm playing with Helpers and Plane.
I want to create a Plane (and it's PlaneHelper), and draw an arbitrary vector on this Plane.
All is right if the plane's distance from origin is set to 0.
If I give a distance to the plane, the vector is not on the plane.
Here is the commented code I use for this little experiment.
Projecting both the origin and the vector on the plane I was convinced that arrowHelper_Point remained on the plane, but it's not.
Where is my mistake? I can not understand it.
// Define ARROW_LENGTH to display ArrowHelper
const ARROW_LENGTH = 5;
// Point (0,0,0)
var origin = new THREE.Vector3(0, 0, 0);
// Axes helper in (0,0,0)
var axesHelperOrigin = new THREE.AxesHelper(100);
scene.add(axesHelperOrigin);
// Define a plane by the normal, color and distance from (0,0,0)
var vectorNormal = {
normal: new THREE.Vector3(1, 1, 0).normalize(),
color: "rgb(255, 255, 0)",
colorNormal: "rgb(255,100,0)",
colorVector: "rgb(194, 27, 255)",
distance: -3,
};
// Create Plane from the normal and distance
var plane = new THREE.Plane(vectorNormal.normal, vectorNormal.distance);
// Add PlaneHelper to scene
var planeHelper = new THREE.PlaneHelper(plane, 100, vectorNormal.color);
scene.add(planeHelper);
// Add ArrowHelper to display normal
// Find the projection of origin on plane
var originOnPlane = plane.projectPoint(origin);
var arrowHelper_Normal = new THREE.ArrowHelper(vectorNormal.normal, originOnPlane, ARROW_LENGTH, vectorNormal.colorNormal);
scene.add(arrowHelper_Normal);
// Define a point "random"
var point = new THREE.Vector3(5, -2, 6);
// Project the point on plane
var pointOnPlane = plane.projectPoint(point);
// Draw ArrowHelper to display the pointOnPlane, from originOnPlane
var arrowHelper_Point = new THREE.ArrowHelper(pointOnPlane.normalize(), originOnPlane, ARROW_LENGTH, vectorNormal.colorVector);
scene.add(arrowHelper_Point);
EDIT: OK, I think I find the error.
Looking at this Get direction between two 3d vectors using Three.js?
I need the vector between the two points:
var dir=new THREE.Vector3();
dir.subVectors(pointOnPlane,originOnPlane).normalize();
And use dir as the arrow direction.
Sorry for asking an obviously thing.
Looking at this Get direction between two 3d vectors using Three.js?
I need the vector between the two points:
var dir=new THREE.Vector3();
dir.subVectors(pointOnPlane,originOnPlane).normalize();
And use dir as the arrow direction.

Applying a matrix in Three.js does not what I expect

For a project I am working on I am trying to get get a 3D-model of a building visible in a browser. Of all the elements of the building I have vertices, indices and a matrix3d. This information comes from an application that uses OpenGL to show the elements in a offline program.
Now I am trying to add these elements to my Three.js scene.
I am at the point that I can add elements to the scene defined by the vertices and indices an I can see them by using materials and lights, but I can not rotate and translate them into the right place. For example I add an element like this:
var m242242255255 = new THREE.MeshPhongMaterial({color:0xf2f2ff, transparent:true, opacity:1, side:THREE.DoubleSide});
var geometry = new THREE.BufferGeometry();
geometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array([821,-15,2825.1,-821,-15,2825.1,-821,-39,2825.1,821,-39,2825.1,-821,-39,54,-821,-15,54,821,-15,54,821,-39,54,-875,-54,0,-821,-54,54,-821,-54,2825.1,821,-54,54,-875,-54,2879.1,821,-54,2825.1,875,-54,0,875,-54,2879.1,875,0,0,821,0,54,821,0,2825.1,-821,0,54,875,0,2879.1,-821,0,2825.1,-875,0,0,-875,0,2879.1]), 3));
geometry.setIndex(new THREE.BufferAttribute(new Uint16Array([8,9,10,9,8,11,12,10,13,10,12,8,11,14,13,14,11,8,13,15,12,15,13,14,16,17,18,17,16,19,20,18,21,18,20,16,19,22,21,22,19,16,21,23,20,23,21,22,8,22,16,16,14,8,14,16,20,20,15,14,15,20,23,23,12,15,12,23,22,22,8,12,13,18,17,17,11,13,11,17,19,19,9,11,9,19,21,21,10,9,10,21,18,18,13,10]), 1));
var mesh = new THREE.Mesh(geometry, m242242255255);
mesh.matrixAutoUpdate = false;
mesh.applyMatrix(new THREE.Matrix4().set(0,0,-1,0, -0.42262,-0.90631,0,0, -0.90631,0.42262,0,0, 64754.68,15569.13,-4647.5,1));
mesh.updateMatrix();
scene.add(mesh);
The element shows up in my scene and it looks like is rotated but it is not translated to its correct position.
I can add the translation before the adding of the mesh to the scene, but it feels like it should not be necessary.
mesh.applyMatrix(new THREE.Matrix4().makeTranslation(-64754.68, -15569.13, -4647.5));
mesh.updateMatrix();
It also looks like the element is rotated along the wrong axis. It is rotated along the x-axis instead of the z-axis. Can someone tell me what it is I am doing wrong? Should I changed the matrix first to be able to use it in Three.js?
Edit:
I just found out that I had to invert my matrix to correct the rotation-problem. So I now have:
var geometry = new THREE.BufferGeometry();
geometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array([821,-15,2825.1,-821,-15,2825.1,-821,-39,2825.1,821,-39,2825.1,-821,-39,54,-821,-15,54,821,-15,54,821,-39,54,-875,-54,0,-821,-54,54,-821,-54,2825.1,821,-54,54,-875,-54,2879.1,821,-54,2825.1,875,-54,0,875,-54,2879.1,875,0,0,821,0,54,821,0,2825.1,-821,0,54,875,0,2879.1,-821,0,2825.1,-875,0,0,-875,0,2879.1]), 3));
geometry.setIndex(new THREE.BufferAttribute(new Uint16Array([8,9,10,9,8,11,12,10,13,10,12,8,11,14,13,14,11,8,13,15,12,15,13,14,16,17,18,17,16,19,20,18,21,18,20,16,19,22,21,22,19,16,21,23,20,23,21,22,8,22,16,16,14,8,14,16,20,20,15,14,15,20,23,23,12,15,12,23,22,22,8,12,13,18,17,17,11,13,11,17,19,19,9,11,9,19,21,21,10,9,10,21,18,18,13,10]), 1));
var mesh = new THREE.Mesh(geometry, m242242255255);
mesh.matrixAutoUpdate = false;
var matrix = new THREE.Matrix4();
matrix.set(0,0,-1,0,-0.42262,-0.90631,0,0,-0.90631,0.42262,0,0,64754.68,15569.13,-4647.5,1);
matrix.getInverse(matrix);
mesh.applyMatrix( matrix );
mesh.updateMatrix();
mesh.applyMatrix( new THREE.Matrix4().makeTranslation( 64754.68, 15569.13, -4647.5 ) );
mesh.updateMatrix();
scene.add(mesh);
But I still have a problem with translating using the matrix. How can I avoid updating the mesh twice?
You need to specify your matrix elements by rows, like so:
matrix.set( n11, n12, n13, n14,
n21, n22, n23, n24,
n31, n32, n33, n34,
n41, n42, n43, n44 );
It is done this way so it is human-readable.
three.js r.76
suppost you ratate in the x, y, z sequence.
rotationMatrix = new THREE.Matrix4().multiplyMatrices(new THREE.Matrix4().makeRotationY(rV.y), new THREE.Matrix4().makeRotationX(rV.x));
rotationMatrix.premultiply(new THREE.Matrix4().makeRotationZ(rV.z));
matrix.copy(rM).setPosition(vector3);
From the documentation for modifying the object's matrix directly
Note that matrixAutoUpdate must be set to false in this case, and you should make sure not to call updateMatrix. Calling updateMatrix will clobber the manual changes made to the matrix, recalculating the matrix from position, scale, and so on.
You'll find that after you call mesh.updateMatrix(), the mesh transformation matrix will be different than the one you set. You verify this by comparing matrix.elements to mesh.matrixWorld.elements, which will be the same after you remove updateMatrix.

Translating rotation origin in Three.js

I created a 3D object which comprises several individual shapes, I now would like it to be rotated around its center instead of an angle
This function I'm using to rotate it
document.body.onmousemove = function(e){
vargram.rotation.x = 90;
vargram.rotation.z = e.pageX / 100;
}
while this is how I obtained the individual meshes
var triangleShape = new THREE.Shape();
triangleShape.moveTo(b, 0);
triangleShape.lineTo(lato, 0);
triangleShape.lineTo(lato, a);
var extrudedGeometry = new THREE.ExtrudeGeometry(triangleShape, {amount: 0.3, bevelEnabled: false});
var extrudedMesh = new THREE.Mesh(extrudedGeometry, material1);
Can I set the coordinates for the rotation axis? Or should I change the coordinates of the shapes?
http://jsfiddle.net/fillotassi/hk93fmrd/2/
If you want to translate the rotation origin of a mesh, one solution is to translate the geometry itself as soon as the geometry is created:
geometry.translate( a, b, c );
In your case, you have a parent object, and multiple child meshes. So apply the same translation to the geometry of each child mesh.
three.js r.75

Using raycasting to check the object in front of a Perspective Camera with first person controls

I've got a Perspective Camera and would like to use Raycasting to find the object in front of the player. I can't find any tutorials on how to do this, instead of clicking an object with the mouse pointer which I don't want to do. Where can I find out how to do this, or how do I implement this myself? Or do I just use the raycaster by itself?
This is simple.
Based on the code of the raycasting example with terrain
http://threejs.org/examples/#webgl_geometry_terrain_raycast
And on this reference
http://threejs.org/docs/#Reference/Core/Raycaster
You can see that all you have to do is change the second parameter of the Raycaster constructor to a vector that points in the same direction as the camera does.
So the following code from the example
var mouseX = ( event.clientX / window.innerWidth ) * 2 - 1;
var mouseY = -( event.clientY / window.innerHeight ) * 2 + 1;
var vector = new THREE.Vector3( mouseX, mouseY, camera.near );
// Convert the [-1, 1] screen coordinate into a world coordinate on the near plane
var projector = new THREE.Projector();
projector.unprojectVector( vector, camera );
var raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
becomes
var vector = new THREE.Vector3(0, 0, -1);
vector = camera.localToWorld(vector);
vector.sub(camera.position); // Now vector is a unit vector with the same direction as the camera
var raycaster = new THREE.Raycaster( camera.position, vector);
Using this should always create a raycaster that selects objects pointed to by the camera, independent of the type of camera you use, or its controls.

Resources