as part of a project, I have to turn the camera around an object (position 0, 0,0) which remains to him still. For this, I want to know if the LookAt function is the one that is best suited , And also how does it work?
Integrating OrbitControls should be done with a few lines of code. So, the basic lines of code should be:
// init
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableZoom = false; // optional
controls.enablePan = false; // optional
controls.center.set(0,0,0); // should be initially 0,0,0
controls.addEventListener( 'change', render ); // if you are not using requestAnimationFrame()
camera.position.z = 500; // should be bigger than the radius of your sphere
// render
function render() {
renderer.render(scene, camera);
}
<script src="js/controls/OrbitControls.js"></script>
Now, you should be able to rotate the camera around your sphere using your mouse.
All the other essential stuff (camera, renderer) can be found at the example: https://threejs.org/examples/#misc_controls_orbit
Related
I have a model, a background sky and a ground surface. Texturing the surface results in no surface.
I've tried the basic approach and come to the conclusion that it is probably that the scene is being rendered before the texture has finished loading. Having searched and found various possible solutions, I have tried several of them, without really understanding how they are supposed to work. None of them has worked. One problem is that it is an old problem and most of the suggestions involve outdated versions of the three.js library.
// Ground
// create a textured Ground based on an answer in Stackoverflow.
var loader = new THREE.TextureLoader();
loader.load('Textures/Ground128.jpg',
function (texture) {
var groundGeometry = new THREE.PlaneBufferGeometry(2000, 2000, 100, 100);
const groundMaterial = new THREE.MeshLambertMaterial({map: texture});
var ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.receiveShadow = true; //Illumination addition
ground.rotation.x = -0.5 * Math.PI; // rotate into the horizontal.
scene.add(ground);
}
);
// This variation does not work either
http://lhodges.users37.interdns.co.uk/me/downloads/Aphaia/Temple.htm
http://lhodges.users37.interdns.co.uk/me/downloads/Aphaia/Temple7jsV0.15b.htm
The first of the above is the complete page in which the ground is a plain billiard table green. The second is the page containing the above code.
There appear to be no error (Last time I tried.)
By the time your texture loads and you add the ground, your scene has already rendered (and there is no other render call).
You need to call renderer.render(scene, camera); after adding the ground to the scene.
// Ground
// create a textured Ground based on an answer in Stackoverflow.
var loader = new THREE.TextureLoader();
loader.load('Textures/Ground128.jpg',
function (texture) {
var groundGeometry = new THREE.PlaneBufferGeometry(2000, 2000, 100, 100);
const groundMaterial = new THREE.MeshLambertMaterial({map: texture});
var ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.receiveShadow = true; //Illumination addition
ground.rotation.x = -0.5 * Math.PI; // rotate into the horizontal.
scene.add(ground);
renderer.render(scene, camera); // <--- add this line
}
);
While testing code in three.js, animation is not needed. I can see the first rendered frame. This would use less power, and stop the fan on the laptop from kicking in as the graphics card heats up.
The examples in three.js have the following structure:
function init() {
animate()
}
function animate() {
requestAnimationFrame( animate );
render();
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
}
function render() {
group.rotation.y += ( targetRotation - group.rotation.y ) * 0.05;
renderer.render( scene, camera );
}
I do not see how to turn off the repeated calls to animate.
Is there any easy way to turn off animation?
You do not have to have an animation loop in three.js -- say, if you have a static scene. Just call
renderer.render( scene, camera );
You will need to re-render whenever the camera moves or when loaders finish loading models or loading textures.
If you are using OrbitControls with a static scene, you can instantiate OrbitControls like so:
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render ); // use if there is no animation loop
where render() calls renderer.render( scene, camera ).
If you are loading models or textures, the three.js loaders have a callback function you can specify. For example,
var loader = new THREE.TextureLoader();
var texture = loader.load( 'myTexture.jpg', render );
Also
var manager = new THREE.LoadingManager();
var loader = new THREE.OBJLoader( manager );
loader.load( 'myModel.obj', function( object ) {
// your code...
render();
}
three.js r.75
I have an instance of THREE.PlaneBufferGeometry that I apply an image texture to like this:
var camera, scene, renderer;
var geometry, material, mesh, light, floor;
scene = new THREE.Scene();
THREE.ImageUtils.loadTexture( "someImage.png", undefined, handleLoaded, handleError );
function handleLoaded(texture) {
var geometry = new THREE.PlaneBufferGeometry(
texture.image.naturalWidth,
texture.image.naturalHeight,
1,
1
);
var material = new THREE.MeshBasicMaterial({
map: texture,
overdraw: true
});
floor = new THREE.Mesh( geometry, material );
floor.material.side = THREE.DoubleSide;
scene.add( floor );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, texture.image.naturalHeight * A_BUNCH );
camera.position.z = texture.image.naturalWidth * 0.5;
camera.position.y = SOME_INT;
camera.lookAt(floor.position);
renderer = new THREE.CanvasRenderer();
renderer.setSize(window.innerWidth,window.innerHeight);
appendToDom();
animate();
}
function handleError() {
console.log(arguments);
}
function appendToDom() {
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene,camera);
}
Here's the code pen: http://codepen.io/anon/pen/qELxvj?editors=001
( Note: ThreeJs "pollutes" the global scope, to use a harsh term, and then decorates THREE using a decorator pattern--relying on scripts loading in the correct order without using a module loader system. So, for brevity's sake, I simply copy-pasted the source code of a few required decorators into the code pen to ensure they load in the right order. You'll have to scroll down several thousand lines to the bottom of the code pen to play with the code that instantiates the plane, paints it and moves the camera. )
In the code pen, I simply lay the plane flat against the x-y axis, looking straight up the z-axis, as it were. Then, I slowly pan the camera down along the y-axis, continuously pointing it at the plane.
As you can see in the code pen, as the camera moves along the y-axis in the negative direction, the texture on the plane appears to develop a kink in it around West Texas.
Why? How can I prevent this from happening?
I've seen similar behaviour, not in three.js, not in a browser with webGL but with directX and vvvv; still, i think you'll just have to set widthSegments/heightSegments of your PlaneBufferGeometry to a higher level (>4) and you're set!
I am using WebGLRenderer from Three.js to render an object reconstructed from an IndexedFaceStructure that has texture. My problem is that when the page loads the object shows up with no texture, only a black colored mesh displays, however, when i click on the canvas where i render the object the texture shows up.
I have been looking around and tried the texture.needsUpdate = true; trick, but this one removes also the black meshed object on page load so i am at a loss here.
These are the main bits of my code:
function webGLStart() {
container = document.getElementById("webgl-canvas");
renderer = new THREE.WebGLRenderer({canvas:container, alpha:true, antialias: true});
renderer.setClearColor(0x696969,1);
renderer.setSize(container.width, container.height) ;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, container.width / container.height, 1, 100000);
camera.position.set(60, 120,2000) ;
//computing the geometry2
controls = new THREE.OrbitControls( camera );
controls.addEventListener( 'change', render );
texture = new THREE.ImageUtils.loadTexture(texFile);
//texture.needsUpdate = true;
material = new THREE.MeshBasicMaterial( {wireframe:false, map: texture, vertexColors: THREE.VertexColors} );
mesh = new THREE.Mesh(geometry2, material);
scene.add(mesh);
render();
animate();
}
function render()
{
renderer.render(scene, camera);
}
function animate()
{
controls.update();
}
And the html part: canvas id="webgl-canvas" style="border: none;" width="900" height="900" (i could not add it properly).
Do you happen to have a clue why is this happening?
If you have a static scene, you do not need an animation loop, and you only need to render the scene when OrbitControls modifies the camera position/orientation.
Consequently, you can use this pattern -- without an animation loop:
controls.addEventListener( 'change', render );
However, you also need to force a render when the texture loads. You do that by specifying a callback to render in the ImageUtils.loadTexture() method:
var texture = THREE.ImageUtils.loadTexture( "textureFile", undefined, render );
Alternatively, you could add the mesh to the scene and call render in the callback.
three.js r.70
This is my code:
var sprite = new THREE.Sprite(material);
sprite.renderDepth = 10;
The above renderDepth setting is invalid, it does not work for sprites.
How to solve this problem?
You want one sprite to always be on top.
Since SpriteMaterial does not support a user-specified renderDepth, you have to implement a work-around.
Sprites are rendered last when using WebGLRenderer.
The easiest way to do what you want is to have two scenes and two render passes, with one sprite in the second scene like so:
renderer.autoClear = false;
scene2.add( sprite2 );
then in the render loop
renderer.render( scene, camera );
renderer.clearDepth();
renderer.render( scene2, camera );
three.js r.64