I am using the editor as a standalone app and would like there to be an option in the Add menu to place an octahedron into my scene. I thought adding three.module.js to the editor would work but unfortunately it does not.
There doesn't seem to be many questions here on SO about my issue either, which doesn't give me a lot of confidence that a solution is out there. Still, if you have an idea, I'd love to hear it.
Here's an octahedron:
var geometry = new THREE.SphereGeometry( 5, 4, 2 );
var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
var sphere = new THREE.Mesh( geometry, material );
scene.add( sphere );
https://threejs.org/docs/api/geometries/SphereGeometry.html
In the editor, you can select "Sphere" in the add menu, then click the "Geometry" tab on the right to change the Width Segments to 4 and the Height Segments to 2.
Related
I'm working on an app where I visualize ATV trails in a 3d perspective (NAIP imagery draped over elevation data). I am using three.js for the rendering engine.
In the above image, the white line you see is just a THREE.Line instance, where I convert a trails gps coordinates into threejs coordinates. I'd like to add more of 3d perspective to this line. I tried implementing a THREE.TubeGeometry where the path was a THREE.CatmullRomCurve3 using the same Vector3 points as how I built the line you see in the image above. That did not produce a desirable result...
From the many, many THREE examples I have looked at, I really think an extruded geometry would achieve the look I am after... But I cant for the life of me figure out how to extrude a geometry for the line. Any suggestions/thoughts?
UPDATE 1:
Here is my desired look (same trail - no imagery). This image was produced in QGIS using the Q2Threejs plugin
UPDATE 2: Here is a code of how I have attempted to create a tubegeometry. Maybe I am messing something up in there...
// trailVectors are an array of Vector3 - same as ones used to create line
var trailCurve = new THREE.CatmullRomCurve3(trailVectors);
var tubeGeometry = new THREE.TubeGeometry(trailCurve,80,1,15,false);
var material = new THREE.MeshBasicMaterial({color:0x00ff00});
var tubeMesh = new THREE.Mesh(tubeGeometry,material);
var wireframeMaterial = new THREE.LineBasicMaterial({color:0xffffff,lineWidth:2});
var wireframe = new THREE.Mesh(tubeGeometry,wireframeMaterial);
tubeMesh.add(wireframe);
scene.add(tubeMesh);
UPDATE 3
THREE.TubeGeometry(trailCurve,80,4,2,false) per mzartman request
I think that you should be able to achieve what you want with a TubeGeometry. I think the big thing is that your example (from the picture shown) has more than 2 radius segments. That gives it the tubular shape and makes it look sort of like a blob. If you set the radial segment count to 2 (as it's shown below) then I think it would look a lot better.
tubeGeometry = new THREE.TubeBufferGeometry(
[YOUR_PATH_HERE],
params.extrusionSegments, // <--- Edit this for higher resolution on the spline
3, // <--- This defines the height
2, // <--- This 2 keeps 2D (i.e. not a tube!!!!)
true );
var mesh = new THREE.Mesh( geometry, material );
var wireframe = new THREE.Mesh( geometry, wireframeMaterial );
mesh.add( wireframe );
scene.add( mesh );
Update:
I think that you might do better with a material that shows some shadow like the MeshPhong. Also, to do the wireframe you want to add it as an option in the material initialization. Give it a show with the following:
var tubeGeometry = new THREE.TubeGeometry(curve,80,1,2,false);
var material = new THREE.MeshPhongMaterial({color:0x00ff00, wireframe: true});
var tubeMesh = new THREE.Mesh(tubeGeometry,material);
scene.add(tubeMesh);
I just discovered this piece of code, which produces a nice Halo effect:
Shader-Halo
I'm planning to remove the texture, and replace the SphereGeometry to a pipe or a line or something which will then act as a part of the lightning (I planing to chain a couple of glowing pipes/lines to appear as a lightning.)
So my question is: how to change this part in the code to draw a pipe/line instead of a sphere:
var ballGeometry = new THREE.SphereGeometry( 120, 32, 16 );
var ball = new THREE.Mesh( ballGeometry, customMaterial );
scene.add( ball );
I have some code similar to the following...
this.texture = new THREE.ImageUtils.loadTexture( 'spritesheet.png' );
this.material = new THREE.MeshBasicMaterial( { map: this.texture, side:THREE.DoubleSide } );
this.geometry = new THREE.PlaneGeometry(32, 32, 1, 1);
this.sprite = new THREE.Mesh( this.geometry, this.material );
game.scene.add( this.sprite );
I've also tried along the lines of...
this.material = new THREE.SpriteMaterial( {
map: image,
useScreenCoordinates: true,
alignment: THREE.SpriteAlignment.center
} );
this.sprite = new THREE.Sprite( this.material );
These display the full spritesheet (sort of), as I would expect without further settings.
How do I align the sprite so it only displays say 32x32px starting at offset 50,60 for example ? The three.js documentation doesn't seem have much information, and the examples I've seen tend to use one image per sprite (which may be preferable, or only way possible ?)
Edit: I've spotted a material uvOffset and uvScale that I suspect is related to alignment in a Sprite object if anyone knows how these work. Will dig further.
Well, there is a "uvOffset" and "uvScale" parameter in spriteMaterial , i think you could use those but I cannot present any source code to you.
What you can of course do is using PlaneGeometry and calculate UV Coordinates for the 2 triangles (the plane). For example top-left is your offset and bottom right is calculated from a given offset and size (32x32) but using the whole image size in pixels to get the UV coordinates between 0 and 1
for example topleft is (50/imageSize, 60/imagesize) and bottom right is ( (50+32)/imgSize, (60+32)/imgSize). I think this should work, although i am not quite sure if you would get the result you want as OpenGL treats images "up side down". But you can try and go on from here. Hope this helps.
I would like somebody to explain me how I can achieve the blue semi-transparent intermittent sphere of this example: (the one next to the intermittent red sphere)
http://threejs.org/examples/webgl_materials.html
I believe in first place that this is a matter of using the right material with the right settings (specially because the example is about materials) but not sure anyway.
Hopefully you do not feel my question does not deserve to be made here. I was trying to analyze it but definitely it is written in a non-friendly way for newbies, and I've not been able to separate this part from the rest, not I find an explanation anywhere else.
To create, for example, a partially transparent blue sphere, you could try:
var sphereGeom = new THREE.SphereGeometry( 40, 32, 16 );
var blueMaterial = new THREE.MeshBasicMaterial( { color: 0x0000ff, transparent: true, opacity: 0.5 } );
var sphere = new THREE.Mesh( sphereGeom, blueMaterial );
For more examples of creating semi-transparent materials, check out
http://stemkoski.github.io/Three.js/Translucence.html
If you want the sphere to fade in and out, you can change the transparency in your update or render function -- make the sphere a global object, also create a (global) clock object to keep track of the time in your initialization, for example, with
clock = new THREE.Clock();
and then in your update, you could, for example, write
sphere.material.opacity = 0.5 * (1 + Math.sin( clock.getElapsedTime() ) );
Does someone know how to make the spotlight reflection here: http://web251.merkur.ibone.ch/webgl/three/ look like the one here: http://web251.merkur.ibone.ch/webgl ? i.e. that it gets reflected to the camera? It's weird that it doesn't do so automatically. If you move around the planet with the mouse you'll notice. In this scene everything is static but the camera, and with camera movement also the eye E gets moved around, right? So what I'd expect is the spotLight reflection on the planet is rerendered/recalculated all the time, e.g. with Blinn's Halfvector, leading to a reflection on the planet inbetween E and the spotlight.
Help is really appreciated, we've searched for hours but couldn't find a clue what was wrong with our code!
Thanks in advance
Doidel
The first bit of starting code I used for playing with this was:
http://mrdoob.github.com/three.js/examples/webgl_materials_shaders.html
The key is adding a specularity map with the specularMap property for the (Phong) Material.
Such can be done as follows:
var MySpecularMap = THREE.ImageUtils.loadTexture( "MySpecularImage.jpg" );
var Color = THREE.ImageUtils.loadTexture( "MyColorImage.jpg" );
var mappedTexture = new THREE.MeshPhongMaterial( { color: 0xffffff, map: Color, specular: 0xffffff, specularMap: MymapSpecular} );
sphere = new THREE.SphereGeometry( 600, 32, 32 );
globe = new THREE.Mesh( sphere, mappedTexture );
scene.add( globe );
Also, for this type of demo OrbitControls seem to be the best.
Here's a finished example with {ColorMap, SpecularMap, BumpMap, Clouds, SkyDome}:
http://randompast.github.io/randomtests/three.js/earth/1/index.html