see this jsfiddle;
init();
var camera, scene, renderer;
function init() {
container = document.createElement('div');
document.body.appendChild(container);
var camera_cylinder_setting = '[0.9985033869743347, 0.02076610177755356, 0.05059404298663139, 0, 0.0047478810884058475, 0.8886997103691101, -0.4584651291370392, 0, -0.05448344349861145, 0.4580191969871521, 0.8872711062431335, 0, -0.5448344349861145, 4.5801920890808105, 8.872710227966309, 1]';
camera = new THREE.OrthographicCamera(512 / -2, 512 / 2, 512 / 2, 512 / -2, -512, 512);
camera.matrix.fromArray(JSON.parse(camera_cylinder_setting));
camera.matrix.decompose(camera.position, camera.quaternion, camera.scale);
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0xf0f0f0);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(512, 512);
container.appendChild(renderer.domElement);
scene = new THREE.Scene();
var geometry = new THREE.CylinderGeometry(118, 158, 383, 30, 30, true, 3.3, 6.3);
var loader = new THREE.TextureLoader();
object = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial({
color: Math.random() * 0xffffff,
opacity: 0.5
}));
object = new THREE.Mesh(geometry);
loader.load('https://farm9.staticflickr.com/8829/28748679526_16d6e56b84_b.jpg', function(texture) {
texture.offset = new THREE.Vector2(0.3, 0.1);
var material = new THREE.MeshBasicMaterial({
overdraw: 1,
map: texture
});
object.material = material;
scene.add(object);
renderer.render(scene, camera);
});
}
what i want to know hwo to get the greed rectangle accordding to the raw image's red rectangle?
oppositely,how to get the red rectangel according to the green rectangle?
thank you very much!
Related
I have been learning threeJS just recently and can't get passed a problem. I tried to animate a extruded triangle using the GSAP library. It is just a simple animation to have the triangle move to the right but it seems I did something wrong. Any help is much appreciated.
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Create Triangles
var material = new THREE.MeshPhongMaterial({
color: 0xf6c12a,
shininess: 70
});
var shape = new THREE.Shape();
shape.moveTo(0, 0);
shape.lineTo(2, 3);
shape.lineTo(4, 0);
shape.lineTo(0, 0);
var extrudeSettings = {
steps: 5,
depth: 1,
bevelEnabled: true,
bevelThickness: 0.3,
bevelSize: 0.5,
bevelOffset: 0,
bevelSegments: 1
};
var geometry = new THREE.ExtrudeBufferGeometry(shape, extrudeSettings);
// Sets the origin to the center of geometry for rotation
geometry.center();
var mesh = new THREE.Mesh(geometry, material);
mesh.position.x = 0;
mesh.position.y = 0;
mesh.position.z = -5;
mesh.scale.set(1.5, 1.5, 1.5);
scene.add(mesh);
gsap.to(mesh, { duration: 2, x: 300 });
camera.position.z = 5;
// Background
var geometry = new THREE.PlaneGeometry(1000, 1000, 1);
var material = new THREE.MeshPhysicalMaterial({ color: 0x444444 });
var plane = new THREE.Mesh(geometry, material);
plane.position.z = -50;
scene.add(plane);
// Lighting
var ambientLight = new THREE.AmbientLight(0xffffff, 0.55);
scene.add(ambientLight);
var pointLight1 = new THREE.PointLight(0xf9eac8, 1, 100);
pointLight1.position.set(5, 10, 0);
pointLight1.castShadow = true;
pointLight1.shadow.camera.top = 20;
scene.add(pointLight1);
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
render();
Here is the link to Codepen
Tried to put the gsap code into different position but maybe that's not the problem.
gsap.to(mesh.position, { duration: 2, x: 300 });
the value that you want to change is mesh.position.x not mesh.x
just add .position it will work
**I need to use the data from first picture to draw cylinder,put two cylinders point B is not coincide(like second picture) **
var geometry = new THREE.CylinderGeometry(10, 10,151.02648774304458, 20, 1, false);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(1,75.5,1);
scene.add(mesh);
var material1 = new THREE.MeshBasicMaterial({ color: 0xff0000 });
var geometry1 = new THREE.CylinderGeometry(10, 10,158.8741640418605, 20, 1, false);
var mesh1 = new THREE.Mesh(geometry1, material1);
mesh1.position.set(-30,217,32.5);
mesh1.rotation.set(2,151,2);
scene.add(mesh1);
You have to add the red cylinder to a Group. Set the position in that way, that the bottom of the cylinder is at (0, 0, 0). Set the position of the group in that way, that it's origin is at the top of the black cylinder.
Finally you have to rotate the group:
let height = 151.02648774304458;
let height1 = 158.8741640418605;
var geometry = new THREE.CylinderGeometry(10, 10, height, 20, 1, false);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(1, 75.5, 1);
scene.add(mesh);
var material1 = new THREE.MeshBasicMaterial({ color: 0xff0000 });
var geometry1 = new THREE.CylinderGeometry(10, 10, height1, 20, 1, false);
var mesh1 = new THREE.Mesh(geometry1, material1);
mesh1.position.set(0, height1/2, 0);
group = new THREE.Group();
group.position.set(mesh.position.x, mesh.position.y + height/2, mesh.position.z);
group.add(mesh1);
group.rotation.set(...);
scene.add(group);
(function onLoad() {
var container, camera, scene, renderer, orbitControls;
init();
animate();
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
canvas: my_canvas,
antialias: true,
alpha: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
//container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 200, -400);
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
scene.add(camera);
window.onresize = function() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
orbitControls = new THREE.OrbitControls(camera, container);
createModel();
}
var group;
function createModel() {
var material = new THREE.MeshPhongMaterial({color:'#ff0000'});
var material1 = new THREE.MeshPhongMaterial({color:'#000000'});
let height = 151.02648774304458;
let height1 = 158.8741640418605;
var geometry = new THREE.CylinderGeometry(10, 10, height, 20, 1, false);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(1, 75.5, 1);
scene.add(mesh);
var material1 = new THREE.MeshBasicMaterial({ color: 0xff0000 });
var geometry1 = new THREE.CylinderGeometry(10, 10, height1, 20, 1, false);
var mesh1 = new THREE.Mesh(geometry1, material1);
mesh1.position.set(0, height1/2, 0);
group = new THREE.Group();
group.position.set(mesh.position.x, mesh.position.y + height/2, mesh.position.z);
group.add(mesh1);
//group.rotation.set(2, 151, 2);
scene.add(group);
}
var rotate = 0.0;
function animate() {
group.rotation.set(0, 0, rotate);
rotate += 0.01;
requestAnimationFrame(animate);
orbitControls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
})();
<script src="https://cdn.jsdelivr.net/npm/three#0.115/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.115/examples/js/controls/OrbitControls.js"></script>
<div id="container"><canvas id="my_canvas"> </canvas></div>
To set a specific rotation by a specific vector, I recommend to set the rotation by a .setRotationFromQuaternion.
The Quaternion defines how to rotate from the upwards direction (0, 1, 0) to the target direction. The Target direction is the vector form the joint to the endpoint of the upper cylinder (-62-1, 283-151, 61-1):
For instance:
let upVector = new THREE.Vector3(0, 1, 0);
let targetVector = new THREE.Vector3(-62 - 1, 283 - height, 61 - 1);
let quaternion = new THREE.Quaternion().setFromUnitVectors(
upVector, targetVector.normalize());
group.setRotationFromQuaternion(quaternion)
I have created a cube as:
var cubeGeometry = new THREE.BoxGeometry( 1, 1, 1 );
var cubeMaterial = new THREE.MeshLambertMaterial( { color:
0xffff00,wireframe: true } );
var cube = new THREE.Mesh( cubeGeometry, cubeMaterial );
cube.position.x = p.x;
cube.position.y = p.y;
cube.position.z = p.z;
scene.add(cube);
p is a input point to my function. So this code creates a cube at position p and adds it to the scene.
How can I check that some point,say A, lies inside this cube? I couldn't find any helper function like containsPoint etc for Three.Mesh. I may do some additional checks to verify, but I am looking for a Three.js function.
You can create THREE.Box3() instance, using its .setFromObject() the cube as the parameter, then call .containsPoint(), passing the point you want to check as the parameter to this method:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(2, 5, 10);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
scene.add(new THREE.GridHelper(10, 10));
var cube = new THREE.Mesh(new THREE.BoxGeometry(2, 2, 2), new THREE.MeshBasicMaterial({
color: "aqua",
wireframe: true
}));
cube.position.set(0, 1, 0);
scene.add(cube);
var pointA = new THREE.Vector3(0, 1, 0);
var pointB = new THREE.Vector3(2, 1, 0);
point(pointA, 0x00ff00);
point(pointB, "yellow");
function point(point, color) {
p = new THREE.Mesh(new THREE.SphereGeometry(0.25, 4, 2), new THREE.MeshBasicMaterial({
color: color
}));
p.position.copy(point);
scene.add(p);
}
var bb = new THREE.Box3(); // for re-use
bb.setFromObject(cube);
console.log(bb);
console.log(bb.containsPoint(pointA), bb.containsPoint(pointB));
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/92/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
cube.updateMatrixWorld(); //Make sure the object matrix is current with the position/rotation/scaling of the object...
var localPt = cube.worldToLocal(yourPoint.clone()); //Transform the point from world space into the objects space
if(Math.abs(localPt.x)<=0.5&&Math.abs(localPt.y)<=0.5&&Math.abs(localPt.z)<=0.5)
console.log("Point is inside!"); //Check if all the axis are within the size of the cube.. if your cube sizes arent 1,1,1, you'll have to adjust these checks to be half of width/height/depth..
Something like that?
#prisoner849
Your solution doesn't work if the box is rotated.
Here's an illustration of the problem. I render both solutions and you can see where the Box3 version breaks with the rotated cube, whereas the analytical once works.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(2, 5, 10);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
scene.add(new THREE.GridHelper(10, 10));
var boxDimensions = new THREE.Vector3(2,2,2);
var cube = new THREE.Mesh(new THREE.BoxGeometry(boxDimensions.x,boxDimensions.y,boxDimensions.z), new THREE.MeshBasicMaterial({
color: "aqua",
wireframe: true
}));
cube.position.set(0, 1, 0);
cube.rotation.y = Math.PI*0.25;
scene.add(cube);
var pointA = new THREE.Vector3(0.95, 0.95, 0.95);
var pointC = new THREE.Vector3(-0.65, 0.65, -0.65);
var pa = point(pointA, 0x00ff00);
var pc = point(pointC, 0x00ff00);
function point(point, color) {
p = new THREE.Mesh(new THREE.SphereGeometry(0.25, 4, 2), new THREE.MeshBasicMaterial({
color: color
}));
p.position.copy(point);
scene.add(p);
return p;
}
var bb = new THREE.Box3(); // for re-use
bb.setFromObject(cube);
console.log(bb);
function correctPointInBox(pt,cube,boxDim){
cube.updateMatrixWorld(); //Make sure the object matrix is current with the position/rotation/scaling of the object...
var localPt = cube.worldToLocal(pt.clone()); //Transform the point from world space into the objects space
if(Math.abs(localPt.x)<=boxDim.x*0.5&&Math.abs(localPt.y)<=boxDim.y*0.5&&Math.abs(localPt.z)<=boxDim.z*0.5)
return true;
else
return false;
}
render();
function render() {
pa.position.x = Math.sin(performance.now()*0.001)*2;
pc.position.z = Math.cos(performance.now()*0.001)*2;
if(bb.containsPoint(pa.position))
pa.material.color.set("red")
else
pa.material.color.set("green")
if(correctPointInBox(pc.position,cube,boxDimensions))
pc.material.color.set("red")
else
pc.material.color.set("green")
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/92/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
Using threejs I created a simple cylinder object and rotating it in z-axis. The object rotates around the center axis, both the ends of the cylinder rotate around the axis which is at the center of the cylinder.
How can I make it rotate in a different axis? I would like the cylinder to rotate by having one end in a fixed point while the other end goes around in circles. My code is below.
init();
function init() {
renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('myCanvas'), antialias: true });
renderer.setClearColor(0xeaebed);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
camera = new THREE.PerspectiveCamera(5, window.innerWidth / window.innerHeight, 0.1, 4000);
scene = new THREE.Scene();
//LIGHTS
var light = new THREE.AmbientLight(0xffffff, 1);
scene.add(light);
var light1 = new THREE.PointLight(0xffffff, 0.3);
scene.add(light1);
//Gun holder
var gunHolder = new THREE.Object3D();
var gunHolderColour = 0x0f4207;
var gunHolderBaseCylinderGeometry = new THREE.CylinderGeometry(10, 10, 50, 32);
var gunHolderBaseCylinderMaterial = new THREE.MeshStandardMaterial({
color: gunHolderColour,
metalness: 0.5,
roughness: 0.5
});
var gunHolderBaseCylinderMesh = new THREE.Mesh(gunHolderBaseCylinderGeometry, gunHolderBaseCylinderMaterial);
gunHolderBaseCylinderMesh.position.set(0, -8, -3000);
scene.add(gunHolderBaseCylinderMesh);
requestAnimationFrame(render);
function render() {
gunHolderBaseCylinderMesh.rotation.z += 0.01;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
}
You can use .translate() method of your geometry:
var gunHolderBaseCylinderGeometry = new THREE.CylinderGeometry(10, 10, 50, 32); // height is 50
gunHolderBaseCylinderGeometry.translate(0, 25, 0); // move upwards at half of height, 25
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0xeaebed);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(5, window.innerWidth / window.innerHeight, 0.1, 4000);
scene = new THREE.Scene();
//LIGHTS
var light = new THREE.AmbientLight(0xffffff, 1);
scene.add(light);
var light1 = new THREE.PointLight(0xffffff, 0.3);
scene.add(light1);
//Gun holder
var gunHolder = new THREE.Object3D();
var gunHolderColour = 0x0f4207;
var gunHolderBaseCylinderGeometry = new THREE.CylinderGeometry(10, 10, 50, 32);
gunHolderBaseCylinderGeometry.translate(0, 25, 0);
var gunHolderBaseCylinderMaterial = new THREE.MeshStandardMaterial({
color: gunHolderColour,
metalness: 0.5,
roughness: 0.5
});
var gunHolderBaseCylinderMesh = new THREE.Mesh(gunHolderBaseCylinderGeometry, gunHolderBaseCylinderMaterial);
gunHolderBaseCylinderMesh.position.set(0, -8, -3000);
scene.add(gunHolderBaseCylinderMesh);
requestAnimationFrame(render);
function render() {
requestAnimationFrame(render);
gunHolderBaseCylinderMesh.rotation.z += 0.01;
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.js"></script>
Codepen demonstrating the problem
https://codepen.io/anon/pen/GjJpYw?editors=0010
I have 2 meshes, one which contains 2 cubes, and the other which is 1 cube. The mesh with 2 cubes sandwiches the mesh with one cube (so the single cube is in the center). When I set all cubes to transparent but set the opacity of the center cube to 1, I would not expect to be able to see the back cube when looking through the front cube but I can.
I was wondering is there any easy way to fix this? This is a very simplified version of the problem I'm facing so I can't easily split the geometries. I also cannot just set transparent to false since ideally I would like to be able to have the middle cube partially transparent as well. Any suggestions?
var width = window.innerWidth;
var height = window.innerHeight;
var renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
var scene = new THREE.Scene();
var cubeGeometry = new THREE.CubeGeometry(100, 100, 100);
var cube = new THREE.Mesh(cubeGeometry);
cube.position.set(0, 25, -200);
var cube2 = new THREE.Mesh(cubeGeometry);
cube2.position.set(0, -25, 200);
cube.updateMatrix();
cube2.updateMatrix();
var singleGeometry = new THREE.Geometry();
singleGeometry.merge(cube.geometry, cube.matrix);
singleGeometry.merge(cube2.geometry, cube2.matrix);
var combinedMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000, opacity: 0.5, transparent: true});
var mesh = new THREE.Mesh(singleGeometry, combinedMaterial);
var cubeGeometry = new THREE.CubeGeometry(200, 200, 200);
var cubeMaterial = new THREE.MeshBasicMaterial({ color: 0x0000ff, opacity: 0.8, transparent: true});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
scene.add(cube);
scene.add(mesh);
var camera = new THREE.PerspectiveCamera(60, width / height, 1, 1000);
camera.position.z = 500;
var controls = new THREE.OrbitControls(camera);
controls.addEventListener('change', render);
var pointLight = new THREE.PointLight(0xffffff);
pointLight.position.set(0, 300, 200);
scene.add(pointLight);
render();
animate();
function animate() {
requestAnimationFrame( animate );
controls.update();
}
function render() {
renderer.render( scene, camera );
}