I want to place a circle on an object when you click on it.
I updated this example to work with webGL renderer (I basically changed THREE.SpriteCanvasMaterialto THREE.SpriteMaterial), but not only is the circle now a square, it also glitches with the surface of the object. Here's a JSFiddle that demonstrates my problem (click an object to test).
I found some similar questions on stackoverflow, but I can't seem to make it work in my example. Any tips?
you are adding sprites into a moving 3d scene, easy way to do what you want is to add spheres
var particle = new THREE.Mesh(new THREE.SphereGeometry(10,10,10),
new THREE.MeshBasicMaterial({color:0xff0000}) );
particle.position.copy( intersects[ 0 ].point );
scene.add( particle );
if you want real flat circles you will have to create a circular geometry and align it correctly to the object so it sits atop of the rectangle wall and if you want circles that do not deform when object is turned you will need some custom shader stuff
Related
I need to get the camera up direction and i've tried many ways with no luck, i'm not an expert of quaternions so i'm doubting i did it right.
I've tried:
camera.up
camera.up.applyMatrix4(camera.matrixWorld);
new THREE.Vertex3(0,1,0).applyMatrix4(camera.matrixWorld);
camera.up.normalize().applyMatrix4(camera.matrixWorld);
after this i create two planes passing by two points of my interest, and add the plane helper to the scene and i can see they are very far from where i was expecting them. (i'm expecting two planes that looks like the top and bottom of the camera frustum).
P.s. the camera is a shadow camera of a directional light so an orthographic camera, and i manipulate the directional light position and target before doing this operation, but i've called updateMatrixWorld on the light, on it's target and the camera, on the camera i've called also updateProjectionMatrix... still no results
I've made a sandbox to see what i've tried till now, and better visualize what i want to achieve:
https://codesandbox.io/embed/throbbing-cache-j5yse
once i manage to get the green arrow to point to the top of the blue triangle of the camera helper i'm good to go
In the normal render flow, shadow camera matrices are updated as part of rendering the shadow map (WebGLShadowMap.render).
However, if you want the updated matrix values before the render, then you'll need to update them manually (you already understand this part).
The shadow camera is a property of (not a child of) the DirectionalLight. As such, it doesn't follow the same rules as other scene objects when it comes to updating its matrices (because it's not really a child of the scene). Instead, you need to call the shadow property's updateMatrices method (inherited from LightShadow.updateMatrices).
const dl = new THREE.DirectionalLight(0xffffff, 1)
dl.shadow.updateMatrices(dl) // <<------------------------ Updates the shadow camera
This updates the shadow camera with information from the DirectionalLight's own matrix, and its target's matrix, to properly orient the shadow camera.
Finally, it looks like you're trying to get the "world up" of the camera. Personally, I'd use the convenience function localToWorld:
let up = new THREE.Vector3(0, 1, 0)
dl.shadow.camera.localToWorld(up) // destructively converts "up" from local-to-camera into world coordinates
via trial and errors i've figured out that what gave me the correct result was:
calling
directionalLight.shadow.updateMatrices(...)
and then
new THREE.Vector3(0,1,0).applyQuaternion(directionalLight.shadow.camera.quaternion)
I want to realize a 3D interactive globe with three.js and I wonder if there is a way to intersect over Sprites primitive with the Raycaster?
If you check the source code for RayCaster at
https://github.com/mrdoob/three.js/blob/master/src/core/Raycaster.js
it would appear that the intersectObject function only checks objects that are instances of THREE.Particle or THREE.Mesh, not THREE.Sprite. Possibly this is because sprites could be set to use screen coordinates, and so a ray that projects into your 3d scene wouldn't make sense in this situation, or if placed in the scene as the sprite image always faces the camera, it doesn't act like your standard 3d mesh.
Perhaps you could attach a PlaneGeometry or a very thin CubeGeometry to the position of your sprite, set its rotation to the rotation of the camera so that it is always parallel to the view plane of the camera like the sprite is, and then check for intersections with the mesh instead?
I'm learning webgl, threejs and glsl shaders. The scene you see below is my attempt at working with instanced geometry. I have 3 patches of "grass". The grass is actually made of instanced cones around the central position of the mesh I'm building.
As you can see, if the central position (marked with a white wireframe cone) of the mesh is no longer in the camera view, all instances disappear.
How can I prevent this?
And to be even more specific: Are all the grass patches, or all fire instances, or all particles of the same time supposed to be instanced at once and place around the scene how we see fit? My assumption is that they should. Right?
If you are using InstancedBufferGeometry, there are two ways you can deal with frustum culling.
One way is to turn frustum culling off for the mesh:
mesh.frustumCulled = false;
The other option is to set the bounding sphere of the mesh's geometry manually, if it is known in your case:
geometry.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
three.js r.88
When using a cube camera one normally sets the envMap of the material to the cubeCamera.renderTarget, e.g.:
var myMaterial = new THREE.MeshBasicMaterial({color:0xffffff,
envMap: myCubeCamera.renderTarget,
side: THREE.DoubleSide});
This works great for meshes that are meant to reflect or refract what the cube camera sees. However, I'd like to simply create a texture and apply that to my mesh. In other words, I don't want my object to reflect or refract. I want the face normals to be ignored.
I tried using a THREE.WebGLRenderTarget, but it won't handle a cube camera. And using a single perpspective camera with WebGLRenderTarget does not give me a 360 texture, obviously.
Finally, simply assigning the cubeCamera.renderTarget to the 'map' property of the material doesn't work either.
Is it possible to do what I want?
r73.
Edit: this is not what the author of the question is looking for, I'll keep my answer below for other people
Your envmap is already a texture so there's no need to apply it as a map. Also, cubemaps and textures are structurally different, so it won't be possible to swap them, or if you succeed in doing that the result is not what you probably you might expect.
I understand from what you're asking you want a static envmap instead to be updated at each frame, if that's the case simply don't run myCubeCamera.updateCubeMap() into your render function. Instead place it at the end of your scene initialization with your desired cube camera position, your envmap will show only that frame.
See examples below:
Dynamic Cubemap Example
Static Cubemap Example
The answer is: Set the refractionRatio on the material to 1.0. Then face normals are ignored since no refraction is occurring.
In a normal situation where the Cube Camera is in the same scene as the mesh, this would be pointless because the mesh would be invisible. But in cases where the Cube Camera is looking at a different scene, then this is a useful feature.
I'm using BufferGeometry to draw triangles.
I can use a mesh geometry, specifiyng 3 index-attribute for every triangle. I'm using a basic material without wireframe. I suposse I'll can use raycast.
Also I have seen the linesegments approach for wireframe. Interesting.
Ok, my problem... I'd like to see my triangles as a wireframe and also I need raycast. So .... the solution is to create my own shader, isn't it ?
Thanks
you dont have to create a custom shader you can have a mesh with wireframe material, and the ray should still "hit" the object
var mesh = new THREE.Mesh(geometry,new THREE.MeshBasicMaterial({wireframe : true}));
if it for some reason does not hit or you want to LineSegments object you can keep track of all transformations that affected the object, and apply them onto a mesh you wont add to scene
var segmentObject = new THREE.LineSegments(geometry,lineMaterial);
scene.add(segmentObject);
var meshNotInScene = new THREE.Mesh(geometry,dummyMaterial);
and you will use the mesh object to determine if raycast hit the object
this way you can have a different hitbox for an object for example if you have a flying donut by pairing it with a circle mesh you can select it even if you click in its hole etc...
keep in mind that materials have sides and if you dont care about which side is which set "side" to THREE.DoubleSide