Translating rotation origin in Three.js - 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

Related

three js LoadObject pivot [duplicate]

What I'm trying to achieve is a rotation of the geometry around pivot point and make that the new definition of the geometry. I do not want te keep editing the rotationZ but I want to have the current rotationZ to be the new rotationZ 0.
This way when I create a new rotation task, it will start from the new given pivot point and the newly given rad.
What I've tried, but then the rotation point moves:
// Add cube to do calculations
var box = new THREE.Box3().setFromObject( o );
var size = box.getSize();
var offsetZ = size.z / 2;
o.geometry.translate(0, -offsetZ, 0)
// Do ratation
o.rotateZ(CalcUtils.degreeToRad(degree));
o.geometry.translate(0, offsetZ, 0)
I also tried to add a Group and rotate that group and then remove the group. But I need to keep the rotation without all the extra objects. The code I created
var box = new THREE.Box3().setFromObject( o );
var size = box.size();
var geometry = new THREE.BoxGeometry( 20, 20, 20 );
var material = new THREE.MeshBasicMaterial( { color: 0xcc0000 } );
var cube = new THREE.Mesh( geometry, material );
cube.position.x = o.position.x;
cube.position.y = 0; // Height / 2
cube.position.z = -size.z / 2;
o.position.x = 0;
o.position.y = 0;
o.position.z = size.z / 2;
cube.add(o);
scene.add(cube);
// Do ratation
cube.rotateY(CalcUtils.degreeToRad(degree));
// Remove cube, and go back to single object
var position = o.getWorldPosition();
scene.add(o)
scene.remove(cube);
console.log(o);
o.position.x = position.x;
o.position.y = position.y;
o.position.z = position.z;
So my question, how do I save the current rotation as the new 0 rotation point. Make the rotation final
EDIT
I added an image of what I want to do. The object is green. I have a 0 point of the world (black). I have a 0 point of the object (red). And I have rotation point (blue).
How can I rotate the object around the blue point?
I wouldn't recommend updating the vertices, because you'll run into trouble with the normals (unless you keep them up-to-date, too). Basically, it's a lot of hassle to perform an action for which the transformation matrices were intended.
You came pretty close by translating, rotating, and un-translating, so you were on the right track. There are some built-in methods which can help make this super easy.
// obj - your object (THREE.Object3D or derived)
// point - the point of rotation (THREE.Vector3)
// axis - the axis of rotation (normalized THREE.Vector3)
// theta - radian value of rotation
// pointIsWorld - boolean indicating the point is in world coordinates (default = false)
function rotateAboutPoint(obj, point, axis, theta, pointIsWorld){
pointIsWorld = (pointIsWorld === undefined)? false : pointIsWorld;
if(pointIsWorld){
obj.parent.localToWorld(obj.position); // compensate for world coordinate
}
obj.position.sub(point); // remove the offset
obj.position.applyAxisAngle(axis, theta); // rotate the POSITION
obj.position.add(point); // re-add the offset
if(pointIsWorld){
obj.parent.worldToLocal(obj.position); // undo world coordinates compensation
}
obj.rotateOnAxis(axis, theta); // rotate the OBJECT
}
After this method completes, the rotation/position IS persisted. The next time you call the method, it will transform the object from its current state to wherever your inputs define next.
Also note the compensation for using world coordinates. This allows you to use a point in either world coordinates or local space by converting the object's position vector into the correct coordinate system. It's probably best to use it this way any time your point and object are in different coordinate systems, though your observations may differ.
As a simple solution for anyone trying to quickly change the pivot point of an object, I would recommend creating a group and adding the mesh to the group, and rotating around that.
Full example
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube)
Right now, this will just rotate around its center
cube.rotation.z = Math.PI / 4
Create a new group and add the cube
const group = new THREE.Group();
group.add(cube)
scene.add(group)
At this point we are back where we started. Now move the mesh:
cube.position.set(0.5,0.5,0)
Then move the group
group.position.set(-0.5, -0.5, 0)
Now use your group to rotate the object:
group.rotation.z = Math.PI / 4

Create points from shape

I'm trying to draw around 3D elements of an object to make them selectable.
In a 2D shape it's pretty easy using Shap.
const shape = new Shape();
if (!points.length) return shape;
for (const point of points) shape.lineTo(point[0], point[1]);
if (mousePos) shape.lineTo(mousePos[0], mousePos[1]);
return shape;
I was thinking in 3D I could draw around the entities with the mouse, fill in the gaps with a point cloud, iterative other each point with the raycaster to so it is adjusted to the point nearest the camera that intersects with the mesh and I should have a points shape that fits the underlying mesh.
My question is - if I have a Shape what is the easiest way to create points to cover the area of the shape so I can find the point closest to the camera?
use BufferGeometry and PointMaterial to express particle point.
points require vertices with z position. give them Z position.
import * as T from 'three';
const points = [x1,y1,x2,y2,x3,y3...]; /*... your points in 2d ...*/
const shape = new T.Shape(/* ... your shape from points ... */);
const z = 3; // any z position you want
// because `THREE.Shape` is in 2D, give it a Z position from the shape
const vertices = new Float32Array(points.reduce((ac, cv) => ([...ac, ...cv, z]), []);
const geometry = new T.BufferGeometry();
geometry.setAttribute( 'position', new T.BufferAttribute( vertices, 3 ) );
const material = new T.PointsMaterial({ color: new T.Color('red') });
const mesh = new T.Mesh(geometry, material);
scene.add(mesh);
https://threejs.org/docs/index.html?q=shape#api/en/core/BufferGeometry
Edit: points array is flattened array of [x,y]. vertices array is flattened array of [x,y,z].

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.

Drawing lines between the Icosahedron vertices without wireframe material and with some line width using WEBGLRenderer

I'm new to threejs
I need to draw a sphere connected with triangles. I use Icosahedron to construct the sphere in the following way
var material = new THREE.MeshPhongMaterial({
emissive : 0xffffff,
transparent: true,
opacity : 0.5,
wireframe : true
});
var icogeo = new THREE.IcosahedronGeometry(80,2);
var mesh = new THREE.Mesh(icogeo, material);
scean.add(mesh);
But i need the width of the line to be more but line width won't show up in windows so i taught of looping through the vertices and draw a cylinder/tube between the vertices. (I can't draw lines because the LineBasicMaterial was not responding to Light.)
for(i=0;i<icogeo.faces.length;i++){
var face = icogeo.faces[i];
//get vertices from face and draw cylinder/tube between the three vertices
}
Can some one please help on drawing the tube/cylinder between two vector3 vertices?
**the problem i'm facing with wireframe was it was not smooth and i can't increase width of it in windows.
If you really want to create a cylinder between two points one way to do is to create it in a unit space and then transform it to your line. But that is very mathy.
An intuitive way to create it is to think about how would you do it in a unit space? A circle around the z axis (in x,y) and another one a bit down z.
Creating a circle in 2d is easy: for ( angle(0,360,360/numsteps) ) (x,y)=(sin(angle),cos(angle))*radius. (see for example Calculating the position of points in a circle).
Now the two butt ends of your cylinder are not in x,y! But If you have two vectors dx,dy you can just multiply your x,y with them and get a 3d position!
So how to get dx, dy? One way is http://en.wikipedia.org/wiki/Gram%E2%80%93Schmidt_process
which reads way more scary than it is. You start with your forward direction, which is your line. forward = normalize(end-start). Then you just pick a direction "up". Usually (0,1,0). Unless forward is already close to up, then pick another one like (1,0,0). Take their cross product. This gives you "left". Then take the cross product between "left" and "forward" to get "right". Now "left" and "right" are you dx and dy!
That way you can make two circles at the two ends of your line. Add triangles in between and you have a cylinder!
Even though I do believe it is an overkill for what you are trying to achieve, here is code that draws a capsule (cylinder with spheres at the end) between two endpoints.
/**
* Returns a THREE.Object3D cylinder and spheres going from top to bottom positions
* #param radius - the radius of the capsule's cylinder
* #param top, bottom - THREE.Vector3, top and bottom positions of cone
* #param radiusSegments - tessellation around equator
* #param openTop, openBottom - whether the end is given a sphere; true means they are not
* #param material - THREE.Material
*/
function createCapsule (radius, top, bottom, radiusSegments, openTop, openBottom, material)
{
radiusSegments = (radiusSegments === undefined) ? 32 : radiusSegments;
openTop = (openTop === undefined) ? false : openTop;
openBottom = (openBottom === undefined) ? false : openBottom;
var capsule = new THREE.Object3D();
var cylinderAxis = new THREE.Vector3();
cylinderAxis.subVectors (top, bottom); // get cylinder height
var cylinderGeom = new THREE.CylinderGeometry (radius, radius, cylinderAxis.length(), radiusSegments, 1, true); // open-ended
var cylinderMesh = new THREE.Mesh (cylinderGeom, material);
// get cylinder center for translation
var center = new THREE.Vector3();
center.addVectors (top, bottom);
center.divideScalar (2.0);
// pass in the cylinder itself, its desired axis, and the place to move the center.
makeLengthAngleAxisTransform (cylinderMesh, cylinderAxis, center);
capsule.add (cylinderMesh);
if (! openTop || ! openBottom)
{
// instance geometry
var hemisphGeom = new THREE.SphereGeometry (radius, radiusSegments, radiusSegments/2, 0, 2*Math.PI, 0, Math.PI/2);
// make a cap instance of hemisphGeom around 'center', looking into some 'direction'
var makeHemiCapMesh = function (direction, center)
{
var cap = new THREE.Mesh (hemisphGeom, material);
makeLengthAngleAxisTransform (cap, direction, center);
return cap;
};
// ================================================================================
if (! openTop)
capsule.add (makeHemiCapMesh (cylinderAxis, top));
// reverse the axis so that the hemiCaps would look the other way
cylinderAxis.negate();
if (! openBottom)
capsule.add (makeHemiCapMesh (cylinderAxis, bottom));
}
return capsule;
}
// Transform object to align with given axis and then move to center
function makeLengthAngleAxisTransform (obj, align_axis, center)
{
obj.matrixAutoUpdate = false;
// From left to right using frames: translate, then rotate; TR.
// So translate is first.
obj.matrix.makeTranslation (center.x, center.y, center.z);
// take cross product of axis and up vector to get axis of rotation
var yAxis = new THREE.Vector3 (0, 1, 0);
// Needed later for dot product, just do it now;
var axis = new THREE.Vector3();
axis.copy (align_axis);
axis.normalize();
var rotationAxis = new THREE.Vector3();
rotationAxis.crossVectors (axis, yAxis);
if (rotationAxis.length() < 0.000001)
{
// Special case: if rotationAxis is just about zero, set to X axis,
// so that the angle can be given as 0 or PI. This works ONLY
// because we know one of the two axes is +Y.
rotationAxis.set (1, 0, 0);
}
rotationAxis.normalize();
// take dot product of axis and up vector to get cosine of angle of rotation
var theta = -Math.acos (axis.dot (yAxis));
// obj.matrix.makeRotationAxis (rotationAxis, theta);
var rotMatrix = new THREE.Matrix4();
rotMatrix.makeRotationAxis (rotationAxis, theta);
obj.matrix.multiply (rotMatrix);
}

three.js - Set the rotation of an object in relation to its own axes

I'm trying to make a static 3D prism out of point clouds with specific numbers of particles in each. I've got the the corner coordinates of each side of the prism based on the angle of turn, and tried spawning the particles in the area bound by these coordinates. Instead, the resulting point clouds have kept only the bottom left coordinate.
Screenshot: http://i.stack.imgur.com/uQ7Q8.png
I've tried to set the rotation of each cloud object such that their edges meet, but they will rotate only around the world centre. I gather this is something to do with rotation matrices and Euler angles, but, having been trying to work them out for 3 solid days, I've despaired. (I'm a sociologist, not a dev, and haven't touched graphics before this project.)
Please help? How do I set the rotation on each face of the prism? Or maybe there is a more sensible way to get the particles to spawn in the correct area in the first place?
The code:
// draw the particles
var n = 0;
do {
var geom = new THREE.Geometry();
var material = new THREE.PointCloudMaterial({size: 1, vertexColors: true, color: 0xffffff});
for (i = 0; i < group[n]; i++) {
if (geom.vertices.length < group[n]){
var particle = new THREE.Vector3(
Math.random() * screens[n].bottomrightback.x + screens[n].bottomleftfront.x,
Math.random() * screens[n].toprightback.y + screens[n].bottomleftfront.y,
Math.random() * screens[n].bottomrightfront.z + screens[n].bottomleftfront.z);
geom.vertices.push(particle);
geom.colors.push(new THREE.Color(Math.random() * 0x00ffff));
}
}
var system = new THREE.PointCloud(geom, material);
scene.add(system);
**// something something matrix Euler something?**
n++
}
while (n < numGroups);
I've tried to set the rotation of each cloud object such that their
edges meet, but they will rotate only around the world centre.
It is true they only rotate around 0,0,0. The simple solution then is to move the object to the center, rotate it, and then move it back to its original position.
For example (Code not tested so might take a bit of tweaking):
var m = new THREE.Matrix4();
var movetocenter = new THREE.Matrix4();
movetocenter.makeTranslation(-x, -y, -z);
var rotate = new THREE.Matrix4();
rotate.makeRotationFromEuler(); //Build your rotation here
var moveback = new THREE.Matrix4();
moveback .makeTranslation(x, y, z);
m.multiply(movetocenter);
m.multiply(rotate);
m.multiply(moveback);
//Now you can use geometry.applyMatrix(m)

Resources