EdgesHelper as child of a Cube get double rotation speed - three.js

When I add an EdgesHelper of a cube to the scene, then rotate the cube, the EdgesHelper follows the rotation.
But if I add EdgesHelper as child of cube, it rotates at double speed.
https://jsfiddle.net/aj3cv4tx/4/ +49
var cube = new THREE.Mesh( geometry, mesh );
var egh = new THREE.EdgesHelper( cube, 0x00ffff );
cube.add(egh); // causes different ratation speed
//scene.add(egh); // this one is ok
How can I fix its rotation speed?

What you are seeing is a consequence of how EdgesHelper (and some of the other helpers) have been implemented.
If you want to use EdgesHelper, you have to adhere to two rules:
EdgesHelper must be added to the scene, directly.
The scene can't have a transform applied (for example, be rotated).
three.js r.74

Related

Three.js - get terrain height (position.y) of the mesh at specific position.x,z - without mouse and raycaster?

Let's say I have a sort of rather simple terrain from Blender exported as GLB object, which is a Group and contains a Mesh with BufferGeometry. I have another GLB object which is a model of vehicle. How can I read proper position.y at specific x,z locations (idealy 4 locations for setting car position and rotation) without moving mouse and using raycaster? I need to know what is elevation and height at specific region. Any simple clue without game-physics engine on top of ThreeJS?
Just use a Raycaster. I don't know why you don't want to use it, it's the easiest way to find an intersection without a physics engine and without tons of math.
Simply use Raycaster.set() to point straight down from your XZ coords and see where it intersects the terrain:
var ray = new THREE.Raycaster();
var rayPos = new THREE.Vector3();
// Use y = 100 to ensure ray starts above terran
rayPos.set(x, 100, z);
var rayDir = new THREE.Vector3(0, -1, 0); // Ray points down
// Set ray from pos, pointing down
ray.set(rayPos, rayDir);
// Check where it intersects terrain Mesh
let intersect = ray.intersectObject(terrainMesh);
console.log(intersect);
See here for the intersect object. It includes the point in space where the intersection takes place.

Rotate around World Axis

I tried to rotate an object arount the Worlds-Y-Axis, with
myObject.rotateOnWorldAxis(new THREE.Vector3(0,1,0),THREE.Math.degToRad(1));
but the result was, that the object is only rotated in object space.
To be sure that I used the correct method I looked into the documentation and found that there are three methods to rotate an object:
.RotateY(rad) // rotate in Local Space
.rotateOnAxis(axis,rad) // rotation in Object Space
.rotateOnWorldAxis(axis,rad) // rotation in World Space
It seems that I used the correct method.
Is this a bug or an understanding problem on my side?
Here is a JSFiddle which illustrates my problem (the blue cube should rotate around the world axis).
Here is a second Fiddle where thy cyan cube is a child of another object.
It looks to me like your real question isn't regarding world space or object space rotations, cause those are working as expected in your examples.
You probably meant, how to change the point of rotation of an object. If that is the case, you have two options, you can either translate all your geometry vertices in respect to a pivot point of rotation. That way, your pivot will be centered at (0,0,0) and your vertices will rotate in respect to that.
mesh.geometry.translate( x, y, z );
Or you can make your object a child of a different Object3D (pivot), position your original mesh similarly to what was described above and rotate your pivot mesh.
var cube = new THREE.Mesh( geometry, material );
var pivot = new THREE.Object3D();
cube.position.set( 0, 12, 30 ); // offset from center
pivot.add( cube );
scene.add( pivot );
//...
pivot.rotation.y += Math.PI/2;
JSFiddle

How can I rotate around the center of an object in three.js?

I am dynamically adding a number of different objects of various sizes into a scene (one per click) and scaling and positioning them. Now I want to be able to rotate the objects around the Y axis at their center. I have added a boundingBox and an axesHelper, but the latter is showing up in the bottom corner of the objects. Reading this answer, which is similar to mine, it seems like this might be because of an offset. I can find the center of the object fine with this:
var box3 = new THREE.Box3();
var boundingBox = new THREE.BoxHelper( mesh, 0xffff00 );
scene.add( boundingBox );
box3.setFromObject( boundingBox );
center = box3.getCenter( boundingBox.position );
console.log( "center: ", center );
But when I try to reset the center to this position, following this answer, my object shoots way off into space.
box3.center(mesh.position);
mesh.position.multiplyScalar( -1 );
And I’m not really clear (even after reading the documentation) what “multiplyScalar” does/means. By playing with that number, I can get the object closer to the desired position, but the object still doesn't rotate around its center, and the AxesHelper is still at the original location.
Your object is not rotating around its center. Likely, your object's geometry is offset from the origin.
If you are dealing with a single Mesh or Line, you can center the object's geometry by calling
geometry.center();
This method will translate the vertices of the geometry so the geometry's bounding box is centered at the origin.
three.js r.97

Set transparency of face by index in THREE.js

I've managed to set the colour of a mesh face using:
geometry.faces[i].color.setHex('0xff00ff');
Is there a function to set the transparency to true and opacity to say 0.5?
I'm sure there is one, just have no idea of the syntax.
Actually, you cannot achieve that by changing your geometry. Because transparency controlled by materials.
But there's way to do this.
First, each face has materialIndex (Face manual).
Next, Each mesh, drawn within three.js scene has material. And there's special material of type THREE.MeshFaceMaterial (MeshFaceMaterial manual), which takes array of materials as argument.
When faces are drawn, three.js renderer takes face's materialIndex and uses corresponding material from this material array or, if mesh contains single material type.
So you could do something like:
var opacMaterial = new THREE.MeshLambertMaterial({
transparent:true,
opacity:0.7
});
var solidMaterial = new THREE.MeshLambertMaterial({
transparent:false,
color:new THREE.Color(1,0,0)
});
var mesh = new THREE.Mesh(
geometry,
new THREE.MultiMaterial([solidMaterial, opacMaterial])
);
By default, if your geometry have materialIndex == 0 for each faces, you will see solidMaterial drawn.
If you want to make it transparent do something like this;
geometry.faces[i].materialIndex = 1;
Don't forget to update geometry in mesh: (How to update geometry in mesh question.)
Also, aware, if you have materialIndex in your faces greater than length of material array, you will get awkward error inside of deep of THREE.js

Ray intersection and child camera

I've been playing with three.js for few weeks now and got few inconsistencies on ray casting.
Here is a simplified version demonstrating one of the bug I encoutered :
http://jsfiddle.net/eMrhb/12/
The camera is added to the sphere mesh for further use of TrackBallControl for example.
scene.add(mesh);
mesh.add(camera);
Clicking a few times on the sphere and opening the console, show us none of the expected intersections between the ray and the mesh.
Adding the camera to the scene (http://jsfiddle.net/eMrhb/9/), solves the problem:
scene.add(mesh);
scene.add(camera);
But I could use a much more complex hierarchy between my scene objects and the camera to suit my needs.
Is this a limitation? If it is, is there any workarounds I could use?
Yes, this is fixable.
If the camera is a child of another object that is rotated and or translated, then your have to use a different pattern in ray casting.
Instead of this familiar pattern:
var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
You have to use this pattern instead:
var position = camera.matrixWorld.getPosition().clone();
var ray = new THREE.Ray( position, vector.subSelf( position ).normalize() );
three.js r.53

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