display text on the 3D space Three.js - three.js

can any one help me to display text on the 3D space Three.js.
Simple I want function that get the message and coordinate to display. and function to remove the text. I tried for two week but i give up.

Have look at this
http://threejs.org/examples/webgl_geometry_text.html#FF0075111#three.js
set the coordinates as the mesh.position

Related

Is there any difference between hololens' viewport and UE4's viewport?

Our main idea is that we take a picture by hololens then we get the 2D coordinates of something(the thermos and the printer) in this picture. Then we deproject these two things' 2D coordinates of their screenshot back to 3D coordinates in the unreal world, then we draw a box at coordinates' position.
However, as you can see, we marked the thermos(the first picture) and the printer(the second picture) with the 3D coordinates we calculated from their coordinates in their 2D screenshot with a static mesh. But, they have an obvious offset to left down. We speculate that maybe such kind of problem comes from the reason that our camera center is wrong.
Did you meet or solve such kind of problem? Can you give me some advice? Thanks a lot.
We noticed that you already have a new one with more information in Microsoft Q&A community platform. It seems like where exactly is returned from GetActorLocation is headset position and there is an offset from location of PV camera. So that, it is recommended you using the GetPVCameraToWorldTransform API which in HoloLensARFunctionLibrary.h header file to find the camera position in World Space. And then GetWorldSpaceRayFromCameraPoint can help to find what exists in world space at a particular pixel coordinate. For more detail about how to implement this solution, please go through this section: Find Camera Positions in World Space

Dimension changing of fbx model in unity 3D [duplicate]

This question already exists:
Change dimensions of Cubical Shower 3d model in unity 3D
Closed 2 years ago.
Is it possible to change width of any fbx model in 3D without changing its realistic look so that after changing its dimension, the model should not be stretched?
If 2 objects are placed beside each other then need to increase the size of one object and change position of other object with respect to first object.
Thanks in advance.
this breaks down to two problems, if you want to scale an object in just one dimension it will always stretch, for example your your table:
While the board looks fine the legs will get stretched and look unrealistic.
Now the question is what can you do?
It depends on your model.
First of all has your model only one mesh? or has every component a single mesh?
Preferably you want your components to have a independent mesh object. For your table it would be something like this:
This way you can only scale your board and then transform the position of your legs accordingly so that they fit to the new board size.
If you have only one mesh there is not a lot you can do in Unity. For that you would need to go into Blender or any other 3D modeling tool and split the components manually.
Now if you only stretched the board and your model has a texture you will notice that it will look stretched.
What can you do about that?
Go to your texture and first of all check the wrap mode
in this case we want it on repeat, after that we need to change the material setting
since we stretched the geometry we need to change the tiling, befor it was on y = 1 but we scaled the y dimensions so now we need to adapt this number aswell and make the texture repeat. For a table this is doable, if we for example work with more complex textures that have specific parts this will not work and you have to change the texture manually.
now the texture looks better but you probably will have abrupt color changes, this is because the texture is repeated, i "circled" it on the picture. For this problem you have to change the texture in a picture editing program and make it seamless.
I hope this helped a bit, i know this is only the basics and to get a perfect texture and image you have to put in a bit more work, but for that i would highly recommend to read a tutorial.

rendering thousands of unique text labels using three.js

I have a THREE.PointCloud that contains a large amount of points. In the screenshot above, each point is mapped to small purpleish circle.
I'm trying to figure out a way to display text labels beside each points.
My first attempt was to dynamically create text via the canvas and display the textures inside THREE.Sprite objects. This achieved the look I was going for, but the performance hit was significant. I quickly learned this wouldn't scale past just a few hundred points.
I'm thinking there may be a way to do this with shaders but I cannot figure out the approach. The method used in animating a million letters used a texture of glyphs, and mapped the letters to the glyphs:
I'm thinking I could do the same by creating a THREE.Geometry object and pushing the vertices and faces for each text letter of the labels. The downside is that I want the labels to billboard so that they always face the camera. Billboarding in the vertex shader seems to be pretty straightforward.
My feeling is that there are already some examples out there that combine all of these ideas into a single working example. Any suggestions on how to do large-scale text labels would be greatly appreciated. Thanks!
I figured it out. You have to use a glyph sheet and render each character as a quad using two faces.
The process is outlined pretty well in animating a million letters
I can get away with about a million on-screen characters before performance starts taking a hit.

Reposition texture in real time

Is it possible in THREE JS to re-position a texture in real time?
I have a model of a heart and I'm projecting "color maps"/"texture with colors" onto the model but the position of the maps can be a little different each time.
UPDATE
More info:
I have about 20 color maps. They are 80 by 160 pixels. I need to position them on the model. The position of the color maps may differ slightly. Currently I add all the color maps to a big texture and then I load the texture onto the model. That all works just fine.
But sometimes a surgeon feels like a color map needs to be moved over or rotated a little. I can't expect him to change the hard-coded locations in the code. I want him to be able to drag the color map to the right location.
I studied the THREE JS documentation and examples but I haven't found anything yet.

How do you add simple 2D plane text?

Could someone please enlighten me as to how I add simple 2D text to a scene in three.js? I don't need fancy text geometry.
The purpose of the text is to dimension a 3D rotatable version of this: http://img225.imageshack.us/img225/9823/capturespm.png
You can generate the text with a 2D context, then convert it to a texture and finally display it in 3D space as a particle/billboard.

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