three js recalculate vector 3 to child object - three.js

I have Vector3 in position.
I have scene childs:
planet = new THREE.Object3D();
city= new THREE.Object3D();
street= new THREE.Object3D();
scene.add(planet);
planet.add(city);
city.add(street);
how can i get correct world position of vector in each object(planet,city and street individually), with respect to position,scale and rotation of each object..
i try planet.worldToLocal(new THREE.Vector3( vector.x,vector.y,vector.z ) but it seem to work only from global to child object, not for recalculating from planet to city.
example:
planet.position.set(10,0,0);
city.position.set(10,0,0);
street.position.set(10,0,0);
if myVector is new THREE.Vector3(0,10,0), i need to get the same position in street object, that should be (30,10,0) how to get it by THREE functions??

You can get the world position of an object like so:
var position = object.getWorldPosition(); // creates a new THREE.Vector3()
or
var position = new THREE.Vector3();
object.getWorldPosition( position ); // reuses your existing THREE.Vector3()
Note: If you have modified the position/rotation/scale of any of the objects in the hierarchy since the last call to render(), then you will have to force an update to the world matrices by calling scene.updateMatrixWorld(). The renderer calls this for you, otherwise.
three.js r.71

I guess you want to use Vector3.add in combination with getWorldPosition():
planet.position.set(10,0,0);
city.position.set(10,0,0);
street.position.set(10,0,0);
myVector = new THREE.Vector3( 0, 10, 0 );
myVector.add( street.getWorldPosition() );
console.log( myVector ); // 30, 10, 0

Related

calling object3D children for unique styles / animations

I'm wondering how I would go about calling the individual children of cube (mesh0, mesh1) so I'm able to set different styles / animations to them both.
AFRAME.registerComponent('multi_box', {
schema: {},
update: function() {
for (var i = 0; i < 2; i++) {
var material = new THREE.MeshBasicMaterial({color: "blue"});
var geometry = new THREE.BoxGeometry(1, 1, 1);
var cube = new THREE.Mesh(geometry, material);
cube.position.x = i == 0 ? -1 : 1;
cube.position.y = 0.5;
cube.position.z = -5;
this.el.setObject3D("mesh"+i, cube); //unique name for each object
}
console.log(this.el.object3DMap)
}
});
Codepen link: https://codepen.io/ubermario/pen/wrwjVG
I can console.log them both and see that they are unique objects to each other but I'm having trouble calling them:
var meshtest = this.el.getObject3D('mesh0')
console.log(meshtest.position)
I'v tried this method but with no luck: aframe get object3d children
Any help is appreciated :)
Instancing
In your for cycle, you create
a new geometry instance
a new material instance
a new mesh that connect the previous two
Each new keyword creates a unique instance that is independent of the others. In your case mesh0 and mesh1 are fully independent of each other. If you change any property of an instance, like for example material color or position, the other(s) will not be affected by that. In fact you do that by assigning a different x position to each cube.
Storage
Your component holds a map of 3D objects. Each is identified by a unique name. You generate this name by concatenating the prefix mesh with the iteration number (value of i).
You can later access the cubes just the same way you created them. Either by name
this.el.getObject3D('mesh0')
this.el.getObject3D('mesh1')
//etc.
or by index
this.el.object3D.children[0]
this.el.object3D.children[1]
and you can manipulate them further. For example you can put his on Ln19 in your Codepen:
this.el.getObject3D('mesh0').position.y = 2;
this.el.object3D.children[1].position.z = -3;
Just for completeness: If you would omit the +i at the end, you would overwrite the same key again and again, so mesh would reference just the last cube and others would get lost.
Changing properties
Three.js has a nice API, but in javascript you always need to think what happens behind the scenes. You will see that while learning new stuff. For example:
this.el.object3D.children[1].position.z = -3;
this.el.object3D.children[1].material.color.set('#ffff00');
this.el.object3D.children[1].material.color = [1, 1, 0];
As you can see the position can be changed directly, but color needs a setter sometimes. Things get more complicated with vectors where you need to watch which methods change the current instance and which produce a new one. You could easily forget to clone it. Say you had:
var pos = new THREE.Vector3(-1, 0.5, -5)
for (var i = 0; i < 2; i++) {
var material = new THREE.MeshBasicMaterial({color: "blue"});
var geometry = new THREE.BoxGeometry(1, 1, 1);
var cube = new THREE.Mesh(geometry, material);
//wrong, since it will assign the object reference,
//i.e. always the same object.
//Thus, the cubes will be at one position in the end
cube.position = pos;
//right
cube.pos = pos.clone();
pos.x += 1;
this.el.setObject3D("mesh"+i, cube); //unique name for each object
}
The difference is a bit more moderate topic on reference and value types. You will find many tutorials for that, for example this small gist I just found.
I hope this was helpful and wish you good progress in learning!

Set target of directional light in THREE.js

I have model far away from the origin, and I want a directional light to hit the model like sunlight would do.
I set a position and a target for my DirectionalLight:
export const dirLight = getDirectional();
function getDirectional() {
const dirLight = new DirectionalLight( 0xffffff, 1 );
dirLight.position.set( 585000 + 10000, 6135000 + 10000, -500 + 5000);
return dirLight;
};
const helper = new THREE.DirectionalLightHelper( dirLight, 1000 );
let t = new THREE.Object3D();
t.translateX(585000);
t.translateY(6135000);
t.translateZ(1000);
dirLight.target = t;
scene.add(dirLight);
scene.add(dirLight.target);
scene.add(t);
helper.update();
scene.add( helper );
I would expect the light direction now to be parallel to vector between light position and light target, but apparently the light direction is still towards the origin of the scene. What am I doing wrong ?
A running example can be seen here
The documentation states that the target needs to be added to the scene so that the world coordinates are calculated. However, that does not seem to work.
So, instead I tried manually updating the world coordinates, and that worked. Probably that will only work with a static target.
In your case that would be adding
dirLight.target.updateMatrixWorld();

How to find the scene position of an object, within a rotating parent object

Within my THREE scene i have an Object that rotates. The child object is positioned at (92,92,92) within the rotating Object, so it orbits the centre position (0,0,0) is a spherical path with my mouse movement. How can i find the global position of the child object in respect to the scene as it rotates. I'm fairly new to THREE.js and thankful for any support in advance.
My code:
ObjectParent = new THREE.Object3D();
scene.add( ObjectParent );
ObjectChild = new THREE.Object3D();
ObjectParent.add( ObjectChild );
ObjectChild.position.set(92,92,92);
Render:
ObjectParent.rotation.y -= (target.y + ObjectParent.rotation.y) * 0.08;
ObjectParent.rotation.x += (target.x - ObjectParent.rotation.x) * 0.07;
ObjectParent.updateMatrixWorld();
scene.updateMatrixWorld();
First of all, you usually do not need to call
ObjectParent.updateMatrixWorld();
scene.updateMatrixWorld();
inside your render loop. The renderer will do that for you.
To find the world position of a child object, you can use this pattern:
var vector = new THREE.Vector3();
...
vector.setFromMatrixPosition( child.matrixWorld );
The renderer should have previously updated the scene matrices for you. If you have changed a parent's position since the last rendering, you will have to first call
parent.updateMatrixWorld();
to update the relevant matrices.
It is a good idea to look at the three.js source code so you understand what these functions do.
three.js r.67

Three.js - Collision Detection - Obj Wavefront

I am trying to build a virtual tour inside a building (the whole building is an obj model) using three.js. Everything loads fine and the library is pretty straightforward. My most critical issue is that I can't implement collision detection with the camera, I tried using rays but I couldn't find a suitable example for my case.
My model load:
var loader = new THREE.OBJMTLLoader();
loader.addEventListener( 'load', function ( event ) {
var newModel = event.content;
newModel.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.castShadow = true;
child.receiveShadow = true;
}
} );
scene.add( newModel );
objects.push( newModel );
});
loader.load( 'model/model.obj', 'model/model.mtl' );
The camera creation (I don't know if it is relevant to the issue)
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
1,
10000
);
camera.position.set( 0, 25, 0 );
camera.lookAt( 0, 0, 0 );
NOTE: The camera moves inside the model, I don't want to detect collision between two separate obj models, I want to detect collision (and stop the camera from passing through walls) inside one single model.
Any help will be greatly appreciated
Looking at the documentation for Raycaster in Three.js at http://threejs.org/docs/58/#Reference/Core/Raycaster, you can create a ray like Raycaster( origin, direction, near, far ). Perhaps for you this would look something like
var ray = new THREE.Raycaster(camera.position, cameraForwardDirection, camera.position, collisionDistance);
Where cameraForwardDirection is the direction in front of you camera. I think you can get this by doing something like:
var cameraForwardDirection = new THREE.Vector3(0,0,-1).applyMatrix4(camera.matrixWorld);
This should work because the camera points in the negative Z direction (hence the 0,0,-1) and we want to apply the orientation of the camera to this vector. This assumes you are only moving forward. If you wanted to check for collisions in other directions, you could cast rays in other directions.
collisionDistance would be the minimum distance for a collision. You can experiment with this to find what works with respect to the scale of things in your scene.
Once you have cast this ray, you will need to check for intersections. You can use the ray.intersectObject( object, recursive ) method. Since it seems like you just have that one model, it might look something like:
var intersects = ray.intersectObject(newModel, true);
if(intersects.length>0){
// stop the camera from moving farther into the wall
}

Three.js - move custom geometry to origin

I have some custom geometries obtained from a STEP file conversion and I use the mouse to rotate them. They rotate around the origin of the scene, but since they are far from it, they seem rotating on a virtual sphere. How can I move them to the origin so that they don't seem "floating" around (I mean that I'd like to reduce to zero the radius of the virtual sphere). This is the example I'd like to move. I've tried setting their position to (0, 0, 0) doing:
object.position.x = 0;
object.position.y = 0;
object.position.z = 0;
but it didin't work.
The typical solution to this problem is to translate the geometry right after it is created. You do that by applying a translation matrix to the geometry like so:
geometry.applyMatrix( new THREE.Matrix4().makeTranslation( distX, distY, distZ ) );
EDIT: You can simply do this, instead:
geometry.translate( distX, distY, distZ ); // three.js r.72
The function geometry.computeBoundingBox() may be of help to you in determining an amount to translate.
However, I see in your case, you have multiple geometries, so it it a bit more complicated, but doable. You will need to translate each geometry by the same amount.
EDIT
Tip: Instead of adding each object to the scene, create a parent object, add it to the scene, and then add the objects to the parent.
var parent;
parent = new THREE.Object3D();
scene.add( parent );
parent.add( object1 );
parent.add( object2 );
// and so on...
Then in your render function, just rotate the parent, not the individual objects.

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