Drawing custom shapes in Babylon.js - three.js

I have been searching all over the web for a way to draw custom 3d shapes in babylon.js. I would be grateful if somebody could provide a working example. For instance, a 3d irregular pentagon, triangle fan, or a wedge.

you can find a lot of info about parametric shapes in Babylon.js here:
http://doc.babylonjs.com/page.php?p=24847
And mainly for the ribbon here:
http://doc.babylonjs.com/page.php?p=25088

Here is a wedge using the ribbon object:
var createScene = function() {
var scene = new BABYLON.Scene(engine);
scene.clearColor = new BABYLON.Color3(0.8, 0.8, 0.8);
var camera = new BABYLON.ArcRotateCamera("Camera", 3 *Math.PI / 2, Math.PI / 2, 20, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, false);
// lights
var light = new BABYLON.HemisphericLight("hemi", new BABYLON.Vector3(0, 1, 0), scene);
light.groundColor = new BABYLON.Color3(0.2, 0.2, 0.5);
light.intensity = 0.6;
var light2 = new BABYLON.PointLight("light2", new BABYLON.Vector3(-20, 0, -20), scene);
light2.diffuse = BABYLON.Color3.White();
light2.specular = BABYLON.Color3.Green();
light2.intensity = 0.6;
// material
var mat = new BABYLON.StandardMaterial("mat1", scene);
mat.alpha = 1.0;
mat.diffuseColor = new BABYLON.Color3(0.5, 0.5, 1.0);
//mat.backFaceCulling = false;
mat.wireframe = true;
// tubular ribbon
path1 = [];
path2 = [];
path1.push( new BABYLON.Vector3(0, 0, 0) );
path2.push( new BABYLON.Vector3(0, 2, 0) );
path1.push( new BABYLON.Vector3(1, 0, 0) );
path2.push( new BABYLON.Vector3(1, 2, 0) );
path1.push( new BABYLON.Vector3(0, 0, 1) );
path2.push( new BABYLON.Vector3(0, 2, 1) );
var ribbon = BABYLON.Mesh.CreateRibbon("ribbon", [path1, path2], false, true, 0, scene);
ribbon.material = mat;
scene.registerBeforeRender(function(){
light2.position = camera.position;
});
return scene;};

Related

Three.VideoTexture stretches portrait video

I am using Three.VideoTexture(video) to load video on canvas. It's work perfectly fine with landscape videos. But when i tried to load a portrait video, on canvas video gets stretched.
var wrap3D = $("#" + threeJsPreviewHTMLElement);//.find(".wrap3d");
videoTexture = new THREE.VideoTexture(video);
videoTexture.minFilter = THREE.LinearFilter;
videoTexture.magFilter = THREE.LinearFilter;
videoTexture.format = THREE.RGBFormat;
scene = new THREE.Scene();
var WIDTH = 520, HEIGHT = 520;
var domID = "videoContext";
if (!isDesktop) {
HEIGHT = $("#modalTumbler3d").height();
WIDTH = $("#modalTumbler3d").width();
domID = "videoContextDevice";
}
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setSize(WIDTH, HEIGHT);
if (!wrap3D.find('#' + domID).length) {
wrap3D.append(renderer.domElement);
}
else {
wrap3D.find('#' + domID).replaceWith(renderer.domElement);
}
renderer.domElement.id = domID;
//Two CAMERA options - perspective is preferred
camera = new THREE.PerspectiveCamera(50, WIDTH / HEIGHT, .1, 20000);
camera.position.set(0, 0, 150);
scene.add(camera);
//Lights
var hemLight = new THREE.HemisphereLight(0x999999, 0xffffff, 1);
scene.add(hemLight);
var spotLight = new THREE.PointLight(0x555555);
spotLight.position.set(0, 15, -20);
scene.add(spotLight);
var spotLight = new THREE.PointLight(0x555555);
spotLight.position.set(0, -15, 20);
scene.add(spotLight);
//size and position of tumbler from camera
var Y = 0;
var A = 0;
var B = 0;
var scale = 1;
//cylinder for the movie preview
//var movieFrame = new THREE.CylinderGeometry(2, 1.8, 2.5, 50, 1, true, -1.59, Math.PI)
var movieFrame = new THREE.CylinderGeometry(1, 1, 2.5, 100, 3, true, -1.59, Math.PI)
//var movieFrame = new THREE.CylinderGeometry(2, 1.9, 2.5, 50, 1, true, -1.59, Math.PI)
var movieMaterial = new THREE.MeshBasicMaterial({ map: videoTexture, overdraw: true, side: THREE.DoubleSide });
var moviePlayer = new THREE.Mesh(movieFrame, movieMaterial);
moviePlayer.position.y = Y;
moviePlayer.rotation.y = A;
moviePlayer.renderOrder = 14;
moviePlayer.scale.set(scale, scale, scale);
scene.add(moviePlayer);
//control with the mouse or two finger pinch
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.minPolarAngle = 0; // radians
controls.maxPolarAngle = 2.5; // radians
controls.minDistance = 5;
controls.maxDistance = 10;
controls.enabled = false;
This is what i have tried to play video. I have used CylinderGeometry to load video in Cylinder form.
In this case, the texture will simply cover the whole CylinderGeometry. So any distortion you see is result of the aspect-ratio of the video not matching the aspect-ratio of the cylinder-fragment..
Based on your code you have there a height of 2.5 and a width of Math.PI, so your aspect-ratio is ~1.25. Now for a portrait-video (aspect-ratio <1) you need to adjust the geometry. (so for a 3:4 potrait-video you'd need a thetaLength of 1.875/radius instead of Math.PI).

U-shaped magnet geometry in three.js

I want to create a "U" shaped magnet in three.js. So can I use TubeGeometry for that?
So if this is the code for creating a 3D sin curve. How can I make it as "U" shaped Magnet?
var CustomSinCurve = THREE.Curve.create(
function ( scale ) { //custom curve constructor
this.scale = ( scale === undefined ) ? 1 : scale;
},
function ( t ) { //getPoint: t is between 0-1
var tx = t * 3 - 1.5;
var ty = Math.sin( 2 * Math.PI * t );
var tz = 0;
return new THREE.Vector3( tx, ty, tz ).multiplyScalar(this.scale);
}
);
var path = new CustomSinCurve( 10 );
var geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
If the shape of the magnet's profile is not critical (rectangle instead of circle), then you can use THREE.ExtrudeGeometry():
var path = new THREE.Shape(); // create a U-shape with its parts
path.moveTo(-1, 1);
path.absarc(0, 0, 1, Math.PI, Math.PI * 2);
path.lineTo(1, 1);
path.lineTo(.8, 1);
path.absarc(0, 0, .8, Math.PI * 2, Math.PI, true);
path.lineTo(-.8,1);
path.lineTo(-1, 1);
var extOpt = { // options of extrusion
curveSegments: 15,
steps: 1,
amount: .2,
bevelEnabled: false
}
var uGeom = new THREE.ExtrudeGeometry(path, extOpt); // create a geometry
uGeom.center(); // center the geometry
var average = new THREE.Vector3(); // this variable for re-use
uGeom.faces.forEach(function(face){
average.addVectors(uGeom.vertices[face.a], uGeom.vertices[face.b]).add(uGeom.vertices[face.c]).divideScalar(3); // find the average vector of a face
face.color.setHex(average.x > 0 ? 0xFF0000 : 0x0000FF); // set color of faces, depends on x-coortinate of the average vector
});
var uMat = new THREE.MeshBasicMaterial({ vertexColors: THREE.FaceColors }); // we'll use face colors
var u = new THREE.Mesh(uGeom, uMat);
scene.add(u);
jsfiddle example

Three.js - Create new mesh from certain faces/vertices of another mesh

I´ve been several days struggling with a particular Three.js issue, and I cannot find any way to do it. This is my case:
1) I have a floating mesh, formed by several triangled faces. This mesh is created from the geometry returned by a loader, after obtaining its vertices and faces using getAttribute('position'): How to smooth mesh triangles in STL loaded BufferGeometry
2) What I want to do now is to "project" the bottom face agains the floor.
3) Later, with this new face added, create the resulting mesh of filling the space between the 3 vertices of both faces.
I already have troubles in step 2... To create a new face I´m supossed to have its 3 vertices already added to geometry.vertices. I did it, cloning the original face vertices. I use geometry.vertices.push() results to know their new indexes, and later I use that indexes (-1) to finally create the new face. But its shape is weird, also the positions and the size. I think I´m not getting the world/scene/vector position equivalence theory right :P
I tried applying this, with no luck:
How to get the absolute position of a vertex in three.js?
Converting World coordinates to Screen coordinates in Three.js using Projection
http://barkofthebyte.azurewebsites.net/post/2014/05/05/three-js-projecting-mouse-clicks-to-a-3d-scene-how-to-do-it-and-how-it-works
I discovered that if I directly clone the full original face and simply add it to the mesh, the face is added but in the same position, so I cannot then change its vertices to place it on the floor (or at least without modifying the original face vertices!). I mean, I can change their x, y, z properties, but they are in a very small measure that doesn´t match the original mesh dimensions.
Could someone help me get this concept right?
EDIT: source code
// Create geometry
var geo = new THREE.Geometry();
var geofaces = [];
var geovertices = [];
original_geometry.updateMatrixWorld();
for(var index in original_geometry.faces){
// Get original face vertexNormals to know its 3 vertices
var face = original_geometry[index];
var vertexNormals = face.vertexNormals;
// Create 3 new vertices, add it to the array and then create a new face using the vertices indexes
var vertexIndexes = [null, null, null];
for (var i = 0, l = vertexNormals.length; i < l; i++) {
var vectorClone = vertexNormals[i].clone();
vectorClone.applyMatrix4( original_geometry.matrixWorld );
//vectorClone.unproject(camera); // JUST TESTING
//vectorClone.normalize(); // JUST TESTING
var vector = new THREE.Vector3(vectorClone.x, vectorClone.z, vectorClone.y)
//vector.normalize(); // JUST TESTING
//vector.project(camera); // JUST TESTING
//vector.unproject(camera); // JUST TESTING
vertexIndexes[i] = geovertices.push( vector ) - 1;
}
var newFace = new THREE.Face3( vertexIndexes[0], vertexIndexes[1], vertexIndexes[2] );
geofaces.push(newFace);
}
// Assign filled arrays to the geometry
geo.faces = geofaces;
geo.vertices = geovertices;
geo.mergeVertices();
geo.computeVertexNormals();
geo.computeFaceNormals();
// Create a new mesh with resulting geometry and add it to scene (in this case, to the original mesh to keep the positions)
new_mesh = new THREE.Mesh( geo, new THREE.MeshFaceMaterial(material) ); // material is defined elsewhere
new_mesh.position.set(0, -100, 0);
original_mesh.add( new_mesh );
I created a fully operational JSFiddle with the case to try things and see the problem more clear. With this STL (smaller than my local example) I cannot even see the badly cloned faces added to the scene.. Maybe they are too small or out of focus.
Take a look to the calculateProjectedMesh() function, here is where I tried to clone and place the bottom faces (already detected because they have a different materialIndex):
JSFiddle: https://jsfiddle.net/tc39sgo1/
var container;
var stlPath = 'https://dl.dropboxusercontent.com/s/p1xp4lhy4wxmf19/Handle_Tab_floating.STL';
var camera, controls, scene, renderer, model;
var mouseX = 0,
mouseY = 0;
var test = true;
var meshPlane = null, meshStl = null, meshCube = null, meshHang = null;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
/*THREE.FrontSide = 0;
THREE.BackSide = 1;
THREE.DoubleSide = 2;*/
var materials = [];
materials.push( new THREE.MeshPhongMaterial({color : 0x00FF00, side:0, shading: THREE.FlatShading, transparent: true, opacity: 0.9, overdraw : true, wireframe: false}) );
materials.push( new THREE.MeshPhongMaterial({color : 0xFF0000, transparent: true, opacity: 0.8, side:0, shading: THREE.FlatShading, overdraw : true, metal: false, wireframe: false}) );
materials.push( new THREE.MeshPhongMaterial({color : 0x0000FF, side:2, shading: THREE.FlatShading, overdraw : true, metal: false, wireframe: false}) );
var lineMaterial = new THREE.LineBasicMaterial({ color: 0x0000ff, transparent: true, opacity: 0.05 });
init();
animate();
function webglAvailable() {
try {
var canvas = document.createElement('canvas');
return !!(window.WebGLRenderingContext && (
canvas.getContext('webgl') || canvas.getContext('experimental-webgl')));
} catch (e) {
return false;
}
}
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(25, window.innerWidth / window.innerHeight, 0.1, 100000000);
camera.position.x = 1500;
camera.position.z = -2000;
camera.position.y = 1000;
controls = new THREE.OrbitControls(camera);
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight(0x101030); //0x101030
scene.add(ambient);
var directionalLight = new THREE.DirectionalLight(0xffffff, 2);
directionalLight.position.set(0, 3, 0).normalize();
scene.add(directionalLight);
var directionalLight = new THREE.DirectionalLight(0xffffff, 2);
directionalLight.position.set(0, 1, -2).normalize();
scene.add(directionalLight);
if (webglAvailable()) {
renderer = new THREE.WebGLRenderer();
} else {
renderer = new THREE.CanvasRenderer();
}
renderer.setClearColor( 0xCDCDCD, 1 );
// renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('mousemove', onDocumentMouseMove, false);
window.addEventListener('resize', onWindowResize, false);
createPlane(500, 500);
createCube(500);
loadStl();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 2;
mouseY = (event.clientY - windowHalfY) / 2;
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}
function createPlane(width, height) {
var planegeometry = new THREE.PlaneBufferGeometry(width, height, 0, 0);
var material = new THREE.MeshLambertMaterial({
color: 0xFFFFFF,
side: THREE.DoubleSide
});
planegeometry.computeBoundingBox();
planegeometry.center();
meshPlane = new THREE.Mesh(planegeometry, material);
meshPlane.rotation.x = 90 * (Math.PI/180);
//meshPlane.position.y = -height/2;
scene.add(meshPlane);
}
function createCube(size) {
var geometry = new THREE.BoxGeometry( size, size, size );
geometry.computeFaceNormals();
geometry.mergeVertices();
geometry.computeVertexNormals();
geometry.center();
var material = new THREE.MeshPhongMaterial({
color: 0xFF0000,
opacity: 0.04,
transparent: true,
wireframe: true,
side: THREE.DoubleSide
});
meshCube = new THREE.Mesh(geometry, material);
meshCube.position.y = size/2;
scene.add(meshCube);
}
function loadStl() {
var loader = new THREE.STLLoader();
loader.load( stlPath, function ( geometry ) {
// Convert BufferGeometry to Geometry
var geometry = new THREE.Geometry().fromBufferGeometry( geometry );
geometry.computeBoundingBox();
geometry.computeVertexNormals();
geometry.center();
var faces = geometry.faces;
for(var index in faces){
var face = faces[index];
var faceNormal = face.normal;
var axis = new THREE.Vector3(0,-1,0);
var angle = Math.acos(axis.dot(faceNormal));
var angleReal = (angle / (Math.PI/180));
if(angleReal <= 70){
face.materialIndex = 1;
}
else{
face.materialIndex = 0;
}
}
geometry.computeFaceNormals();
geometry.computeVertexNormals();
meshStl = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
meshStl.position.x = 0;
meshStl.position.y = 400;
scene.add( meshStl );
// Once loaded, calculate projections mesh
calculateProjectedMesh();
});
}
function calculateProjectedMesh(){
var geometry = meshStl.geometry;
var faces = geometry.faces;
var vertices = geometry.vertices;
var geometry_projected = new THREE.Geometry();
var faces_projected = [];
var vertices_projected = [];
meshStl.updateMatrixWorld();
for(var index in faces){
var face = faces[index];
// This are the faces
if(face.materialIndex == 1){
var vertexIndexes = [face.a, face.b, face.c];
for (var i = 0, l = vertexIndexes.length; i < l; i++) {
var relatedVertice = vertices[ vertexIndexes[i] ];
var vectorClone = relatedVertice.clone();
console.warn(vectorClone);
vectorClone.applyMatrix4( meshStl.matrixWorld );
////////////////////////////////////////////////////////////////
// TEST: draw line
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(vectorClone.x, vectorClone.y, vectorClone.z));
//geometry.vertices.push(new THREE.Vector3(vectorClone.x, vectorClone.y, vectorClone.z));
geometry.vertices.push(new THREE.Vector3(vectorClone.x, meshPlane.position.y, vectorClone.z));
var line = new THREE.Line(geometry, lineMaterial);
scene.add(line);
console.log("line added");
////////////////////////////////////////////////////////////////
vectorClone.y = 0;
var vector = new THREE.Vector3(vectorClone.x, vectorClone.y, vectorClone.z);
vertexIndexes[i] = vertices_projected.push( vector ) - 1;
}
var newFace = new THREE.Face3( vertexIndexes[0], vertexIndexes[1], vertexIndexes[2] );
newFace.materialIndex = 2;
faces_projected.push(newFace);
}
}
geometry_projected.faces = faces_projected;
geometry_projected.vertices = vertices_projected;
geometry_projected.mergeVertices();
console.info(geometry_projected);
meshHang = new THREE.Mesh(geometry_projected, new THREE.MeshFaceMaterial(materials));
var newY = -(2 * meshStl.position.y) + 0;
var newY = -meshStl.position.y;
meshHang.position.set(0, newY, 0);
meshStl.add( meshHang );
}
EDIT: Finally!! I got it! To clone the original faces I must access their 3 original vertices using "a", "b" and "c" properties, which are indexes referencing Vector3 instances in the "vertices" array of the original geometry.
I cloned the 3 vertices flatting the Z position to zero, use their new indexes to create the new face and add it to the projection mesh (in blue).
I´m also adding lines as a visual union between both faces. Now I´m ready for step 3, but I think this is complex enough to close this question.
Thanks for the updateMatrixWorld clue! It was vital to achieve my goal ;)
try this
original_geometry.updateMatrixWorld();
var vertexIndexes = [null, null, null];
for (var i = 0, l = vertexNormals.length; i < l; i++) {
var position = original_geometry.geometry.vertices[i].clone();
position.applyMatrix4( original_geometry.matrixWorld );
var vector = new THREE.Vector3(position.x, position.y, position.z)
vertexIndexes[i] = geovertices.push( vector ) - 1;
}

Smooth Ring 3D in three.js

I want to draw a ring with the help of ExtrudeGeometry.
Ring3D = function(innerRadius, outerRadius, heigth, Segments) {
var extrudeSettings = {
amount: heigth,
bevelEnabled: false,
curveSegments: Segments
};
var arcShape = new THREE.Shape();
arcShape.moveTo(outerRadius, 0);
arcShape.absarc(0, 0, outerRadius, 0, Math.PI * 2, false);
var holePath = new THREE.Path();
holePath.moveTo(innerRadius, 0);
holePath.absarc(0, 0, innerRadius, 0, Math.PI * 2, true);
arcShape.holes.push(holePath);
var geometry = new THREE.ExtrudeGeometry(arcShape, extrudeSettings);
var material = new THREE.MeshPhongMaterial({
color: 0x00ffff
});
var mesh = new THREE.Mesh(geometry, material);
mesh.rotation.x = Math.PI / 2;
mesh.position.y = heigth / 2;
var object = new THREE.Object3D;
object.add(mesh);
return object;
}
The resulting figure has visible scars. And the cylinder and torus such scars not. How to get rid of them? Example here.
with geometry.computeVertexNormals();
var shape = new THREE.Shape();
shape.moveTo(0, 0);
shape.lineTo(0, 10);
shape.quadraticCurveTo(35, 30, 0, 50);
shape.lineTo(0, 60);
shape.quadraticCurveTo(48, 30, 0, 0);
var extrudeSettings = {
amount : 20,
steps : 10,
bevelEnabled: false,
curveSegments: 8
};
var geometry = new THREE.ExtrudeGeometry( shape, extrudeSettings );
var mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial( { color: '0x804000' ,transparent: true,opacity: 0.2} ) );
scene.add( mesh );
You need to .computeVertexNormals() from your geometry. But it seems there is some issue (with a solution) explained here: https://github.com/mrdoob/three.js/issues/323. I am not sure if it will work in your case.
I have found a comment in the code of ExtrudeGeometry:
this.computeFaceNormals();
// can't really use automatic vertex normals
// as then front and back sides get smoothed too
// should do separate smoothing just for sides
//this.computeVertexNormals();
So it seems it is not supported now :(

Concentric circles texture on RingGeometry

I am trying to create a flat ring in three.js with a concentric circles texture, like Saturn's rings. I cannot manage to do anything but lines that radiate from the center (like a bicycle wheel), no matter what I put in the image. It seems that textures are applied to RingGeometry in a very different fashion than CircleGeometry.
I could easily apply a concentric circles texture to a CircleGeometry, but a ring (with a hole in the middle) is really what I need. Is anybody aware of a way to have textures on rings do something else than radiate?
I did not find a way in Three.js documentation, nor on the web, to do what I want, as it seems that rings are seldom used by anybody...
Thank you
Go here http://jsfiddle.net/theo/VsWb9/ and replace
geometry = new THREE.CubeGeometry(200, 200, 200);
material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh(geometry, material);
with
geometry = new THREE.TorusGeometry( 100, .5 , 50 ,50);
material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh( geometry, material );
If you want to change the ring color to say black for instance
change
material = new THREE.MeshNormalMaterial();
to
material = new THREE.MeshBasicMaterial({color:0x000});
Stick any other material changes in that array input argument to the constructor
function THREE.MeshBasicMaterial({arguments here})
I found this for making the geometry. It creates a disk of theataSeegmens triangles
this.RingGeometry = function ( innerRadius, outerRadius, thetaSegments) {
THREE.Geometry.call( this )
innerRadius = innerRadius || 0
outerRadius = outerRadius || 50
thetaSegments = thetaSegments || 8
innerRadius*=Obj.Size*100;
outerRadius*=Obj.Size*100;
var normal = new THREE.Vector3( 0, 0, 1 )
for(var i = 0; i < thetaSegments; i++ ){
var angleLo = (i / thetaSegments) *Math.PI*2
var angleHi = ((i+1) / thetaSegments) *Math.PI*2
var vertex1 = new THREE.Vector3(innerRadius * Math.cos(angleLo), innerRadius * Math.sin(angleLo), 0);
var vertex2 = new THREE.Vector3(outerRadius * Math.cos(angleLo), outerRadius * Math.sin(angleLo), 0);
var vertex3 = new THREE.Vector3(innerRadius * Math.cos(angleHi), innerRadius * Math.sin(angleHi), 0);
var vertex4 = new THREE.Vector3(outerRadius * Math.cos(angleHi), outerRadius * Math.sin(angleHi), 0);
this.vertices.push( vertex1 );
this.vertices.push( vertex2 );
this.vertices.push( vertex3 );
this.vertices.push( vertex4 );
var vertexIdx = i * 4;
// Create the first triangle
var face = new THREE.Face3(vertexIdx + 0, vertexIdx + 1, vertexIdx + 2, normal);
var uvs = []
var uv = new THREE.Vector2(0, 0)
uvs.push(uv)
var uv = new THREE.Vector2(1, 0)
uvs.push(uv)
var uv = new THREE.Vector2(0, 1)
uvs.push(uv)
this.faces.push(face);
this.faceVertexUvs[0].push(uvs);
// Create the second triangle
var face = new THREE.Face3(vertexIdx + 2, vertexIdx + 1, vertexIdx + 3, normal);
var uvs = []
var uv = new THREE.Vector2(0, 1)
uvs.push(uv)
var uv = new THREE.Vector2(1, 0)
uvs.push(uv)
var uv = new THREE.Vector2(1, 1)
uvs.push(uv)
this.faces.push(face);
this.faceVertexUvs[0].push(uvs);
}
//this.computeCentroids();
//this.computeFaceNormals();
this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), outerRadius );
};
this.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
The above line is important to get it to work.
Here is a sugestion how to set the ring material.assuming that you have two pictures (just a sqare section) that can be used for alphamap and for
the actual ring.
var ringMaterial = new THREE.MeshPhongMaterial(
{
map: SaturnRingColor,
alphaMap:SaturnRingPattern,
color: 0xffffff,
specular: 0x555555,
shininess: 3,
emissive:10,
side: THREE.DoubleSide,
castshadow:true,
transparent : true,
opacity : 0.9,
} );
this.ringMesh = new THREE.Mesh( this.RingGeometry , RingMaterial );

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