Combining kinetic.js and three.js af kinetic.js v 5? - three.js

Read the article:
http://architects.dzone.com/articles/combining-threejs-and
It seems however thay after kinetic.js v. 5-> this solution doesn't work anymore.
Has anyone been able to find a workaround?
Best regards and thank you
Jens

Three.js used canvas element
so used jquery to get the canvas used by kineti.js stage as shown in following code.
<script>
var camera, scene, renderer, geometry, material, mesh;
var stage, layer3D, layerGUI;
var animating = true;
function init() {
stage = new Kinetic.Stage({container: "container", width: 700, height: 700});
layer3D = new Kinetic.Layer();
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, 600 / 600, 1, 10000);
camera.position.z = 1000;
scene.add(camera);
geometry = new THREE.CubeGeometry(200, 200, 200);
material = new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true });
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
stage.add(layer3D);
var canvas= layer3D.getCanvas();
canvas = $("#container canvas").get(0);
console.log( canvas );
console.log( layer3D );
renderer = new THREE.CanvasRenderer({ canvas: canvas });
renderer.setSize(700, 700);
var group = new Kinetic.Group({ draggable: true });
layerGUI = new Kinetic.Layer();
layerGUI.add(group);
stage.add(layerGUI);
render();
}
function animate() {
// note: three.js includes requestAnimationFrame shim
requestAnimationFrame(animate);
render();
}
function render() {
if (animating) {
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
}
renderer.render(scene, camera);
layerGUI.draw();
}
$(function () {
init();
animate();
});
</script>
Here canvas = $("#container canvas").get(0); is used to fetch the canvas of kinetic.js container.

Related

How to use Orbit Controls and getting the errors in the orbital control

When i am using OrbitControls there is an error that is shown -- Uncaught TypeError: THREE.OrbitControls is not a constructor this is the error that i am getting after running in the firefox
Heading
enter code here
const canvas = document.querySelector('.webgl')
console.log(canvas)
// Renderer
const renderer = new THREE.WebGLRenderer({
canvas: canvas
})
// Sizes
const sizes = {
width: 1280,
height: 720
}
// Scene
const scene = new THREE.Scene();
scene.background = new THREE.Color(0xff0000);
// Cube
const geometry = new THREE.BoxGeometry(1, 1, 1)
const material = new THREE.MeshBasicMaterial({ color: "#00FF00" })
const mesh = new THREE.Mesh(geometry, material)
scene.add(mesh)
// Camera
const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height)
camera.position.z = 3;
scene.add(camera)
const controls = new OrbitControls(camera, renderer.domElement);
controls.enabledamping = true;
controls.update();
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera)
}
animate();
renderer.setSize(sizes.width, sizes.height)

How to set opacity in drawing lines use three.js, use LineBasicMaterial?

I want to change lines' width and opacity,and my code as this:
var geometry_link = new THREE.Geometry();
geometry_link.vertices.push(
new THREE.Vector3(item[0].x *1,item[0].y *1,item[0].z),
new THREE.Vector3(item[1].x *1,item[1].y *1,item[1].z)
);
geometry_link.colors.push(
new THREE.Color(0x000000),
new THREE.Color(0xffffff)
);
var line = new THREE.Line(geometry_link, new THREE.LineBasicMaterial({
vertexColors: true,
linewidth: 8,
transparent: true,
opacity: 0.1
})
but it dose not work, both linewidth and opacity. I have found the similar question,said linewidth does not work on windows, that's 5 years ago, how about now?
Thanks for your idea
LineBasicMaterial does support transparent lines as demonstrated by the following live example:
let camera, scene, renderer;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.01, 10);
camera.position.z = 1;
scene = new THREE.Scene();
const geometry = new THREE.BufferGeometry().setFromPoints([new THREE.Vector3(), new THREE.Vector3(1, 0, 0)]);
const material = new THREE.LineBasicMaterial({
transparent: true,
opacity: 0.5
});
const mesh = new THREE.Line(geometry, material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
body {
margin: 0;
}
canvas {
display: block;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.119.1/build/three.js"></script>
Wide lines however are not supported. So setting linewidth to a different value like 1 has no effect in most browsers. This is a WebGL limitation in context of line primitives.
However, three.js provides a wide line implementation based on triangles (sometimes called mesh lines or ribbons). Check out the following example for more information:
https://threejs.org/examples/webgl_lines_fat

Three.js PlaneBufferGeometry not rendering

I'm not able to render a planeBufferGeometry. Not sure what Im doing wrong. This is my first attempt with BufferGeometry. This works fine if I replace the code with a Geometry.Sphere or any other Geometry object.
var geometry = new THREE.PlaneBufferGeometry( 5, 20, 32 );
var material = new THREE.MeshBasicMaterial( {color: 0xCC0000, side: THREE.DoubleSide} );
var plane = new THREE.Mesh( geometry, material );
scene.add(plane);
function update () {
// Draw!
renderer.render(scene, camera);
// Schedule the next frame.
requestAnimationFrame(update);
}
// Schedule the first frame.
requestAnimationFrame(update);
CAmera Position
const WIDTH = window.innerWidth;
const HEIGHT = window.innerHeight;
// Set some camera attributes.
const VIEW_ANGLE = 45;
const ASPECT = WIDTH / HEIGHT;
const NEAR = 0.1;
const FAR = 10000;
// Get the DOM element to attach to
const container =
document.querySelector('#container');
// Create a WebGL renderer, camera
// and a scene
const renderer = new THREE.WebGLRenderer();
const camera =
new THREE.PerspectiveCamera(
VIEW_ANGLE,
ASPECT,
NEAR,
FAR
);
const scene = new THREE.Scene();
Thanks
Just an example with your code of instancing the buffer plane:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 10); // set the position of the camera
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var geometry = new THREE.PlaneBufferGeometry(5, 20, 32, 32);
var material = new THREE.MeshBasicMaterial({
color: 0xCC0000,
side: THREE.DoubleSide
});
var plane = new THREE.Mesh(geometry, material);
scene.add(plane);
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/91/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

Raycasting with threejs throws error

Trying to get raycasting working with threejs but I'm getting this error in the console.
Uncaught TypeError: a.raycast is not a function
Le Fiddle
http://jsfiddle.net/hw9rcLL8/147/
Any ideas?
// Simple three.js example
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var mesh, renderer, scene, camera, controls;
window.addEventListener('click', mouseClick);
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(20, 20, 20);
// controls
controls = new THREE.OrbitControls(camera);
// ambient
scene.add(new THREE.AmbientLight(0x222222));
// light
var light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(20, 20, 0);
scene.add(light);
// axes
scene.add(new THREE.AxisHelper(20));
// geometry
var geometry = new THREE.SphereGeometry(5, 12, 8);
// material
var material = new THREE.MeshPhongMaterial({
color: 0x00ffff,
shading: THREE.FlatShading,
transparent: true,
opacity: 0.7,
});
// mesh
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
}
function animate() {
requestAnimationFrame(animate);
//controls.update();
renderer.render(scene, camera);
}
function mouseClick(e) {
console.log("click detected");
mouse.x = (e.clientX / renderer.domElement.width) * 2 - 1;
mouse.y = -(e.clientY / renderer.domElement.height) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObject(scene.children);
}
body {
background-color: #000;
margin: 0px;
overflow: hidden;
}
<script src="https://rawgit.com/mrdoob/three.js/dev/build/three.min.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/controls/OrbitControls.js"></script>
You are missing an s there :D – It should be
raycaster.intersectObjects(scene.children);
Where you wrote intersectObject. That is for a single object instead of an array:
raycaster.intersectObject(mesh);

Basic THREE.js scene setup

my question is simple but for the life of me i cannot figure out what is going on. I am trying to set up a basic three.js scene and add a simple cube with a BaiscMaterial however the cube is not showing up in my scene.
"use strict";
var renderer, scene, camera;
var light;
function init() {
var canvasWidth = 850;
var canvasHeight = 450;
var canvasRatio = canvasWidth / canvasHeight;
camera = new THREE.PerspectiveCamera(45, canvasRatio, 0.9, 1000);
camera.position.set(0, 200, -550);
camera.lookAt(0, 0, 0);
light = new THREE.AmbientLight(0xFFFFFF, 1);
light.position.set(-800, 900, 300);
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(canvasWidth, canvasHeight);
renderer.setClearColorHex(0x000000, 1.0); //canvas color
renderer.gammaInput = true;
renderer.gammaOutput = true;
}
function cube() {
var cubeGeo = new THREE.CubeGeometry(1000, 1000, 1000);
var cubeMaterial = new THREE.MeshBasicMaterial();
var cube1 = new THREE.Mesh(cubeGeo, cubeMaterial);
cube1.position.set(0, 0, 0);
return cube1;
}
function fillScene() {
scene = new THREE.Scene();
scene.add(light);
var cube = cube();
scene.add(cube);
}
function addToDOM() {
var container = document.getElementById('container');
var canvas = container.getElementsByTagName('canvas');
if (canvas.length > 0) {
container.removeChild(canvas[0]);
}
container.appendChild(renderer.domElement);
}
function render() {
fillScene();
renderer.render(scene, camera);
}
try {
init();
fillScene();
addToDOM();
render();
} catch (e) {
var errorReport = "Your Program encountered an ERROR, cannot draw on canvas. Error was:<br/><br/>";
$('#container').append(errorReport + e);
}
First of all, Cube is updated to BoxGeometry now. And I see lots of problem on your code and improper function definition and usage.
Here's a very simple example from mr.doob's Github.
var scene, camera, renderer;
var geometry, material, mesh;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
geometry = new THREE.BoxGeometry( 200, 200, 200 );
material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render( scene, camera );
}
See the demo here
P.S Three.js Docs is the best place for resources, it makes work alot easier with tons of example code.

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