When I right click, I can move my camera up and down. By default, when my model loads, half of its body is out of the frame. I want to move the camera down, so the whole body fits in the frame. Is there a setting to do this? I’ve tried using camera position but that didn’t work. Thank you!
when I come across cases like this I do this:
try to scale down the object first, so that I can see the whole picture
add axesHelpers to object or scene, to figure out which direction should I move to
change position of camera accordingly.
I have a GameObject in a Unity project for HoloLens with HoloToolKit, which I need to rotate. The object has a BoxCollider and HandDraggable script, and I'm also adding a TapToPlace component in runtime. The scripts that I've tried for rotation are TwoHandManipulatable and BoundingBoxRig, and they work to resize the object, but no matter what I do, the object does not rotate.
This is how I tried with BoundingBoxRig:
And this is how it looks with TwoHandManipulatable:
None of these works, only for resize. I would appreciate the help, thanks!
For me all I had to to to get it to work was to add the Transform of your arrow2 to the box of the Two Hand Manipulatable. Just click and hold on Transform and drag it into the box next to Host Transform. I added it to my project and it looks like this:
Also I don't think you need the Hand Draggable Script if you have the Two Hand Manipulatable because the last checkbox in the Two Hand Manupulatable enables movement with one hand if you want it.
Edit: I have an Animator on it but you don't need that. I have it because I made the model in Blender and it got added automatically.
I have a hypothetical question:
Is it possible to simulate an animation of objects without rendering it to the canvas. I just want to capture objects' position using Vector.project(camera) and present it using CSS. And THREE.DeviceOrientationControls controls how the camera "view" the simulation.
I tried commenting THREE.WebGLRenderer, but it seems that THREE.PerpectiveCamera cannot update it's MatrixWorld property. Hence, the camera seems to not move and the Vector.project(camera) gives a static value. I do this because I need to put my three.js codes within a web worker.
Do I need still need to use THREE.WebGLRenderer to have a working simulation?
UPDATE:
I checked the following:
I digged deeper into ((three.scene.getObjectByName("one")).matrixWorld.getPosition()).project(three.camera);, I inspect the following values, having the above requirement (inside web worker, no renderer), using this example:
matrix: {"elements":{"0":3.2167603969573975,"1":0,"2":0,"3":0,"4":0,"5":2.1445069313049316,"6":0,"7":0,"8":0,"9":0,"10":-1.000100016593933,"11":-1,"12":5.4684929847717285,"13":2.1445069313049316,"14":-0.2000100016593933,"15":0}}
camera.projectionMatrix: {"elements":{"0":3.2167603969573975,"1":0,"2":0,"3":0,"4":0,"5":2.1445069313049316,"6":0,"7":0,"8":0,"9":0,"10":-1.000100016593933,"11":-1,"12":0,"13":0,"14":-0.2000100016593933,"15":0}}
camera.matrixWorld: {"elements":{"0":1,"1":0,"2":0,"3":0,"4":0,"5":1,"6":0,"7":0,"8":0,"9":0,"10":1,"11":0,"12":-1.7000000476837158,"13":-1,"14":0,"15":1}}
matrix.getInverse(camera.matrixWorld): {"elements":{"0":1,"1":0,"2":0,"3":0,"4":0,"5":1,"6":0,"7":0,"8":0,"9":0,"10":1,"11":0,"12":1.7000000476837158,"13":1,"14":0,"15":1}}
matrix.multiplyMatrices(camera.projectionMatrix, matrix.getInverse(camera.matrixWorld)): {"elements":{"0":3.2167603969573975,"1":0,"2":0,"3":0,"4":0,"5":2.1445069313049316,"6":0,"7":0,"8":0,"9":0,"10":-1.000100016593933,"11":-1,"12":5.4684929847717285,"13":2.1445069313049316,"14":-0.2000100016593933,"15":0}}
But, when normal (no modification), I inspect the following:
matrix: {"elements":{"0":3.2167603969573975,"1":0,"2":0,"3":0,"4":0,"5":2.1445069313049316,"6":0,"7":0,"8":0,"9":0,"10":-1.000100016593933,"11":-1,"12":5.4684929847717285,"13":2.1445069313049316,"14":-0.2000100016593933,"15":0}}
camera.projectionMatrix: {"elements":{"0":3.2167603969573975,"1":0,"2":0,"3":0,"4":0,"5":2.1445069313049316,"6":0,"7":0,"8":0,"9":0,"10":-1.000100016593933,"11":-1,"12":0,"13":0,"14":-0.2000100016593933,"15":0}}
camera.matrixWorld: {"elements":{"0":1,"1":0,"2":0,"3":0,"4":0,"5":-2.220446049250313e-16,"6":-1,"7":0,"8":0,"9":1,"10":-2.220446049250313e-16,"11":0,"12":-1.7000000476837158,"13":-1,"14":0,"15":1}}
matrix.getInverse(camera.matrixWorld): {"elements":{"0":1,"1":0,"2":0,"3":0,"4":0,"5":-2.220446049250313e-16,"6":1,"7":0,"8":0,"9":-1,"10":-2.220446049250313e-16,"11":0,"12":1.7000000476837158,"13":-2.220446049250313e-16,"14":1,"15":1}}
matrix.multiplyMatrices(camera.projectionMatrix, matrix.getInverse(camera.matrixWorld)): {"elements":{"0":3.2167603969573975,"1":0,"2":0,"3":0,"4":0,"5":-4.761761943205948e-16,"6":-1.000100016593933,"7":-1,"8":0,"9":-2.1445069313049316,"10":2.2206681307011713e-16,"11":2.220446049250313e-16,"12":5.4684929847717285,"13":-4.761761943205948e-16,"14":-1.2001099586486816,"15":-1}}
I noticed that the camera.matrixWorld property has significant difference in both condition. I do not understand what makes the difference.
Apparently, the following lines from THREE.WebGLRenderer.render are still needed to update camera.matrixWorld property:
scene.updateMatrixWorld();
camera.updateMatrixWorld();
camera.matrixWorldInverse.getInverse(vs._3.camera.matrixWorld);
I've built a basic scene for SceneKit, including several SCNNodes with geometries, SCNLights, and an SCNCamera. I would now like to add functionality whereby the point of view shifts between different camera positions when the user taps on the screen.
What is the best way to achieve this? Should I include several SCNCameras in the scene and switch sceneView.pointOfView between them? Or should I rather update the position (and orientation) of a single camera. Also, how can I specify the transition path from moving from the old to the new camera position, i.e. use animation for the transition.
changing the pointOfView of the view is the easiest way. But if you want to control the path you will have to move the camera yourself. You can do that with SCNAction or by using CoreAnimation explicit or implicit animations.
I am working on a program, that uses THREE.RollControls, when the user goes too far away from the center of the screen, they tend to get lost, so I am working on creating a function that reorients them, facing the center of the scene.
What I had intened to do was simply call the following:
camera.lookAt(scene.position)
However, this has no affect. From what I was reading on different stack overflow questions specifically this:
ThreeJS camera.lookAt() has no effect, is there something I'm doing wrong?
It seems like their solution was to do the camera position change using the controls, rather then changing the camera itself.
I do not believe there is any 'Target' in the Roll Controls, so I don't know how I can reset where the camera is looking at based on a THREE.Vector3() Is there a simple way to do this, or will I basically have to:
So far I have 'attempted' to do the follow:
- Calculate the difference of position of the camera with the position of the scene.
- Normalize this vector
- Subtract it from the direction forward of the camera
- use this vector in controls.forward.add(thisVector)
but this doesn't do at all what I want (probably because I have no idea what I'm doing)
Thank you in advance for your time!
Isaac
The same thing bugged me too about the RollControls but I took a different approach in solving the problem. Since the controls are in the example code (in r55) you can modify the controls, as they are not part of the core library. You can see my modifications at http://www.virtuality.gr/AGG/EaZD-WebGL/js/three.js/examples/js/controls/RollControls.js
I introduced a local variable called mouseLook because I could not use the this.mouseLook. I initialized it to false and I only make it true when there is a button press i.e. when navigating in the scene. That solved my problem.