ctm loader ERROR geometry.computeOffsets is not a function - three.js

I am trying to load a ctm model in my scene but I have the following error :
geometry.computeOffsets is not a function
I have divided my code in 2 files : 1 html file and 1 js file that contain the code to create the scene and load the ctm model.
My html file is as below:
<!DOCTYPE html>
<head>
<title>Basic template</title>
<style>canvas { width: 100%; height: 100% }</style>
<script src="../lib/three.min.js"></script>
<script src="../lib/Detector.js"></script>
<script src="../lib/Coordinates.js"></script>
<script src="../lib/OrbitAndPanControls.js"></script>
<script src="../lib/TrackballControls.js"></script>
<script src="../lib/stats.min.js"></script>
<script src="js/loaders/ctm/lzma.js"></script>
<script src="js/loaders/ctm/ctm.js"></script>
<script src="js/loaders/ctm/CTMLoader.js"></script>
</head>
<body>
<script src="js/loaders/ctm/ctm_loader_house.js"></script>
</body>
And my javascriptfile ctm_loader_house.js:
var camera, scene,s, renderer;
var cameraControls;
var clock = new THREE.Clock();
// LOADER
function callbackModel( geometry, s, material, x, y, z, rx, ry ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( x, y, z );
mesh.scale.set( s, s, s );
mesh.rotation.x = rx;
mesh.rotation.z = ry;
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
}
function init() {
// SCENE
scene = new THREE.Scene();
// LIGHTS
scene.add( new THREE.AmbientLight( 0x222222 ) );
var light = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
light.position.set( 200, 400, 500 );
scene.add( light );
light = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
light.position.set( -400, 200, -300 );
scene.add( light );
//CAMERA
var canvasWidth = window.innerWidth;
var canvasHeight = window.innerHeight;
camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 800;
// RENDERER
renderer = new THREE.WebGLRenderer();
renderer.setSize( canvasWidth, canvasHeight );
document.body.appendChild( renderer.domElement );
cameraControls = new THREE.OrbitAndPanControls(camera, renderer.domElement);
cameraControls.target.set( 0, 0, 0 );
// LOADER
function checkTime() {
var c = 0,
var s = Date.now();
c ++;s= Date.now();
if ( c === 3 ) {
var e = Date.now();
console.log( "Total parse time: " + (e-s) + " ms" );
}
}
var loader = new THREE.CTMLoader();
loader.load( "models/ctm/ModernGlass-House_simplify.ctm", function( geometry ) {
var material1 = new THREE.MeshLambertMaterial( { color: 0xffffff } );
//callbackModel( geometry, scale , material, position x,position y,position z, rotation x, rotation y )
callbackModel( geometry, 0.1, material1, 0, 0, 0, -1.57, 1.57 );
checkTime();
}, { useWorker: true } );
//AXIS
Coordinates.drawGround({size:10000});
Coordinates.drawGrid({size:1000,scale:0.01});
Coordinates.drawGrid({size:1000,scale:0.01, orientation:"y"});
Coordinates.drawGrid({size:1000,scale:0.01, orientation:"z"});
}
function render() {
var delta = clock.getDelta();
requestAnimationFrame(render);
cameraControls.update(delta);
renderer.render(scene, camera);
}
init();
render();
Any help is much appreciated.

Thanks #WestLangley, I got it working. Here is the code.
var camera, scene,s, controls, renderer;
var cameraControls;
var clock = new THREE.Clock();
function callbackModel( geometry, s, material, x, y, z, rx, ry ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( x, y, z );
mesh.scale.set( s, s, s );
mesh.rotation.x = rx;
mesh.rotation.z = ry;
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
}
function init() {
// SCENE
scene = new THREE.Scene();
// LIGHTS
scene.add( new THREE.AmbientLight( 0x222222 ) );
var light = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
light.position.set( 200, 400, 500 );
scene.add( light );
light = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
light.position.set( -400, 200, -300 );
scene.add( light );
//CAMERA
var canvasWidth = window.innerWidth;
var canvasHeight = window.innerHeight;
camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 800;
controls = new THREE.OrbitControls( camera );
// RENDERER
renderer = new THREE.WebGLRenderer();
renderer.setSize( canvasWidth, canvasHeight );
document.body.appendChild( renderer.domElement );
// LOADER
var c = 0, s = Date.now();
function checkTime() {
c ++;s= Date.now();
if ( c === 3 ) {
var e = Date.now();
console.log( "Total parse time: " + (e-s) + " ms" );
}
}
var loader = new THREE.CTMLoader();
loader.load( "models/ctm/ModernGlass-House_simplify.ctm", function( geometry ) {
var material1 = new THREE.MeshLambertMaterial( { color: 0xffffff } );
//callbackModel( geometry, scale , material, position x,position y,position z, rotation x, rotation y )
callbackModel( geometry, 0.1, material1, 0, 0, 0, -1.57, 1.57 );
checkTime();
}, { useWorker: true } );
}
function animate() {
requestAnimationFrame( animate );
controls.update();
render();
}
function render() {
renderer.render( scene, camera );
}
init();
animate();

Related

Threejs / Raycast doesn't compute intersection with my cube

Here is my js files. It works. When I click on the cube, it goes inside raycast function, but doesn't enter the for loop and console.log( intersects[ 0 ] ) gives undefined
let camera, scene, renderer;
let mesh, mesh_green;
let raycaster, mouse = { x : 0, y : 0 };
init();
function init() {
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 40;
scene = new THREE.Scene();
const geometry = new THREE.BoxGeometry( 1, 1, 1 );
const material = new THREE.MeshBasicMaterial( { color: "red" } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
mesh.position.set( 0, 10, 0 );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
raycaster = new THREE.Raycaster();
renderer.domElement.addEventListener( 'click', raycast, false );
function raycast ( e ) {
mouse.x = ( e.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( e.clientY / window.innerHeight ) * 2 + 1;
console.log( "raycast" , e.clientX, mouse.x, window.innerWidth);
raycaster.setFromCamera( mouse, camera );
const intersects = raycaster.intersectObjects( scene.children );
for ( let i = 0; i < intersects.length; i++ ) {
console.log( intersects[ i ] );
}
}
It seems your code works by using a latest version of three.js. I've just refactored/simplified it a bit.
let camera, scene, renderer;
let mesh;
let raycaster, pointer = new THREE.Vector2();
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 40;
scene = new THREE.Scene();
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial({
color: "red"
});
mesh = new THREE.Mesh(geometry, material);
mesh.position.set(0, 10, 0);
scene.add(mesh);
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
raycaster = new THREE.Raycaster();
renderer.domElement.addEventListener('pointerdown', raycast);
}
function raycast(e) {
pointer.x = (e.clientX / window.innerWidth) * 2 - 1;
pointer.y = -(e.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(pointer, camera);
const intersects = raycaster.intersectObject(scene);
for (let i = 0; i < intersects.length; i++) {
console.log(intersects[i]);
}
}
function animate() {
requestAnimationFrame(animate);
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render(scene, camera);
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.140.2/build/three.min.js"></script>

How to rotate the plane using three.js?

Hey guys I am using three.js and have tried to rotate this plane below but to avail. Any idea how to do it please? Below is the code which renders the plane using three.js. How can I rotate it, please?. Thanks!
var container;
var camera, scene, renderer;
var plane;
var mouse, raycaster, isShiftDown = false;
var cubeGeometry = new THREE.BoxBufferGeometry( 50, 50, 50 );
var cubeMaterial = new THREE.MeshLambertMaterial( { color: 0x00ff80, overdraw: 0.5 } );
var objects = [];
init();
render();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.innerHTML = 'three.js - voxel painter<br><strong>click</strong>: add voxel, <strong>shift + click</strong>: remove voxel, save .png';
container.appendChild( info );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 500, 800, 1300 );
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xf0f0f0 );
// Grid
var gridHelper = new THREE.GridHelper( 1000, 20 );
scene.add( gridHelper );
//
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
//PlaneBufferGeometry: platform to lay cubes
var geometry = new THREE.PlaneBufferGeometry( 10000, 10000 );
geometry.rotateX( - Math.PI / 2 );
plane = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { visible: false } ) );
scene.add( plane );
objects.push( plane );
// Lights
var ambientLight = new THREE.AmbientLight( 0x606060 );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
var directionalLight = new THREE.DirectionalLight( 0x808080 );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
renderer = new THREE.CanvasRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild(renderer.domElement);
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
//document.addEventListener( 'keydown', onDocumentKeyDown, false );
//document.addEventListener( 'keyup', onDocumentKeyUp, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
function onDocumentMouseDown( event ) {
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( objects );
if ( intersects.length > 0 ) {
var intersect = intersects[ 0 ];
if ( isShiftDown ) {
if ( intersect.object != plane ) {
scene.remove( intersect.object );
objects.splice( objects.indexOf( intersect.object ), 1 );
}
} else {
var voxel = new THREE.Mesh( cubeGeometry, cubeMaterial );
voxel.position.copy( intersect.point ).add( intersect.face.normal );
voxel.position.divideScalar( 50 ).floor().multiplyScalar( 50 ).addScalar( 25 );
scene.add( voxel );
objects.push( voxel );
}
render();
}
}
function render() {
renderer.render( scene, camera );
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/renderers/CanvasRenderer.js"></script>
<script src="https://threejs.org/examples/js/renderers/Projector.js"></script>
Look at the Plane here
I recommend to use THREE.OrbitControls.
Add orbit control:
orbitControls = new THREE.OrbitControls(camera);
And animate your scene continuously:
function render() {
renderer.render( scene, camera );
requestAnimationFrame(render);
}
Further you have to manage how THREE.OrbitControls and the mouse event (onDocumentMouseDown) interact together.
A possibility would be to handle only the left mouse button in onDocumentMouseDown:
function onDocumentMouseDown( event ) {
if ( event.button != 0 ) // 0 means left mouse button
return;
And to rotate the scene by the right mouse button. This can be done by setting the .mouseButtons property of OrbitControls:
orbitControls.mouseButtons = {
LEFT: THREE.MOUSE.RIGHT,
MIDDLE: THREE.MOUSE.MIDDLE,
RIGHT: THREE.MOUSE.LEFT
}
Further note, that you can enable or disable pane, zoom and rotate by setting .enablePan, .enableZoom respectively .enableRotate.
See the following example, where the boxes are positioned by the left mouse button and the scene can be rotated by holding the right mouse button:
var container;
var camera, scene, renderer;
var plane;
var mouse, raycaster, isShiftDown = false;
var cubeGeometry = new THREE.BoxBufferGeometry( 50, 50, 50 );
var cubeMaterial = new THREE.MeshLambertMaterial( { color: 0x00ff80, overdraw: 0.5 } );
var objects = [];
init();
render();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 500, 800, 1300 );
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xf0f0f0 );
var gridHelper = new THREE.GridHelper( 1000, 20 );
scene.add( gridHelper );
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
//PlaneBufferGeometry: platform to lay cubes
var geometry = new THREE.PlaneBufferGeometry( 10000, 10000 );
geometry.rotateX( - Math.PI / 2 );
plane = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { visible: false } ) );
scene.add( plane );
objects.push( plane );
// Lights
var ambientLight = new THREE.AmbientLight( 0x606060 );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
var directionalLight = new THREE.DirectionalLight( 0x808080 );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
renderer = new THREE.CanvasRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild(renderer.domElement);
orbitControls = new THREE.OrbitControls(camera);
orbitControls.mouseButtons = {
LEFT: THREE.MOUSE.RIGHT,
MIDDLE: THREE.MOUSE.MIDDLE,
RIGHT: THREE.MOUSE.LEFT
}
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseDown( event ) {
if ( event.button != 0 )
return;
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( objects );
if ( intersects.length > 0 ) {
var intersect = intersects[ 0 ];
if ( isShiftDown ) {
if ( intersect.object != plane ) {
scene.remove( intersect.object );
objects.splice( objects.indexOf( intersect.object ), 1 );
}
} else {
var voxel = new THREE.Mesh( cubeGeometry, cubeMaterial );
voxel.position.copy( intersect.point ).add( intersect.face.normal );
voxel.position.divideScalar( 50 ).floor().multiplyScalar( 50 ).addScalar( 25 );
scene.add( voxel );
objects.push( voxel );
}
}
}
function render() {
renderer.render( scene, camera );
requestAnimationFrame(render);
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/renderers/CanvasRenderer.js"></script>
<script src="https://threejs.org/examples/js/renderers/Projector.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

Draw a line from the camera position to the origin

Using threejs, I'm trying to draw a line from the camera position to the origin.
I expect that the line will always point to the middle of the screen (assuming that the renedered scene is viewed from the camera origin)
but it does not (the line always points towards the side of the screen).
The code below is a subset of the formal threejs webgl_geometry_extrude_shapes.html example.
I added the function draw_line_from_camera_to_origin(scene, camera)
What am I doing wrong?
Thanks,
Avner
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - geometry - extrude shapes</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #222;
margin: 0px;
overflow: hidden;
}
a {
color: #f80;
}
</style>
</head>
<body>
<script src="../build/three.js"></script>
<script src="js/controls/TrackballControls.js"></script>
<script>
var container;
var camera, scene, renderer, controls;
init();
animate();
function draw_line_from_camera_to_origin(scene, camera)
{
// Draw line from camera to origin
var pointA2 = new THREE.Vector3( camera.position.x, camera.position.y, camera.position.z );
var pointB2 = new THREE.Vector3( 0, 0, 0 );
var geometry2 = new THREE.Geometry();
geometry2.vertices.push( pointA2 );
geometry2.vertices.push( pointB2 );
var material2 = new THREE.LineBasicMaterial( { color : 'yellow' } );
var line2 = new THREE.Line( geometry2, material2 );
scene.add( line2 );
}
function init() {
var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.style.color = '#fff';
info.style.link = '#f80';
info.innerHTML = 'three.js webgl - geometry extrude shapes';
document.body.appendChild( info );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x222222 );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 0, 0, 500 );
controls = new THREE.TrackballControls( camera, renderer.domElement );
controls.minDistance = 200;
controls.maxDistance = 500;
scene.add( new THREE.AmbientLight( 0x222222 ) );
var light = new THREE.PointLight( 0xffffff );
light.position.copy( camera.position );
scene.add( light );
//
var closedSpline = new THREE.CatmullRomCurve3( [
new THREE.Vector3( -60, -100, 60 ),
new THREE.Vector3( -60, 20, 60 ),
new THREE.Vector3( -60, 120, 60 ),
new THREE.Vector3( 60, 20, -60 ),
new THREE.Vector3( 60, -100, -60 )
] );
closedSpline.curveType = 'catmullrom';
closedSpline.closed = true;
var extrudeSettings = {
steps : 100,
bevelEnabled : false,
extrudePath : closedSpline
};
var pts = [], count = 3;
for ( var i = 0; i < count; i ++ ) {
var l = 20;
var a = 2 * i / count * Math.PI;
pts.push( new THREE.Vector2 ( Math.cos( a ) * l, Math.sin( a ) * l ) );
}
var shape = new THREE.Shape( pts );
var geometry = new THREE.ExtrudeGeometry( shape, extrudeSettings );
var material = new THREE.MeshLambertMaterial( { color: 0xb00000, wireframe: false } );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
draw_line_from_camera_to_origin(scene, camera);
}
function animate() {
requestAnimationFrame( animate );
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>
You need to update the location of the other point.
When you first create the line you tell it a point in space and it never moves from there. It may seem like its moving around but thats just because it is a very long line.
So you need to make geometry2 a global variable (at the top):
var camera, scene, renderer, controls, geomerty2;
Then remove var when you declare geometry2 in draw_line_from_camera_to_origin
Then your animation loop should be:
function animate() {
geometry2.vertices[0].x = camera.position.x;
geometry2.vertices[0].y = camera.position.y;
geometry2.vertices[0].z = camera.position.z;
geometry2.verticesNeedUpdate = true;
requestAnimationFrame( animate );
controls.update();
renderer.render( scene, camera );
}
Now when you move the camera you see the line move with it then drift back to the camera's position. I'm not sure why it does that, I was actually expecting the line to be invisible (because lines have 0 width, and its pointing directly at the camera).
But anyways, happy coding haha hello world 42

Three.js load Image as texture not render

The g.png success loaded,but it not render.
Is it not loaded but render first?
var geometry = new THREE.BoxGeometry( 2, 1, 1 );
material = new THREE.MeshLambertMaterial({ map: new THREE.TextureLoader().load("g.png") });
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
Full code
https://gist.github.com/EasonWang01/410046ababc1af4f7f2db4b294b591ca
I write a sample based on your code, hope that will help you.
<html>
<head>
<title>My first Three.js app</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/85/three.min.js"> </script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.lookAt(new THREE.Vector3(0, 0, 0));
var renderer = new THREE.WebGLRenderer({ alpha: false });
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry1 = new THREE.BoxGeometry( 12, 1, 1 );
var material1 = new THREE.MeshBasicMaterial( { color: 0x00FFCC } );
var cube1 = new THREE.Mesh( geometry1, material1 );
scene.add( cube1 );
var geometry2 = new THREE.BoxGeometry( 10, 1, 1 );
var material2 = new THREE.MeshBasicMaterial( { color: 0xCCFF33 } );
var cube2 = new THREE.Mesh( geometry2, material2 );
scene.add( cube2 );
var geometry3 = new THREE.CircleBufferGeometry( 3, 32 );
var material3 = new THREE.MeshBasicMaterial( { color: 0xCCFFCC } );
var circle3 = new THREE.Mesh( geometry3, material3 );
scene.add( circle3 );
var geometry4 = new THREE.BoxBufferGeometry( 10, 1, 1 );
material4 = new THREE.MeshLambertMaterial({ map: new THREE.TextureLoader().load("img/g.png") });
var cube4 = new THREE.Mesh( geometry4, material4 );
scene.add( cube4 );
var geometry = new THREE.CubeGeometry(150, 200, 150, 2, 2, 2);
var materials = [];
cube = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
cube.position.y = 150;
scene.add(cube);
var light = new THREE.AmbientLight( 0x404040 ); // soft white light
scene.add( light );
camera.position.z = 5;
var geometry = new THREE.BoxGeometry( 2, 1, 1 );
material = new THREE.MeshLambertMaterial({ map: new THREE.TextureLoader().load("img/g.png") });
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
var render = function () {
requestAnimationFrame( render );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
cube1.rotation.x += 0.02;
cube1.rotation.y += 0.02;
cube2.rotation.x += 0.03;
cube2.rotation.y += 0.03;
renderer.render(scene, camera);
};
setTimeout(() => {render();},500)
</script>
</body>
</html>

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I have done some math to create a square cone with radius segment
more than 4. When the top and bottom radius are the same it works fine as shown in the image.
but when the top and bottom radius are different it does not work as shown in the image.
I am not sure what the problem is? I really appreciate any other way to do this? Thank you in advance. here is my code:
<html>
<head>
<title>Lightshade</title>
<script src="three.js"> </script>
<script src="TrackballControls.js"></script>
</head>
<body>
<script>
//declaring variables
var camera, scene, renderer;
var controls;
var cone, coneGeometry;
scene = new THREE.Scene();
var camera = new THREE.OrthographicCamera( -window.innerWidth / 2.5, window.innerWidth / 2.5, window.innerHeight / 2.5, -window.innerHeight / 2.5, -10000, 1000000);
camera.position.set( 0, 2.0, 5.0);
camera.lookAt(scene.position);
//adding the renderer to the screen
renderer = new THREE.WebGLRenderer( { antialias: true} );
renderer.setClearColor( 0xeeeeee , 0); //eeeeee
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMapCullFace = THREE.CullFaceBack;
renderer.shadowMapEnabled = true;
document.body.appendChild( renderer.domElement );
//adding the camera interactive method
controls = new THREE.TrackballControls( camera, renderer.domElement );
controls.noKeys = true;
//creating materials for lightshade
lightshadeMaterial = new THREE.MeshPhongMaterial({color:0xffeb00,wireframe:false, side:THREE.DoubleSide, ambient: 0xffffff});
var coneGeometry = new THREE.CylinderGeometry( 50, 125, 150, 60, 44 , true);
var cone = new THREE.Mesh( coneGeometry, lightshadeMaterial );
cone.geometry.applyMatrix(new THREE.Matrix4().makeRotationY(Math.PI/2));
for (j=0;j<=2684;j=j+61) {
for (i=0;i<=60;i++) {
if (i<=15) {
tempLineGrad = (cone.geometry.vertices[15].z - cone.geometry.vertices[0].z) / (cone.geometry.vertices[15].x - cone.geometry.vertices[0].x);
cone.geometry.vertices[i+j].z = tempLineGrad * (cone.geometry.vertices[i+j].x - cone.geometry.vertices[0].x) + cone.geometry.vertices[0].z;
}
if (i>15 && i<=30){
tempLineGrad = (cone.geometry.vertices[30].z - cone.geometry.vertices[15].z) / (cone.geometry.vertices[30].x - cone.geometry.vertices[15].x);
if (tempLineGrad>999999) {
cone.geometry.vertices[i+j].x = cone.geometry.vertices[15].x;
} else {
cone.geometry.vertices[i+j].z = tempLineGrad * (cone.geometry.vertices[i+j].x - cone.geometry.vertices[15].x) + cone.geometry.vertices[15].z;
}
}
if (i>30 && i<=45){
tempLineGrad = (cone.geometry.vertices[45].z - cone.geometry.vertices[30].z) / (cone.geometry.vertices[45].x - cone.geometry.vertices[30].x);
cone.geometry.vertices[i+j].z = tempLineGrad * (cone.geometry.vertices[i+j].x - cone.geometry.vertices[30].x) + cone.geometry.vertices[30].z;
}
if (i>45 && i<=60){
tempLineGrad = (cone.geometry.vertices[60].z - cone.geometry.vertices[45].z) / (cone.geometry.vertices[60].x - cone.geometry.vertices[45].x);
cone.geometry.vertices[i+j].z = tempLineGrad * (cone.geometry.vertices[i+j].x - cone.geometry.vertices[45].x) + cone.geometry.vertices[45].z;
}
}
}
scene.add(cone);
// adding some light to the screen
var light3 = new THREE.PointLight( 0xffffff, 1, 1000);
light3.position.set( 0, 300.0, 0 );
scene.add( light3 );
var light1 = new THREE.PointLight( 0xffffff,0.7, 1000 );
light1.position.set( 0, 4.0, 0 );
scene.add( light1 );
var light2 = new THREE.PointLight( 0xffffff, 0.7, 1000 );
light2.position.set( 0, -1.0, 0 );
scene.add( light2 );
var light4 = new THREE.PointLight( 0xffffff, 1, 1000);
light4.position.set( 300.0, 160.0, 300.0 );
scene.add( light4 );
var light5 = new THREE.PointLight( 0xffffff, 1, 1000);
light5.position.set( -300.0, 160.0, 300.0 );
scene.add( light5 );
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
controls.update();
renderer.render( scene, camera );
}
animate();
</script>
</body>
</html>

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