Three.js - Translation animation of model. Not an object3D - animation

Hey guys basically I have a crude scene set up. I was finally able to load to a 3D model of a sports car into my scene.
I can animate an Object3D primitive with for example sphere.translateY(1).
I for the death of me cannot figure out how to do a similar translation animation on my car model. First it said car variable not found when I made a global for it, then I tried passing car into animate function to no avail.
I'm sure translateY only works on Object3D like sphere, so how do i do this simple translate on an imported 3d model? I tried incrementing position. Here is my code someone please help! (I ommitted camera and render code etc, it all works just need to animate this car!
var sphere;
var car;
function init() {
// THE USUAL STUFF, scene, camera, renderer
}
function addSceneElements() {
// Sphere
sphere = new THREE.Mesh(new THREE.SphereGeometry(8, 70, 20), blueMat);
sphere.position.set(-260, 9, 125);
scene.add(sphere);
var loader = new THREE.JSONLoader();
loader.load( "models/hotride.js", function(geometry){
var material = new THREE.MeshLambertMaterial({color: 0x66CCFF});
var car = new THREE.Mesh(geometry, material);
car.scale.set(7,7,7);
car.position.set(10, 22, -1000);
scene.add(car);
animate();
});
}
function animate() {
sphere.translateX(1);
//car.translateZ(2);
// car.position.z += clock.getDelta();
// render
renderer.render(scene, camera);
requestAnimationFrame( animate );
controls.update();
}

You have a global var car and a local var car
var car;
function init() {
// THE USUAL STUFF, scene, camera, renderer
}
function addSceneElements() {
// Sphere
sphere = new THREE.Mesh(new THREE.SphereGeometry(8, 70, 20), blueMat);
sphere.position.set(-260, 9, 125);
scene.add(sphere);
var loader = new THREE.JSONLoader();
loader.load( "models/hotride.js", function(geometry){
var material = new THREE.MeshLambertMaterial({color: 0x66CCFF});
var car = new THREE.Mesh(geometry, material); //// <<<< local var !!!
That means that the global car won't have the mesh assigned to the local car. Just remove var in the line !
car = new THREE.Mesh(geometry, material); //// <<<< global var !!!

You can add your model in a new Object3D, and manipulate this object for translation/rotation.

Related

looking to rotate a object by using the pivot point of another object

I have a 2 objects(A and B) which respectively have 2 positions.
I am trying to revolve the object B around the object A.
so my idea is to take the center of object A and Make object B to rotate around it in a circular direction and would like to know the position of B while it is revolving around
here is a graphical representation
I suggest you use an instance of THREE.Group as a pivot object. You can add object B to this object and transform it like demonstrated in the following live example.
The position of the object B in world space can be extracted from the world matrix via Vector3.setFromMatrixPosition().
let camera, scene, renderer;
let objectB, pivot;
const worldPosition = new THREE.Vector3();
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.01, 10);
camera.position.z = 2;
scene = new THREE.Scene();
const geometry = new THREE.BoxGeometry(0.2, 0.2, 0.2);
const material = new THREE.MeshNormalMaterial();
const objectA = new THREE.Mesh(geometry, material);
scene.add(objectA);
pivot = new THREE.Group();
scene.add(pivot);
objectB = new THREE.Mesh(geometry, material);
objectB.scale.setScalar(0.5);
objectB.position.x = 1;
pivot.add(objectB);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
pivot.rotation.y += 0.01;
// pivot.updateMatrixWorld(); // ensure world matrix is up to date
// console.log( worldPosition.setFromMatrixPosition( objectB.matrixWorld ) );
renderer.render(scene, camera);
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.124/build/three.js"></script>

Three.js LegacyGLTFLoader.js shadows missing

I have a GLTF version 1.0 model that I am importing into Three.js using LegacyGLTFLoader.js. When I do so, everything looks good, except that the model does not receive shadows. I am guessing that this is because the imported model's material is THREE.RawShaderMaterial, which does not support receiving shadows (I think). How can I fix this so that my imported model can receive shadows?
Here is sample code:
// Construct scene.
var scene = new THREE.Scene();
// Get window dimensions.
var width = window.innerWidth;
var height = window.innerHeight;
// Construct camera.
var camera = new THREE.PerspectiveCamera(75, width/height);
camera.position.set(20, 20, 20);
camera.lookAt(scene.position);
// Construct renderer.
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
renderer.shadowMapEnabled = true;
document.body.appendChild(renderer.domElement);
// Construct cube.
var cubeGeometry = new THREE.BoxGeometry(10, 1, 10);
var cubeMaterial = new THREE.MeshPhongMaterial({color: 0x00ff00});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true;
cube.translateY(15);
scene.add(cube);
// Construct floor.
var floorGeometry = new THREE.BoxGeometry(20, 1, 20);
var floorMaterial = new THREE.MeshPhongMaterial({color: 0x00ffff});
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.receiveShadow = true;
scene.add(floor);
// Construct light.
var light = new THREE.DirectionalLight(0xffffff);
light.position.set(0, 20, 0);
light.castShadow = true;
scene.add(light);
// Construct light helper.
var lightHelper = new THREE.DirectionalLightHelper(light);
scene.add(lightHelper);
// Construct orbit controls.
new THREE.OrbitControls(camera, renderer.domElement);
// Construct GLTF loader.
var loader = new THREE.LegacyGLTFLoader();
// Load GLTF model.
loader.load(
"https://dl.dropboxusercontent.com/s/5piiujui3sdiaj3/1.glb",
function(event) {
var model = event.scene.children[0];
var mesh = model.children[0];
mesh.receiveShadow = true;
scene.add(model);
},
null,
function(event) {
alert("Loading model failed.");
}
);
// Animates the scene.
var animate = function () {
requestAnimationFrame(animate);
renderer.render(scene, camera);
};
// Animate the scene.
animate();
Here are my resources:
https://dl.dropboxusercontent.com/s/y2r8bsrppv0oqp4/three.js
https://dl.dropboxusercontent.com/s/5wh92lnsxz2ge1e/LegacyGLTFLoader.js
https://dl.dropboxusercontent.com/s/1jygy1eavetnp0d/OrbitControls.js
https://dl.dropboxusercontent.com/s/5piiujui3sdiaj3/1.glb
Here is a JSFiddle:
https://jsfiddle.net/rmilbert/8tqc3yx4/26/
One way to fix the problem is to replace the instance of RawShaderMaterial with MeshStandardMaterial. To get the intended effect, you have to apply the existing texture to the new material like so:
var newMaterial = new THREE.MeshStandardMaterial( { roughness: 1, metalness: 0 } );
newMaterial.map = child.material.uniforms.u_tex.value;
You also have to compute normal data for the respective geometry so lighting can be computed correctly. If you need no shadows, the unlint MeshBasicMaterial is actually the better choice.
Updated fiddle: https://jsfiddle.net/e67hbj1q/2/

Using OutlinePass (THREE.js r102) with skinned mesh

/examples/js/postprocessing/OutlinePass.js from THREE.js r102 does not appear to work with skinned meshes. Specifically, the rendered outline always stays in the mesh's rest position.
Is there some way to get this working (that is, to update the outline to reflect the current pose of an animated mesh)? OutlinePass does not appear to be documented (mod the comments in the code itself).
Is there some other accepted method of outlining animated meshes? I'm in the process of migrating some code from r7x, where I ended up accomplishing this by manually creating a copy of the mesh and applying a shader material that scales along the normals. I can do that again, but if there's a simpler/better supported method to accomplish the same effect I'd rather use it instead of reproducing a method that breaks every new major release.
A simple jsfiddle illustrating the issue:
https://jsfiddle.net/L69pe5q2/3/
This is the code from the jsfiddle. The mesh I use is the SimpleSkinning.gltf example from the three.js distribution. In the jsfiddle I load it from a dataURI so it doesn't complain about XSS loading, and I've edited the base64-encoded data out (and replaced it with [FOO]) in the code below, purely for readability.
The OutlinePass is created and added to the composer in initComposer().
var camera, light, renderer, composer, mixer, loader, clock;
var scene, mesh, outlinePass;
var height = 480,
width = 640;
var clearColor = '#666666';
load();
function load() {
loader = new THREE.GLTFLoader();
clock = new THREE.Clock();
scene = new THREE.Scene();
loader.load('data:text/plain;base64,[FOO]', function(obj) {
scene.add(obj.scene);
mixer = new THREE.AnimationMixer(obj.scene);
var clip = THREE.AnimationClip.findByName(obj.animations,
'Take 01');
var a = mixer.clipAction(clip);
a.reset();
a.play();
mesh = obj.scene;
mesh.position.set(-7, 2.5, -7);
init();
animate();
});
}
function init() {
initCamera();
initScene();
initRenderer();
initComposer();
outlinePass.selectedObjects = [mesh];
}
function initCamera() {
camera = new THREE.PerspectiveCamera(30, width / height, 1, 10000);
camera.position.set(7, 0, 7);
camera.lookAt(0, 0, 0);
}
function initScene() {
light = new THREE.AmbientLight(0xffffff)
scene.add(light);
}
function initRenderer() {
renderer = new THREE.WebGLRenderer({
width: width,
height: height,
antialias: false,
});
renderer.setSize(width, height);
renderer.setClearColor(clearColor);
document.body.appendChild(renderer.domElement);
}
function initComposer() {
var renderPass, copyPass;
composer = new THREE.EffectComposer(renderer);
renderPass = new THREE.RenderPass(scene, camera);
composer.addPass(renderPass);
outlinePass = new THREE.OutlinePass(new THREE.Vector2(width, height),
scene, camera);
composer.addPass(outlinePass);
outlinePass.edgeStrength = 10;
outlinePass.edgeThickness = 4;
outlinePass.visibleEdgeColor.set('#ff0000');
copyPass = new THREE.ShaderPass(THREE.CopyShader);
copyPass.renderToScreen = true;
composer.addPass(copyPass);
}
function animate() {
var delta = clock.getDelta();
requestAnimationFrame(animate);
update(delta);
render(delta);
}
function update(delta) {
if (mixer) mixer.update(delta);
}
function render(delta) {
composer.render();
}
according to Mugen87 in Jan 2019 he said:
With this small patch, it's now possible to use the outline pass with animated meshes. The only thing users have to do at app level is to set morphTargets or skinning to true for OutlinePass.depthMaterial and OutlinePass.prepareMaskMaterial. That's of course still a manual effort but at least the more complicated shader enhancement is already done.
take this example:
https://jsfiddle.net/2ybks7rd/
reference link on github

Update three.js Group after it was added to the scene on runtime

I have a THREE.Group(); in my scene and at runtime i want to add more to this group but it doesn't get updatet or better i cannot see the sprite that i added on runtime. The sprite is in the group but not rendered.
How can i update a THREE.Group();?
Example Code to clarify my problem. Not really running i know.
var systemGroup = new THREE.Group();
init();
animate();
function init() {
//add something to systemGroup like multiple meshes
systemGroup.add(mesh);
scene.add(systemGroup);
}
function render() {
scene.updateMatrixWorld();
renderer.render( scene, camera );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function addMore(x,y,z){
var map = THREE.ImageUtils.loadTexture( "sprite.png" );
var material = new THREE.SpriteMaterial( { map: map, color: 0xffffff, fog: true } );
var sprite = new THREE.Sprite( material );
sprite.position.set(x,y,z);
systemGroup.add(sprite);
//Here how do i update the group so that the mesh is in the scene?
}
Thank you.
The code you are showing is adding the same mesh over and over again.
As the mesh is already in the group, it doesn't change anything.
What you seem to want is to clone() the mesh and add it at a different position.
Like this:
var group = new THREE.Group()
scene.add(group);
document.body.addEventListener('click', function(evt) {
var clone = mesh.clone()
clone.position.set(-100 + Math.random()*200, 0, 0)
group.add(mesh)
})
No need to update the group with anything else.

Three.js Collision detection of spheres with THREE.Raycaster

For my project I need collision tests in Three.js. In my CollisionDetection class I'm trying to get a Raycaster to work. And I found some weirdness that I can't explain and can't find a way around:
My CollisionDetector works fine for Cubes.. but when I use Spheres instead, it doesn't give me the same results – Am I wrong to expect the same results as for the cubes? Or do I miss something else?
Here is my Code:
var renderer, camera, scene;
init();
animate();
function init() {
var container = document.getElementById("scene");
var width = window.innerWidth;
var height = window.innerHeight;
renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
camera = new THREE.OrthographicCamera( 0, width, 0, height, 1, 10000 );
camera.position.z = 300;
scene = new THREE.Scene();
scene.add(camera);
container.appendChild(renderer.domElement);
var geometry = new THREE.SphereGeometry(10,16, 16);
//var geometry = new THREE.CubeGeometry( 10, 10, 10 );
var material1 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var material2 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var material3 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var material4 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var material5 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var element1 = new THREE.Mesh( geometry, material1 );
var element2 = new THREE.Mesh( geometry, material2 );
var element3 = new THREE.Mesh( geometry, material3 );
var element4 = new THREE.Mesh( geometry, material4 );
var element5 = new THREE.Mesh( geometry, material5 );
element1.position.set(200,200,0);
element2.position.set(200,100,0);
element3.position.set(200,300,0);
element4.position.set(100,200,0);
element5.position.set(300,200,0);
scene.add(element1);
scene.add(element2);
scene.add(element3);
scene.add(element4);
scene.add(element5);
var CollisionDetector = new CollisionDetection();
CollisionDetector.addRay(new THREE.Vector3(0, -1, 0));
CollisionDetector.addRay(new THREE.Vector3(0, 1, 0));
CollisionDetector.addRay(new THREE.Vector3(1, 0, 0));
CollisionDetector.addRay(new THREE.Vector3(-1, 0, 0));
CollisionDetector.addElement(element1);
CollisionDetector.addElement(element2);
CollisionDetector.addElement(element3);
CollisionDetector.addElement(element4);
CollisionDetector.addElement(element5);
document.onclick = function(){
CollisionDetector.testElement(element1);
};
}
function CollisionDetection(){
var caster = new THREE.Raycaster();
var rays = [];
var elements = [];
this.testElement = function(element){
for(var i=0; i<rays.length; i++) {
caster.set(element.position, rays[i]);
var hits = caster.intersectObjects(elements, true);
for(var k=0; k<hits.length; k++) {
console.log("hit", hits[k]);
hits[k].object.material.color.setHex(0x0000ff);
}
}
}
this.addRay = function(ray) {
rays.push(ray.normalize());
}
this.addElement = function(element){
elements.push(element);
}
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
Or best, see for yourself how it behaves: http://jsfiddle.net/mymL5/12/
On Click every element hit by a ray should turn blue and all hits are registered in the console.
Note the (imho) weird console output for spheres.
Also, why is the lower sphere not hit while the upper is?
You can switch between Cubes and Spheres by Commenting/Uncommenting lines 19/20
Can anyone help me? What am I not getting?
PS: I'm new to Three.js, so I'm probably being dumb.
Since this is homework-related, I am only going to provide some tips.
Your scene is rendering upside down because your args to orthographic camera are incorrect.
Your sphere is bigger than your cube.
Your rays are hitting the north and south poles of your spheres exactly. What is different about those points?
The material.side property tells Raycaster which side(s) of a face to consider the "front".
Your fidde example is running an old version (r.54) of three.js.
three.js r.58
Increased spheres size.
Rotated spheres by some non-trivial angle (so they don't get hit right in the N/S pole).
Now it works? :P
var geometry = new THREE.SphereGeometry(20,17, 17);
element1.position.set(0,0,0);
element2.position.set(0,100,0);
element3.position.set(100,0,0);
element4.position.set(0,-100,0);
element5.position.set(-100,0,0);
element1.rotation.set(0,0,10);
element2.rotation.set(0,0,10);
element3.rotation.set(0,0,10);
element4.rotation.set(0,0,10);
element5.rotation.set(0,0,10);
Still, ray test should be aware of the hitting exact vertex or edge of the triangle, so that might be considered as a place-to-improve for Three.js.
I filed an issue about this in the Three.js repository:
https://github.com/mrdoob/three.js/issues/3541

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