Three js How to move scene - three.js

I would like to move the container (which contains my 3d objects)
Could you tell me how?
I am using Three JS
THREE.DragControls = function(camera, scene, domElement) {
this.childs = [];
this.childOffsets = [];
if (scene instanceof THREE.Scene) {
childs = scene.children;
scene = scene.children;
}
var _projector = new THREE.Projector();
var mouse = new THREE.Vector3();
var offset = new THREE.Vector3();
var selected;
domElement.addEventListener('mousemove', onDocumentMouseMove, false);
domElement.addEventListener('mousedown', onDocumentMouseDown, false);
domElement.addEventListener('mouseup', onDocumentMouseUp, false);
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / domElement.width) * 2 - 1;
mouse.y = -(event.clientY / domElement.height) * 2 + 1;
var ray = _projector.pickingRay(mouse, camera);
if (selected) {
var targetPos = ray.ray.direction.clone().multiplyScalar(selected.distance).add(ray.ray.origin);
selected.object.position.copy(targetPos.sub(offset));
return;
}
var intersects = ray.intersectObjects(scene);
if (intersects.length > 0) {
domElement.style.cursor = 'pointer';
} else {
domElement.style.cursor = 'auto';
}
}
function onDocumentMouseDown(event) {
event.preventDefault();
mouse.x = (event.clientX / domElement.width) * 2 - 1;
mouse.y = -(event.clientY / domElement.height) * 2 + 1;
var ray = _projector.pickingRay(mouse, camera);
var intersects = ray.intersectObjects(scene);
if (intersects.length > 0) {
selected = intersects[0];
offset.copy(selected.point).sub(selected.object.position);
domElement.style.cursor = 'move';
}
}
function onDocumentMouseUp(event) {
event.preventDefault();
if (selected) {
selected = null;
}
domElement.style.cursor = 'auto';
}
}

If I understand correctly you would like to MOVE all 3D Objects within a scene?
The way I did that is to create a THREE.Group(). E.g.
var holder = new THREE.Group();
Then add all models/lights/etc to that holder group. Then add the holder to the scene.
var scene = new THREE.Scene();
holder.add(model);
scene.add(holder);
Then moving the holder would move all objects added to it.

I think you are asking for moving you're scene container which maybe a canvas or a dom element if that's the case you can apply drag and drop to your container which is rendering your scene.
Reference below :
https://www.google.com/url?sa=t&source=web&rct=j&url=https://konvajs.org/docs/drag_and_drop/Drag_and_Drop.html&ved=2ahUKEwjOscW6zpj1AhXSEXAKHb21Bz8QFnoECAYQAQ&usg=AOvVaw2aV1F114SqLcBDVL8BiN0Q

Related

Draw a 2D line with width in three.js

I'm looking to draw a continuous line with a given thickness showing only the edges using three.js. I have achieved it. I'm trying to add thickness to the line but it is not getting reflected in the scene due to some angle in three.js. Can anyone help me out with the issue.
Here's the fiddle https://jsfiddle.net/16vhjm0y/1/
var renderer, scene, camera;
var line;
var count = 0;
var mouse = new THREE.Vector3();
var mesh3D;
var maxPoint = 6;
var height = window.innerHeight * .99;
var plane = new THREE.Plane(new THREE.Vector3(0, 0, 1), 0); // facing us for mouse intersection
var raycaster = new THREE.Raycaster();
var point3ds = [];
var usePerspectiveCamera = false; // toggles back and forth
var perspOrbit;
var perspCam;
var orthoOrbit;
var orthoCam;
var labelRenderer, labelAjay;
var testBoolean = false;
var mouseDownBoolean = false;
var distanceData, showDistanceData;
var ajay;
var arrAjay = [];
var arrAjayFinal = [];
var mouseUpBoolean = false;
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, height);
document.body.appendChild(renderer.domElement);
// scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
// camera perspective
perspCam = new THREE.PerspectiveCamera(45, window.innerWidth / height, 1, 10000);
perspCam.position.set(0, 0, 200);
// camera ortho
var width = window.innerWidth;
//var height = window.innerHeight;
orthoCam = new THREE.OrthographicCamera(-width / 2, width / 2, height / 2, -height / 2, 0, 1200);
// assign cam
camera = perspCam;
someMaterial = new THREE.MeshBasicMaterial({ color: 0xA9A9A9, side: THREE.DoubleSide, transparent: true, opacity: 0.3 });
// grid
var grid = new THREE.GridHelper(1024, 56);
grid.rotateX(Math.PI / 2);
// scene.add(grid);
// geometry
var geometry = new THREE.BufferGeometry();
var MAX_POINTS = 500;
positions = new Float32Array(MAX_POINTS * 3);
geometry.addAttribute('position', new THREE.BufferAttribute(positions, 3));
// material
var material = new THREE.LineBasicMaterial({
color: 0xff0000,
linewidth: 10
});
// line
line = new THREE.Line(geometry, material);
// line.position.z = 20;
scene.add(line);
// var geometry = new THREE.BoxBufferGeometry( 10, 2, 20 );
// var edgesPavement = new THREE.EdgesGeometry( geomPavement );
// var lineGeometry = new THREE.LineSegmentsGeometry().setPositions( edgesPavement.attributes.position.array );
// var lineMaterial = new THREE.LineMaterial( { color: 0xff0000, linewidth: 10 } );
// lineMaterial.resolution.set( window.innerWidth, window.innerHeight ); // important, for now...
// var line = new THREE.LineSegments2( lineGeometry, lineMaterial );
// scene.add( line );
document.addEventListener("mousemove", onMouseMove, false);
document.addEventListener('mousedown', onMouseDown, false);
document.addEventListener('mouseup', onMouseUp, false);
createUI();
labelRenderer = new THREE.CSS2DRenderer();
ajay = document.createElement('div');
ajay.className = 'ajay';
ajay.style.color = "black";
ajayInsert = document.createElement('div');
ajayInsert.className = 'ajay';
ajayInsert.style.color = "black";
// ajay.style.color = "black";
// console.log(ajay)
labelAjay = new THREE.CSS2DObject(ajay);
labelAjayFinal = new THREE.CSS2DObject(ajayInsert);
labelRenderer.setSize(window.innerWidth, window.innerHeight);
labelRenderer.domElement.style.position = 'absolute';
labelRenderer.domElement.style.top = '0';
labelRenderer.domElement.style.pointerEvents = 'none';
ajay.style.display = "none";
ajayInsert.style.display = "none";
}
// update line
function updateLine() {
positions[count * 3 - 3] = mouse.x;
positions[count * 3 - 2] = mouse.y;
positions[count * 3 - 1] = mouse.z;
line.geometry.attributes.position.needsUpdate = true;
}
// mouse move handler
function onMouseMove(event) {
var rect = renderer.domElement.getBoundingClientRect();
mouse.x = (event.clientX - rect.left) / (rect.right - rect.left) * 2 - 1;
mouse.y = - ((event.clientY - rect.top) / (rect.bottom - rect.top)) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
mouse = raycaster.ray.intersectPlane(plane, mouse);
if (count !== 0 && count < maxPoint) {
updateLine();
}
testBoolean = true;
if (testBoolean == true) {
// scene.remove(labelAjay);
var geometry = line.geometry;
geometry.computeBoundingBox();
center = geometry.boundingBox.getCenter();
// line.localToWorld(center);
// console.log(center);
if (mouseDownBoolean == true) {
labelAjay.position.set(mouse.x, mouse.y, mouse.z);
// console.log(line.position)
scene.add(labelAjay);
document.body.appendChild(labelRenderer.domElement);
// console.log(positions);
distanceData = point3ds[0].distanceTo(new THREE.Vector3(mouse.x, mouse.y, mouse.z));
showDistanceData = Math.round(distanceData * 1000);
// console.log(point3ds[0]);
// console.log(point3ds[1]);
// console.log(distanceData);
// console.log(showDistanceData)
ajay.textContent = showDistanceData + ' mm';
// console.log(labelRenderer)
}
// console.log(labelRenderer.domElement)
// document.getElementsByClassName("ajay").remove();
// document.getElementsByClassName("ajay").outerHTML = "";
}
}
// add point
function addPoint(event) {
if (count < maxPoint) {
console.log("point nr " + count + ": " + mouse.x + " " + mouse.y + " " + mouse.z);
positions[count * 3 + 0] = mouse.x;
positions[count * 3 + 1] = mouse.y;
positions[count * 3 + 2] = mouse.z
count++;
line.geometry.setDrawRange(0, count);
updateLine();
point3ds.push(new THREE.Vector3(mouse.x, mouse.y, mouse.z));
} else {
console.log('max points reached: ' + maxPoint);
}
}
function getPointInBetweenByLen(pointA, pointB, length) {
var dir = pointB.clone().sub(pointA).normalize().multiplyScalar(length);
return pointA.clone().add(dir);
}
// mouse down handler
function onMouseDown(evt) {
mouseDownBoolean = true;
// force add an extra point on first click so buffer line can display
// buffer geometry requires two points to display, so first click should add two points
if (count === 0) {
addPoint();
}
if (count < maxPoint) {
addPoint();
}
}
function onMouseUp(event){
mouseUpBoolean = true;
if(mouseUpBoolean == true){
// showDistanceData = Math.round(distanceData * 1000);
arrAjay.push(showDistanceData);
console.log(arrAjay);
arrAjayFinal = arrAjay.splice(-1)[0];
var geometry = line.geometry;
geometry.computeBoundingBox();
center = geometry.boundingBox.getCenter();
if (mouseDownBoolean == true) {
labelAjayFinal.position.set(center.x, center.y, center.z);
scene.add(labelAjayFinal);
document.body.appendChild(labelRenderer.domElement);
// distanceData = point3ds[0].distanceTo(new THREE.Vector3(mouse.x, mouse.y, mouse.z));
// showDistanceData = Math.round(distanceData * 1000);
console.log('arrAjayFinal', arrAjayFinal);
ajayInsert.textContent = arrAjayFinal;
}
}
}
// render
function render() {
renderer.render(scene, camera);
labelRenderer.render(scene, camera);
}
// animate
function animate() {
requestAnimationFrame(animate);
render();
}
// loop through all the segments and create their 3D
function create3D() {
if (!mesh3D && point3ds && point3ds.length) {
console.log('creating 3D');
mesh3D = new THREE.Mesh(); // metpy mesh but is the root mesh for all 3D
scene.add(mesh3D);
// prepare create segments from point3ds - every two points create a segement
var index = 1;
var segmentHeight = 56;
point3ds.forEach(point3d => {
if (index < point3ds.length) {
var seg = new Segment(point3d, point3ds[index], someMaterial, segmentHeight);
mesh3D.add(seg.mesh3D);
index++;
}
});
}
}
function createUI() {
// create3D
var btn = document.createElement('button');
document.body.appendChild(btn);
btn.innerHTML = 'Create3D';
btn.addEventListener('mousedown', () => {
create3D();
// add orbiting controls to both cameras
var controls;
if (!perspOrbit) {
perspOrbit = new THREE.OrbitControls(perspCam, renderer.domElement);
perspOrbit.screenSpacePanning = true;
// raotation is enabled once create3D is pressed
setToFullOrbit(perspOrbit);
perspOrbit.enabled = true; // set to true by default
}
// add orbit to orthocam
if (!orthoOrbit) {
orthoOrbit = new THREE.OrbitControls(orthoCam, renderer.domElement);
orthoOrbit.screenSpacePanning = true;
orthoOrbit.enabled = false; // set to false by default
//orthoOrbit.enableDamping = true;
//orthoOrbit.dampingFactor = .15;
}
});
}
function switchCam() {
usePerspectiveCamera = !usePerspectiveCamera;
if (usePerspectiveCamera) {
if (perspCam) {
camera = perspCam;
perspOrbit.enabled = true;
orthoOrbit.enabled = false;
} else {
throw new Error('Switch to perspective cam failed, perspective cam is null');
}
} else {
if (orthoCam) {
camera = orthoCam;
orthoOrbit.enabled = true;
perspOrbit.enabled = false;
} else {
throw new Error('Switch to ortho cam failed, orthoCam is null');
}
}
}
function rotateCam90() {
if (camera instanceof THREE.OrthographicCamera) {
orthoOrbit.update();
camera.applyMatrix(new THREE.Matrix4().makeRotationZ(Math.PI / 2));
}
}
function reset() {
scene.remove(mesh3D);
mesh3D = null;
for (var i = 0; i < 3 * 8; i++) {
positions[i] = 0;
}
count = 0;
line.geometry.setDrawRange(0, count);
updateLine();
point3ds = [];
}
function setToFullOrbit(orbitControl) {
// how far you can orbit vertically
orbitControl.minPolarAngle = 0;
orbitControl.maxPolarAngle = Math.PI;
// How far you can dolly in and out ( PerspectiveCamera only )
orbitControl.minDistance = 0;
orbitControl.maxDistance = Infinity;
orbitControl.enableZoom = true; // Set to false to disable zooming
orbitControl.zoomSpeed = 1.0;
orbitControl.enableRotate = true;
// allow keyboard arrows
orbitControl.enableKeys = true;
// Set to false to disable panning (ie vertical and horizontal translations)
orbitControl.enablePan = true;
}
// each segment knows how to create its 3D
class Segment {
constructor(start, end, material, height) {
this.start = start;
this.end = end;
this.height = height; // height of the segment's 3D
this.material = material;
this.mesh3D = null;
this.create3D();
}
create3D() {
if (this.start && this.end) {
//create the shape geometry
var distStartToEnd = this.start.distanceTo(this.end);
var vec2s = [
new THREE.Vector2(),
new THREE.Vector2(0, this.height),
new THREE.Vector2(distStartToEnd, this.height),
new THREE.Vector2(distStartToEnd, 0)
];
console.log('vec2s', vec2s);
var shape = new THREE.Shape(vec2s);
var geo = new THREE.BoxGeometry(5, 5, 5);
// console.log('shape', shape);
var geo = new THREE.ShapeGeometry(shape);
geo.applyMatrix(new THREE.Matrix4().makeRotationX(THREE.Math.degToRad(90)));
this.mesh3D = new THREE.Mesh(geo, this.material);
this.alignRotation();
this.alignPosition();
// the mesh3D should be added to the scene outside of this class
}
}
alignRotation() {
var p1 = this.start.clone();
var p2 = this.end.clone();
var direction = new THREE.Vector3();
direction.subVectors(p2, p1);
direction.normalize();
this.mesh3D.quaternion.setFromUnitVectors(new THREE.Vector3(1, 0, 0), direction);
}
alignPosition() {
if (this.mesh3D) {
this.mesh3D.position.copy(this.start);
} else {
throw new Error('mesh3D null');
}
}
}
The linewidth parameter relies on native WebGL support for drawing line thickness, but its performance is very spotty across browsers & operating systems. I think Windows doesn't support it, but MacOS does, so it shouldn't be relied upon. See this discussion on the Three.js Github for several bug reports.
As a workaround, they've created LineGeometry, which sort of re-builds a line with geometry to allow for thickness. See this example for how to use it. It even allows for dashed lines. After importing the module, you can implement it with:
const geometry = new LineGeometry();
geometry.setPositions( positions );
geometry.setColors( colors );
matLine = new LineMaterial( {
color: 0xffffff,
linewidth: 5, // in pixels
vertexColors: true,
dashed: false
} );
line = new Line2( geometry, matLine );
line.computeLineDistances();
scene.add( line );

Prevent objects from moving outside room in three js

I have created a room in three js and added various objects in it. But,
the objects are moving out of the room. Here is the url on which my code is running:
http://istation-demo.cladev.com/room.html
In order to prevent objects leaving the room or colliding with each other, you must have at least a simple form of collision detection. Most 3D engines, three.js included, have Axis-Aligned Bounding Boxes ( or AABB ) for all the 3d objects that are created. In three.js to get access to bounding boxes, the easiest way is to call
var boundingBoxHelperObject = new THREE.BoundingBoxHelper( object )
If you add it to the scene, it shows up as a wireframe grey box that fits tightly around the object. If you call update on the helper (as you will see shortly), it will update to the dimensions and movement of the 3d object in real time - pretty cool!
Then, to perform collision detection on all these boxes, you call
boundingBoxHelperObject.box.intersectsBox( anotherBoxHelperObject.box )
which outputs true if colliding or false if not colliding. Then perform the appropriate actions, such as moving the box back a frame to prevent it from escaping a room or penetrating another solid object, or changing both colliding objects' colors, or whatever you want.
Here's the final code sample with my corrected picking/dragging code from the last post you made months ago, plus the new bounding boxes and collision testing code:
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/html">
<head lang="en">
<meta charset="UTF-8">
<title>Room</title>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r75/three.js"></script>
<script src="http://alexan0308.github.io/threejs/examples/js/loaders/OBJLoader.js"></script>
<script src="http://alexan0308.github.io/threejs/examples/js/loaders/MTLLoader.js"></script>
<script src="http://alexan0308.github.io/threejs/examples/js/loaders/OBJMTLLoader.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
<div id="workspace"></div>
<script>
//define global variables here
var container, renderer;
var camera, scene, projector, mouseVector, controls;
var mouseX, mouseY, draggable;
var pen, c_mesh, interactiveObj = [], rotateObj = [], groundRaycastObj = [];
var wallWidth = 1200;
var wallHeight = 400;
var chair_model, sofa_model;
var chair_selected = false;
var sofa_selected = false;
var raycaster;
var mouse = new THREE.Vector2(), INTERSECTED;
var radius = 100, theta = 0;
var oldIntersectPoint = new THREE.Vector3();
var newIntersectPoint = new THREE.Vector3();
var intersectOffset = new THREE.Vector3();
var chairOldPosition = new THREE.Vector3();
var sofaOldPosition = new THREE.Vector3();
var chair_rotate = false;
var walls;
var mesh_box;
var wallright, wallleft, wallback, wallfront, ceiling, ground;
var strDownloadMime = "image/octet-stream";
var chairBox, sofaBox;
var wallrightBox, wallleftBox, wallbackBox, wallfrontBox;
init();
animate();
function init() {
container = document.getElementById('workspace'); //document.createElement('div');
document.body.appendChild(container);
//camera
//camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 10, 10000);
// camera.position.set(0, -wallHeight / 2 + 10, wallWidth);
// camera.lookAt(new THREE.Vector3(10, 10, 10));
//renderer
renderer = new THREE.WebGLRenderer({preserveDrawingBuffer: true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x889988);
renderer.shadowMapEnabled = true;
container.appendChild(renderer.domElement);
scene = new THREE.Scene();
raycaster = new THREE.Raycaster();
var ambient = new THREE.AmbientLight(0xffffff);
scene.add(ambient);
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z= wallWidth;
camera.position.y= wallWidth/2;
controls = new THREE.OrbitControls( camera, renderer.domElement );
//controls.addEventListener( 'change', render ); // add this only if there is no animation loop (requestAnimationFrame)
controls.enableDamping = true;
controls.dampingFactor = 0.25;
//controls.enableZoom = false;
//walls
walls = new THREE.Object3D();
var groundGeo_2 = new THREE.PlaneGeometry(wallWidth, wallWidth); //for roof and floor
var groundGeo = new THREE.PlaneGeometry(wallWidth, wallHeight);
var wallTextureRight = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/rainbow.jpg')
});
wallTextureRight.map.needsUpdate = true;
var wallTextureLeft = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/rainbow.jpg')
});
var wallTextureFront = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/wall4.jpg')
});
var wallTextureBack = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/wall3.png')
});
var floorTexture = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/floor.jpg')
});
floorTexture.map.needsUpdate = true;
var ceilTexture = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/wall4.jpg')
});
ground = new THREE.Mesh(groundGeo_2, floorTexture);
ground.overdraw = true;
ground.position.set(0, 0, 0);
ground.rotation.x = -Math.PI / 2;
walls.add(ground);
console.log(ground);
wallleft = new THREE.Mesh(groundGeo, wallTextureLeft);
wallleft.overdraw = true;
wallleft.position.set(-wallWidth / 2, wallHeight / 2, 0);
wallleft.rotation.y = Math.PI / 2;
walls.add(wallleft);
wallleftBox = new THREE.BoundingBoxHelper( wallleft );
wallleftBox.update(wallleft);
//wallleftBox.box.min.x -= 0.1;
//wallleftBox.box.max.x += 0.1;
//scene.add(wallleftBox);
wallright = new THREE.Mesh(groundGeo, wallTextureRight);
wallright.overdraw = true;
wallright.position.set(wallWidth / 2, wallHeight / 2, 0);
wallright.rotation.y = -Math.PI / 2;
walls.add(wallright);
wallrightBox = new THREE.BoundingBoxHelper( wallright );
wallrightBox.update(wallright);
//wallrightBox.box.min.x -= 0.1;
//wallrightBox.box.max.x += 0.1;
//scene.add(wallrightBox);
wallback = new THREE.Mesh(groundGeo, wallTextureBack);
wallback.overdraw = true;
wallback.position.set(0, wallHeight / 2, -wallWidth / 2);
walls.add(wallback);
wallbackBox = new THREE.BoundingBoxHelper( wallback );
wallbackBox.update(wallback);
//scene.add(wallbackBox);
wallfront = new THREE.Mesh(groundGeo, wallTextureFront);
wallfront.overdraw = true;
wallfront.position.set(0, wallHeight / 2, wallWidth / 2);
wallfront.rotation.y = -Math.PI;
walls.add(wallfront);
wallfrontBox = new THREE.BoundingBoxHelper( wallfront );
wallfrontBox.update(wallfront);
//scene.add(wallfrontBox);
ceiling = new THREE.Mesh(groundGeo_2, ceilTexture);
ceiling.position.set(0, wallHeight, 0);
ceiling.rotation.x = Math.PI / 2;
walls.add(ceiling);
scene.add(walls);
groundRaycastObj.push(walls);
//load bed texture
var bed_texture = new THREE.ImageUtils.loadTexture("textures/cb-rochelle-gray_baked.png");
var bedMaterial = new THREE.MeshBasicMaterial({
map: bed_texture,
side: THREE.DoubleSide
});
//load bed
var loader = new THREE.JSONLoader();
loader.load('js/sofa.js', function (geometry) {
sofa_model = new THREE.Mesh(geometry, bedMaterial);
for (var i = 0; i < sofa_model.children.length; i++) {
sofa_model.children[i].material = material;
sofa_model.children[i].userDataParent = sofa_model;
sofa_model.children[i].name = 'sofa_model';
}
sofa_model.position.set(200,0, -200);
sofa_model.rotation.set(0, 0, 0);
sofa_model.scale.set(3, 3, 3);
sofa_model.name = 'sofa_model';
interactiveObj.push(sofa_model);
scene.add(sofa_model);
sofaBox = new THREE.BoundingBoxHelper( sofa_model );
// comment next line out if you don't want to see the wireframe sofa boxHelper
scene.add(sofaBox);
});
//load chair texture
var chair_texture = new THREE.ImageUtils.loadTexture("textures/chair.png");
var chairMaterial = new THREE.MeshBasicMaterial({
map: chair_texture,
side: THREE.DoubleSide
});
//load chair
var loader = new THREE.JSONLoader();
loader.load('js/chair_model.js', function (geometry) {
chair_model = new THREE.Mesh(geometry, chairMaterial);
for (var i = 0; i < chair_model.children.length; i++) {
chair_model.children[i].material = material;
chair_model.children[i].userDataParent = sofa_model;
chair_model.children[i].name = 'chair_model';
}
chair_model.position.set(-300,0, -200);
chair_model.rotation.set(0, 0, 0);
chair_model.scale.set(3, 3, 3);
chair_model.name = 'chair_model';
interactiveObj.push(chair_model);
scene.add(chair_model);
chairBox = new THREE.BoundingBoxHelper( chair_model );
// comment next line out if you don't want to see the wireframe chair boxHelper
scene.add(chairBox);
});
//IE, Chrome, Safari, Opera
document.addEventListener('mousewheel', onDocumentMouseWheel, false);
//Firefox
document.addEventListener('DOMMouseScroll', onDocumentMouseWheel, false);
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('mouseup', onDocumentMouseUp, false);
window.addEventListener('resize', onWindowResize, false);
}
function animate() {
requestAnimationFrame(animate);
chair_model.rotation.y += 0.02;
chairBox.update(chair_model);
sofaBox.update(sofa_model);
//wallrightBox.update(wallright);
//wallleftBox.update(wallleft);
//wallfrontBox.update(wallfront);
//wallbackBox.update(wallback);
controls.update();
// Render the frame
//Don't render twice, it will slow down your animation!
//render();
renderer.render(scene, camera);
}
function render() {
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
//controls.handleResize();
}
function onDocumentMouseDown(event) {
draggable = true;
event.preventDefault();
var testIntersects;
testIntersects = raycaster.intersectObjects(groundRaycastObj, true);
if (testIntersects.length > 0)
oldIntersectPoint.copy(testIntersects[0].point);
// find intersections
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(interactiveObj, true);
if (intersects.length > 0) {
controls.enabled=false;
if (intersects[0].object.name == 'chair_model') {
container.style.cursor = 'pointer';
chair_selected = true;
//oldIntersectPoint.copy(chair_model.position);
chairBox.material.color.set('white');
} else if (intersects[0].object.name == 'sofa_model') {
container.style.cursor = 'pointer';
sofa_selected = true;
//oldIntersectPoint.copy(sofa_model.position);
sofaBox.material.color.set('white');
}
else {
chair_selected = false;
sofa_selected = false;
}
draggable = false;
}
}
function onDocumentMouseUp(event) {
draggable = false;
chair_selected = false;
sofa_selected = false;
chair_rotate = false;
container.style.cursor = 'auto';
controls.enabled=true;
oldIntersectPoint.set(0,0,0);
newIntersectPoint.set(0,0,0);
intersectOffset.set(0,0,0);
chairBox.material.color.set('grey');
sofaBox.material.color.set('grey');
}
function onDocumentMouseMove(event) {
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = -( event.clientY / window.innerHeight ) * 2 + 1;
var deltaX = event.clientX - mouseX;
var deltaY = event.clientY - mouseY;
var testIntersects;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(interactiveObj, true);
if (intersects.length > 0) {
container.style.cursor = 'pointer';
//addRotationLine(intersects[0].object);
} else {
container.style.cursor = 'auto';
}
if (draggable) {
} else if (chair_selected == true) {
testIntersects = raycaster.intersectObjects(groundRaycastObj, true);
if (testIntersects.length > 0) {
var okToMove = true;
chairOldPosition.copy(chair_model.position);
newIntersectPoint.copy(testIntersects[0].point);
intersectOffset.copy(newIntersectPoint);
intersectOffset.sub(oldIntersectPoint);
//uncomment below if you want more precision mouse movements of objects
//intersectOffset.multiplyScalar(0.1);
// store old intersect point for next frame
oldIntersectPoint.copy(newIntersectPoint);
chair_model.position.add(intersectOffset);
chair_model.updateMatrixWorld(true);
//chairBox.updateMatrixWorld(true);
chairBox.update(chair_model);
// default
chairBox.material.color.set('white');
if( chairBox.box.intersectsBox(sofaBox.box) ) {
okToMove = false;
chairBox.material.color.set('red');
}
else if( chairBox.box.intersectsBox(wallrightBox.box) ) {
okToMove = false;
chairBox.material.color.set('red');
}
else if( chairBox.box.intersectsBox(wallleftBox.box) ) {
okToMove = false;
chairBox.material.color.set('red');
}
else if( chairBox.box.intersectsBox(wallfrontBox.box) ) {
okToMove = false;
chairBox.material.color.set('red');
}
else if( chairBox.box.intersectsBox(wallbackBox.box) ) {
okToMove = false;
chairBox.material.color.set('red');
}
// if NOT ok to move and chair is hitting something,
if ( !okToMove ) {
// put chair back where it was
chair_model.position.copy(chairOldPosition);
}
}
// clamp chair position to the ground
chair_model.position.y = 0;
} else if (chair_rotate == true) {
rotate_object(chair_model, event);
}
else if (sofa_selected == true) {
testIntersects = raycaster.intersectObjects(groundRaycastObj, true);
if (testIntersects.length > 0) {
var okToMove = true;
sofaOldPosition.copy(sofa_model.position);
newIntersectPoint.copy(testIntersects[0].point);
intersectOffset.copy(newIntersectPoint);
intersectOffset.sub(oldIntersectPoint);
//uncomment below if you want more precision mouse movements of objects
//intersectOffset.multiplyScalar(0.1);
oldIntersectPoint.copy(newIntersectPoint);
sofa_model.position.add(intersectOffset);
sofa_model.updateMatrixWorld(true);
//sofaBox.updateMatrixWorld(true);
sofaBox.update(sofa_model);
// default
sofaBox.material.color.set('white');
if( sofaBox.box.intersectsBox(chairBox.box) ) {
okToMove = false;
sofaBox.material.color.set('red');
}
else if( sofaBox.box.intersectsBox(wallrightBox.box) ) {
okToMove = false;
sofaBox.material.color.set('red');
}
else if( sofaBox.box.intersectsBox(wallleftBox.box) ) {
okToMove = false;
sofaBox.material.color.set('red');
}
else if( sofaBox.box.intersectsBox(wallfrontBox.box) ) {
okToMove = false;
sofaBox.material.color.set('red');
}
else if( sofaBox.box.intersectsBox(wallbackBox.box) ) {
okToMove = false;
sofaBox.material.color.set('red');
}
// if NOT ok to move and sofa is hitting something,
if ( !okToMove ) {
// put sofa back where it was
sofa_model.position.copy(sofaOldPosition);
}
}
// clamp sofa position to the ground
sofa_model.position.y = 0;
}
mouseX = event.clientX;
mouseY = event.clientY;
//render(); // no need to render
}
function onDocumentMouseWheel(event) {
// This is automatically handled for you by orbitControls.js,
// but you can't disable zoom on the controls - so don't type controls.enableZoom = false;
//mouseDelta = (-event.wheelDeltaY || event.detail);
//camera.position.z += mouseDelta * 1;
//render(); // no need to render
}
function addRotationLine(objModel) {
var material = new THREE.LineBasicMaterial({
color: 0x0000ff,
linewidth: 6
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(-10, 500, 0),
new THREE.Vector3(1000, 500, 0)
);
var line = new THREE.Line(geometry, material);
objModel.add(line);
}
function rotate_object(object, event) {
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = -( event.clientY / window.innerHeight ) * 2 + 1;
var deltaX = event.clientX - mouseX;
var deltaY = event.clientY - mouseY;
object.rotation.y += deltaX * 0.02;
object.rotation.y += deltaY * 0.01;
}
</script>
</body>
</html>
Hope this works for you! :)

Object moving in different direction after rotating the plane, three js(v73)

I am have having issue in moving the object, when using mouse. When i move the object initially it works fine, but after rotating the scene about the y-axis, the object starts moving in opposite direction of the mouse. I have created a jsfiddle for that. Here is the code:
//define global variables here
var container, renderer;
var camera, scene, projector,mouseVector,controls;
var mouseX, mouseY, draggable;
var pen,c_mesh,interactiveObj = [];
var cube_selected=false;
var wallWidth=1200;
var wallHeight=400;
var raycaster = new THREE.Raycaster(); // create once
var mouse = new THREE.Vector2(); // create once
init();
animate();
function init(){
container=document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 10, 10000);
//camera.position.set(0,-wallWidth/2+10,wallWidth);
camera.position.set(0,-wallHeight/2+10,wallWidth);
// camera.lookAt(new THREE.Vector3(0,-wallWidth/2 +10,10));
//camera.lookAt(new THREE.Vector3(10,10,10));
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight(0x666666);
scene.add(ambient);
//walls
walls = new THREE.Object3D();
var groundMat = new THREE.MeshPhongMaterial({color:0x808080});
var groundGeo_2 = new THREE.PlaneGeometry(wallWidth, wallWidth); //for roof and floor
var ground = new THREE.Mesh(groundGeo_2, groundMat);
ground.overdraw = true;
ground.position.set(0, -wallHeight, 0);
ground.rotation.x = -Math.PI/2;
walls.add(ground);
var cube_geometry = new THREE.CubeGeometry(500,300,100);
var c_material = new THREE.MeshNormalMaterial();
c_mesh = new THREE.Mesh(cube_geometry, c_material);
c_mesh.overdraw = true;
c_mesh.name = "first_cube";
c_mesh.position.set(0, -wallHeight+100/2-1 ,0); //c_mesh.add(camera);
c_mesh.rotation.x = Math.PI * 0.1;
interactiveObj.push(c_mesh);
walls.add(c_mesh);
scene.add(walls);
//projector = new THREE.Projector();
mouseVector = new THREE.Vector3();
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
container.appendChild( renderer.domElement );
//IE, Chrome, Safari, Opera
document.addEventListener('mousewheel',onDocumentMouseWheel, false);
//Firefox
document.addEventListener('DOMMouseScroll', onDocumentMouseWheel, false);
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('mouseup', onDocumentMouseUp, false);
window.addEventListener( 'resize', onWindowResize, false );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
renderer.render( scene, camera );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseDown(event){
draggable = true;
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.width ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.height ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( interactiveObj, true );
console.log(intersects);
if ( intersects.length > 0 ) {
if(intersects[0].object == c_mesh) {
renderer.domElement.style.cursor = 'pointer';
console.log("cube selected "); cube_selected=true;
}else{
cube_selected=false;
}
draggable = false;
}
}
function onDocumentMouseUp(event){
draggable = false;
cube_selected=false;
renderer.domElement.style.cursor = 'auto';
}
function onDocumentMouseMove( event ) {
if(draggable){
if(mouseX != 0 && mouseY != 0){
deltaX = event.clientX - mouseX;
deltaY = event.clientY - mouseY;
walls.rotation.y += deltaX * 0.01;
walls.rotation.x += deltaY * 0.01;
}
}else if (cube_selected==true){
if(mouseX != 0 && mouseY != 0){
deltaX = event.clientX - mouseX;
deltaY = event.clientY - mouseY;
c_mesh.position.x += deltaX*1.5 ;
c_mesh.position.y -= deltaY*1.5 ;
}
}
mouseX = event.clientX;
mouseY = event.clientY;
render();
}
function onDocumentMouseWheel( event ) {
mouseDelta = (-event.wheelDeltaY|| event.detail);
camera.position.z += mouseDelta * 1 ;
// console.log("camera position : "+ camera.position.z);
render();
}
https://jsfiddle.net/pn1pL4jb/5/
What i have done:
Added object in plane, rather then to scene because I want the same rotation of plane and object in the same direction.
The problem was that when you rotated the walls/ground with the mouse drag, the cube's rotation was not updated to match. So when you went to drag the cube after a world rotation, the cube is still operating in its old coordinate system. Also, be careful how you add children to parents. The cube should be a child of the scene (or world coordinate system) if you intend to move it all around. If it is a child of the floor or walls, things can get wacky really fast. :)
I updated your JSFiddle as well as cleaned up the code a little bit:
https://jsfiddle.net/aucyekux/
The magic is happening on line 126 with the copying of the wall's rotation into the cube's rotation so it matches:
c_mesh.rotation.copy(walls.rotation);
I won't assume how much 3D math you know, but I'll just say that copying the ground's rotation essentially creates a new frame of reference or local coordinate system for the cube so that when you drag it to the right, and the code says x = x + ... , its new coordinate system has its x direction pointing in the same direction as the ground/walls' new x direction (after the rotation you performed on them).
Hope this makes sense - don't worry if you don't quite get how it all works. I am a veteran 3D game programmer hobbyist for 20 years and I still sometimes forget how this all works and I have struggled with it plenty. I also refresh my understanding by browsing scratchapixel (the 3D math / coordinate system primer section) every now and then. It keeps all this 3D math stuff fresh. Good luck to you! :)
The following is a 2nd answer to this problem. The OP has added orbitControls.js to his app and now all the objects are more manageable. Here is the whole app's .html file, updated to reflect the changes. Now, you can click/drag to rotate the whole room. And then you can click/drag on the chair or the sofa and drag them around the room. Their Y positions are clamped to the ground (0.0) so that they do not incorrectly penetrate the floor.
The sliding of objects along the floor is achieved through raycasting against just the ground (when the mouse has selected them and dragging them). The raycast returns the intersection point in world space, so I just copy that into the draggable objects' position. Then a post-clamp of their Y positions prevent them from falling through the floor.
Even better, is the fact that we don't need localToWorld and worldToLocal matrix 'hacks' anymore because everything is relative to the Scene, which is how it is in real life. :) To prove this, I added an example update the chair's rotation around its own Y axis, so we have a spinning chair that is able to rotate around its own local center of gravity, while also being able to move its position relative to the Scene (world).
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/html">
<head lang="en">
<meta charset="UTF-8">
<title>Room</title>
</head>
<body>
<script src="http://alexan0308.github.io/threejs/build/three.min.js"></script>
<script src="http://alexan0308.github.io/threejs/examples/js/loaders/OBJLoader.js"></script>
<script src="http://alexan0308.github.io/threejs/examples/js/loaders/MTLLoader.js"></script>
<script src="http://alexan0308.github.io/threejs/examples/js/loaders/OBJMTLLoader.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
<div id="workspace"></div>
<script>
//define global variables here
var container, renderer;
var camera, scene, projector, mouseVector, controls;
var mouseX, mouseY, draggable;
var pen, c_mesh, interactiveObj = [], rotateObj = [], groundRaycastObj = [];
var wallWidth = 1200;
var wallHeight = 400;
var chair_model, sofa_model;
var chair_selected = false;
var sofa_selected = false;
var raycaster;
var mouse = new THREE.Vector2(), INTERSECTED;
var radius = 100, theta = 0;
var oldIntersectPoint = new THREE.Vector3();
var newIntersectPoint = new THREE.Vector3();
var intersectOffset = new THREE.Vector3();
var chair_rotate = false;
var walls;
var mesh_box;
var wallright, wallleft, wallback, wallfront, ceiling, ground;
var strDownloadMime = "image/octet-stream";
init();
animate();
function init() {
container = document.getElementById('workspace'); //document.createElement('div');
document.body.appendChild(container);
//camera
//camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 10, 10000);
// camera.position.set(0, -wallHeight / 2 + 10, wallWidth);
// camera.lookAt(new THREE.Vector3(10, 10, 10));
//renderer
renderer = new THREE.WebGLRenderer({preserveDrawingBuffer: true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x889988);
renderer.shadowMapEnabled = true;
container.appendChild(renderer.domElement);
scene = new THREE.Scene();
raycaster = new THREE.Raycaster();
var ambient = new THREE.AmbientLight(0xffffff);
scene.add(ambient);
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z= wallWidth;
camera.position.y= wallWidth/2;
controls = new THREE.OrbitControls( camera, renderer.domElement );
//controls.addEventListener( 'change', render ); // add this only if there is no animation loop (requestAnimationFrame)
controls.enableDamping = true;
controls.dampingFactor = 0.25;
//controls.enableZoom = false;
//walls
walls = new THREE.Object3D();
var groundGeo_2 = new THREE.PlaneGeometry(wallWidth, wallWidth); //for roof and floor
var groundGeo = new THREE.PlaneGeometry(wallWidth, wallHeight);
var wallTextureRight = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/rainbow.jpg')
});
wallTextureRight.map.needsUpdate = true;
var wallTextureLeft = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/rainbow.jpg')
});
var wallTextureFront = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/wall4.jpg')
});
var wallTextureBack = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/wall3.png')
});
var floorTexture = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/floor.jpg')
});
floorTexture.map.needsUpdate = true;
var ceilTexture = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/wall4.jpg')
});
ground = new THREE.Mesh(groundGeo_2, floorTexture);
ground.overdraw = true;
ground.position.set(0, 0, 0);
ground.rotation.x = -Math.PI / 2;
walls.add(ground);
console.log(ground);
wallleft = new THREE.Mesh(groundGeo, wallTextureLeft);
wallleft.overdraw = true;
wallleft.position.set(-wallWidth / 2, wallHeight / 2, 0);
wallleft.rotation.y = Math.PI / 2;
walls.add(wallleft);
wallright = new THREE.Mesh(groundGeo, wallTextureRight);
wallright.overdraw = true;
wallright.position.set(wallWidth / 2, wallHeight / 2, 0);
wallright.rotation.y = -Math.PI / 2;
walls.add(wallright);
wallback = new THREE.Mesh(groundGeo, wallTextureBack);
wallback.overdraw = true;
wallback.position.set(0, wallHeight / 2, -wallWidth / 2);
walls.add(wallback);
wallfront = new THREE.Mesh(groundGeo, wallTextureFront);
wallfront.overdraw = true;
wallfront.position.set(0, wallHeight / 2, wallWidth / 2);
wallfront.rotation.y = -Math.PI;
walls.add(wallfront);
ceiling = new THREE.Mesh(groundGeo_2, ceilTexture);
ceiling.position.set(0, wallHeight, 0);
ceiling.rotation.x = Math.PI / 2;
walls.add(ceiling);
scene.add(walls);
groundRaycastObj.push(walls);
//load bed texture
var bed_texture = new THREE.ImageUtils.loadTexture("textures/cb-rochelle-gray_baked.png");
var bedMaterial = new THREE.MeshBasicMaterial({
map: bed_texture,
side: THREE.DoubleSide
});
//load bed
var loader = new THREE.JSONLoader();
loader.load('js/sofa.js', function (geometry) {
sofa_model = new THREE.Mesh(geometry, bedMaterial);
for (var i = 0; i < sofa_model.children.length; i++) {
sofa_model.children[i].material = material;
sofa_model.children[i].userDataParent = sofa_model;
sofa_model.children[i].name = 'sofa_model';
}
sofa_model.position.set(200,0, -200);
sofa_model.rotation.set(0, 0, 0);
sofa_model.scale.set(3, 3, 3);
sofa_model.name = 'sofa_model';
interactiveObj.push(sofa_model);
scene.add(sofa_model);
});
//load chair texture
var chair_texture = new THREE.ImageUtils.loadTexture("textures/chair.png");
var chairMaterial = new THREE.MeshBasicMaterial({
map: chair_texture,
side: THREE.DoubleSide
});
//load chair
var loader = new THREE.JSONLoader();
loader.load('js/chair_model.js', function (geometry) {
chair_model = new THREE.Mesh(geometry, chairMaterial);
for (var i = 0; i < chair_model.children.length; i++) {
chair_model.children[i].material = material;
chair_model.children[i].userDataParent = sofa_model;
chair_model.children[i].name = 'chair_model';
}
chair_model.position.set(-200,0, -200);
chair_model.rotation.set(0, 0, 0);
chair_model.scale.set(3, 3, 3);
chair_model.name = 'chair_model';
interactiveObj.push(chair_model);
scene.add(chair_model);
});
//IE, Chrome, Safari, Opera
document.addEventListener('mousewheel', onDocumentMouseWheel, false);
//Firefox
document.addEventListener('DOMMouseScroll', onDocumentMouseWheel, false);
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('mouseup', onDocumentMouseUp, false);
window.addEventListener('resize', onWindowResize, false);
}
function animate() {
requestAnimationFrame(animate);
chair_model.rotation.y += 0.02;
controls.update();
// Render the frame
//Don't render twice, it will slow down your animation!
//render();
renderer.render(scene, camera);
}
function render() {
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
//controls.handleResize();
}
function onDocumentMouseDown(event) {
draggable = true;
event.preventDefault();
var testIntersects;
testIntersects = raycaster.intersectObjects(groundRaycastObj, true);
if (testIntersects.length > 0)
oldIntersectPoint.copy(testIntersects[0].point);
// find intersections
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(interactiveObj, true);
if (intersects.length > 0) {
controls.enabled=false;
if (intersects[0].object.name == 'chair_model') {
container.style.cursor = 'pointer';
chair_selected = true;
} else if (intersects[0].object.name == 'sofa_model') {
container.style.cursor = 'pointer';
sofa_selected = true;
}
else {
chair_selected = false;
sofa_selected = false;
}
draggable = false;
}
}
function onDocumentMouseUp(event) {
draggable = false;
chair_selected = false;
sofa_selected = false;
chair_rotate = false;
container.style.cursor = 'auto';
controls.enabled=true;
oldIntersectPoint.set(0,0,0);
newIntersectPoint.set(0,0,0);
intersectOffset.set(0,0,0);
}
function onDocumentMouseMove(event) {
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = -( event.clientY / window.innerHeight ) * 2 + 1;
var deltaX = event.clientX - mouseX;
var deltaY = event.clientY - mouseY;
var testIntersects;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(interactiveObj, true);
if (intersects.length > 0) {
container.style.cursor = 'pointer';
//addRotationLine(intersects[0].object);
} else {
container.style.cursor = 'auto';
}
if (draggable) {
} else if (chair_selected == true) {
testIntersects = raycaster.intersectObjects(groundRaycastObj, true);
if (testIntersects.length > 0) {
newIntersectPoint.copy(testIntersects[0].point);
intersectOffset.copy(newIntersectPoint);
intersectOffset.sub(oldIntersectPoint);
//uncomment below if you want more precision mouse movements of objects
//intersectOffset.multiplyScalar(0.1);
oldIntersectPoint.copy(newIntersectPoint);
chair_model.position.add(intersectOffset);
}
// clamp chair position to the ground
chair_model.position.y = 0;
} else if (chair_rotate == true) {
rotate_object(chair_model, event);
}
else if (sofa_selected == true) {
testIntersects = raycaster.intersectObjects(groundRaycastObj, true);
if (testIntersects.length > 0) {
newIntersectPoint.copy(testIntersects[0].point);
intersectOffset.copy(newIntersectPoint);
intersectOffset.sub(oldIntersectPoint);
//uncomment below if you want more precision mouse movements of objects
//intersectOffset.multiplyScalar(0.1);
oldIntersectPoint.copy(newIntersectPoint);
sofa_model.position.add(intersectOffset);
}
// clamp sofa position to the ground
sofa_model.position.y = 0;
}
mouseX = event.clientX;
mouseY = event.clientY;
//render(); // no need to render
}
function onDocumentMouseWheel(event) {
// This is automatically handled for you by orbitControls.js,
// but you can't disable zoom on the controls - so don't type controls.enableZoom = false;
//mouseDelta = (-event.wheelDeltaY || event.detail);
//camera.position.z += mouseDelta * 1;
//render(); // no need to render
}
function addRotationLine(objModel) {
var material = new THREE.LineBasicMaterial({
color: 0x0000ff,
linewidth: 6
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(-10, 500, 0),
new THREE.Vector3(1000, 500, 0)
);
var line = new THREE.Line(geometry, material);
objModel.add(line);
}
function rotate_object(object, event) {
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = -( event.clientY / window.innerHeight ) * 2 + 1;
var deltaX = event.clientX - mouseX;
var deltaY = event.clientY - mouseY;
object.rotation.y += deltaX * 0.02;
object.rotation.y += deltaY * 0.01;
}
</script>
</body>
</html>
Change line 143 of the fiddle to:
c_mesh.position.x += deltaX*1.5 * Math.cos( walls.rotation.y);
When you rotate the scene, the plane the mouse moves on doesn't rotate with it. So you have to act like it does by scaling by the cosine of the rotation.

Picking Object3D loaded via OBJMTLLoader

When we load an Object3D with OBJMTLLoader, it is not possible to use raycaster to pick this object with mouse. Intersection array length is always 0. Any one knows the reason? Below is the code...
The loader routine
var loader2 = new THREE.OBJMTLLoader();
loader2.load('/assets/unwrap/masa/dogtasmasa.obj', '/assets/unwrap/masa/dogtasmasa.mtl', function (object) {
object.position.y = 1.5;
object.position.x = 0;
object.position.z = 2;
object.rotateX(-Math.PI / 2);
object.rotateZ(-Math.PI / 2);
object.scale.set(0.04, 0.04, 0.04);
object.castShadow = true;
scene.add(object);
});
and the picking
function onDocumentMouseDown(event) {
event.preventDefault();
SCREEN_WIDTH = window.innerWidth - 5;
SCREEN_HEIGHT = window.innerHeight - 5;
var vector = new THREE.Vector3((event.clientX / SCREEN_WIDTH) * 2 - 1, -(event.clientY / SCREEN_HEIGHT) * 2 + 1, 0.5);
projector.unprojectVector(vector, camera);
var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
var intersects = raycaster.intersectObjects(scene.children);
if (intersects.length > 0) {
for (var i = 0; i < intersects.length; i++) {
var obj = intersects[i].object;
controls.enabled = false;
tControls.attach();
}
}
else {
controls.enabled = true;
tControls.detach();
}
}
The scene is the whole browser window. Any other mesh cerated via THREE types can be picked, but object3d not...
Thanks for all kinds of help
Add the recursive flag like so:
var intersects = raycaster.intersectObjects( objects, true );
three.js r.66

two collada object colliding

I am trying to use Ray intersect to find out if 2 collada object collide.
But so far no success :(
my code http://jsfiddle.net/XqQzF/
object.updateMatrix();
// ray
var f_vector = new THREE.Vector3( 0, 0, -1 );
var b_vector = new THREE.Vector3( 0, 0, 1 );
var l_vector = new THREE.Vector3( -1, 0, 0 );
var r_vector = new THREE.Vector3( 1, 0, 0 );
everytime i use something its removed from the newest three.js revision.
Can you help me on the way ?
I recently update my three.js examples collection to be compatible with the latest version (v56 at time of writing), and this includes an example of collision detection. Check out http://stemkoski.github.com/Three.js/Collision-Detection.html (see http://stemkoski.github.com/Three.js/#collision-detection for instructions).
The main difference in your case will be choosing a central point of your model as an origin point for the rays, and choosing a set of vertices of your model to use as endpoints for the rays, as rays are what is used for collision detection.
Hope this helps!
#Lee Stemkoski answer is ok, when we doesn't use collada data.
First what I know is that we need min. 2 Mesh objects. So I took all Mesh objects from collada object. I wrote two scripts - first tried colliding 2 collada objects. Second tried to collide collada object with wall(simple Mesh). In both cases script it doesn't recognize colliding 😕. So how i should write it?
At last I tried to detect mouse on collada object. It's not about this topic but it's similar problem so I write it here.
Dae file was generated by SketchUp.
Code for two collada objects:
var container;
var meshs = [];
var camera, scene, renderer, raycaster;
var controls;
var mouse = new THREE.Vector2();
var dae, dae2;
var collidableMeshList = [];
var clock = new THREE.Clock();
var keyboard = new THREEx.KeyboardState();
$(document).ready(function() {
init();
animate();
});
function init() {
container = document.createElement('div');
$('.container').append(container);
camera = new THREE.PerspectiveCamera(45, 500 / 500, 1, 1000);
group = new THREE.Group();
scene = new THREE.Scene();
scene.add(camera);
camera.position.set(10 * 10, 12 * 10, 16 * 10);
camera.lookAt(scene.position);
// Lights
group.add(new THREE.AmbientLight(0x777777));
var light = new THREE.DirectionalLight(0xdfebff, 1.25);
light.position.set(300, 400, 50);
light.position.multiplyScalar(1.3);
light.castShadow = true;
group.add(light);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0xcccccc, 1);
renderer.setSize(500, 500);
container.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load('./sample.dae', loadDae);
function loadDae(collada) {
dae = collada.scene;
dae.scale.x = 0.5;
dae.scale.y = 0.3;
dae.scale.z = 0.3;
dae.updateMatrix();
group.add(dae);
}
var wallGeometry = new THREE.CubeGeometry(10, 10, 20, 1, 1, 1);
var wallMaterial = new THREE.MeshBasicMaterial({
color: 0x8888ff
});
var wireMaterial = new THREE.MeshBasicMaterial({
color: 0x000000,
wireframe: true
});
loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load('./sample.dae', loadDae2);
function loadDae2(collada) {
dae2 = collada.scene;
dae2.scale.x = 0.5;
dae2.scale.y = 0.3;
dae2.scale.z = 0.3;
dae2.updateMatrix();
dae2.position.set(-40, 0, 0);
dae2.traverse(function(child) {
if (child instanceof THREE.Mesh) {
collidableMeshList.push(child);
}
});
group.add(dae2);
}
group.translateX(-20);
scene.add(group);
raycaster = new THREE.Raycaster();
window.addEventListener('resize', onWindowResize, false);
window.addEventListener('mousemove', onDocumentMouseMove, false);
}
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function onWindowResize() {
camera.aspect = 500 / 500;
camera.updateProjectionMatrix();
renderer.setSize(500, 500);
}
function update() {
var delta = clock.getDelta();
var moveDistance = 200 * delta;
var rotateAngle = Math.PI / 2 * delta;
if (keyboard.pressed("A"))
dae.rotation.y += rotateAngle;
if (keyboard.pressed("D"))
dae.rotation.y -= rotateAngle;
if (keyboard.pressed("left"))
dae.translateX(-moveDistance);
if (keyboard.pressed("right"))
dae.translateX(moveDistance);
if (keyboard.pressed("up"))
dae.translateZ(-moveDistance);
if (keyboard.pressed("down"))
dae.translateZ(moveDistance);
meshs = [];
if (typeof dae !== 'undefined') {
dae.traverse(function(child) {
if (child instanceof THREE.Mesh) {
meshs.push(child);
}
});
$.each(meshs, function(number_mesh, mesh) {
var originPoint = mesh.position.clone();
for (var vertexIndex = 0; vertexIndex < mesh.geometry.vertices.length; vertexIndex++) {
var localVertex = mesh.geometry.vertices[vertexIndex].clone();
var globalVertex = localVertex.applyMatrix4(mesh.matrix);
var directionVector = globalVertex.sub(mesh.position);
var ray = new THREE.Raycaster(originPoint, directionVector.clone().normalize());
var collisionResults = ray.intersectObjects(collidableMeshList);
if (collisionResults.length > 0 && collisionResults[0].distance < directionVector.length()) {
console.log(" Hit ");
}
}
});
}
controls.update();
}
function animate() {
requestAnimationFrame(animate);
render();
update();
}
function render() {
renderer.render(scene, camera);
}
Code for collada + wall(Mesh):
var container;
var meshs = [];
var camera, scene, renderer, raycaster;
var controls;
var mouse = new THREE.Vector2();
var dae;
var collidableMeshList = [];
var clock = new THREE.Clock();
var keyboard = new THREEx.KeyboardState();
$(document).ready(function() {
init();
animate();
});
function init() {
container = document.createElement('div');
$('.container').append(container);
camera = new THREE.PerspectiveCamera(45, 500 / 500, 1, 1000);
group = new THREE.Group();
scene = new THREE.Scene();
scene.add(camera);
camera.position.set(10 * 10, 12 * 10, 16 * 10);
camera.lookAt(scene.position);
// Lights
group.add(new THREE.AmbientLight(0x777777));
var light = new THREE.DirectionalLight(0xdfebff, 1.25);
light.position.set(300, 400, 50);
light.position.multiplyScalar(1.3);
light.castShadow = true;
group.add(light);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0xcccccc, 1);
renderer.setSize(500, 500);
container.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load('./sample.dae', loadDae);
function loadDae(collada) {
dae = collada.scene;
dae.scale.x = 0.5;
dae.scale.y = 0.3;
dae.scale.z = 0.3;
dae.updateMatrix();
group.add(dae);
}
var wallGeometry = new THREE.CubeGeometry(10, 10, 20, 1, 1, 1);
var wallMaterial = new THREE.MeshBasicMaterial({
color: 0x8888ff
});
var wireMaterial = new THREE.MeshBasicMaterial({
color: 0x000000,
wireframe: true
});
var wall = new THREE.Mesh(wallGeometry, wallMaterial);
wall.position.set(-40, 5, -10);
group.add(wall);
collidableMeshList.push(wall);
var wall = new THREE.Mesh(wallGeometry, wireMaterial);
wall.position.set(-40, 5, -10);
group.add(wall);
group.translateX(-20);
scene.add(group);
raycaster = new THREE.Raycaster();
window.addEventListener('resize', onWindowResize, false);
window.addEventListener('mousemove', onDocumentMouseMove, false);
}
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function onWindowResize() {
camera.aspect = 500 / 500;
camera.updateProjectionMatrix();
renderer.setSize(500, 500);
}
function update() {
var delta = clock.getDelta();
var moveDistance = 200 * delta;
var rotateAngle = Math.PI / 2 * delta;
if (keyboard.pressed("A"))
dae.rotation.y += rotateAngle;
if (keyboard.pressed("D"))
dae.rotation.y -= rotateAngle;
if (keyboard.pressed("left"))
dae.translateX(-moveDistance);
if (keyboard.pressed("right"))
dae.translateX(moveDistance);
if (keyboard.pressed("up"))
dae.translateZ(-moveDistance);
if (keyboard.pressed("down"))
dae.translateZ(moveDistance);
meshs = [];
if (typeof dae !== 'undefined') {
dae.traverse(function(child) {
if (child instanceof THREE.Mesh) {
meshs.push(child);
}
});
$.each(meshs, function(number_mesh, mesh) {
var originPoint = mesh.position.clone();
for (var vertexIndex = 0; vertexIndex < mesh.geometry.vertices.length; vertexIndex++) {
var localVertex = mesh.geometry.vertices[vertexIndex].clone();
var globalVertex = localVertex.applyMatrix4(mesh.matrix);
var directionVector = globalVertex.sub(mesh.position);
var ray = new THREE.Raycaster(originPoint, directionVector.clone().normalize());
var collisionResults = ray.intersectObjects(collidableMeshList);
if (collisionResults.length > 0 && collisionResults[0].distance < directionVector.length()) {
console.log(" Hit ");
}
}
});
}
controls.update();
}
function animate() {
requestAnimationFrame(animate);
render();
update();
}
function render() {
renderer.render(scene, camera);
}
Detect mouse on collada object. Short code version:
var meshs = [],
raycaster,
mouse = new THREE.Vector2();
...
function init() {
...
function loadDae(collada) {
dae = collada.scene;
dae.scale.x = 0.5;
dae.scale.y = 0.3;
dae.scale.z = 0.3;
dae.updateMatrix();
group.add(dae);
dae.traverse(function(child) {
if (child instanceof THREE.Mesh) {
meshs.push(child);
}
});
}
var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load('./sample.dae', loadDae);
raycaster = new THREE.Raycaster();
window.addEventListener('mousemove', onDocumentMouseMove, false);
...
}
...
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function render() {
raycaster.setFromCamera(mouse, camera);
if (group.children.length === 5) {
var intersects = raycaster.intersectObjects(meshs);
if (intersects.length > 0) {
console.log(" Hit ");
}
}
renderer.render(scene, camera);
}
...
General - yes, it works, but throw errors with some $meshs 😕.
TypeError: undefined is not an object (evaluating 'O')
three.min.js:8304
cthree.min.js:3544
intersectObjectsthree.min.js:3609:144
Why and how to recognize which mesh is correct for intersectObjects and which not?

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