Thickness for Tube geometry in THREE.js using concentric tubes - three.js

I am trying to apply thickness to THREE.js's Tube geometry. For that I am using two concentric tube geometries and try to combine them to create a thickness.
Please find the below code for the same.
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - geometry - Tube</title>
<meta charset="utf-8">
<style>
body {
margin: 0px;
background-color: #2c3134;
overflow: hidden;
}
</style>
</head>
<body>
<script src="./three.min.js"></script>
<script src="./TrackballControls.js"></script>
<script>
var camera, scene, renderer;
var mesh,cameraControls;
var clock = new THREE.Clock();
var outerradius = 75;
var innerradius = 55;
var segments = 600;
var radiussegments = 360;
var tubecolor = new THREE.Color(0x848484);
var wireframe = true;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 0, 0, 1000 );
scene = new THREE.Scene();
var tubepath1 = [{"point" :new THREE.Vector3(-200,0,0)},{"point" :new THREE.Vector3(200,0,0)}];
var actualpoints =[];
for(var i=0; i<tubepath1.length; i++)
{
actualpoints.push(tubepath1[i].point);
}
var actualextrudePath = new THREE.SplineCurve3(actualpoints);
actualextrudePath.dynamic = true;
var outertube = new THREE.TubeGeometry(actualextrudePath, segments,outerradius ,radiussegments, false, false);
outertube.dynamic = true;
outertube.verticesNeedUpdate = true;
outertube.dynamic = true;
var outertubeMesh = new THREE.Mesh(outertube, new THREE.MeshBasicMaterial(
{ color: tubecolor, shading: THREE.SmoothShading, side: THREE.DoubleSide, wireframe: wireframe, transparent: true,vertexColors: THREE.FaceColors, overdraw: false
}));
outertubeMesh.name = "outertube";
outertubeMesh.dynamic = true;
outertubeMesh.needsUpdate = true;
outertubeMesh.useQuaternion = true;
renderer.sortObjects = false;
var innertube = new THREE.TubeGeometry(actualextrudePath, segments,innerradius ,radiussegments, false, false);
innertube.dynamic = true;
innertube.verticesNeedUpdate = true;
innertube.dynamic = true;
var innertubeMesh = new THREE.Mesh(innertube, new THREE.MeshBasicMaterial(
{ color: tubecolor, shading: THREE.SmoothShading, side: THREE.DoubleSide, wireframe: wireframe, transparent: true,vertexColors: THREE.FaceColors, overdraw: false
}));
innertubeMesh.name = "innertube";
innertubeMesh.dynamic = true;
innertubeMesh.needsUpdate = true;
innertubeMesh.useQuaternion = true;
renderer.sortObjects = false;
// CONTROLS
cameraControls = new THREE.TrackballControls(camera);
cameraControls.rotateSpeed = 1.0;
cameraControls.zoomSpeed = 1.2;
cameraControls.panSpeed = 0.8;
cameraControls.noZoom = false;
cameraControls.noPan = false;
cameraControls.staticMoving = true;
cameraControls.dynamicDampingFactor = 0.3;
cameraControls.target.set(0,0,0);
scene.add( outertubeMesh );
scene.add( innertubeMesh );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
window.requestAnimationFrame(animate);
render();
}
function render() {
var delta = clock.getDelta();
cameraControls.update(delta);
renderer.render(scene, camera);
}
</script>
</body>
</html>
Now, how to combine these two tubes so that i don't have allow gap in between the tubes.
Any help is appreciated.
Thanks in advance,
Pradeep

The easiest way is adding 2 geometry that create the endings like in
http://jsfiddle.net/gero3/rMaz5/1/
var first = new THREE.Geometry()
for (i = 0; i < radiussegments;i++){
var j = i;
var k= i*6;
first.vertices.push(outertube.vertices[j+0].clone());
first.vertices.push(outertube.vertices[j+1].clone());
first.vertices.push(innertube.vertices[j+0].clone());
first.faces.push( new THREE.Face3( k+0, k+1, k+2 ) );
first.vertices.push(innertube.vertices[j+0].clone());
first.vertices.push(innertube.vertices[j+1].clone());
first.vertices.push(outertube.vertices[j+1].clone());
first.faces.push( new THREE.Face3( k+3, k+4, k+5 ) );
};
first.mergeVertices()
var firstMesh = new THREE.Mesh(first, new THREE.MeshBasicMaterial(
{ color: endtubecolor, shading: THREE.SmoothShading, side: THREE.DoubleSide, wireframe: wireframe, transparent: true,vertexColors: THREE.FaceColors, overdraw: false}));
var second = new THREE.Geometry()
for (i = 0; i < radiussegments;i++){
var j = i;
var k= i*6;
second.vertices.push(outertube.vertices[outertube.vertices.length-2-j+0].clone());
second.vertices.push(outertube.vertices[outertube.vertices.length-2-j+1].clone());
second.vertices.push(innertube.vertices[outertube.vertices.length-2-j+0].clone());
second.faces.push( new THREE.Face3( k+0, k+1, k+2 ) );
second.vertices.push(innertube.vertices[outertube.vertices.length-2-j+0].clone());
second.vertices.push(innertube.vertices[outertube.vertices.length-2-j+1].clone());
second.vertices.push(outertube.vertices[outertube.vertices.length-2-j+1].clone());
second.faces.push( new THREE.Face3( k+3, k+4, k+5 ) );
};
second.mergeVertices()
var secondMesh = new THREE.Mesh(second, new THREE.MeshBasicMaterial(
{ color: endtubecolor, shading: THREE.SmoothShading, side: THREE.DoubleSide, wireframe: wireframe, transparent: true,vertexColors: THREE.FaceColors, overdraw: false}));

Related

why can't I cast or receive shadows in Three.js

I'm pretty new to this and I'm trying to create lightning and shadows on the objects I just made. As you can see on the picture of the result bellow none of them actually cast or recieve shadows.
I've already enable shadow mapping for the renderer, and also enabled shadow casting and receiving for all of my objects. What am I doing wrong?
<head>
<meta charset=utf-8>
<title>Three.js Object Tester</title>
<style>
body { margin: 0; overflow: hidden; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script type="module">
import * as THREE from './js-r119/build/three.module.js';
import { TrackballControls } from './js-r119/examples/jsm/controls/TrackballControls.js';
var WIDTH, HEIGHT, aspectRatio;
var renderer;
var scene, camera;
var controls;
var mesh;
init();
animate();
function init() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
aspectRatio = WIDTH / HEIGHT;
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( WIDTH, HEIGHT );
renderer.setClearColor( 0x000000 );
renderer.shadowMap.enabled = true;
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, aspectRatio, 0.1, 1000 );
camera.position.set( 0, 40, 80 );
camera.lookAt( scene.position );
var light = new THREE.AmbientLight( 0xF5F5F3 ); //ambiens fény
scene.add( light );
var floorgeometry = new THREE.PlaneGeometry( 150, 150, 1, 1 );
var floormaterial = new THREE.MeshLambertMaterial( { color: 0xFFFFFF, wireframe: false } );
var floor = new THREE.Mesh( floorgeometry, floormaterial );
floor.material.side = THREE.DoubleSide;
floor.rotation.x = 1.57;
floor.position.z = 0;
floor.position.x = 0;
floor.position.y = -42.5;
floor.receiveShadow = true;
floor.castShadow = true;
scene.add( floor );
var vertgeometry = new THREE.BoxGeometry( 20, 45, 20);
var vertmaterial = new THREE.MeshLambertMaterial( { color: 0xD5D8DC, wireframe: false } );
var vert = new THREE.Mesh( vertgeometry, vertmaterial );
vert.castShadow = true;
vert.receiveShadow = true;
vert.rotation.z = 0;
vert.rotation.x = 0;
vert.rotation.y = 0;
vert.position.z = 0;
vert.position.x = 0;
vert.position.y = -20;
var horgeometry = new THREE.BoxGeometry( 20, 40, 20);
var hormaterial = new THREE.MeshLambertMaterial( { color: 0xD5D8DC, wireframe: false } );
var hor = new THREE.Mesh( horgeometry, hormaterial );
hor.castShadow = true;
hor.position.z = 0;
hor.position.y = -32.5;
hor.position.x = 30;
hor.rotation.z = 1.57;
hor.rotation.x = 0;
hor.rotation.y = 0;
scene.add( hor );
var roofgeometry = new THREE.ConeGeometry( 14.142, 40, 4);
var roofmaterial = new THREE.MeshLambertMaterial( { color: 0xF98E76, wireframe: false } );
var roof = new THREE.Mesh( roofgeometry, roofmaterial );
roof.castShadow = true;
roof.position.z = 0;
roof.position.y = 22.5;
roof.position.x = 0;
roof.rotation.z = 0;
roof.rotation.x = 0;
roof.rotation.y = 0.775;
scene.add( roof );
scene.add( vert );
var lampgeometry = new THREE.BoxGeometry( 2, 25, 2);
var lampmaterial = new THREE.MeshLambertMaterial( { color: 0x566573, wireframe: false } );
var lamp = new THREE.Mesh( lampgeometry, lampmaterial );
lamp.castShadow = true;
lamp.rotation.z = 0;
lamp.rotation.y = 0;
lamp.position.z = 0;
lamp.position.x = -60;
lamp.position.y = -30;
var spotgeometry = new THREE.BoxGeometry( 3, 3, 3);
var spotmaterial = new THREE.MeshLambertMaterial( { color: 0xF6F50B, wireframe: false } );
var spot = new THREE.Mesh( spotgeometry, spotmaterial );
spot.position.z = 0;
spot.position.y = -17.5;
spot.position.x = -60;
scene.add( lamp );
scene.add( spot );
var geometry = new THREE.SphereGeometry( 200, 20, 20);
var appearence = new THREE.MeshLambertMaterial ({
color: 0xa2a7a9,
wireframe: false
});
var objgeometry = new THREE.BoxGeometry(8,12,8);
var objmaterial = new THREE.MeshLambertMaterial({color: 0x1C1C03, wireframe: false});
var obj = new THREE.Mesh(objgeometry, objmaterial);
obj.castShadow = true;
obj.receiveShadow = true;
obj.position.z = 0;
obj.position.x = -40;
obj.position.y = -36.5;
scene.add(obj);
var sLight = new THREE.SpotLight( 0xF6F50B, 3 ); // spotfény segédgeometriával
sLight.position.set( -60, -17.5, 0 );
sLight.castShadow = true;
sLight.distance = 100;
sLight.target = obj;
sLight.castShadow = true;
sLight.shadow.mapSize.width = 2048;
sLight.shadow.mapSize.height = 2048;
scene.add( sLight );
var spotLightHelper = new THREE.SpotLightHelper( sLight );
scene.add( spotLightHelper );
window.addEventListener( 'resize', handleWindowResize, false );
controls = new TrackballControls( camera, renderer.domElement );
controls.rotateSpeed = 5.0;
controls.panSpeed = 1.0;
}
function handleWindowResize() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
console.log( 'WIDTH=' + WIDTH + '; HEIGHT=' + HEIGHT );
renderer.setSize( WIDTH, HEIGHT );
aspectRatio = WIDTH / HEIGHT;
camera.aspect = aspectRatio;
camera.updateProjectionMatrix();
render();
}
function animate() {
requestAnimationFrame( animate );
controls.update();
render();
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>
If you place a spot light in your scene, you have to ensure that no shadow casting meshes block the emissions of the lights. This happens in your app since the light is place "inside" the lamp mesh. Update code:
var WIDTH, HEIGHT, aspectRatio;
var renderer;
var scene, camera;
var controls;
var mesh, spotLightHelper;
init();
animate();
function init() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
aspectRatio = WIDTH / HEIGHT;
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(WIDTH, HEIGHT);
renderer.setClearColor(0x000000);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, aspectRatio, 0.1, 1000);
camera.position.set(0, 40, 80);
camera.lookAt(scene.position);
var light = new THREE.AmbientLight(0xF5F5F3, 0.4); //ambiens fény
scene.add(light);
var floorgeometry = new THREE.PlaneGeometry(150, 150, 1, 1);
var floormaterial = new THREE.MeshPhongMaterial({
color: 0xFFFFFF,
wireframe: false
});
var floor = new THREE.Mesh(floorgeometry, floormaterial);
//floor.material.side = THREE.DoubleSide;
floor.rotation.x = -Math.PI * 0.5;
floor.position.z = 0;
floor.position.x = 0;
floor.position.y = -42.5;
floor.receiveShadow = true;
scene.add(floor);
var vertgeometry = new THREE.BoxGeometry(20, 45, 20);
var vertmaterial = new THREE.MeshPhongMaterial({
color: 0xD5D8DC,
wireframe: false
});
var vert = new THREE.Mesh(vertgeometry, vertmaterial);
vert.castShadow = true;
vert.receiveShadow = true;
vert.rotation.z = 0;
vert.rotation.x = 0;
vert.rotation.y = 0;
vert.position.z = 0;
vert.position.x = 0;
vert.position.y = -20;
var horgeometry = new THREE.BoxGeometry(20, 40, 20);
var hormaterial = new THREE.MeshPhongMaterial({
color: 0xD5D8DC,
wireframe: false
});
var hor = new THREE.Mesh(horgeometry, hormaterial);
hor.castShadow = true;
hor.position.z = 0;
hor.position.y = -32.5;
hor.position.x = 30;
hor.rotation.z = 1.57;
hor.rotation.x = 0;
hor.rotation.y = 0;
scene.add(hor);
var roofgeometry = new THREE.ConeGeometry(14.142, 40, 4);
var roofmaterial = new THREE.MeshPhongMaterial({
color: 0xF98E76,
wireframe: false
});
var roof = new THREE.Mesh(roofgeometry, roofmaterial);
roof.castShadow = true;
roof.position.z = 0;
roof.position.y = 22.5;
roof.position.x = 0;
roof.rotation.z = 0;
roof.rotation.x = 0;
roof.rotation.y = 0.775;
scene.add(roof);
scene.add(vert);
var lampgeometry = new THREE.BoxGeometry(2, 25, 2);
var lampmaterial = new THREE.MeshPhongMaterial({
color: 0x566573,
wireframe: false
});
var lamp = new THREE.Mesh(lampgeometry, lampmaterial);
lamp.rotation.z = 0;
lamp.rotation.y = 0;
lamp.position.z = 0;
lamp.position.x = -60;
lamp.position.y = -30;
var spotgeometry = new THREE.BoxGeometry(3, 3, 3);
var spotmaterial = new THREE.MeshPhongMaterial({
color: 0xF6F50B,
wireframe: false
});
var spot = new THREE.Mesh(spotgeometry, spotmaterial);
spot.position.z = 0;
spot.position.y = -17.5;
spot.position.x = -60;
scene.add(lamp);
scene.add(spot);
var geometry = new THREE.SphereGeometry(200, 20, 20);
var appearence = new THREE.MeshPhongMaterial({
color: 0xa2a7a9,
wireframe: false
});
var objgeometry = new THREE.BoxGeometry(8, 12, 8);
var objmaterial = new THREE.MeshPhongMaterial({
color: 0x1C1C03,
wireframe: false
});
var obj = new THREE.Mesh(objgeometry, objmaterial);
obj.castShadow = true;
obj.receiveShadow = true;
obj.position.z = 0;
obj.position.x = -40;
obj.position.y = -36.5;
scene.add(obj);
var sLight = new THREE.SpotLight(0xF6F50B, 1); // spotfény segédgeometriával
sLight.position.set(-60, -17.5, 0);
sLight.castShadow = true;
sLight.distance = 100;
sLight.target = obj;
sLight.angle = Math.PI * 0.2;
sLight.shadow.camera.near = 0.1;
sLight.shadow.camera.far = 100;
sLight.shadow.mapSize.width = 2048;
sLight.shadow.mapSize.height = 2048;
scene.add(sLight);
spotLightHelper = new THREE.SpotLightHelper(sLight);
scene.add(spotLightHelper);
var cameraHelper = new THREE.CameraHelper(sLight.shadow.camera);
scene.add(cameraHelper)
window.addEventListener('resize', handleWindowResize, false);
}
function handleWindowResize() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
renderer.setSize(WIDTH, HEIGHT);
aspectRatio = WIDTH / HEIGHT;
camera.aspect = aspectRatio;
camera.updateProjectionMatrix();
render();
}
function animate() {
requestAnimationFrame(animate);
spotLightHelper.update();
render();
}
function render() {
renderer.render(scene, camera);
}
body {
margin: 0;
}
canvas {
display: block;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.121.1/build/three.js"></script>
BTW: When using SpotLightHelper, makes sure to update this helper in the animation loop. Besides, CameraHelper is useful for debugging the shadow frustum.

Javascript threejs 3D draw solid cubic with border

I follow threejs example, webgl_interactive_draggablecubes.html. My project is to use Threejs to make a container loading plan. So I want to make solid cubic with a border. something we could see with/without border difference.
,
I could use multi-material, but then my drag and drop is broken. The code snippet in creating Geometry3 is commented.
My question is: how to make solid cubic with border and at the same time could be drag and drop?
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - draggable cubes</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: #f0f0f0;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="js/three.js"></script>
<script src="js/TrackballControls.js"></script>
<script src="js/stats.min.js"></script>
<script>
var container, stats;
var camera, controls, scene, renderer;
var cubes = [];
var plane = new THREE.Plane();
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2(),
offset = new THREE.Vector3(),
intersection = new THREE.Vector3(),
INTERSECTED, SELECTED;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 10;
controls = new THREE.TrackballControls( camera );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0x505050 ) );
var geometry = new THREE.BoxGeometry( 2, 5, 7);
var hex = 0xff0000;
for ( var i = 0; i < geometry.faces.length; i++ ) {
geometry.faces[ i ].color.setHex( hex );
}
var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, overdraw: 0.5,wireframe:true } );
var cube = new THREE.Mesh( geometry, material );
cubes.push( cube );
var geometry2 = new THREE.BoxGeometry(2,4, 5);
var hex2 = 0x009fff;
for ( var i = 0; i < geometry2.faces.length; i++ ) {
geometry2.faces[ i ].color.setHex( hex2 );
}
var material2 = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, overdraw: 0.5,wireframe:true } );
var cube2 = new THREE.Mesh( geometry2, material2 );
cubes.push( cube2 );
var geometry3 = new THREE.BoxGeometry(1,3,4);
var hex3 = 0x0f0ff0;
for ( var i = 0; i < geometry3.faces.length; i++ ) {
geometry3.faces[ i ].color.setHex( hex3 );
}
/* var darkMaterial3= new THREE.MeshBasicMaterial( { color: 0xffffcc } );
var wireframeMaterial3= new THREE.MeshBasicMaterial( { color: 0x0f0000, wireframe: true, transparent: false } );
var multiMaterial3= [ darkMaterial3, wireframeMaterial3 ];
var cube3 = THREE.SceneUtils.createMultiMaterialObject(geometry3,multiMaterial3);*/
var material3 = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, overdraw: 0.5,wireframe:true } );
var cube3 = new THREE.Mesh( geometry3, material3 );
cubes.push( cube3 );
scene.add(cube);
scene.add(cube2);
scene.add(cube3);
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( 0xf0f0f0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = false;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap;
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
renderer.domElement.addEventListener( 'mousemove', onDocumentMouseMove, false );
renderer.domElement.addEventListener( 'mousedown', onDocumentMouseDown, false );
renderer.domElement.addEventListener( 'mouseup', onDocumentMouseUp, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
if ( SELECTED ) {
if ( raycaster.ray.intersectPlane( plane, intersection ) ) {
SELECTED.position.copy( intersection.sub( offset ) );
}
return;
}
var intersects = raycaster.intersectObjects( cubes );
if ( intersects.length > 0 ) {
if ( INTERSECTED != intersects[ 0 ].object ) {
if ( INTERSECTED ) INTERSECTED.material.color.setHex( INTERSECTED.currentHex );
INTERSECTED = intersects[ 0 ].object;
INTERSECTED.currentHex = INTERSECTED.material.color.getHex();
plane.setFromNormalAndCoplanarPoint(
camera.getWorldDirection( plane.normal ),
INTERSECTED.position );
}
container.style.cursor = 'pointer';
} else {
if ( INTERSECTED ) INTERSECTED.material.color.setHex( INTERSECTED.currentHex );
INTERSECTED = null;
container.style.cursor = 'auto';
}
}
function onDocumentMouseDown( event ) {
event.preventDefault();
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( cubes );
if ( intersects.length > 0 ) {
controls.enabled = false;
SELECTED = intersects[ 0 ].object;
if ( raycaster.ray.intersectPlane( plane, intersection ) ) {
offset.copy( intersection ).sub( SELECTED.position );
}
container.style.cursor = 'move';
}
}
function onDocumentMouseUp( event ) {
event.preventDefault();
controls.enabled = true;
if ( INTERSECTED ) {
SELECTED = null;
}
container.style.cursor = 'auto';
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>
Add a WireframeGeometry or EdgesGeometry as a child of each draggable object.
scene.add( object );
objects.push( object );
// wireframe
var geo = new THREE.EdgesGeometry( object.geometry );
var mat = new THREE.LineBasicMaterial( { color: 0x000000 } );
var wireframe = new THREE.LineSegments( geo, mat );
object.add( wireframe );
Also see this related answer.
three.js r.144
I suggest using EdgesHelper
this.scene.add(image3D);
edges = new THREE.EdgesHelper(image3D, 0x808080);
edges.material.linewidth = 3;
this.scene.add(edges);
Example:

Three.js - Collision by raycasting with a rotated origin mesh

Hello I try to control a mesh, he can turn and moove relative to its rotation by mesh.translate.
But for collisions, i cant find how to raycast relative to its rotation.
If the origin mesh is not rotated or if I moove it with mesh.position.x++, it works. But rotated and with translateX(1), it's not ok.
Thank you for your attention.
Here is my function only for right side (+X) :
function coll(b1,b2){
var hit = false;
var dist = (width/2);
var matrix = new THREE.Matrix4();
matrix.extractRotation( b1.matrix );
var origin = new THREE.Vector3(b1.position.x,b1.position.y,b1.position.z);
var direction = new THREE.Vector3( 1, 0, 0 );
direction = matrix.multiplyVector3( direction );
var ray = new THREE.Raycaster(origin, direction,0,dist);
var collisionResult = ray.intersectObject(b2);
if(collisionResult!=0){
hit = true; b1.translateX( -1 );
}else{
hit = false;
}//if
return hit;
}//coll()
And this is the entire code just in case :
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - geometry - cube</title>
<meta charset="utf-8">
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
color: white;
}
</style>
</head>
<body>
<script src="../build/three.min.js"></script>
<script>
var camera, scene, renderer;
var width = 100;
var mesh, mesh2;
var key = {left:false};
function keyDown(e){
if (e.keyCode == 39) { key.right = true; }
}//keyPress()
window.addEventListener("keydown", keyDown);
function keyUp(e){
if (e.keyCode == 39) { key.right = false; }
}//keyPress()
window.addEventListener("keyup", keyUp);
function moove(m){
if (key.right){
m.translateX( 1 );
//m.position.x++;
}//if
if (key.left){
m.translateX( -1 );
}//if
}//moove()
function coll(b1,b2){
var hit = false;
var dist = (width/2);
var matrix = new THREE.Matrix4();
matrix.extractRotation( b1.matrix );
var origin = new THREE.Vector3(b1.position.x,b1.position.y,b1.position.z);
var direction = new THREE.Vector3( 1, 0, 0 );
direction = matrix.multiplyVector3( direction );
var ray = new THREE.Raycaster(origin, direction,0,dist);
var collisionResult = ray.intersectObject(b2);
if(collisionResult!=0){
hit = true; b1.translateX( -1 );
}else{
hit = false;
}//if
return hit;
}//coll()
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
var geometry = new THREE.BoxGeometry( width, 10, 10);
mesh = new THREE.Mesh( geometry);
scene.add( mesh );
mesh.position.x = -100;
mesh.position.y = -20;
mesh.rotation.z = 1;
geometry = new THREE.BoxGeometry( width, 100, 100);
mesh2 = new THREE.Mesh( geometry);
scene.add( mesh2 );
window.addEventListener( 'resize', onWindowResize, false );
}//init()
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}//resize()
function animate() {
requestAnimationFrame( animate );
coll(mesh,mesh2);
moove(mesh);
renderer.render( scene, camera );
}//animate()
</script>
</body>
</html>
I also tried with quaternion but its still the same result :
direction.applyQuaternion( b1.quaternion );
I have a collision with mesh.position.x++ so maybe translateX does something wrong ?
It is ok now. This collision works good finally.

three.js set background image

How to create a static background image?
For default background:
scene = new THREE.Scene();
// ...
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setClearColor( scene.fog.color, 1 );
How to set a image for scene.fog, or set opacity for clearcolor?
If you are trying to set a static background image (even if you rotate your main camera, the background doesn't change), you have to create 2 scenes and 2 cameras.
The first scene will be composed of a basic plane on which a texture is applied.
The second scene will have all your objects.
Here is a code that would do it :
<html>
<body>
<script src="Three.js"></script>
<script>
var color = 0x000000;
// Create your main scene
var scene = new THREE.Scene();
// Create your main camera
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
// Create lights
var light = new THREE.PointLight(0xEEEEEE);
light.position.set(20, 0, 20);
scene.add(light);
var lightAmb = new THREE.AmbientLight(0x777777);
scene.add(lightAmb);
// Create your renderer
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Create a cube
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshLambertMaterial({
color: 0xff00ff,
ambient: 0x121212,
emissive: 0x121212
});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// Set up the main camera
camera.position.z = 5;
// Load the background texture
var texture = THREE.ImageUtils.loadTexture( '1.jpg' );
var backgroundMesh = new THREE.Mesh(
new THREE.PlaneGeometry(2, 2, 0),
new THREE.MeshBasicMaterial({
map: texture
}));
backgroundMesh .material.depthTest = false;
backgroundMesh .material.depthWrite = false;
// Create your background scene
var backgroundScene = new THREE.Scene();
var backgroundCamera = new THREE.Camera();
backgroundScene .add(backgroundCamera );
backgroundScene .add(backgroundMesh );
// Rendering function
var render = function () {
requestAnimationFrame(render);
// Update the color to set
if (color < 0xdddddd) color += 0x0000ff;
// Update the cube color
cube.material.color.setHex(color);
// Update the cube rotations
cube.rotation.x += 0.05;
cube.rotation.y += 0.02;
renderer.autoClear = false;
renderer.clear();
renderer.render(backgroundScene , backgroundCamera );
renderer.render(scene, camera);
};
render();
</script>
</body>
</html>
**Demo right here **
Hope this helps.
NOTE (2014/06/28): This code works with the latest release of Three.js: R67
Use Texture loader to load a any image as texture and then apply that to scene like this:
//Load background texture
const loader = new THREE.TextureLoader();
loader.load('https://images.pexels.com/photos/1205301/pexels-photo-1205301.jpeg' , function(texture)
{
scene.background = texture;
});
Result:
Demo:
See the Pen Flat Earth Three.JS by Hitesh Sahu (#hiteshsahu) on CodePen.
this run:
renderer = new THREE.WebGLRenderer({ antialias: false,alpha:true });
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor(0x000000, 0);
An background image can be set by setting the scene.background attribute of the THREE.Scene:
scene = new THREE.Scene();
bgTexture = loader.load("https://i.stack.imgur.com/vDUZz.jpg",
function ( texture ) {
var img = texture.image;
bgWidth= img.width;
bgHeight = img.height;
resize();
} );
scene.background = bgTexture;
bgTexture.wrapS = THREE.MirroredRepeatWrapping;
bgTexture.wrapT = THREE.MirroredRepeatWrapping;
The aspect ratio of the image can be adjusted to the aspect ratio of the canvas like this:
var aspect = window.innerWidth / window.innerHeight;
var texAspect = bgWidth / bgHeight;
var relAspect = aspect / texAspect;
bgTexture.repeat = new THREE.Vector2(
Math.max(relAspect, 1),
Math.max(1/relAspect,1) );
bgTexture.offset = new THREE.Vector2(
-Math.max(relAspect-1, 0)/2,
-Math.max(1/relAspect-1, 0)/2 );
See the code snippet:
(function onLoad() {
var container, loader, camera, scene, renderer, controls, bgTexture, bgWidth, bgHeight;
init();
animate();
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(0, -4, -1.5);
loader = new THREE.TextureLoader();
loader.setCrossOrigin("");
scene = new THREE.Scene();
bgTexture = loader.load("https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/background.jpg",
function ( texture ) {
var img = texture.image;
bgWidth= img.width;
bgHeight = img.height;
resize();
}
);
scene.background = bgTexture;
bgTexture.wrapS = THREE.MirroredRepeatWrapping;
bgTexture.wrapT = THREE.MirroredRepeatWrapping;
scene.add(camera);
window.onresize = resize;
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.x = -0.75;
directionalLight.position.y = -0.5;
directionalLight.position.z = -1;
scene.add( directionalLight );
controls = new THREE.OrbitControls(camera, renderer.domElement);
createModel();
}
function createModel() {
var material = new THREE.MeshPhongMaterial({color:'#b090b0'});
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
}
function resize() {
var aspect = window.innerWidth / window.innerHeight;
var texAspect = bgWidth / bgHeight;
var relAspect = aspect / texAspect;
bgTexture.repeat = new THREE.Vector2( Math.max(relAspect, 1), Math.max(1/relAspect,1) );
bgTexture.offset = new THREE.Vector2( -Math.max(relAspect-1, 0)/2, -Math.max(1/relAspect-1, 0)/2 );
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}
})();
<script src="https://threejs.org/build/three.min.js"></script>
<!--script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.min.js"></script-->
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<div id="container"></div>
thank you ))
I found yet another solution:
<!DOCTYPE html>
<head>
<title>three.js webgl - orbit controls</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 {
color: #000;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-image:url(./foto.jpg);
margin: 0px;
overflow: hidden;
}
#info {
color:#000;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: red;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
three.js
</div>
<script src="./three.min.js"></script>
<script src="js/loaders/OBJLoader.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<!--используем для вывода информации fps-->
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, controls, scene, renderer;
var cross;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 90, window.innerWidth / window.innerHeight, 0.1, 2000 );
camera.position.z = 100;
controls = new THREE.OrbitControls( camera );
controls.addEventListener( 'change', render );
scene = new THREE.Scene();
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log( item, loaded, total );
};
var texture = new THREE.Texture();
var loader = new THREE.ImageLoader( manager );
loader.load( './kos.jpg', function ( image ) {
texture.image = image;
texture.needsUpdate = true;
} );
// model
var loader = new THREE.OBJLoader( manager );
loader.load( './skull.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material.map = texture;
}
} );
object.position.y = 10;
scene.add( object );
} );
// lights
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( -1, -1, -1 );
scene.add( light );
light = new THREE.AmbientLight( 0xffffff );
scene.add( light );
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
function animate() {
requestAnimationFrame( animate );
controls.update();
}
function render() {
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
It seems rather late in the day to be adding any contribution to this thread but here is my 'hap'orth':
<head>
<meta charset=utf-8>
<title>Temple7</title>
<style>
body { margin: 0;
}
canvas { width: 100%; height: 100%;
background-image:url(Clouds.jpg);
}
</style>
</head>
This rather simplistic approach has its limitations. The .jpg image retains its pixel dimensions so that, for different sizes of the browser window one sees different amounts of the image. If the canvas size exceeds the size of the .jpg, then tiling occurs.

three.js - identify point on tube circumference and rotate from that point

Below is my code for the scene of tube geometry. I've loaded 200 co-ordinates as JSON data from external file.
<!DOCTYPE html>
<html lang="en">
<head>
<title>3d Model using HTML5 and three.js</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: #f0f0f0;
margin: 0px;
overflow: hidden;
}
#info {
color:#000;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
</style>
</head>
<body>
<div id="info">
WASD-move, RF-up/down, QE-roll, mouse-look around, mouse left/right click- zoom-in/out
</div>
<script src="three.min.js" type="text/javascript"></script>
<script src="Curve.js" type="text/javascript"></script>
<script src="Stats.js" type="text/javascript"></script>
<script src="Detector.js" type="text/javascript"></script>
<script src="path.js" type="text/javascript"></script>
<script>
// variables
var container, stats;
var camera, scene, renderer, controls;
var text, plane, tube, tubeMesh, parent;
var targetRotation = 0;
var targetRotationOnMouseDown = 0;
var mouseX = 0, mouseY = 0; var radius = 6371;
var mouseXOnMouseDown = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var clock = new THREE.Clock();
function plotPath()
{
var obj = getPath();
var segments = 60;
var closed = false;
var debug = true;
var radiusSegments = 12;
var tube;
var points = [];
var x=0,y=0,z=0;
var extrudePath;
for(var i=0; i<obj.path.length; i++)
{
console.log(obj.path[i].point);
points.push(obj.path[i].point);
}
extrudePath = new THREE.SplineCurve3(points);
tube = new THREE.TubeGeometry(extrudePath, segments, 2, radiusSegments, closed, debug);
tubeMesh = new THREE.Mesh(tube ,new THREE.MeshBasicMaterial({
color: 0x000000, side: THREE.DoubleSide,
opacity: 0.5, transparent: true, wireframe: true}));
if ( tube.debug ) tubeMesh.add( tube.debug );
scene.add( tubeMesh );
}
init();
animate();
function init(){
// container
container = document.createElement( 'div' );
document.body.appendChild( container );
// scene
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setClearColor( scene.fog.color, 1 );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
// camera
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
// light
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
light = new THREE.DirectionalLight( 0x002288 );
light.position.set( -1, -1, -1 );
scene.add( light );
light = new THREE.AmbientLight( 0x555555 );
scene.add( light );
// CONTROLS
controls = new THREE.RollControls( camera );
controls.movementSpeed = 50;
controls.lookSpeed = 3;
controls.constrainVertical = [ -0.5, 0.5 ];
// Grid
geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3( - 500, 0, 0 ) );
geometry.vertices.push( new THREE.Vector3( 500, 0, 0 ) );
for ( var i = 0; i <= 20; i ++ ) {
line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } ) );
line.position.z = ( i * 50 ) - 500;
scene.add( line );
line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } ) );
line.position.x = ( i * 50 ) - 500;
line.rotation.y = 90 * Math.PI / 180;
scene.add( line );
}
// projector
projector = new THREE.Projector();
plotPath();
// stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// events
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
update();
}
function update(){
controls.update(clock.getDelta());
stats.update();
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>
How can I identify a point on tube circumference and how to rotate a tube from that point ?
OrbitControls, for example, has a property target which is both the center of rotation and the camera look-at position.
controls = new THREE.OrbitControls( camera );
You can change the center of rotation of the camera using picking.
function onDocumentMouseDown( event ) {
event.preventDefault();
var vector = new THREE.Vector3(
( event.clientX / window.innerWidth ) * 2 - 1,
- ( event.clientY / window.innerHeight ) * 2 + 1,
0.5 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
var intersects = ray.intersectObjects( objects );
if ( intersects.length > 0 ) {
controls.target.copy( intersects[0].point );
}
}
EDIT: Here is an updated fiddle: http://jsfiddle.net/eVkgs/30/
three.js r.65

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