three.js set background image - 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.

Related

Change the color of 3D model using colorPicker three.js

I am trying to change the color of 3D object where intersected using color picker.I am trying with dat.gui.I want to change the color of 3d part where it gets clicked and change the selected from the colorPicker.I tried out some possible ways but it doesn't work out.Please,refer to the code I tried out. Help me out with some solution and draw my attention to where I am getting wrong. Thanks.
<!DOCTYPE html>
<html lang="en">
<head>
<title>color</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: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="three.js"></script>
<script src="OrbitControls.js"></script>
<script src="Detector.js"></script>
<script src="stats.min.js"></script>
<script src="loaders/MTLLoader.js"></script>
<script src="loaders/OBJLoader.js"></script>
<script type='text/javascript' src='DAT.GUI.min.js'></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, controls, scene, renderer,effectController;
var raycaster;
var objects = [];
var selectedObject,selectedPos;
var rotation;
var pos,quat;
var INTERSECTED;
var guiColor;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 15;
controls = new THREE.OrbitControls( camera );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x555000 );
scene.add( camera );
// light
var dirLight = new THREE.DirectionalLight( 0xffffff );
dirLight.position.set( 200, 200, 1000 ).normalize();
camera.add( dirLight );
camera.add( dirLight.target );
var mtlLoader = new THREE.MTLLoader(); mtlLoader.setBaseUrl('assets/'); mtlLoader.setPath('assets/'); mtlLoader.load('anno.mtl', function (materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath('assets/');
objLoader.load('anno.obj', function (object) {
scene.add( object );
objects.push( object );
});
});
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
/* Controls */
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false;
raycaster = new THREE.Raycaster();
gui = new dat.GUI();
parameters =
{
color: "#ff0000",
};
gui.add( parameters, 'reset' ).name("Reset");
guiColor = gui.addColor( parameters, 'color' ).name('Color');
container = document.createElement( 'div' );
document.body.appendChild( container );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize, false );
renderer.domElement.addEventListener("click", onclick, false);
}
var mouse = new THREE.Vector2();
function onclick(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(objects, true);
if (intersects.length > 0) {
INTERSECTED = intersects[0].object;
if ( INTERSECTED && INTERSECTED.material.emissive != null ){
guiColor.onChange(function(){
INTERSECTED.material.emissive.setHex(parameters.color)
});
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
I've create a little live demo with your code and a basic working solution. I'd like to highlight three important changes:
You can use the onChange() event handler in order to know when a certain dat.gui property has changed. The demo uses this feature to update the color of a selected object.
I have refactored your raycasting logic into something more simple. I've seen you've copied some code from the official three.js examples but the new code should be sufficient for your case. Besides, it's also better to update Material.color instead of Material.emissive.
If you set OrbitControls.enableDamping to true, you have to update the controls in your animation loop.
https://jsfiddle.net/btuzd23o/2/
three.js R103

Rotate a moving model to be parallel on a plane geometry

I am trying to rotate a model on a plane geometry that represents a hill. I use the following code. My problem is that though the model see to have the correct rotation when start animating and is parallel to the face it is moving when getting near and overcoming the point(0,0,0) it is rotating weirdly. Maybe the problem that I have set the up of the model to be the vector(0,0,1) (you can copy paste to an editor and view the example on your browser):
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - trackball 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-color: #fff;
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 - trackball controls example</br>
MOVE mouse & press LEFT/A: rotate, MIDDLE/S: zoom, RIGHT/D: pan
</div>
<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/TrackballControls.js"></script>
<script src="http://threejs.org/examples/js/Detector.js"></script>
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, controls, scene, renderer,mesh,animation,morph;
var cross;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 500;
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;
controls.keys = [ 65, 83, 68 ];
controls.addEventListener( 'change', render );
// world
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry(100,100,2,2);
var material = new THREE.MeshPhongMaterial({color: 0xff0000,side:THREE.DoubleSide,
polygonOffset: true,
polygonOffsetFactor: 1, // positive value pushes polygon further away
polygonOffsetUnits: 1});
var vertices = geometry.attributes.position.array;
vertices[ 14 ] =10;
mesh = new THREE.Mesh(geometry,material);
scene.add(mesh);
// wireframe
var helper1 = new THREE.WireframeHelper( mesh, 0x000000 ); // or THREE.WireframeHelper
helper1.material.linewidth = 2;
scene.add( helper1 );
// lights
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( 0x222222 );
scene.add( light );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setClearColor( 0xffffff );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
container.addEventListener( 'mousemove', onMouseMove, false );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
container.addEventListener( 'mousemove', onMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
//
render();
}
var material = new THREE.LineBasicMaterial({
color: 0x0000ff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3( 0, 0, -20 ),
new THREE.Vector3( 0, 0, 20 )
);
var helper = new THREE.Line( geometry, material );
scene.add( helper );
//////////
var loader = new THREE.JSONLoader( true );
loader.load( "http://threejs.org/examples/models/animated/horse.js", function( geometry ) {
morph = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: 0x606060, morphTargets: true } ) );
morph.scale.set( 0.02, 0.02, 0.02 );
//morph.rotation.set(Math.PI/2,Math.PI/2+Math.PI/4,0);//rotate to look at the direction moving.
morph.position.set(-50,-50,0);
scene.add( morph );
animation = new THREE.MorphAnimation( morph );
animation.play();
} );
/////////
//raycaster function
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
function onMouseMove( event ) {
mouse.x = ( event.clientX / renderer.domElement.width ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.height ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
// See if the ray from the camera into the world hits one of our meshes
var intersects = raycaster.intersectObject( mesh );
// Toggle rotation bool for meshes that we clicked
if ( intersects.length > 0 ) {
helper.position.set( 0, 0, 0 );
helper.lookAt( intersects[ 0 ].face.normal );
document.body.style.cursor = "crosshair";
helper.position.copy( intersects[ 0 ].point );
render();
}
else{document.body.style.cursor = "auto";}
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
controls.handleResize();
render();
}
function animate() {
requestAnimationFrame( animate );
render();
controls.update();
}
var prevTime = Date.now();
function render() {
if ( animation ) {
var time = Date.now();
animation.update( time - prevTime );
prevTime = time;
}
if(morph){
if(morph.position.x>50){morph.position.x=-50;morph.position.y = -50;}
morph.position.x+=0.3;
morph.position.y+=0.3;
var help = helper.clone();
help.position.set(morph.position.x,morph.position.y,-10);
var ray= new THREE.Raycaster();
ray.set(help.position,new THREE.Vector3(0,0,1).normalize());
var intersect = ray.intersectObject( mesh );
// Toggle rotation bool for meshes that we clicked
if ( intersect.length > 0 ) {
morph.up.set(0,0,1);
morph.position.copy( intersect[ 0 ].point );
morph.lookAt( intersect[ 0 ].face.normal );
}
}
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
Any ideas to keep the models rotation parallel to the face it is on?
Similar question with this one that has no answer.
i have take the code above and after playing with it for a while was able to get the effect you were going for but maybe not the way that answers your question... here is what i have found anyway... and another note i think i was working with the code that was first posted..
so it's been a long time scene i have dealt with 3d code (2001-2002 time frame) so my knowledge may be both rusty and out of date with newer trends. plus i am new to this frame work.
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - trackball 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-color: #fff;
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 - trackball controls example</br>
MOVE mouse & press LEFT/A: rotate, MIDDLE/S: zoom, RIGHT/D: pan
</div>
<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/TrackballControls.js"></script>
<script src="http://threejs.org/examples/js/Detector.js"></script>
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, controls, scene, renderer,mesh,animation,morph;
var cross;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 500;
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;
controls.keys = [ 65, 83, 68 ];
controls.addEventListener( 'change', render );
// world
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry(100,100,2,2);
var material = new THREE.MeshPhongMaterial({color: 0xff0000,side:THREE.DoubleSide,
polygonOffset: true,
polygonOffsetFactor: 1, // positive value pushes polygon further away
polygonOffsetUnits: 1});
var vertices = geometry.attributes.position.array;
vertices[ 14 ] =10;
mesh = new THREE.Mesh(geometry,material);
scene.add(mesh);
// wireframe
var helper1 = new THREE.WireframeHelper( mesh, 0x000000 ); // or THREE.WireframeHelper
helper1.material.linewidth = 2;
scene.add( helper1 );
// lights
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( 0x222222 );
scene.add( light );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setClearColor( 0xffffff );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
container.addEventListener( 'mousemove', onMouseMove, false );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
container.addEventListener( 'mousemove', onMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
//
render();
}
var material = new THREE.LineBasicMaterial({
color: 0x0000ff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3( 0, 0, -20 ),
new THREE.Vector3( 0, 0, 20 )
);
var helper = new THREE.Line( geometry, material );
scene.add( helper );
//////////
var loader = new THREE.JSONLoader( true );
loader.load( "http://threejs.org/examples/models/animated/horse.js", function( geometry ) {
morph = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: 0x606060, morphTargets: true } ) );
morph.scale.set( 0.02, 0.02, 0.02 );
//morph.rotation.set(Math.PI/2,Math.PI/2+Math.PI/4,0);//rotate to look at the direction moving.
morph.position.set(-50,-50,0);
scene.add( morph );
animation = new THREE.MorphAnimation( morph );
animation.play();
} );
/////////
//raycaster function
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
function onMouseMove( event ) {
mouse.x = ( event.clientX / renderer.domElement.width ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.height ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
// See if the ray from the camera into the world hits one of our meshes
var intersects = raycaster.intersectObject( mesh );
// Toggle rotation bool for meshes that we clicked
if ( intersects.length > 0 ) {
helper.position.set( 0, 0, 0 );
helper.lookAt( intersects[ 0 ].face.normal );
document.body.style.cursor = "crosshair";
helper.position.copy( intersects[ 0 ].point );
render();
}
else{document.body.style.cursor = "auto";}
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
controls.handleResize();
render();
}
function animate() {
requestAnimationFrame( animate );
render();
controls.update();
}
var prevTime = Date.now();
function render() {
var DelX,DelY,DelZ,LastZ;
DelX=0.3;DelY=0.3;
if ( animation ) {
var time = Date.now();
animation.update( time - prevTime );
prevTime = time;
}
if(morph){
LastZ=morph.position.z;
if(morph.position.x>50){morph.position.x=-50;morph.position.y = -50.1;}
morph.position.x+=DelX;
morph.position.y+=DelY;
var help = helper.clone();
help.position.set(morph.position.x,morph.position.y,-10);
var ray= new THREE.Raycaster();
ray.set(help.position,new THREE.Vector3(0,0,1).normalize());
var intersect = ray.intersectObject( mesh );
// Toggle rotation bool for meshes that we clicked
if ( intersect.length > 0 ) {
morph.up.set(0,0,1);
morph.position.copy( intersect[ 0 ].point );
DelZ=morph.position.z-LastZ;
var PointToLookat = new THREE.Vector3(morph.position.x+DelX,morph.position.y+DelY,morph.position.z+DelZ);
morph.lookAt( PointToLookat );
// old morph.lookAt( intersect[ 0 ].face.normal );
}
}
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
so basically your LookAt is "pointing" the horse at some point in 3d space at first i assumed it was a vector direction and maybe that what you were assuming too, i at least was wrong, so you have to put your point "in front" of the current position of the object. i added some delta vars and kept track of the lastZ position value (as i write this i realized i could have used a vector for that) so i found the "next spot" the object will be at and used that as the PointToLookat.

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.

Cannot load textures

I'm struggleing with texture load issues.
All I see is a black sphere. :(
Any help would be awesome! Do i make something wrong?
Browser downloads the image, no issues on the console.
Checked in every browser with the same result.
OS: Mac 10.8.2
Here is my code:
<html>
<head>
<script src="js/jquery-1.8.3.min.js"></script>
<script src="js/three.min.js"></script>
</head>
<body>
<div id="container">
</div>
<script>
function addSpaceSphere( ){
// set up the sphere vars
var radius = 125,
segments = 16,
rings = 16;
var material = new THREE.MeshPhongMaterial({
color:0xFFFFFF,
map: THREE.ImageUtils.loadTexture( 'textures/SPACE014S.png' ) ,
});
var sphere = new THREE.Mesh(
new THREE.SphereGeometry(
radius,
segments,
rings
),
material
);
// add the sphere to the scene
scene.add(sphere);
}
function addLights(){
// create a point light
var ambient = new THREE.AmbientLight( 0xFFFFFF );
scene.add( ambient );
// create a point light
var pointLight = new THREE.PointLight(0xFFFFFF);
// set its position
pointLight.position.x = 10;
pointLight.position.y = 50;
pointLight.position.z = 130;
// add to the scene
scene.add(pointLight);
}
function createScene(){
// add the camera to the scene
scene.add(camera);
// the camera starts at 0,0,0
// so pull it back
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = 300;
// start the renderer
renderer.setSize(WIDTH, HEIGHT);
$container.append(renderer.domElement);
addSpaceSphere( );
addLights();
renderer.render(scene, camera);
}
function onWindowResize( event ) {
var newEarthContainerWidth = earthContainer.offsetWidth;
var newWindowHeight = window.innerHeight;
var newScale = newEarthContainerWidth / earthContainerWidth;
sphere.geometry.__dirtyVertices = true;
sphere.scale.x = sphere.scale.y = sphere.scale.z = newScale;
renderer.setSize( newEarthContainerWidth, newWindowHeight );
camera.aspect = newEarthContainerWidth / newWindowHeight;
camera.updateProjectionMatrix();
camera.radius = ( newEarthContainerWidth + newWindowHeight ) / 4;
}
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45,
ASPECT = WIDTH / HEIGHT,
NEAR = 0.1,
FAR = 10000;
var $container = $('#container');
// create a WebGL renderer, camera
// and a scene
//var renderer = new THREE.CanvasRenderer();
var renderer = new THREE.WebGLRenderer();
var camera = new THREE.PerspectiveCamera(
VIEW_ANGLE, ASPECT, NEAR, FAR
);
var scene = new THREE.Scene();
createScene();
window.addEventListener( 'resize', onWindowResize, false );
</script>
</body>
You are calling
renderer.render( scene, camera );
only once, and probably before the texture completes loading.
Add an animation loop.
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
animate();

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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