Frustum in Three.js - three.js

In OpenGL Geometry is always clipped against the boundaries of a six plane frustum in x, y, and z. Three.js57 also have the Frustum with six plane. I want know how to achieve clip
the mesh in three.js using three.js frustum
Thanks in Advance

I've found the following parameter in the three.js documentation. It seems that geometry will be checked against the frustum by it.
http://threejs.org/docs/#Reference/Core/Object3D
If .frustumCulled is set to true, it checks every frame if the object is in the frustum of the camera.

Related

How can I add an event listener to a sprite on THREE js? [duplicate]

I want to realize a 3D interactive globe with three.js and I wonder if there is a way to intersect over Sprites primitive with the Raycaster?
If you check the source code for RayCaster at
https://github.com/mrdoob/three.js/blob/master/src/core/Raycaster.js
it would appear that the intersectObject function only checks objects that are instances of THREE.Particle or THREE.Mesh, not THREE.Sprite. Possibly this is because sprites could be set to use screen coordinates, and so a ray that projects into your 3d scene wouldn't make sense in this situation, or if placed in the scene as the sprite image always faces the camera, it doesn't act like your standard 3d mesh.
Perhaps you could attach a PlaneGeometry or a very thin CubeGeometry to the position of your sprite, set its rotation to the rotation of the camera so that it is always parallel to the view plane of the camera like the sprite is, and then check for intersections with the mesh instead?

How can I prevent certain instances of a instance geometry from disappearing when center position no longer in view?

I'm learning webgl, threejs and glsl shaders. The scene you see below is my attempt at working with instanced geometry. I have 3 patches of "grass". The grass is actually made of instanced cones around the central position of the mesh I'm building.
As you can see, if the central position (marked with a white wireframe cone) of the mesh is no longer in the camera view, all instances disappear.
How can I prevent this?
And to be even more specific: Are all the grass patches, or all fire instances, or all particles of the same time supposed to be instanced at once and place around the scene how we see fit? My assumption is that they should. Right?
If you are using InstancedBufferGeometry, there are two ways you can deal with frustum culling.
One way is to turn frustum culling off for the mesh:
mesh.frustumCulled = false;
The other option is to set the bounding sphere of the mesh's geometry manually, if it is known in your case:
geometry.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
three.js r.88

Three.js force the shadow of a rotating 2D plane to always face the light source

I have a 2D plane with a tree texture that always faces the general direction of the camera by rotating only on its Y axis. It works great and the shadows are cast perfectly, but I don't want the shadow of the 2D plane to rotate with it.
I'd like the shadow to appear so that the 2D object is always facing directly at a light source even when its not. I've tried messing with shaders without any luck. Should I be investigating shader tricks with this, or is there already something available from within Three.js that can do this already?
I was thinking it's that or come up with an invisible plane at the same position of the other 2D plane, and force it to face the light source and cast shadows, but that would cause other complications.
The reason for needing this is to keep thick, bushy shadows for 2D trees in a scene.

Unity3d Transform View Frustum

How do I transform a Unity3d camera's view frustum so that I can pass in a Plane and have the camera's near clipping plane become that plane? The plane might not be perpendicular to the looking direction. I am not familiar with the Matrix4x4.
image
I am not interested in a solution involving applying a material with a custom shader to every object in my scene.
Thanks for any help!

Intersect Sprites with Raycaster

I want to realize a 3D interactive globe with three.js and I wonder if there is a way to intersect over Sprites primitive with the Raycaster?
If you check the source code for RayCaster at
https://github.com/mrdoob/three.js/blob/master/src/core/Raycaster.js
it would appear that the intersectObject function only checks objects that are instances of THREE.Particle or THREE.Mesh, not THREE.Sprite. Possibly this is because sprites could be set to use screen coordinates, and so a ray that projects into your 3d scene wouldn't make sense in this situation, or if placed in the scene as the sprite image always faces the camera, it doesn't act like your standard 3d mesh.
Perhaps you could attach a PlaneGeometry or a very thin CubeGeometry to the position of your sprite, set its rotation to the rotation of the camera so that it is always parallel to the view plane of the camera like the sprite is, and then check for intersections with the mesh instead?

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