I am trying to change a cube image at run time by selecting an option from Select Form element. When running the code, the image changes after selecting, but the previous cube and image stays in the scene.
How I clear / refresh / update the scene properly when changing the material / image / texture.
<div id = "container"></div>
<form id = "changesForm">
Cube Image:
<br>
<select id = "cubeImage">
<option value = "random">Random</option>
<option value = "image1">First Image</option>
<option value = "Image2">Second Image</option>
</select>
<br>
</form>
<script type = "text/javascript">
window.onload = windowLoaded;
function windowLoaded(){
if (window.addEventListener){
init();
animate();
//document.getElementById('container').addEventListener('mousemove', containerMouseover, false);
window.addEventListener( 'resize', onWindowResize, false );
var cubeImage = document.getElementById('cubeImage');
cubeImage.addEventListener("change", changeCubeImage, false);
}
else if (window.attachEvent){
//init();
//animate();
//document.getElementById('container').attachEvent('onmousemove', containerMouseover);
//window.attachEvent( 'onresize', onWindowResize);
}
function changeCubeImage(e){
//e.preventDefault();
var target = e.target;
cubeImageCheck = target.value;
createCube();
}
// rest code .....
function createCube(){
//image
var cubeImg;
switch (cubeImageCheck){
case 'random': {
// should load the 2 images random - to do
cubeImg = new THREE.ImageUtils.loadTexture("img1.jpg");
break;
}
case 'image1': {
cubeImg = new THREE.ImageUtils.loadTexture("image1.jpg");
break;
}
case 'image2': {
cubeImg = new THREE.ImageUtils.loadTexture("image2.jpg");
break;
}
}
cubeImg.needsUpdate = true;
// geometry
var cubeGeometry = new THREE.CubeGeometry(200,200,200);;
// material
var cubeMaterial = new THREE.MeshPhongMaterial({
map: cubeImg,
side:THREE.DoubleSide,
transparent: true,
opacity:1,
shading: THREE.SmoothShading,
shininess: 90,
specular: 0xFFFFFF
});
cubeMaterial.map.needsUpdate = true;
//mesh
cubeMesh = new THREE.Mesh(cubeGeometry, cubeMaterial);
cubeMesh.needsUpdate = true;
scene.add(cubeMesh);
}
// rest ....
On select change you can update your existing mesh texture, don't need to remove or create new mesh :
mesh.material.map = THREE.ImageUtils.loadTexture( src );
mesh.material.needsUpdate = true;
Complete Example With Loader:
First, create your mesh and apply any material
//Add SPHERE
this.earthMesh = new THREE.Mesh(
new THREE.SphereBufferGeometry(3, 35, 35),
new THREE.MeshPhongMaterial()
);
this.scene.add(this.earthMesh);
Now Load your Texture image and apply it on the mesh material
//LOAD TEXTURE and on completion apply it on SPHERE
new THREE.TextureLoader().load(
"https://images.pexels.com/photos/1089438/pexels-photo-1089438.jpeg?auto=compress&cs=tinysrgb&dpr=2&h=750&w=1260",
texture => {
//Update Texture
this.earthMesh.material.map = texture;
this.earthMesh.material.needsUpdate = true;
},
xhr => {
//Download Progress
console.log((xhr.loaded / xhr.total) * 100 + "% loaded");
},
error => {
//Error CallBack
console.log("An error happened" + error);
}
);
Progress and Error Callbacks are optional
Related
I am a beginner of Threejs.
I created a Box Mesh and a Sphere Mesh and applied physics using physiJs.
What I want to do is to hit the ball when the Box Mesh rotates and passing through the ball.
However, when the box mesh rotates, it passes without hitting the ball.
I think the box mesh loses physicality when it starts spinning.
function createBall () {
var ball = null;
var ballGeo = new THREE.SphereGeometry(1.5, 30, 30);
var ballMat = Physijs.createMaterial(
new THREE.MeshBasicMaterial({specular: 0x111111})
, 0.3, 0.1
);
ball = new Physijs.SphereMesh(
ballGeo,
ballMat,
5
);
ball.position.set(30, 10, 0);
scene.add(ball);
}
function createBox () {
var material = Physijs.createMaterial(
new THREE.MeshLambertMaterial(
{
color: 0x8041D9,
}), 5, 0.3);
var boxMesh = new THREE.BoxGeometry(5, 5, 25);
box = new Physijs.BoxMesh(
boxMesh,
material,
5
);
box.position.z = 20;
scene.add(box);
}
function createHeightMap() {
var initColor = new THREE.Color( 0x00ff00 );
initColor.setHSL( 0.25, 0.85, 0.5 );
var ground_material = Physijs.createMaterial(
new THREE.MeshPhongMaterial(
{ color: 0x47C83E}
),
.5,
.5
);
var ground_geometry = new THREE.PlaneGeometry(800, 800, 100, 100);
ground = new Physijs.HeightfieldMesh(
ground_geometry,
ground_material,
0, // 질량
100, // PlaneGeometry 의 분할 세그먼트랑 똑같은 값으로 줘야 한다.
100 // PlaneGeometry 의 분할 세그먼트랑 똑같은 값으로 줘야 한다.
);
ground.position.y = -10;
ground.rotation.x = Math.PI / -2;
ground.receiveShadow = true;
var meshes = [];
var controls = new function () {
this.startRotate = false;
this.addBall = function () {
createBall();
};
this.addBox = function () {
createBox();
};
this.clearMeshes = function () {
meshes.forEach(function (e) {
scene.remove(e);
});
meshes = [];
}
};
var gui = new dat.GUI();
gui.add(controls, 'addBall');
gui.add(controls, 'addBox');
gui.add(controls, 'clearMeshes');
gui.add(controls, 'startRotate').onChange(function (e) {
isStartRoate = e;
});
return ground;
}
render = function () {
stats.update();
if (isStartRoate === true) {
var rotateMatrix = new THREE.Matrix4();
rotateMatrix.identity();
rotateMatrix.makeRotationY(0.05);
box.applyMatrix(rotateMatrix);
}
requestAnimationFrame(render);
renderer.render(scene, camera);
var axes = new THREE.AxesHelper(30);
scene.add(axes);
scene.simulate(undefined, 2);
};
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
// Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById("Stats-output").appendChild(stats.domElement);
return stats;
}
window.onload = initScene;
below is codepen link
codepen
It seems like physicality not updated.
please give me any idea
When using Physijs, you should use setLinearVelocity() or setAngularVelocity() in order to update the position and rotation of your objects in a physical correct way. The updated codepen shows this approach:
https://codepen.io/anon/pen/YJmajN
Besides, the way you create AxesHelper in the render loop is no good approach. Create the helper once during the setup up of your scene.
I've recreated a bag model for my application and exported it into ThreeJs as an .obj:
I've assigned a different colour to every face found in the models geometry like this:
var geometry = new THREE.Geometry().fromBufferGeometry( bagMesh.children[0].geometry );
for (var i = 0; i < geometry.faces.length; i ++ ) {
var face = geometry.faces[i];
// 7 & 8 = front side
// can we flip its normal?
if(i === 7 || i === 8) {
face.color.setHex( 0xff0000 );
} else {
face.color.setHex( Math.random() * 0xffffff );
}
}
geometry.translate( 0, -1, 0.75);
mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial({ vertexColors: THREE.FaceColors, side: THREE.DoubleSide }) );
scene.add(mesh);
I've identified the faces of the front-side at indices 7 and 8 of the faces array and turned them red.
The problem is that this colour can be seen when I look inside of the bag too:
I realize that this is because I've set the object to THREE.DoubleSide but if I change it to THREE.FrontSide then the sides only partially visible.
So my question is how do I assign a different unique colour to each side (all 11 of them, counting the inside too) without that colour appearing on that sides respective opposite?
I'm trying to keep things simple here by only using colours as opposed to mapping images onto it, which is what I'll want to eventually get to.
Note - My previous model solved this problem by treating each side as a seperate mesh but this caused other issues like z-hiding and flickering problems.
Thanks
EDIT
#WestLangley I've setup a fiddle to demonstrate what you added in your comment. Assuming that I got it right it didn't have the desired affect:
(function onLoad() {
var canvasElement;
var width, height;
var scene, camera;
var renderer;
var controls;
var pivot;
var bagMesh;
var planeMesh;
const objLoader = new THREE.OBJLoader2();
const fileLoader = new THREE.FileLoader();
init();
function init() {
container = document.getElementById('container');
initScene();
addGridHelper();
addCamera();
addLighting();
addRenderer();
addOrbitControls();
loadPlaneObj();
// Logic
var update = function() {};
// Draw scene
var render = function() {
renderer.render(scene, camera);
};
// Run game logic (update, render, repeat)
var gameLoop = function() {
requestAnimationFrame(gameLoop);
update();
render();
};
gameLoop();
}
/**** Basic Scene Setup ****/
function initScene() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xd3d3d3);
var axis = new THREE.AxesHelper();
scene.add(axis);
}
function addCamera() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(3,3,3);
scene.add(camera);
}
function addGridHelper() {
var planeGeometry = new THREE.PlaneGeometry(2000, 2000);
planeGeometry.rotateX(-Math.PI / 2);
var planeMaterial = new THREE.ShadowMaterial({
opacity: 0.2
});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.position.y = -200;
plane.receiveShadow = true;
scene.add(plane);
var helper = new THREE.GridHelper(2000, 100);
helper.material.opacity = 0.25;
helper.material.transparent = true;
scene.add(helper);
var axis = new THREE.AxesHelper();
scene.add(axis);
}
// *********** Lighting settings **********************
function addLighting() {
var light = new THREE.HemisphereLight(0xffffff, 0xffffff, 1);
scene.add(light);
}
// ************** Material settings **************
function setMaterial(materialName) {
// get the object from the scene
var bagMesh = scene.getObjectByName('bag');
var material;
if (!materialName) {
materialName = materials.material;
}
if (bagMesh) {
var colour = parseInt(materials.colour);
switch (materialName) {
case 'MeshBasicMaterial':
material = new THREE.MeshBasicMaterial({
color: colour
});
break;
case 'MeshDepthMaterial':
material = new THREE.MeshDepthMaterial();
break;
case 'MeshLambertMaterial':
material = new THREE.MeshLambertMaterial({
color: colour
});
break;
case 'MeshNormalMaterial':
material = new THREE.MeshNormalMaterial();
break;
case 'MeshPhongMaterial':
material = new THREE.MeshPhongMaterial({
color: colour
});
break;
case 'MeshPhysicalMaterial':
material = new THREE.MeshPhysicalMaterial({
color: colour
});
break;
case 'MeshStandardMaterial':
material = new THREE.MeshStandardMaterial({
color: colour
});
break;
case 'MeshToonMaterial':
material = new THREE.MeshToonMaterial({
color: colour
});
break;
}
bagMesh.children.forEach(function(c) {
c.material = material;
});
}
}
function setMaterialColour(colour) {
materials.colour = colour;
setMaterial(null);
}
// ************** End of materials ***************
function addRenderer() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
}
function addOrbitControls() {
var controls = new THREE.OrbitControls(camera, renderer.domElement);
}
function addPivot() {
var cubeGeo = new THREE.BoxBufferGeometry(5, 5, 5);
var cubeMat = new THREE.MeshBasicMaterial();
pivot = new THREE.Mesh(cubeGeo, cubeMat);
bagMesh.position.x -= 15;
bagMesh.position.z -= 55;
pivot.add(bagMesh);
pivot.add(handle);
scene.add(pivot);
}
function loadPlaneObj() {
loadObj('Plane', 'https://rawgit.com/Katana24/threejs-experimentation/master/models/Plane.obj', 'https://rawgit.com/Katana24/threejs-experimentation/master/models/Plane.mtl', addPlaneToSceneSOAnswer);
}
function loadObj(objName, objUrl, mtlUrl, onLoadFunc) {
var onLoadMtl = function(materials) {
objLoader.setModelName(objName);
objLoader.setMaterials(materials);
fileLoader.setPath('');
fileLoader.setResponseType('arraybuffer');
fileLoader.load(objUrl,
function(onLoadContent) {
var mesh = objLoader.parse(onLoadContent);
onLoadFunc(mesh);
},
function(inProgress) {},
function(error) {
throw new Error('Couldnt load the model: ', error);
});
};
objLoader.loadMtl(mtlUrl, objName+'.mtl', onLoadMtl);
}
function addPlaneToSceneSOAnswer(mesh) {
var frontMaterial = new THREE.MeshBasicMaterial( { color : 0xff0000, side: THREE.FrontSide } );
var backMaterial = new THREE.MeshBasicMaterial( { color : 0x00ff00, side: THREE.BackSide } );
var geometry = new THREE.Geometry().fromBufferGeometry( mesh.children[0].geometry );
var length = geometry.faces.length;
geometry.faces.splice(14, 1);
for (var i = 0; i < geometry.faces.length; i ++ ) {
var face = geometry.faces[i];
face.color.setHex(Math.random() * 0xffffff);
}
mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial({ vertexColors: THREE.FaceColors, side: THREE.DoubleSide }) );
mesh.material.side = THREE.FrontSide;
var mesh2 = new THREE.Mesh( geometry, mesh.material.clone() );
mesh2.material.side = THREE.BackSide;
// mesh2.material.vertexColors = THREE.NoColors;
mesh2.material.vertexColors = [new THREE.Color(0xff0000), new THREE.Color(0x00ff00), new THREE.Color(0x0000ff)];
mesh.add( mesh2 );
scene.add(mesh);
}
})();
body {
background: transparent;
padding: 0;
margin: 0;
font-family: sans-serif;
}
#canvas {
margin: 10px auto;
width: 800px;
height: 350px;
margin-top: -44px;
}
<body>
<div id="container"></div>
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/libs/dat.gui.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://threejs.org/examples/js/loaders/MTLLoader.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/loaders/LoaderSupport.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/loaders/OBJLoader2.js"></script>
</body>
What am I missing here?
I followed along with Don's suggestion about the different materials but didn't know entirely what he meant.
I examined this question which details setting the materialIndex. I investigated what this means and what it means is that when you pass a geometry and an array of materials to a mesh like this:
mesh = new THREE.Mesh( geometry, [frontMaterial, backMaterial, otherMaterial] );
then that face will get the material (frontMaterial because it's at position 0) assigned to it.
Coming back to my original question, I decided to simplify (for the moment) and see if I could apply what I want to just a Plane mesh exported from Blender.
The Plane has two Faces when added into 3JS. I found I could flip each face or assign a different material to each but I needed to duplicate the faces in order to achieve this:
function addMeshTwoToScene() {
var frontMaterial = new THREE.MeshBasicMaterial( { color : 0xff0000, side: THREE.FrontSide } );
var backMaterial = new THREE.MeshBasicMaterial( { color : 0x00ff00, side: THREE.BackSide } );
var geometry = new THREE.Geometry().fromBufferGeometry( planeMesh.children[0].geometry );
// Duplicates the face
var length = geometry.faces.length;
for (var i = 0; i < length; i++ ) {
var face = geometry.faces[i];
var newFace = Object.assign({}, face);
geometry.faces.push(newFace);
}
for (var i = 0; i < geometry.faces.length; i ++ ) {
var face = geometry.faces[i];
if(i === 0 || i === 3) {
face.materialIndex = 0;
} else {
face.materialIndex = 1;
}
}
var mesh = new THREE.Mesh( geometry, [frontMaterial, backMaterial] );
scene.add(mesh);
}
This results in the following:
I'm not going to mark this as the accepted answer yet as I still need to apply it to the more complex model in the question plus I think there could still be a better way to do this, like flipping a particular vertex to some other value.
One solution would be to use a ShaderMaterial and define the colors based on whether the face is front or back facing.
Let me walk you through this simple example
Hold left click to rotate the mesh. If you're not familiar with ShaderFrog, click "Edit Source" on the right and scroll down the bottom of the fragment shader.
if (!gl_FrontFacing) gl_FragColor = vec4(vec3(0.0, 0.0, 1.0) * brightness, 1.0);
gl_FrontFacing is a boolean. Quite self explanatory, it'll return true if a face is front, and false otherwise.
The line reads "if the face is not front facing, render it blue at with alpha = 1.0.
Hoping that helps.
I'm new to Three js, i was trying to create a rotating icosahedron with small icon kind of images on each vertex using three js, i could create the icosahedron and make it rotate but I'm not able to attach images on each vertex of it. Can anyone help me do this?
Please check the js fiddle link of what i could acheive so far:
<div id="container"></div>
var $container = $('#container');
var renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
var camera = new THREE.PerspectiveCamera(80, 1, 0.1, 10000);
var scene = new THREE.Scene();
var Ico;
scene.add(camera);
renderer.setSize(576, 576);
// Making the canvas responsive
function onWindowResize() {
var screenWidth = $(window).width();
if (screenWidth <= 479) {
renderer.setSize(300, 300);
} else if (screenWidth <= 767) {
renderer.setSize(400, 400);
} else if (screenWidth <= 991) {
renderer.setSize(500, 500);
} else if (screenWidth <= 1200) {
renderer.setSize(450, 450);
} else if (screenWidth <= 1366) {
renderer.setSize(550, 550);
}
camera.updateProjectionMatrix();
}
onWindowResize();
window.addEventListener('resize', onWindowResize, false);
$container.append(renderer.domElement);
// Camera
camera.position.z = 200;
// Material
var greyMat = new THREE.MeshPhongMaterial({
color: new THREE.Color("rgb(125,127,129)"),
emissive: new THREE.Color("rgb(125,127,129)"),
specular: new THREE.Color("rgb(125,127,129)"),
shininess: "100000000",
shading: THREE.FlatShading,
transparent: 1,
opacity: 1
});
var L2 = new THREE.PointLight();
L2.position.z = 1900;
L2.position.y = 1850;
L2.position.x = 1000;
scene.add(L2);
camera.add(L2);
var Ico = new THREE.Mesh(new THREE.IcosahedronGeometry(125, 1), greyMat);
Ico.rotation.z = 0.5;
scene.add(Ico);
var trackballControl = new THREE.TrackballControls(camera, renderer.domElement);
trackballControl.rotateSpeed = 1.0;
trackballControl.noZoom = true;
function update() {
Ico.rotation.x += 2 / 500;
Ico.rotation.y += 2 / 500;
}
// Render
function render() {
trackballControl.update();
requestAnimationFrame(render);
renderer.render(scene, camera);
update();
}
render();
https://jsfiddle.net/arunvenugopal11/uoxtmtnr/
Thanks in advance :)
You can use THREE.Sprite(), like this:
var txtLoader = new THREE.TextureLoader();
txtLoader.setCrossOrigin(""); // you don't need it, if you get images from your web site
var textures = [ // you can have a full set of 42 images, I used just 2
"https://threejs.org/examples/textures/UV_Grid_Sm.jpg",
"https://threejs.org/examples/textures/colors.png"
];
var direction = new THREE.Vector3(); // we'll re-use it in the loop
Ico.geometry.vertices.forEach(function(vertex, index){
var texture = txtLoader.load(textures[index % 2]); // when you have a full set of images, you don't need that operation with modulus '%'
var spriteMaterial = new THREE.SpriteMaterial({map: texture});
var sprite = new THREE.Sprite(spriteMaterial);
sprite.scale.setScalar(10); // the size is up to you
direction.copy(vertex).normalize(); // direction is just a normalized vertex
sprite.position.copy(vertex).addScaledVector(direction, 10); // add scaled direction to the position of a sprite
Ico.add(sprite);
});
jsfiddle example. r85
I create the objects like shown below:
var element = document.createElement( 'div' );
element.innerHTML = '<i class="fa fa-exclamation-triangle fa-5x"></i>';
object = new THREE.CSS3DObject( element );
object.position.set(11,4,8)
object.name = "error"
object.transparent = true;
object.scale.set(0.01,0.01,0.01)
SceneService.sceneCss.add(object);
var material = new THREE.MeshBasicMaterial({
color: 0xFF0101,
side: THREE.DoubleSide
});
var geometry = new THREE.PlaneGeometry(100, 100);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.copy(object.position);
mesh.rotation.copy(object.rotation);
mesh.scale.copy(object.scale);
mesh.transparent = true;
mesh.name = "error_plane"
SceneService.scene.add(mesh);
I have set the transparent property. The I try to hide the "error plane"
object = SceneService.scene.getObjectByName('error_plane');
tweens.push(tl.to(object.material, 5, {opacity: 0}, 0));
But it did not work. The css3d object did not have any material. Any ideas how I can tween the opacity?
You can tween the opacity of a CSS3DObject using a pattern like so:
var current = {
opacity: 1
};
new TWEEN.Tween( current )
.to( { opacity: 0 }, 2000 )
.onUpdate( function () {
object.element.style.opacity = current.opacity;
} )
.start();
Then, in the animation loop, call
TWEEN.update();
You can tween the opacity of a Mesh object using a pattern like this one:
var current = {
opacity: 1
};
new TWEEN.Tween( current )
.to( { opacity: 0 }, 2000 )
.onUpdate( function () {
object.material.opacity = current.opacity;
} )
.start();
}
You must set object.material.transparent = true; for the 2nd pattern to work. You must also call TWEEN.update(); in the animation loop.
three.js r.72
First to say, I do not speak English well.
Anyway, Let's get something straight.
I want to modify mesh(cube) size when i scroll the mouse wheel to zoomin or zoomout.
I hope to increase mesh(cube) size when zoom in and Opposite case, too.
my code is below.
<script src="../lib/Three.js/build/Three.js"></script>
<script src="http://code.jquery.com/jquery.min.js"></script>
<script>
var CANVAS_WIDTH = 400,
CANVAS_HEIGHT = 300;
var renderer = null, //웹지엘 또는 2D
scene = null, //씬 객체
camera = null; //카메라 객체
var capture = false,
start = [],
angleX = 0,
angleY = 0,
zoom = 1.0;
function initWebGL()
{
setupRenderer();
setupScene();
setupCamera();
var myColor = new THREE.Color( 0xff0000 );
myColor.setRGB(0.0, 1.0, 0.0);
var alpha = 1.0;
renderer.setClearColor(myColor, alpha);
(function animLoop(){
//camera zoom in and zomm out
renderer.render(scene, camera);
requestAnimationFrame( animLoop );
})();
/**
mouse event code for screen control about zoom, rotate
**/
$(document).ready(function() {
console.log($("#my-canvas").length);
$("#my-canvas").on("mousedown", function(e) {
capture = true;
start = [e.pageX, e.pageY];
console.log("start:" + start);
});
$("#my-canvas").on("mouseup", function(e) {
console.log(e.type);
capture = false;
console.log("end capture");
});
$("#my-canvas").mousemove(function(e) {
console.log(e.type);
if (capture)
{
var x = (e.pageX - start[0]);
var y = (e.pageY - start[1]);
//시작위치 업데이트
start[0] = e.pageX;
start[1] = e.pageY;
angleX += x;
angleY += y;
//console.log()
}
});
});
$(document).ready(function(evt) {
$("#my-canvas").on("mousewheel", function (e) {
adjustZoom(window.event.wheelData);
}).on("DOMMouseScroll", function (e) {
//파이어폭스
adjustZoom(e.originalEvent.detail * -1.0);
});
});
function adjustZoom(delta) {
if(delta > 0)
{
zoom += 0.1;
} else {
zoom -= 0.1;
if(zoom < 0.01) { zoom = 0.1;}
}
}
}
function setupRenderer()
{
renderer = new THREE.WebGLRenderer({canvas: document.createElement( 'canvas')});
renderer.setSize( CANVAS_WIDTH, CANVAS_HEIGHT );
$(renderer.domElement).attr('id','my-canvas');
//캔버스 엘리먼트를 추가하는 곳
document.body.appendChild( renderer.domElement );
}
function setupScene()
{
scene = new THREE.Scene();
addMesh();
addLight();
}
function setupCamera()
{
camera = new THREE.PerspectiveCamera(
35, //시야
CANVAS_WIDTH / CANVAS_HEIGHT, //종횡비
.1, //전방 절단면
10000 //후방 절단면
);
camera.position.set(-15, 10, 10);
camera.lookAt( scene.position );
scene.add( camera );
}
function addMesh()
{
var cube = new THREE.Mesh(
new THREE.CubeGeometry( 5, 7, 5 ),
new THREE.MeshLambertMaterial( { color: 0x0000FF} )
);
scene.add(cube);
}
function addLight()
{
var light = new THREE.PointLight( 0xFFFFFF );
light.position.set( 20, 20, 20 );
scene.add(light);
}
</script>
You wish to modify the scale value of the object. This can be done for each axis.
Each mesh object has a scale value as a vector.
So this would
mesh.scale.set( 2, 1, 1 )
Or in your case
cube.scale.set();
You can also access it this way,
cube.scale.x = 2.0;
Though the cube object is stored locally, you might want to set the globally and alter this value with the mouse action.
Hope that well.
As a note, the question provides a bit too much of the script, shorter and faster to the point is better.