I'd like to create some mechanism that provides a text overlay on top of my 3D scene at certain times (such as when clicking a mouse button for instance.)
I'm going over the tutorials on github and notice things like the THREE.TextGeometry class. Using it I can put 3D text in the scene, but it may be a bit more than I need-- what I'm really after is a way to put some text on, say, a black background, overlay it on the scene, then move it out of the way when done. Does anyone know of good ways to do this in three.js? (If the THREE.TextGeometry class is a good way to do this that's fine, I'm just not sure how to do the overlay bit.)
Use HTML. It's super easy and powerful especially if you just need an overlay. With CSS, you can also achieve things like semi-transparent background. If you want to have it "blend" to scene, i.e. have perspective etc. you can use THREE.CSS3DRenderer which will transform divs based on camera you supply.
Related
I'm trying to use a sprite sheet in my background animation. The sprite sheet is made up of multiple objects of varying sizes and shapes. I want the sizes/shapes to be used consecutively in a "floating" type backgound animation. I have no clue how to start the code. Can't seem to find anything like this on the Stack Overflow site. Ps. I'm not trying to animate one (1) object (such as a running man). Please HELP!!
I tried using JS code for animating bubbles and just replacing with my script.png. It didn't work. The example background that I'm trying to duplicate is found at https://lusion.co - If you page down until you reach about the third page, you will find a colored background with floating objects, along with a scattered light and fog. Lusion used a sprite sheet for the objects. I have a copy of the sprite sheet. They seem to hide their code, so I can't use their site for learning.
May I have a 2D layer for UI, Text, Buttons, etc over the 3D scene in ThreeJS?
Ideally something like engine from PixiJS inside ThreeJS? I've seen PixiJS offers some 3D features so why not combine both libraries in something super-powerful? I just do not want to place any HTML Dom elements over WebGL canvas as this will probably slow down performance on Mobile devices.
One way to solve this issue is to implement the UI as screen space sprites like demonstrated in the following official example (check out how the red sprites are rendered):
https://threejs.org/examples/webgl_sprites
The idea is to render them with a separate orthographic camera and an additional call of WebGLRenderer.render(). Besides, instances of THREE.Sprite do support raycasting which is of course useful when implementing interaction.
Building up on Mugen87's answer, you can also use THREE.Shape to make visual containers adapted to the user screen size :
https://threejs.org/docs/#api/en/extras/core/Shape
You can use THREE.Shape to make mesh-based text, is illustrated in this example :
https://threejs.org/examples/?q=text#webgl_geometry_text_shapes
You should also have a look at three-mesh-ui, an add-on for building mesh-based user interface with three.js :
https://github.com/felixmariotto/three-mesh-ui
I'm playing about with three.js and webGL with an attempt to get html objects overlaid on a webGL model.
I intend to use three.js object loaders to render a 3D model, where I can then allow users to overlay HTML DOM objects in 3D space via a custom UI.
I've mainly been using the various different examples in the three.js docs (https://threejs.org/examples/ and https://codepen.io/AdamEDGE/pen/RRjEwz).
In order to allow the user to move the overlaid HTML objects via the UI, I've added the transform controls (https://threejs.org/examples/misc_controls_transform.html).
Things seemed to be going relatively well up to this point, but now I see that the controls are not hoverable or clickable to move the element.
I suspect I'm either missing code or an issue with the camera not aligning correctly, but I'm very new to this so I'm guessing.
I have also experimented with Jerome Etienne's blending tutorials, but on testing that caused other issues and I think may not be worth the trouble for what I'm going for (http://learningthreejs.com/blog/2013/04/30/closing-the-gap-between-html-and-webgl/index.html).
I have created an example that shows the problem (click on an object and the controls should show).
Its a simple webGL torus with two HTML images overlaid and mapped to a Mesh so I can link the controls to the HTML elements which are on a different scene.
https://jsfiddle.net/mattscotty/h5wuq86y/
control = new THREE.TransformControls(camera, glRenderer.domElement);
control.addEventListener('change', render);
The controls show on all the correct places when clicked as expected and I can use the keyboard to change the transform type (again see https://threejs.org/examples/misc_controls_transform.html for how it should work).
As I can't click or hover, I can't hook up to the relevant events.
I'm brand new to this and I'm quite sure I'm missing something obvious, so any help is appreciated.
Is it possible to place a UI Canvas onto a 3D object? I'd like to create a cash dispenser machine (for example) with a user interface that can be interacted with. Then there will be keycode locks on doors, touchscreen computers, etc.
How can I display a canvas as a 3D object in the 3D world and still have it interactable? Placing it on a Plane would be good enough.
Yes, it is possible. Change Canvas Render Mode to World Space then drag your Camera into the Event Camera slot. You will have to find select the Canvas, press F in Scene View to find it then move it to the place you want it to be.
You need to use World Space UI. Can place anywhere in scene but make sure use can view it in order to interact.
To learn more, watch this video : https://blogs.unity3d.com/2014/06/30/unity-4-6-new-ui-world-space-canvas/
I'm setting up an experimental html5 website using canvas.
I am drawing 3 circles all next to each other and all I want to know is how to be able to select them.
I'd like them to become links, in a way. Not tags, since everything's gonna be created using javascript.
Something like kinetic JS : http://www.kineticjs.com/, but without the extra library.
I have found some scripts that are using ghost canvas and contexts, but the examples are for dragging and stuff. I only want to be able to select my shape and execute some code.
Thank you!
I am thinking you might want to look into the IsPointInPath() method. It will help you figure out whether or not the mouse clicked on your canvas object.
See Detect mouseover of certain points within an HTML canvas?
if you are talented in xml i suggest you to use canvas + SVG (http://www.w3schools.com/svg/)
And follow this simple example.
http://jsvectoreditor.googlecode.com/svn/trunk/index.html
regarding to SVG and Canvas , the differences are obvious, as you can load bitmaps in SVG, and you can draw lines using the canvas API. However, creating the image may be easier using one technology over the other, depending on whether your graphic is mainly line-based or more image-like.