Animating canvas billboard in Three.js - animation

I'm trying to animate a Canvas-based texture that is mapped onto a plane, like a billboard. I've made a point of including material.needsUpdate & texture.needsUpdate, but I'm still unable to get the texture to come to life. I've also included a rotating cube just so I know the animation routine is functioning on some level.
Here is the code:
<body>
<script src="http://mrdoob.github.com/three.js/build/three.min.js"></script>
<script>
if (window.innerWidth === 0) {
window.innerWidth = parent.innerWidth;
window.innerHeight = parent.innerHeight;
}
var camera, scene, renderer;
var mesh, geometry, material;
var light, sign, animTex;
var canvas, context;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1200);
camera.position.z = 700;
scene = new THREE.Scene();
material = new THREE.MeshLambertMaterial(
{
color: 0x885522,
wireframe: false,
overdraw: false
});
geometry = new THREE.CubeGeometry(80, 120, 100, 1, 1, 1);
mesh = new THREE.Mesh(geometry, material);
sign = createSign();
light = new THREE.DirectionalLight(0xFFFFFF, 3.0);
light.position = new THREE.Vector3(5, 10, 7);
light.target = new THREE.Vector3(0, 0, 0);
scene.add(mesh);
scene.add(sign);
scene.add(light);
renderer = new THREE.CanvasRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function createSign() {
canvas = document.createElement("canvas");
context = canvas.getContext("2d");
canvas.width = 200;
canvas.height = 200;
context = canvas.getContext("2d");
var texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
var material = new THREE.MeshBasicMaterial({ map : texture, overdraw: true });
material.needsUpdate = true;
var mesh = new THREE.Mesh(new THREE.PlaneGeometry(200, 200), material);
mesh.doubleSided = true;
return mesh;
}
function animate() {
var time = Date.now()*0.01;
var sinTime = Math.sin(time * 0.05) * 100;
var cosTime = Math.cos(time * 0.05) * 100;
mesh.rotation.y = sinTime*0.01;
requestAnimationFrame(animate);
context.fillStyle = "black";
context.fillRect(0, 0, canvas.width, canvas.height);
context.fillStyle = "white";
context.fillRect((canvas.width/2) + sinTime, (canvas.height/2) + cosTime, 20, 20)
renderer.render(scene, camera);
}
This runs, but I can't seem to get the Canvas texture material to update. What have I overlooked?

Place this right before your render() call:
sign.material.map.needsUpdate = true;

The needsUpdate flag is reset (to false) every time the texture is used (every render loop), so it needs to be set to true in the render loop (before the render call, or it'll be a frame off). So in your example, put sign.material.map.needsUpdate = true before renderer.render( scene, camera ). texture.needsUpdate = true and material.needsUpdate = true are not needed.
Also, you only need to set the needsUpdate flag on the texture, as the material properties are not changing.

Related

I need to use the data from first picture to draw cylinder,put two cylinders point B is not coincide(like second picture)

**I need to use the data from first picture to draw cylinder,put two cylinders point B is not coincide(like second picture) **
var geometry = new THREE.CylinderGeometry(10, 10,151.02648774304458, 20, 1, false);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(1,75.5,1);
scene.add(mesh);
var material1 = new THREE.MeshBasicMaterial({ color: 0xff0000 });
var geometry1 = new THREE.CylinderGeometry(10, 10,158.8741640418605, 20, 1, false);
var mesh1 = new THREE.Mesh(geometry1, material1);
mesh1.position.set(-30,217,32.5);
mesh1.rotation.set(2,151,2);
scene.add(mesh1);
You have to add the red cylinder to a Group. Set the position in that way, that the bottom of the cylinder is at (0, 0, 0). Set the position of the group in that way, that it's origin is at the top of the black cylinder.
Finally you have to rotate the group:
let height = 151.02648774304458;
let height1 = 158.8741640418605;
var geometry = new THREE.CylinderGeometry(10, 10, height, 20, 1, false);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(1, 75.5, 1);
scene.add(mesh);
var material1 = new THREE.MeshBasicMaterial({ color: 0xff0000 });
var geometry1 = new THREE.CylinderGeometry(10, 10, height1, 20, 1, false);
var mesh1 = new THREE.Mesh(geometry1, material1);
mesh1.position.set(0, height1/2, 0);
group = new THREE.Group();
group.position.set(mesh.position.x, mesh.position.y + height/2, mesh.position.z);
group.add(mesh1);
group.rotation.set(...);
scene.add(group);
(function onLoad() {
var container, camera, scene, renderer, orbitControls;
init();
animate();
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
canvas: my_canvas,
antialias: true,
alpha: 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, 10000);
camera.position.set(0, 200, -400);
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
scene.add(camera);
window.onresize = function() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
orbitControls = new THREE.OrbitControls(camera, container);
createModel();
}
var group;
function createModel() {
var material = new THREE.MeshPhongMaterial({color:'#ff0000'});
var material1 = new THREE.MeshPhongMaterial({color:'#000000'});
let height = 151.02648774304458;
let height1 = 158.8741640418605;
var geometry = new THREE.CylinderGeometry(10, 10, height, 20, 1, false);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(1, 75.5, 1);
scene.add(mesh);
var material1 = new THREE.MeshBasicMaterial({ color: 0xff0000 });
var geometry1 = new THREE.CylinderGeometry(10, 10, height1, 20, 1, false);
var mesh1 = new THREE.Mesh(geometry1, material1);
mesh1.position.set(0, height1/2, 0);
group = new THREE.Group();
group.position.set(mesh.position.x, mesh.position.y + height/2, mesh.position.z);
group.add(mesh1);
//group.rotation.set(2, 151, 2);
scene.add(group);
}
var rotate = 0.0;
function animate() {
group.rotation.set(0, 0, rotate);
rotate += 0.01;
requestAnimationFrame(animate);
orbitControls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
})();
<script src="https://cdn.jsdelivr.net/npm/three#0.115/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.115/examples/js/controls/OrbitControls.js"></script>
<div id="container"><canvas id="my_canvas"> </canvas></div>
To set a specific rotation by a specific vector, I recommend to set the rotation by a .setRotationFromQuaternion.
The Quaternion defines how to rotate from the upwards direction (0, 1, 0) to the target direction. The Target direction is the vector form the joint to the endpoint of the upper cylinder (-62-1, 283-151, 61-1):
For instance:
let upVector = new THREE.Vector3(0, 1, 0);
let targetVector = new THREE.Vector3(-62 - 1, 283 - height, 61 - 1);
let quaternion = new THREE.Quaternion().setFromUnitVectors(
upVector, targetVector.normalize());
group.setRotationFromQuaternion(quaternion)

overlapping semitransparent objects are not rendered as expected

I have two overlapping semitransparent boxes and I'd expect to see both of them independent of the viewing angle. The first image shows a rendering from aside and the small box is visible within the bigger box. The second image shows the same scene but form another viewing angle. As you can see, the smaller box is visible but the part which is with the bigger box is invisible. What am I missing?
var camera, scene, renderer;
init();
animate();
function init() {
// Renderer.
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Add renderer to page
document.body.appendChild(renderer.domElement);
// Create camera.
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 50);
camera.position.set(2, 2, 2);
camera.lookAt(new THREE.Vector3(0.0, 0.0, 0.0));
// Create scene.
scene = new THREE.Scene();
// Create material
var material = new THREE.MeshStandardMaterial();
material.transparent = true;
material.opacity = 0.5;
// Create cube and add to scene.
var geometry1 = new THREE.BoxGeometry(1, 1, 1);
var mesh1 = new THREE.Mesh(geometry1, material);
mesh1.position.set(0, 0, 0);
//mesh1.castShadow = true;
scene.add(mesh1);
// Create cube and add to scene.
var geometry2 = new THREE.BoxGeometry(0.5, 0.5, 0.5);
var mesh2 = new THREE.Mesh(geometry2, material);
mesh2.position.set(0.0, 0, 0.5);
//mesh2.castShadow = true;
scene.add(mesh2);
var spotLight = new THREE.SpotLight(0xffffff, 0.32);
spotLight.position.set(0, 5, 0);
spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 2048;
spotLight.shadow.mapSize.height = 2048;
spotLight.shadow.camera.near = 0.1;
spotLight.shadow.camera.far = 20;
scene.add(spotLight);
let hemiLight = new THREE.HemisphereLight(0xffffbb, 0x080820, 0.8);
scene.add(hemiLight);
// Ground plane
var groundGeo = new THREE.PlaneBufferGeometry(50, 50);
var groundMat = new THREE.MeshStandardMaterial({color: 0xffffff});
var ground = new THREE.Mesh(groundGeo, groundMat);
ground.rotation.x = -Math.PI / 2;
ground.position.y = -0.5;
ground.receiveShadow = true;
scene.add(ground);
// Add listener for window resize.
window.addEventListener('resize', onWindowResize, false);
let controls = new THREE.OrbitControls(camera);
controls.enableZoom = true;
controls.enablePan = false;
controls.maxDistance = 20.0;
controls.minPolarAngle = 0;
controls.maxPolarAngle = Math.PI / 2;
controls.target.set(0, 0, 0);
controls.update();
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
body {
padding: 0;
margin: 0;
}
canvas {
display: block;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
Transparent objects in WebGL are sometimes rather problematic. It's all about the rendering order: If the small cube is rendered after the large cube, how should the rendering behave? This question has some information you might find useful.
In your particular case (though not necessarily always), one solution could be to disable renderer object sorting:
renderer.sortObjects = false;
and(!) make sure you add your objects in the correct order, i.e. the small cube first and the large one second. Here is an updated version of your snippet:
var camera, scene, renderer;
init();
animate();
function init() {
// Renderer.
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.sortObjects = false;
// Add renderer to page
document.body.appendChild(renderer.domElement);
// Create camera.
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 50);
camera.position.set(2, 2, 2);
camera.lookAt(new THREE.Vector3(0.0, 0.0, 0.0));
// Create scene.
scene = new THREE.Scene();
// Create material
var material = new THREE.MeshStandardMaterial();
material.transparent = true;
material.opacity = 0.5;
// Create cube and add to scene.
var geometry2 = new THREE.BoxGeometry(0.5, 0.5, 0.5);
var mesh2 = new THREE.Mesh(geometry2, material);
mesh2.position.set(0.0, 0, 0.5);
//mesh2.castShadow = true;
scene.add(mesh2);
// Create cube and add to scene.
var geometry1 = new THREE.BoxGeometry(1, 1, 1);
var mesh1 = new THREE.Mesh(geometry1, material);
mesh1.position.set(0, 0, 0);
//mesh1.castShadow = true;
scene.add(mesh1);
var spotLight = new THREE.SpotLight(0xffffff, 0.32);
spotLight.position.set(0, 5, 0);
spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 2048;
spotLight.shadow.mapSize.height = 2048;
spotLight.shadow.camera.near = 0.1;
spotLight.shadow.camera.far = 20;
scene.add(spotLight);
let hemiLight = new THREE.HemisphereLight(0xffffbb, 0x080820, 0.8);
scene.add(hemiLight);
// Ground plane
var groundGeo = new THREE.PlaneBufferGeometry(50, 50);
var groundMat = new THREE.MeshStandardMaterial({color: 0xffffff});
var ground = new THREE.Mesh(groundGeo, groundMat);
ground.rotation.x = -Math.PI / 2;
ground.position.y = -0.5;
ground.receiveShadow = true;
scene.add(ground);
// Add listener for window resize.
window.addEventListener('resize', onWindowResize, false);
let controls = new THREE.OrbitControls(camera);
controls.enableZoom = true;
controls.enablePan = false;
controls.maxDistance = 20.0;
controls.minPolarAngle = 0;
controls.maxPolarAngle = Math.PI / 2;
controls.target.set(0, 0, 0);
controls.update();
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
body {
padding: 0;
margin: 0;
}
canvas {
display: block;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

three.js: Image in panorama viewer is rippled

Currently I'm making myself familiar with three.js and created a simple panorama viewer:
http://webentwicklung.ulrichbangert.de/threejs-image-on-sphere-inside.html
Unfortunately the vertical edges of the pillars are rippled.
When using the panorama viewer of Panorama Studio everything is fine:
http://ulrichbangert.de/heimat/Halberstadt/2018-06-10_Halberstadt_Dom_Panorama.html
var width = window.innerWidth,
height = window.innerHeight;
var scene = new THREE.Scene();
scene.add(new THREE.AmbientLight(0x333333));
var light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(5, 3, 5);
scene.add(light);
var camera = new THREE.PerspectiveCamera(45, width / height, 0.01, 1000);
camera.position.z = 1;
camera.fov = Math.max(100, Math.min(200, camera.fov));
camera.updateProjectionMatrix();
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
var loader = new THREE.TextureLoader();
loader.load('images/panorama.jpg', function (texture) {
texture.anisotropy = renderer.getMaxAnisotropy();
var material = new THREE.MeshBasicMaterial({
map: texture
});
var sphere = new THREE.Mesh(
new THREE.SphereGeometry(20, 32, 32),
material
);
sphere.scale.x = -1;
sphere.rotation.x = -0.5;
scene.add(sphere);
var animate = function () {
requestAnimationFrame(animate);
sphere.rotation.y += 0.002;
renderer.render(scene, camera);
};
animate();
});
What's going wrong here?
Try adding more subdivisions to your SphereGeometry. Right now you have 32 lat & long subdivisions, which creates some unsightly straight-line deformations to your texture. If you do something like new THREE.SphereGeometry(20, 100, 100), you'll get better fidelity when texture mapping.

Three js - moving rotation axis

Using threejs I created a simple cylinder object and rotating it in z-axis. The object rotates around the center axis, both the ends of the cylinder rotate around the axis which is at the center of the cylinder.
How can I make it rotate in a different axis? I would like the cylinder to rotate by having one end in a fixed point while the other end goes around in circles. My code is below.
init();
function init() {
renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('myCanvas'), antialias: true });
renderer.setClearColor(0xeaebed);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
camera = new THREE.PerspectiveCamera(5, window.innerWidth / window.innerHeight, 0.1, 4000);
scene = new THREE.Scene();
//LIGHTS
var light = new THREE.AmbientLight(0xffffff, 1);
scene.add(light);
var light1 = new THREE.PointLight(0xffffff, 0.3);
scene.add(light1);
//Gun holder
var gunHolder = new THREE.Object3D();
var gunHolderColour = 0x0f4207;
var gunHolderBaseCylinderGeometry = new THREE.CylinderGeometry(10, 10, 50, 32);
var gunHolderBaseCylinderMaterial = new THREE.MeshStandardMaterial({
color: gunHolderColour,
metalness: 0.5,
roughness: 0.5
});
var gunHolderBaseCylinderMesh = new THREE.Mesh(gunHolderBaseCylinderGeometry, gunHolderBaseCylinderMaterial);
gunHolderBaseCylinderMesh.position.set(0, -8, -3000);
scene.add(gunHolderBaseCylinderMesh);
requestAnimationFrame(render);
function render() {
gunHolderBaseCylinderMesh.rotation.z += 0.01;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
}
You can use .translate() method of your geometry:
var gunHolderBaseCylinderGeometry = new THREE.CylinderGeometry(10, 10, 50, 32); // height is 50
gunHolderBaseCylinderGeometry.translate(0, 25, 0); // move upwards at half of height, 25
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0xeaebed);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(5, window.innerWidth / window.innerHeight, 0.1, 4000);
scene = new THREE.Scene();
//LIGHTS
var light = new THREE.AmbientLight(0xffffff, 1);
scene.add(light);
var light1 = new THREE.PointLight(0xffffff, 0.3);
scene.add(light1);
//Gun holder
var gunHolder = new THREE.Object3D();
var gunHolderColour = 0x0f4207;
var gunHolderBaseCylinderGeometry = new THREE.CylinderGeometry(10, 10, 50, 32);
gunHolderBaseCylinderGeometry.translate(0, 25, 0);
var gunHolderBaseCylinderMaterial = new THREE.MeshStandardMaterial({
color: gunHolderColour,
metalness: 0.5,
roughness: 0.5
});
var gunHolderBaseCylinderMesh = new THREE.Mesh(gunHolderBaseCylinderGeometry, gunHolderBaseCylinderMaterial);
gunHolderBaseCylinderMesh.position.set(0, -8, -3000);
scene.add(gunHolderBaseCylinderMesh);
requestAnimationFrame(render);
function render() {
requestAnimationFrame(render);
gunHolderBaseCylinderMesh.rotation.z += 0.01;
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.js"></script>

camera inside a sphere

I want to create a skydome and made the shpere, texture loading also fine but I cannot move the camera inside the sphere.
The sphere disappears. I know it is an amateur issue but cannot see the inside of the sphere.
Is it some kind of cutting or Z-buffer issue?
How can I fix it?
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 = 200,
segments = 16,
rings = 16;
var material = new THREE.MeshPhongMaterial({
color:0xFFFFFF,
map: THREE.ImageUtils.loadTexture( 'textures/SPACE014SX.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 );
}
function render() {
camera.lookAt( focus );
camera.updateProjectionMatrix();
renderer.render( scene, camera );
}
function animate() {
requestAnimationFrame( animate );
render();
}
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();
animate();
}
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45,
ASPECT = WIDTH / HEIGHT,
NEAR = 0.01,
FAR = 10000;
var focus = new THREE.Vector3( 0, 0, 0 );
var isUserInteracting = false,
onPointerDownPointerX = 0, onPointerDownPointerY = 0,
lon = 0, onPointerDownLon = 0,
lat = 0, onPointerDownLat = 0,
phi = 0, theta = 0;
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();
</script>
</body>
make the skydome material double-sided -- it's being culled. Set the 'side' attribute to THREE.DoubleSide
(or THREE.BackSide should work too, if the camera is ONLY inside the sphere)

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