Moving OpenGL model towards 1 direction only - xcode

I have a fixed camera at 0,0,0 on my OpenGL scene and have a model.
The model is translated and rotated, and would like to move it on the right of my camera. However if I translate to x, it will translate towards x of the model and not of the camera.
How can I overcome this situation ?

Change the order in which glRotate and glTranslate are called. First rotating and then translating will look like you move the camera around. First translating and then rotating looks like you're looking at a table that spins around its axis with your model on top.

Related

What does PerspectiveCamera's translate change in Three.js?

I am using the PerspectiveCamera in three.js. I want to move the camera forward and backward, so I try to use translates and it works well.
I also need to get the camera's position. But the translateZ doesn't change the position of the camera. So what does translateZ change?
All Three.js objects have a translateX, translateY, translateZ method, which changes the position along the axis by the given units. translateZ() moves it along the Z-axis. If you're not seeing any change in the camera, try using larger values, maybe you're just not noticing it because moving forward/backward is a little less obvious than moving up/down or left/right.

Limiting camera azimuth angle using OrbitControls

So, im building an architectural visualization with Three.js, and one of the things the user should be able to do is to click on things and orbit around them. The problem is that the camera is able to clip through wall. I fixed that by assigning each clickable object its own limiting azimuth and polar angles. Now the Problem is that azimuth angles go from -PI to +PI and its impossible to limit between for example 1.5, and -2.4 because its limiting the "wrong" way. I hope this graphic explains that a little better:
Heres a link to the live version:
(You control by clicking on the ground)
https://jim-fx.com/modern/
As you can see, on objects on the right side of the room the limiting works flawless, but on the cabinet and the vases the camera clips through the wall.
If anyone could help me that would be amazing. And any other tipps are welcome aswell.
Greetings, Max
There is several solution to your problem. One is to implements a kind of collision detection with some real or virtual wall for your camera, wich stops the rotation. However, I guess your are looking for something simpler to implement.
As i don't know Three.js very well, I will provides you a generic solution, but which should be easily adaptable to Three.js.
The first thing is to do not use the built-in Three.js orbit control, but to implement your own, where you control all your transformations. And, this is in fact very easy.
To create an orbitable camera, you simply have to crate:
A "null" transformable object, which mean a simple transformable entity that does not embed any shape (is not rendered, is invisible, but exists). I hope Three.js provides such elementary thing.
A camera, which should be itself another transformable.
Once you have this, you simply parent the camera to the "null" object. Now parented to the "null" object, if you rotate the "null" object, you rotate the camera with. Then to orbits, you now have to move back the camera from the parent object:
Null Camera
+ - - - - - - - - - |>
Like this, the "null" object becomes the camera "look at point", and if you rotate the "null" object around Y (I believe Three.js use Y up), you controls the camera azimuth. If you rotate the "null" object in X or Z (depending coordinate system), you will control the camera altitude. Then, you even can control the camera forward-backward to close up to the "look at point" by moving your camera in its local Z axis..
Well, you now have an orbit-camera easy to control. But your problem is not yet solved: How to make this control Pi / -Pi possible in every camera initial orientation ?
Simple: You create second "null" transform object, name it "the socle", and you parent the first one to this last one: Like this, the rotation of the camera "look at point" is always local, and you can now rotate "the socle" to give your "Orbital camera" group, an initial orientation in the world space.
In fact, it is pretty like creating virtual gimbals. I hope I was clear, with pictures this would be more easy to visualize...

Three JS How to make ray or rays from camera to all object in rederer to check faceIndex

I have some project for child http://kinosura.kiev.ua/sova/ and i need to check faceIndex of all cubes in screen.
Now i use intersections array from mouse, but is working only when user pointer at the cube.
How to make ray or rays from camera to all object to check faceIndex ?
I try to make four rays to cubes but if i set cube.position as origin of like this:
raycaster.setFromCamera( cube1.positoin , camera )
I get empty array of intersections.
I also try to set static 2d vector as origin (get coordinate from mouse) but i have relative renderer size and this coordinate all time change... its not work(
Thanks for answer anyway.
I suggest that you try another approach It appears that your cubes do not cover one another, relative to the camera view. So use the surface normals, and compare them to the view direction to determine if they are facing the camera or facing away from the camera by a simple one-per-polygon dot product.
When you are creating your geometry, before adding it a THREE.Mesh call .generateFaceNormals() on it.
Instead of ray casting, iterate through all faces, grab the surface normal of the face, transform relative to the view (inverse transpose of the object's matrix), then dot(). might sound complicated, at first, but it's actually just a couple of steps and much faster than doing a lot of raycasts (which will probably include this anyway!)

Convert coordinates of a child object to world coordinates

I'm quite new to three.js and lacking some basic understanding of the coordinate systems obviously.
I have an Object3D "group" that has some children (planes). I use "group" to rotate the group of planes, which works fine. Now camera can move and parent object can rotate. One can click on the planes to select them. What I want now is to let the selected plane fly into the camera.
If I just move the plane to the camera position it flys in any direction but mostly not to the camera. Certainly because "group" seems to be the "world" for the child objects. If I move a plane along the z-axis the plane move along the z-axis of the parent.
I don't understand which coordinates I need to take (or transform) to move the plane bound to "group" in front of the camera.
Basically I demoed with three.js what famo.us did, just spent some two hours on it or so. I faked the wanted effect with an additional plane that is not grouped and which I can just move to camera without transformations. The demo is available here:
http://hwg.rattat.net/famo.html.
Would be nice if somebody could tell me how to get this working. I could still live with the fake, when I would be able to place the additional plane exactly over the selected plane.
Thanks in advance,
Christian
The question of converting local coordinates to world coordinates has been addressed at THREE.js: Calculate world space position of a point on an object . There might also be helping information at how to: get the global/world position of a child object .

Working with Three.js

Context: trying to take THREE.js and use it to display conic sections.
Method: creating a mesh of vertices and then connect face4's to all of them. Used two faces to produce a front and back side so that when the conic section rotates it won't matter from which angle the camera views it.
Problems encountered: 1. Trying to find a good way to create a intuitive mouse rotation scheme. If you think in spherical coordinates, then it feels like just making up/down change phi and left/right change phi would work. But that requires that you can move the camera. As far as I can tell, there is no way to change actively change the rotation of anything besides the objects. Does anyone know how to change the rotation of the camera or scene? 2. Is there a way to graph functions that is better than creating a mesh? If the mesh has many points then it is too slow, and if the mesh has few points then you cannot easily make out the shape of the conic sections.
Any sort of help would be most excellent.
I'm still starting to learn Three.js, so I'm not sure about the second part of your question.
For the first part, to change the camera, there is a very good way, which could also include zooming and moving the scene: the trackball camera.
For the exact code and how to use it, you can view:
https://github.com/mrdoob/three.js/blob/master/examples/webgl_trackballcamera_earth.html
At the botton of this page (http://mrdoob.com/122/Threejs) you can see the example in action (the globe in the third row from the bottom).
There is an orbit control script for the three.js camera.
I'm not sure if I understand the rotation bit. You do want to rotate an object, but you are correct, the rotation is relative.
When you rotate or move your camera, a matrix is calculated for that position/rotation, and it does indeed rotate the scene while keeping the camera static.
This is irrelevant though, because you work in model/world space, and you position your camera in it, the engine takes care of the rotations under the hood.
What you probably want is to set up an object, hook up your rotation with spherical coordinates, and link your camera as a child to this object. The translation along the cameras Z axis relative to the object should mimic your dolly (zoom is FOV change).
You can rotate the camera by changing its position. See the code I pasted here: https://gamedev.stackexchange.com/questions/79219/three-js-camera-turning-leftside-right
As others are saying OrbitControls.js is an intuitive way for users to manage the camera.
I tackled many of the same issues when building formulatoy.net. I used Morphing Geometries since I found mapping 3d math functions to a UV surface to require v little code and it allowed an easy way to implement different coordinate systems (Cartesian, spherical, cylindrical).
You could use particles instead of a mesh I suppose but a mesh seems best. The lattice material is not too useful if you're trying to understand a surface mathematically. At this point I'm thinking of drawing my own X,Y lines on the surface (or phi, theta lines etc) to better demonstrate cross-sections.
Hope that helps.
You can use trackball controls by which you can zoom in and out of an object,rotate the object,pan it.In trackball controls you are moving the camera around the object.Object still rotates with respect to the screen or renderer centre (0,0,0).

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