Three.js - How to update a PlaneBufferGeometry? - javascript

I'm trying to create an ocean for my Three.js application. I took the example from this site:
https://codepen.io/RemiRuc/pen/gJMwOe?fbclid=IwAR2caTQL-AOPE2Gv6x4rzSWBrOmAh2j-raqesOO0XbYQAuSG37imbMszSis
var params = {
res : 32,
speed : 8,
amp : 2,
wireframe : true,
backgroundColor : 0x9c81e3,
planeColor : 0x4a4a4a
}
var scene = new THREE.Scene();
scene.background = new THREE.Color(params.backgroundColor)
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 )
let canvas = document.getElementById("webgl")
var renderer = new THREE.WebGLRenderer({canvas:canvas, antialias: true})
renderer.setSize( window.innerWidth, window.innerHeight )
var simplex = new SimplexNoise()
var light = new THREE.AmbientLight( 0xcccccc ); // soft white light
scene.add( light );
var pointLight = new THREE.PointLight( 0xeeeeee, 1, 100 );
pointLight.position.set( 0, 20, -20 );
scene.add( pointLight );
let geometry, material, plane
createPlane()
camera.position.z = 5;
camera.position.y = 3;
camera.lookAt(new THREE.Vector3( 0, 3, 0 ))
var animate = function () {
requestAnimationFrame( animate );
for (var i = 0; i < geometry.vertices.length; i++) {
var z = (i + Date.now() * params.speed/100000)
geometry.vertices[i].z = simplex.noise4D(z,z,z,z) * params.amp
plane.geometry.verticesNeedUpdate = true;
}
scene.background = new THREE.Color(params.backgroundColor)
material.color = new THREE.Color(params.planeColor)
material.wireframe = params.wireframe
camera.rotation.y += 0.001
renderer.render( scene, camera );
};
animate();
function createPlane(){
geometry = new THREE.PlaneGeometry( 200, 200, params.res,params.res );
material = new THREE.MeshLambertMaterial( {color: params.planeColor, side: THREE.DoubleSide, wireframe: params.wireframe} );
plane = new THREE.Mesh( geometry, material );
scene.add( plane );
plane.rotation.x = Math.PI/2
}
/***RESIZE***/
window.addEventListener('resize', ()=>{
document.querySelector('canvas').style.width = window.innerWidth + "px"
document.querySelector('canvas').style.height = window.innerHeight + "px"
renderer.setSize( window.innerWidth, window.innerHeight )
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
})
var gui = new dat.GUI()
var controller = gui.add(params, "res", 0, 100).name("Plane resolution")
gui.add(params, "speed", 0, 500).name("Wave speed")
gui.add(params, "amp", 0, 20).name("Wave amplitude")
gui.add(params, "wireframe", 0, 20).name("Wireframe")
gui.addColor(params, "backgroundColor").name("Background color")
gui.addColor(params, "planeColor").name("Plane color")
controller.onChange(()=>{
scene.remove(plane)
createPlane()
})
Issue is, I'm using PlaneBufferGeometry instead of PlaneGeometry, and it seems there are some differences
My code in render after creating the waterPlane
for (var i = 0; i < waterGeometry.attributes.position.count; i++) {
var z = (i + Date.now() * params.speed/100000);
waterGeometry.attributes.position[i] = simplex.noise4D(z,z,z,z) * params.amp;
}
waterGeometry.attributes.position.needsUpdate = true;
waterPlaneMesh.attributes.position.needsUpdate = true;
I'm not getting any errors, but no matter what I do, all I get is a flat wireframe plane geometry that doesn't move or anything. I think issue is in the updating of the plane?

This is an example of how you can displace vertices of a buffer geometry, using that SimplexNoise library:
body {
margin: 0;
background-color: #000;
color: #fff;
font-family: Monospace;
font-size: 13px;
line-height: 24px;
overscroll-behavior: none;
}
<script type="module">
import * as THREE from "https://cdn.skypack.dev/three#0.136.0";
import { OrbitControls } from "https://cdn.skypack.dev/three#0.136.0/examples/jsm/controls/OrbitControls";
import { createNoise3D } from "https://cdn.skypack.dev/simplex-noise";
let simplex = createNoise3D();
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 2000);
camera.position.set(0, 0.5, 1).setLength(12);
let renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", onWindowResize);
//scene.add(new THREE.GridHelper())
let controls = new OrbitControls(camera, renderer.domElement);
let light = new THREE.DirectionalLight(0xffffff, 0.5);
light.position.setScalar(1);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.5));
let v3 = new THREE.Vector3();
let v2 = new THREE.Vector2();
let g = new THREE.PlaneGeometry(200, 200, 100, 100);
g.rotateX(-Math.PI *0.5);
let m = new THREE.MeshLambertMaterial({color: "aqua", wireframe: false});
let o = new THREE.Mesh(g, m);
scene.add(o);
let clock = new THREE.Clock();
renderer.setAnimationLoop(() => {
renderer.render(scene, camera);
let t = clock.getElapsedTime();
for(let i = 0; i < g.attributes.position.count; i++){
v2.fromBufferAttribute(g.attributes.uv, i).addScalar(t * 0.01).multiplyScalar(20);
let h = simplex(v2.x, v2.y, t * 0.1);
g.attributes.position.setY(i, h);
}
g.computeVertexNormals();
g.attributes.position.needsUpdate = true;
});
function onWindowResize() {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
}
</script>

Related

How to make two canvas with two separate javascript code?

I am using Three.js to develop a cube that translates and rotate in 3D space using data from accelerometer and gyroscope data.
So far I have one canvas that shows the accelerometer movement. Now I need to have another canvas that shows the gyroscope data on a separate canvas, I prefer to have two JS code for each canvas, so they are independent of each other. I wasn't able to make two separate canvases, and I don't know if it is even possible to use two different javascript codes in the html.
Below is how my HTML is structured:
HTML
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
</head>
<body>
<canvas id="canvas" width="500" height="800" style="border:1px solid #eb1c1c;"></canvas>
<div id="info">
<div>t = <span id="time">0</span> s</div>
<div>accX = <span id="accX">0</span></div>
<div>accY = <span id="accY">0</span></div>
<div>accZ = <span id="accZ">0</span></div>
</div>
</body>
</html>
and this is the javascript:
import * as THREE from "three";
import data from "../data/data.json"
import "./style.css"
var width = window.innerWidth;
var height = window.innerHeight;
const canvas = document.querySelector('#canvas');
const renderer = new THREE.WebGLRenderer({ canvas });
renderer.setSize (width, height);
var planeSize = 100000
const fov = 70;
const aspect = 2; // the canvas default
const near = 20;
const far = 500;
const camera = new THREE.PerspectiveCamera(70, width/height, 1, 10000);
camera.position.y = 3;
camera.position.z = 30;
camera.lookAt (new THREE.Vector3(0,0,0));
// camera.position.set(0, 40, 1.5);
// camera.up.set(0, 10, 1);
// camera.lookAt(0, 10, 0);
const scene = new THREE.Scene();
{
const color = 0x00afaf;
const intensity = 10;
const size = 10;
const divisions = 10;
const gridHelper = new THREE.GridHelper( planeSize, 5000 );
gridHelper.setColors( new THREE.Color(0xff0000), new THREE.Color(0xffffff) );
scene.add(gridHelper);
const light = new THREE.PointLight(color, intensity);
scene.add(light);
// scene.add( gridHelper );
}
// // label the axis
// var textGeo = new THREE.TextGeometry('Y', {
// size: 5,
// height: 2,
// curveSegments: 6,
// font: "helvetiker",
// style: "normal"
// });
// var color = new THREE.Color();
// color.setRGB(255, 250, 250);
// var textMaterial = new THREE.MeshBasicMaterial({ color: color });
// var text = new THREE.Mesh(textGeo , textMaterial);
// text.position.x = axis.geometry.vertices[1].x;
// text.position.y = axis.geometry.vertices[1].y;
// text.position.z = axis.geometry.vertices[1].z;
// text.rotation = camera.rotation;
// scene.add(text);
const boxGeometry = new THREE.BoxGeometry();
const boxMaterial = new THREE.MeshBasicMaterial({ color: "green", wireframe: false });
const object = new THREE.Mesh(boxGeometry, boxMaterial);
var cubeAxis = new THREE.AxesHelper(3);
object.add(cubeAxis);
object.scale.set(5, 5, 5)
scene.add(object);
scene.background = new THREE.Color(0.22, 0.23, 0.22);
let currentIndex = 0
let time = data[currentIndex].time
let velocity = new THREE.Vector3()
requestAnimationFrame(render);
function render(dt) {
dt *= 0.0001 // in seconds
time += dt
document.querySelector("#time").textContent = time.toFixed(2)
// Find datapoint matching current time
while (data[currentIndex].time < time) {
currentIndex++
if (currentIndex >= data.length) return
}
const { rotX, rotY, rotZ, accX, accY, accZ } = data[currentIndex]
document.querySelector("#accX").textContent = accX* 10;
document.querySelector("#accY").textContent = accY* 10;
document.querySelector("#accZ").textContent = accZ* 10;
const acceleration = new THREE.Vector3()
// object.rotation.set( rotX, rotY, rotZ)
object.position.x = accX * 30;
// object.position.add(velocity.clone().multiplyScalar(dt)).add(acceleration.clone().multiplyScalar(50 * dt ** 2))
// object.position.add(accZ)
// velocity.add(acceleration.clone().multiplyScalar(dt))
var relativeCameraOffset = new THREE.Vector3 (0,10,10);
var cameraOffset = relativeCameraOffset.applyMatrix4( object.matrixWorld );
camera.position.x = cameraOffset.x;
camera.position.y = cameraOffset.y;
camera.position.z = cameraOffset.z;
camera.lookAt( object.position );
resizeToClient();
renderer.render(scene, camera);
requestAnimationFrame(render);
}
function resizeToClient() {
const needResize = resizeRendererToDisplaySize()
if (needResize) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
}
function resizeRendererToDisplaySize() {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
this is how I want the canvas to look like:
Good news is it is possible, you just have to put all your code(at least animations) in separate functions :
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const scene1 = new THREE.Scene();
const camera1 = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
scene.background = new THREE.Color( 0xf0000f);
scene1.background = new THREE.Color( 0x0000ff );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
const renderer1 = new THREE.WebGLRenderer();
renderer1.setSize( window.innerWidth, window.innerHeight );
renderer1.domElement.width=500;
renderer1.domElement.height=300;
renderer1.domElement.style.position="absolute";
renderer1.domElement.style.top=0;
renderer1.domElement.style.height=150+"px";
renderer1.domElement.style.width=200+"px";
renderer.domElement.width=500;
renderer.domElement.height=300;
renderer.domElement.style.position="absolute";
renderer.domElement.style.top=0;
document.body.appendChild( renderer.domElement );
document.body.appendChild( renderer1.domElement );
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
const geometry1 = new THREE.BoxGeometry(3,3,3);
const material1 = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube1 = new THREE.Mesh( geometry1, material1 );
scene1.add( cube1 );
camera.position.z = 5;
camera1.position.z = 5;
const animate = function () {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
const animate1 = function () {
requestAnimationFrame( animate1 );
cube1.rotation.x += 0.01;
cube1.rotation.y += 0.01;
renderer1.render( scene1, camera1 );
};
animate();
animate1();
<script src="http://threejs.org/build/three.min.js"></script>

Three.js - Canvas Element not displaying properly. Just see black box

I am relatively new to three.js and I am trying to replicate the following code block I found on Observable inside of a fiddle.
https://observablehq.com/#bumbeishvili/three-js-wooden-bar-chart
When I run the code, all I see is a giant black box. I thought I added the group materials and light elements properly to the scene but all that renders is blackness. Any help would be immensely appreciated.
Here is my code:
canvas {
display: block;
}
initiateThree();
function initiateThree() {
data = [
[3,2,1],
[6,5,4],
[8,7,6],
]
var i =1;
height = 500
fov = 18
//aspect = width / height
aspect = 500 / 500
near = 0.1
far = 1000
loader = new THREE.TextureLoader()
function update() {
//cubeGroup.rotation.x += 0.001;
cubeGroup.rotation.y += 0.001;
//cubeGroup.rotation.z += 0.001;
}
function render(scene) {
renderer.render(scene, camera);
}
const scene = new THREE.Scene(); // ADDED
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(-4, 1, 4);
//max = Math.max.apply(Math, data.map(d=>Math.max.apply(this,d)))
cubeGeometries = data.map(row=>{
return row.map(c=>{
//return new THREE.BoxGeometry( 0.2, c/max, 0.2 );
return new THREE.BoxGeometry( 0.2, c/8, 0.2 );
})
})
const cubeMaterial = new THREE.MeshStandardMaterial({
map:loader.load('https://threejsfundamentals.org/threejs/lessons/resources/
images/compressed-but-large-wood-texture.jpg')
});
cubeMaterial.color.convertSRGBToLinear();
const cubeMeshes = cubeGeometries.map(row=>{
return row.map(cubeGeometry => new THREE.Mesh( cubeGeometry, cubeMaterial ))
})
const cubeGroup = new THREE.Group();
data.forEach((row,i,iarr)=>{
row.forEach((d,j,jarr)=>{
cubeMeshes[i][j].position.set(
i/iarr.length-0.5,
//d/max*0.5-0.6,
d/8*0.5-0.6,
j/jarr.length-0.5);
//cubeMeshes[i][j].scale.set(1,4,1);
cubeGroup.add(cubeMeshes[i][j]);
})
})
const mainLight = new THREE.DirectionalLight(0xffffff, 3.0);
mainLight.position.set(10, 10, 10);
const ambientLight = new THREE.HemisphereLight(0xddeeff, 0x202020, 3);
//scene.add(cubeMeshes); //Not This One?
scene.add(cubeGroup);
scene.add(mainLight);
scene.add(ambientLight);
const renderer = new THREE.WebGLRenderer({
antialias: true
});
//renderer.setSize(width, height);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.gammaFactor = 2.2;
renderer.gammaOutput = true;
renderer.physicallyCorrectLights = true;
document.body.appendChild( renderer.domElement ); //ADDED
}
Here is my fiddle:
https://jsfiddle.net/bullybear/m826gkrt/326/
A few things are missing in your code:
There is no animation loop.
The camera does not look at the boxes.
Also upgraded to the latest version of three.js (r118) and removed legacy code.
let scene, camera, renderer;
let cubeGroup;
init();
animate();
function init() {
const data = [
[3, 2, 1],
[6, 5, 4],
[8, 7, 6],
]
var i = 1;
height = 500
fov = 18
//aspect = width / height
aspect = 500 / 500
near = 0.1
far = 1000
loader = new THREE.TextureLoader()
scene = new THREE.Scene(); // ADDED
camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(-4, 1, 4);
camera.lookAt( scene.position );
//max = Math.max.apply(Math, data.map(d=>Math.max.apply(this,d)))
cubeGeometries = data.map(row => {
return row.map(c => {
//return new THREE.BoxGeometry( 0.2, c/max, 0.2 );
return new THREE.BoxBufferGeometry(0.2, c / 8, 0.2);
})
})
const cubeMaterial = new THREE.MeshStandardMaterial({
map: loader.load('https://threejsfundamentals.org/threejs/lessons/resources/images/compressed-but-large-wood-texture.jpg')
});
cubeMaterial.color.convertSRGBToLinear();
const cubeMeshes = cubeGeometries.map(row => {
return row.map(cubeGeometry => new THREE.Mesh(cubeGeometry, cubeMaterial))
})
cubeGroup = new THREE.Group();
data.forEach((row, i, iarr) => {
row.forEach((d, j, jarr) => {
cubeMeshes[i][j].position.set(
i / iarr.length - 0.5,
//d/max*0.5-0.6,
d / 8 * 0.5 - 0.6,
j / jarr.length - 0.5);
//cubeMeshes[i][j].scale.set(1,4,1);
cubeGroup.add(cubeMeshes[i][j]);
})
})
const mainLight = new THREE.DirectionalLight(0xffffff, 3.0);
mainLight.position.set(10, 10, 10);
const ambientLight = new THREE.HemisphereLight(0xddeeff, 0x202020, 3);
scene.add(cubeGroup);
scene.add(mainLight);
scene.add(ambientLight);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.physicallyCorrectLights = true;
document.body.appendChild(renderer.domElement); //ADDED
}
function animate() {
requestAnimationFrame( animate );
cubeGroup.rotation.y += 0.001;
renderer.render( scene, camera );
}
body {
margin: 0;
}
canvas {
display: block;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.118.3/build/three.js"></script>

How to have two Three-JS Objects run and animate at the same time?

I've created two 3JS objects and scenes for learning purposes. Both housed in separate PHP files (not in the jsfiddle). However, I can't figure out why by adding a second object the first object stops animating and doesn't run anymore? How can I go about figuring out why my objects are canceling one another out and how to create two different or more multiple threejs items that animate at the same time?
//GRID OBJ is the first object, and the second is //BALL
When I remove the second script calling for 3js ball the grid will animate, when the ball is added the grid stops animating and only the ball animates.
http://jsfiddle.net/tdqh4jno/
//GRID OBJ
var container = document.getElementById('grid')
var vertexHeight = 90,
planeDefinition = 25,
planeSize = 900,
totalObjects = 1,
background = "#002135",
meshColor = "#ff3057";
var camera2 = new THREE.PerspectiveCamera( 110, 1, 5)
camera2.position.y = 500;
var scene2 = new THREE.Scene();
scene2.background = new THREE.Color( 0x08080c);
var renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setClearColor( 0x000000, 0 );
var planeGeo = new THREE.PlaneGeometry(planeSize, planeSize, planeDefinition, planeDefinition);
var plane = new THREE.Mesh(planeGeo, new THREE.MeshBasicMaterial({
color: meshColor,
wireframe: true
}));
plane.rotation.x -= Math.PI * .5;
scene2.add(plane);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(background, 1);
container.appendChild(renderer.domElement);
function updatePlane() {
for (var i = 0; i < planeGeo.vertices.length; i++) {
planeGeo.vertices[i].z += Math.random() * vertexHeight;
planeGeo.vertices[i]._myZ = planeGeo.vertices[i].z
}
};
var count = 0
function renderGrid() {
var gridSpeed = 0.4;
var gridInterlop = -0.4;
var gridWaveSpeed = 0.003;
var gridWaveHeight = 0.00003;
requestAnimationFrame(renderGrid);
for (var i = 0; i < planeGeo.vertices.length; i++) {
var z = +planeGeo.vertices[i].z;
planeGeo.vertices[i].z = Math.sin(( i + count * gridWaveHeight)) * (planeGeo.vertices[i]._myZ - (planeGeo.vertices[i]._myZ * gridWaveSpeed))
plane.geometry.verticesNeedUpdate = true;
count += gridInterlop
}
renderer.render(scene2, camera2);
}
updatePlane();
renderGrid();
//BALL ITEM
var camera2 = new THREE.PerspectiveCamera(100, window.innerWidth/window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.autoClear = false;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var sceneTop = new THREE.Scene(); // initialising the scene
sceneTop.background = new THREE.Color( 0x08080c);
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(100,100,100);
spotLight.castShadow = false;
sceneTop.add(spotLight);
function Mat(){
var material = new THREE.MeshPhongMaterial({
color : new THREE.Color(0xff3266),
emissive : new THREE.Color(0x08080c),
specular : new THREE.Color(0x08080c),
shininess : 0,
wireframe : true,
transparent: 0.5,
opacity : 0.55
});
return material;
}
var geometry = new THREE.IcosahedronGeometry(45 , 1);
var obj = new THREE.Mesh(geometry, Mat());
sceneTop.add(obj);
camera2.position.z = 90;
function myrender(){
renderer.setClearColor( 0x000000, 0 );
obj.rotation.x += 0.0004;
obj.rotation.y += 0.0006;
obj.rotation.z += Math.random() * 0.0005;
renderer.render(sceneTop, camera2);
requestAnimationFrame(myrender);
}
window.addEventListener('resize', onWindowResize, true);
function onWindowResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera2.updateProjectionMatrix();
};
myrender();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/99/three.min.js"></script>
<div id="grid"></div>
You create 2 THREE.WebGLRenderer objects, but both assigned to the variable renderer. This breaks down the animation of the first (grid) object in the function renderGrid.
In your code are created 2 different scenes referenced by 2 different variables (sceneTop, scene2). Create 2 different render objects, referenced by 2 different variables (renderer, renderer2), too:
var scene2 = new THREE.Scene();
scene2.background = new THREE.Color( 0x08080c);
var renderer2 = new THREE.WebGLRenderer({alpha: true});
renderer2.setClearColor( 0x000000, 0 );
// [...]
renderer2.setSize(window.innerWidth, window.innerHeight);
renderer2.setClearColor(background, 1);
container.appendChild(renderer2.domElement);
function renderGrid() {
// [...]
renderer2.render(scene2, camera2);
}
In the following you have to respect, that renderer corresponds to camera respectively sceneTop, but renderer2 corresponds to scene2 and camera2:
var camera = new THREE.PerspectiveCamera(100, window.innerWidth/window.innerHeight, 0.1, 1000);
[...]
camera.position.z = 90;
function myrender(){
// [...]
renderer.render(sceneTop, camera);
requestAnimationFrame(myrender);
}
See the example, where I applied the suggested changes to your original code:
//GRID OBJ
var container = document.getElementById('grid')
var vertexHeight = 90,
planeDefinition = 25,
planeSize = 900,
totalObjects = 1,
background = "#002135",
meshColor = "#ff3057";
var camera2 = new THREE.PerspectiveCamera( 110, 1, 5)
camera2.position.y = 500;
var scene2 = new THREE.Scene();
scene2.background = new THREE.Color( 0x08080c);
var renderer2 = new THREE.WebGLRenderer({alpha: true});
renderer2.setClearColor( 0x000000, 0 );
var planeGeo = new THREE.PlaneGeometry(planeSize, planeSize, planeDefinition, planeDefinition);
var plane = new THREE.Mesh(planeGeo, new THREE.MeshBasicMaterial({
color: meshColor,
wireframe: true
}));
plane.rotation.x -= Math.PI * .5;
scene2.add(plane);
renderer2.setSize(window.innerWidth, window.innerHeight);
renderer2.setClearColor(background, 1);
container.appendChild(renderer2.domElement);
function updatePlane() {
for (var i = 0; i < planeGeo.vertices.length; i++) {
planeGeo.vertices[i].z += Math.random() * vertexHeight;
planeGeo.vertices[i]._myZ = planeGeo.vertices[i].z
}
};
var count = 0
function renderGrid() {
var gridSpeed = 0.4;
var gridInterlop = -0.4;
var gridWaveSpeed = 0.003;
var gridWaveHeight = 0.00003;
requestAnimationFrame(renderGrid);
for (var i = 0; i < planeGeo.vertices.length; i++) {
var z = +planeGeo.vertices[i].z;
planeGeo.vertices[i].z = Math.sin(( i + count * gridWaveHeight)) * (planeGeo.vertices[i]._myZ - (planeGeo.vertices[i]._myZ * gridWaveSpeed))
plane.geometry.verticesNeedUpdate = true;
count += gridInterlop
}
renderer2.render(scene2, camera2);
}
updatePlane();
renderGrid();
//BALL ITEM
var camera = new THREE.PerspectiveCamera(100, window.innerWidth/window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.autoClear = false;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var sceneTop = new THREE.Scene(); // initialising the scene
sceneTop.background = new THREE.Color( 0x08080c);
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(100,100,100);
spotLight.castShadow = false;
sceneTop.add(spotLight);
function Mat(){
var material = new THREE.MeshPhongMaterial({
color : new THREE.Color(0xff3266),
emissive : new THREE.Color(0x08080c),
specular : new THREE.Color(0x08080c),
shininess : 0,
wireframe : true,
transparent: 0.5,
opacity : 0.55
});
return material;
}
var geometry = new THREE.IcosahedronGeometry(45 , 1);
var obj = new THREE.Mesh(geometry, Mat());
sceneTop.add(obj);
camera.position.z = 90;
function myrender(){
renderer.setClearColor( 0x000000, 0 );
obj.rotation.x += 0.0004;
obj.rotation.y += 0.0006;
obj.rotation.z += Math.random() * 0.0005;
renderer.render(sceneTop, camera);
requestAnimationFrame(myrender);
}
window.addEventListener('resize', onWindowResize, true);
function onWindowResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
renderer2.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
camera2.aspect = window.innerWidth / window.innerHeight;
camera2.updateProjectionMatrix();
};
myrender();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/99/three.min.js"></script>
<div id="grid"></div>
Alternatively both scenes can be rendered to different parts of the viewport.
Create 1 THREE.WebGLRenderer, with the .autoClear property set to false:
var renderer = new THREE.WebGLRenderer({alpha: true, preserveDrawingBuffer: true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor( 0x000000, 0 );
renderer.autoClear = false;
document.body.appendChild(renderer.domElement);
Render both scenes 2 different parts of the viewport. The viewport rectangle can be changed by .setViewport:
function myrender(){
// [...]
renderer.setViewport(0,0,window.innerWidth, window.innerHeight);
renderer.clear();
renderer.setViewport(window.innerWidth/2,0,window.innerWidth/2, window.innerHeight);
renderer.render(sceneTop, camera, 0, false);
renderer.setViewport(0,0,window.innerWidth/2, window.innerHeight);
renderer.render(scene2, camera2, 0, false);
requestAnimationFrame(myrender);
}
Ensure that the .background property is only set for the THREE.Scene which is rendered first.
See the example:
//GRID OBJ
var container = document.getElementById('grid')
var vertexHeight = 90,
planeDefinition = 25,
planeSize = 900,
totalObjects = 1,
background = "#002135",
meshColor = "#ff3057";
var renderer = new THREE.WebGLRenderer({alpha: true, preserveDrawingBuffer: true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor( 0x000000, 0 );
renderer.autoClear = false;
document.body.appendChild(renderer.domElement);
var camera2 = new THREE.PerspectiveCamera( 110, window.innerWidth/2/window.innerHeight, 5)
camera2.position.y = 500;
var scene2 = new THREE.Scene();
var planeGeo = new THREE.PlaneGeometry(planeSize, planeSize, planeDefinition, planeDefinition);
var plane = new THREE.Mesh(planeGeo, new THREE.MeshBasicMaterial({
color: meshColor,
wireframe: true
}));
plane.rotation.x -= Math.PI * .5;
scene2.add(plane);
function updatePlane() {
for (var i = 0; i < planeGeo.vertices.length; i++) {
planeGeo.vertices[i].z += Math.random() * vertexHeight;
planeGeo.vertices[i]._myZ = planeGeo.vertices[i].z
}
};
var count = 0
updatePlane();
//BALL ITEM
var camera = new THREE.PerspectiveCamera(100, window.innerWidth/2/window.innerHeight, 0.1, 1000);
var sceneTop = new THREE.Scene(); // initialising the scene
sceneTop.background = new THREE.Color( 0x08080c);
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(100,100,100);
spotLight.castShadow = false;
sceneTop.add(spotLight);
function Mat(){
var material = new THREE.MeshPhongMaterial({
color : new THREE.Color(0xff3266),
emissive : new THREE.Color(0x08080c),
specular : new THREE.Color(0x08080c),
shininess : 0,
wireframe : true,
transparent: 0.5,
opacity : 0.55
});
return material;
}
var geometry = new THREE.IcosahedronGeometry(45 , 1);
var obj = new THREE.Mesh(geometry, Mat());
sceneTop.add(obj);
camera.position.z = 90;
function myrender(){
var gridSpeed = 0.4;
var gridInterlop = -0.4;
var gridWaveSpeed = 0.003;
var gridWaveHeight = 0.00003;
for (var i = 0; i < planeGeo.vertices.length; i++) {
var z = +planeGeo.vertices[i].z;
planeGeo.vertices[i].z = Math.sin(( i + count * gridWaveHeight)) * (planeGeo.vertices[i]._myZ - (planeGeo.vertices[i]._myZ * gridWaveSpeed))
plane.geometry.verticesNeedUpdate = true;
count += gridInterlop
}
obj.rotation.x += 0.0004;
obj.rotation.y += 0.0006;
obj.rotation.z += Math.random() * 0.0005;
renderer.setViewport(0,0,window.innerWidth, window.innerHeight);
renderer.clear();
renderer.setViewport(window.innerWidth/2,0,window.innerWidth/2, window.innerHeight);
renderer.render(sceneTop, camera, 0, false);
renderer.setViewport(0,0,window.innerWidth/2, window.innerHeight);
renderer.render(scene2, camera2, 0, false);
requestAnimationFrame(myrender);
}
window.addEventListener('resize', onWindowResize, true);
function onWindowResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / 2 / window.innerHeight;
camera.updateProjectionMatrix();
camera2.aspect = window.innerWidth / 2 / window.innerHeight;
camera2.updateProjectionMatrix();
};
myrender();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/99/three.min.js"></script>

Cycle through materials onclick with three.js

I'm new to three.js and I'd like to learn how to cycle through materials onclick. This example shows what I'd like to achieve except it's cycling through textures rather than materials.
I'd like to have the materials in an array, then be able to click the canvas to cycle and loop through the materials.
Here's the code for the above example:
var scene = new THREE.Scene();
scene.background = new THREE.Color( 0xcccccc );
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 5;
camera.position.y = 5;
camera.position.x = 5;
camera.lookAt(new THREE.Vector3(0,0,0)); // Make the camera look at the point of origin
var renderer = new THREE.WebGLRenderer({antialias:true});
var devicePixelRatio = window.devicePixelRatio || 1; // To handle high pixel density displays
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(devicePixelRatio);
document.body.appendChild( renderer.domElement );
var render = function () {
requestAnimationFrame( render );
renderer.render(scene, camera);
};
// instantiate a texture loader
var loader = new THREE.TextureLoader();
//allow cross origin loading
loader.crossOrigin = '';
// The textures to use
var arr = [
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/259155/THREE_gates.jpg',
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/259155/THREE_crate1.jpg',
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/259155/THREE_crate2.jpg'
];
var textureToShow = 0;
// Load the first texture
// var texture = loadTexture('https://s3-us-west-2.amazonaws.com/s.cdpn.io/259155/MarbleSurface.jpg');
// Instantiate the material we will be using
var material = new THREE.MeshBasicMaterial();
// Instantiate a geometry to use
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
// Instatiate the mesh with the geometry and material
var cube = new THREE.Mesh( geometry, material );
cube.position.y = 0.5;
// Then load the texture
loader.load(arr[textureToShow], function(tex) {
// Once the texture has loaded
// Asign it to the material
material.map = tex;
// Update the next texture to show
textureToShow++;
// Add the mesh into the scene
scene.add( cube );
});
// Click interaction
var canvas = document.getElementsByTagName("canvas")[0];
canvas.addEventListener("click", function() {
loader.load(arr[textureToShow], function(tex) {
// Once the texture has loaded
// Asign it to the material
material.map = tex;
// Update the next texture to show
textureToShow++;
// Have we got to the end of the textures array
if(textureToShow > arr.length-1) {
textureToShow = 0;
}
});
});
// Start rendering the scene
render();
Here's the code I can't get working:
var container, stats;
var camera, scene, renderer;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var globalObject;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 2000);
camera.position.z = 500;
//scene
scene = new THREE.Scene();
ambientLight = new THREE.AmbientLight(0xffffff, 0.2);
scene.add(ambientLight);
pointLight = new THREE.PointLight(0xff0000, 0.5);
pointLight.position.z = 2500;
scene.add(pointLight);
var pointLight2 = new THREE.PointLight(0xff6666, 1);
camera.add(pointLight2);
var pointLight3 = new THREE.PointLight(0x0000ff, 0.5);
pointLight3.position.x = -1000;
pointLight3.position.z = 1000;
scene.add(pointLight3);
//manager
var manager = new THREE.LoadingManager();
manager.onProgress = function(item, loaded, total) {
console.log(item, loaded, total);
};
//materials
var path = "textures/cube/skybox/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var reflectionCube = new THREE.CubeTextureLoader().load(urls);
var material = new THREE.MeshStandardMaterial({
envMap: reflectionCube,
roughness: 0.1,
metalness: 1,
color: 0xfee6af,
});
var materialTwo = new THREE.MeshStandardMaterial({
envMap: reflectionCube,
roughness: 0.1,
metalness: 0,
color: 0xffff00,
});
//model
var loader = new THREE.OBJLoader(manager);
loader.load('logo97.obj', function(object) {
//store global reference to .obj
globalObject = object;
object.traverse(function(child) {
if (child instanceof THREE.Mesh) {
child.material = material;
child.material.needsUpdate = true;
}
});
object.position.y = 0;
scene.add(object);
});
//render
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('mousemove', onDocumentMouseMove, false);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 2;
mouseY = (event.clientY - windowHalfY) / 2;
}
// Click interaction
var canvas = document.getElementsByTagName("canvas")[0];
canvas.addEventListener("click", function() {
var materials = [
new THREE.MeshBasicMaterial( {color:'#b02030'} ),
new THREE.MeshLambertMaterial( {color:'#b02030'} ),
new THREE.MeshPhongMaterial( {color:'#b02030', shininess: 100 } ),
new THREE.MeshNormalMaterial(),
// ...
];
var materialToShow = 0;
materialToShow ++;
if ( materialToShow >= materials.length ) materialToShow = 0;
child.material = materials[materialToShow];
});
//animate
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * .05;
camera.position.y += (-mouseY - camera.position.y) * .05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
You have to create an array of THREE.Materials:
e.g.
var materials = [
new THREE.MeshBasicMaterial( {color:'#b02030'} ),
new THREE.MeshLambertMaterial( {color:'#b02030'} ),
new THREE.MeshPhongMaterial( {color:'#b02030', shininess: 100 } ),
new THREE.MeshNormalMaterial(),
// ...
];
var materialToShow = 0;
In the "click" can change the current material of the THREE.Mesh by changing the property .material.
canvas.addEventListener("click", function() {
materialToShow ++;
if ( materialToShow >= materials.length ) materialToShow = 0;
mesh.material = materials[materialToShow];
});
Of course you have to add some light (e.g. THREE.AmbientLight, THREE.DirectionalLight) to the scne, to make the behaviour of the different materials "visible".
See the example, where I applied the suggested changes to your original code.
I used a sphere, to represent the specular highlight of the THREE.MeshPhongMaterial.
And I removed the texture, but of course you can apply the texture, too.
var scene = new THREE.Scene();
scene.background = new THREE.Color( 0xcccccc );
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.y = 4;
camera.lookAt(new THREE.Vector3(0,0,0)); // Make the camera look at the point of origin
var renderer = new THREE.WebGLRenderer({antialias:true});
var devicePixelRatio = window.devicePixelRatio || 1; // To handle high pixel density displays
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(devicePixelRatio);
document.body.appendChild( renderer.domElement );
window.onresize = resize;
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set(1,2,-1.0);
scene.add( directionalLight );
var render = function () {
requestAnimationFrame( render );
renderer.render(scene, camera);
};
var materials = [
new THREE.MeshBasicMaterial( {color:'#b02030'} ),
new THREE.MeshLambertMaterial( {color:'#b02030'} ),
new THREE.MeshPhongMaterial( {color:'#b02030', shininess: 100 } ),
new THREE.MeshNormalMaterial(),
// ...
];
var materialToShow = 0;
var geometry = new THREE.SphereGeometry( 1, 32, 16 );
var mesh = new THREE.Mesh( geometry, materials[materialToShow] );
scene.add( mesh );
// Click interaction
var canvas = document.getElementsByTagName("canvas")[0];
canvas.addEventListener("click", function() {
materialToShow ++;
if ( materialToShow >= materials.length ) materialToShow = 0;
mesh.material = materials[materialToShow];
});
function resize() {
var aspect = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
// Start rendering the scene
render();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/99/three.min.js"></script>
Since you have used the THREE.OBJLoader, you have to change of the .material of the .children of the root object globalObject (Object3D).
Of course materialToShow and materials have to be initialized only once:
var materials = [
new THREE.MeshBasicMaterial( {color:'#b02030'} ),
new THREE.MeshLambertMaterial( {color:'#b02030'} ),
new THREE.MeshPhongMaterial( {color:'#b02030', shininess: 100 } ),
new THREE.MeshNormalMaterial(),
// ...
];
var materialToShow = 0;
canvas.addEventListener("click", function() {
materialToShow ++;
if ( materialToShow >= materials.length ) materialToShow = 0;
globalObject.traverse(function(child) {
if (child instanceof THREE.Mesh) {
child.material = materials[materialToShow];
child.material.needsUpdate = true;
}
});
});
See the example, where I applied the changes to your original code, with some changes to make it work in here:
var container, stats;
var camera, scene, renderer;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var globalObject;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 2000);
camera.position.y = 3;
camera.position.z = 3;
//scene
scene = new THREE.Scene();
ambientLight = new THREE.AmbientLight(0xffffff, 0.2);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set(0.5,2,-1.0);
scene.add( directionalLight );
pointLight = new THREE.PointLight(0xff0000, 0.5);
pointLight.position.z = 10;
scene.add(pointLight);
var pointLight2 = new THREE.PointLight(0xff6666, 1);
camera.add(pointLight2);
var pointLight3 = new THREE.PointLight(0x0000ff, 0.5);
pointLight3.position.x = -10;
pointLight3.position.z = 10;
scene.add(pointLight3);
//manager
var manager = new THREE.LoadingManager();
manager.onProgress = function(item, loaded, total) {
console.log(item, loaded, total);
};
//materials
/*
var path = "textures/cube/skybox/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
*/
//var reflectionCube = new THREE.CubeTextureLoader().load(urls);
var material = new THREE.MeshStandardMaterial({
//envMap: reflectionCube,
roughness: 0.1,
metalness: 1,
color: 0xfee6af,
});
var materialTwo = new THREE.MeshStandardMaterial({
//envMap: reflectionCube,
roughness: 0.1,
metalness: 0,
color: 0xffff00,
});
makeTextFile = function (text) {
var data = new Blob([text], {type: 'text/plain'});
var textFile = window.URL.createObjectURL(data);
return textFile;
}
var textbox_obj = document.getElementById('plane_obj');
var obj_url = makeTextFile(textbox_obj.value);
//model
var loader = new THREE.OBJLoader(manager);
loader.load(obj_url, function(object) {
//store global reference to .obj
globalObject = object;
object.traverse(function(child) {
if (child instanceof THREE.Mesh) {
child.material = material;
child.material.needsUpdate = true;
}
});
object.position.y = 0;
scene.add(object);
});
//render
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('mousemove', onDocumentMouseMove, false);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 2;
mouseY = (event.clientY - windowHalfY) / 2;
}
// Click interaction
var canvas = document.getElementsByTagName("canvas")[0];
var materials = [
new THREE.MeshBasicMaterial( {color:'#b02030'} ),
new THREE.MeshLambertMaterial( {color:'#b02030'} ),
new THREE.MeshPhongMaterial( {color:'#b02030', shininess: 100 } ),
new THREE.MeshNormalMaterial(),
// ...
];
var materialToShow = 0;
canvas.addEventListener("click", function() {
materialToShow ++;
if ( materialToShow >= materials.length ) materialToShow = 0;
globalObject.traverse(function(child) {
if (child instanceof THREE.Mesh) {
child.material = materials[materialToShow];
child.material.needsUpdate = true;
}
});
});
//animate
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
//camera.position.x += (mouseX - camera.position.x) * .05;
//camera.position.y += (-mouseY - camera.position.y) * .05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
<textarea id="plane_obj" style="display:none;">
# Blender v2.77 (sub 0) OBJ File: 'Plane.blend'
# www.blender.org
mtllib Plane.mtl
o Plane
v -1.000000 0.000000 1.000000
v 1.000000 0.000000 1.000000
v -1.000000 0.000000 -1.000000
v 1.000000 0.000000 -1.000000
vt 0.000000 0.000000
vt 1.000000 0.000000
vt 0.000000 1.000000
vt 1.000000 1.000000
vn 0.0000 1.0000 0.0000
usemtl Material
s off
f 1/1/1 2/2/1 4/4/1 3/3/1
</textarea>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/99/three.min.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/loaders/OBJLoader.js"></script>

create a 3D object by adding a default height javascript

I have this code which should create a 3D form. The idea is that I have whatever coordinates stored into a vector in the same plan to which I should add a default height in order to make it 3D. As you can see I am a beginner in programming and this is the first time I use ThreeJS so can you tell me what am I doing wrong? Honestly I have no clue and I would like to know if there is another way of adding the default height to my 2D vector coordinates in order to make it 3D without using ThreeJS. Thank you!
$(document).ready(function(){
function storeCoordinate(x, y, array) {
array.push(x);
array.push(y);
}
var coords = [];
var z=500;
storeCoordinate(3, 5, coords);
storeCoordinate(10, 100, coords);
storeCoordinate(30, 120, coords);
storeCoordinate(3, 5, coords);
for (var i = 0; i < coords.length; i+=2) {
var x = coords[i];
var y = coords[i+1];
var canvas = document.getElementById('myCanvas');
var ctx = canvas.getContext('2d');
var shape = new THREE.Shape( coords );
ctx.moveTo(coords[i],coords[i+1]);
ctx.lineTo(coords[i+2],coords[i+3]);
ctx.stroke();
}
var render,mycanvas,scene,camera,renderer,light;
init();
animate();
function init(){
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 1, 1000 );
var extrudedGeometry = new THREE.ExtrudeGeometry(shape, {amount: 5, bevelEnabled: false});
var extrudedMesh = new THREE.Mesh(extrudedGeometry, new THREE.MeshPhongMaterial({color: 0xff0000}));
scene.add(extrudedMesh);
document.body.onmousemove = function(e){
extrudedMesh.rotation.z = e.pageX / 100;
extrudedMesh.rotation.x = e.pageY / 100;
}
//lights
dirLight = new THREE.DirectionalLight(0xffffff);
dirLight.intensity = .9;
dirLight.position.set(500, 140, 500);
dirLight.castShadow = true;
dirLight.shadowMapHeight = 2048
dirLight.shadowMapWidth = 2048
dirLight.shadowDarkness = .15
spotLight = new THREE.PointLight( 0xffffff );
spotLight.intensity = .5
spotLight.position.set( -500, 140, -500 );
camera.add( spotLight)
camera.add(dirLight);
lighthelper = new THREE.DirectionalLightHelper(dirLight, 20);
lighthelper.children[1].material.color.set(0,0,0)
lighthelper.visible = false;
scene.add(lighthelper);
ambientLight = new THREE.AmbientLight( 0x020202, 1 );
scene.add( ambientLight );
light = new THREE.PointLight(0xffffff);
light.position.set(-100,200,100);
scene.add(light);
renderer = new THREE.WebGLRenderer({canvas: mycanvas});
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.autoRotate = true;
controls.enableZoom = true;
controls.enablePan = true;
controls.rotateSpeed = 3.0;
controls.zoomSpeed = 1.0;
controls.panSpeed = 2.0;
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.minDistance = 1.1;
controls.maxDistance = 1000;
controls.keys = [65, 83, 68]; // [ rotateKey, zoomKey, panKey ]
}
function animate() {
window.requestAnimationFrame( animate );
render();
}
function render() {
renderer.render( scene, camera );
}
var loader = new THREE.OBJLoader();
});
Just an option of how you can do it, using THREE.ExtrudeGeometry():
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 3);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var grid = new THREE.GridHelper(5, 10, "white", "gray");
grid.geometry.rotateX(Math.PI * 0.5);
scene.add(grid);
var points = [
new THREE.Vector2(0, 1),
new THREE.Vector2(1, 1),
new THREE.Vector2(1, 0)
]
var shape = new THREE.Shape(points);
var extrudeGeom = new THREE.ExtrudeGeometry(shape, {
amount: 0.5,
bevelEnabled: false
});
var mesh = new THREE.Mesh(extrudeGeom, new THREE.MeshBasicMaterial({
color: "aqua",
wireframe: true
}));
scene.add(mesh);
render();
function render() {
requestAnimationFrame(render)
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/92/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

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