Im having quite a bit of trouble adding an environment map to a loaded GLTF / GLB file, as of now I get some sort of reflection instead of a black dot with a light point on it,
I was reading a bit of the document for three js and think I can pull it off with the standardmeshmaterial and applying it somehow to the object(gltf) and adding the mesh into the scene. I tried a similar mockup but the item disappears. I dont know how to go about it, help guys.
This is the environment map im trying to apply to it, (or something similar)
https://hdrihaven.com/files/hdri_images/tonemapped/8192/venice_sunset.jpg
here is the codepen I am working on
https://codepen.io/8AD/pen/XWpxmpO
HTML
<script src="https://unpkg.com/three#0.87.1/build/three.js"></script>
<script src="https://rawcdn.githack.com/mrdoob/three.js/d9f87fb1a2c5db1ea0e2feda9bd42b39b5bedc41/build/three.min.js"></script>
<!-- OrbitControls.js -->
<script src="https://rawcdn.githack.com/mrdoob/three.js/d9f87fb1a2c5db1ea0e2feda9bd42b39b5bedc41/examples/js/controls/OrbitControls.js"></script>
<!-- DRACOLoader.js -->
<script src="https://rawcdn.githack.com/mrdoob/three.js/d9f87fb1a2c5db1ea0e2feda9bd42b39b5bedc41/examples/js/loaders/DRACOLoader.js"></script>
<!-- GLTFLoader.js -->
<script src="https://rawcdn.githack.com/mrdoob/three.js/d9f87fb1a2c5db1ea0e2feda9bd42b39b5bedc41/examples/js/loaders/GLTFLoader.js"></script>
<div id="3dmain">
</div>
JS
var gltf = null;
var mixer = null;
var clock = new THREE.Clock();
var controls;
var camera;
init();
animate();
var renderCalls = [];
function render () {
requestAnimationFrame( render );
renderCalls.forEach((callback)=>{ callback(); });
}
render();
function init() {
width = window.innerWidth;
height = window.innerHeight;
scene = new THREE.Scene();
var light = new THREE.PointLight( 0xffffcc, 20, 200 );
light.position.set( 4, 30, 80 );
scene.add( light );
var light2 = new THREE.AmbientLight( 0x20202A, 20, 100 );
light2.position.set( 30, -10, 30 );
scene.add( light2 );
camera = new THREE.PerspectiveCamera( 60, width / height, 0.01, 10000 );
camera.position.set(0, 3, 10);
window.addEventListener( 'resize', function () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}, false );
var geometry = new THREE.BoxGeometry(100, 5, 100);
var material = new THREE.MeshLambertMaterial({
color: "#707070"
});
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log( item, loaded, total );
};
var loader = new THREE.GLTFLoader();
loader.setCrossOrigin( 'anonymous' );
var scale = 0.01;
var url = "https://8ad.studio/wp-content/uploads/3D%20Assets/blimp.glb";
loader.load(url, function (data) {
gltf = data;
var object = gltf.scene;
object.scale.set(scale, scale, scale);
//object.position.y = -5;
//object.position.x = 4;
object.castShadow = true;
object.receiveShadow = true;
var animations = gltf.animations;
if ( animations && animations.length ) {
mixer = new THREE.AnimationMixer( object );
for ( var i = 0; i < animations.length; i ++ ) {
var animation = animations[ i ];
mixer.clipAction( animation ).play();
}
}
scene.add(object);
});
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true } );
renderer.setClearColor( 0x000000, 0 );
renderer.shadowMap.enabled = true;
controls = new THREE.OrbitControls( camera,);
controls.rotateSpeed = 0.3;
controls.zoomSpeed = 0.9;
controls.minDistance = 14;
controls.maxDistance = 14;
controls.minPolarAngle = 0; // radians
controls.maxPolarAngle = Math.PI /2; // radians
controls.enableDamping = true;
controls.dampingFactor = 0.05;
var renderCalls = [];
renderCalls.push(function(){
controls.update()
});
renderer.setSize( width, height );
renderer.gammaOutput = true;
document.getElementById('3dmain').appendChild( renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
if (mixer) mixer.update(clock.getDelta());
controls.update();
render();
}
function render() {
renderer.render( scene, camera );
}
You have to include RGBELoader into your app for importing HDR textures and make use of PMREMGenerator in order to pre-process the environment map for the usage with a PBR material.
var gltf = null;
var mixer = null;
var clock = new THREE.Clock();
var controls;
var camera;
var renderer;
init();
animate();
var renderCalls = [];
function render() {
requestAnimationFrame(render);
renderCalls.forEach((callback) => {
callback();
});
}
render();
function init() {
width = window.innerWidth;
height = window.innerHeight;
scene = new THREE.Scene();
var light = new THREE.PointLight(0xffffcc, 20, 200);
light.position.set(4, 30, 80);
scene.add(light);
var light2 = new THREE.AmbientLight(0x20202A, 20, 100);
light2.position.set(30, -10, 30);
scene.add(light2);
camera = new THREE.PerspectiveCamera(60, width / height, 0.01, 10000);
camera.position.set(0, 3, 10);
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
renderer.setClearColor(0x000000, 0);
renderer.shadowMap.enabled = true;
window.addEventListener('resize', function() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}, false);
var geometry = new THREE.BoxGeometry(100, 5, 100);
var material = new THREE.MeshLambertMaterial({
color: "#707070"
});
var manager = new THREE.LoadingManager();
manager.onProgress = function(item, loaded, total) {
console.log(item, loaded, total);
};
var scale = 0.01;
var url = "https://8ad.studio/wp-content/uploads/3D%20Assets/blimp.glb";
var loader = new THREE.GLTFLoader();
loader.setCrossOrigin('anonymous');
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
const rgbeLoader = new THREE.RGBELoader();
rgbeLoader.load('https://threejs.org/examples/textures/equirectangular/venice_sunset_1k.hdr', function(texture) {
const envMap = pmremGenerator.fromEquirectangular(texture).texture;
scene.background = envMap;
scene.environment = envMap;
texture.dispose();
pmremGenerator.dispose();
loader.load(url, function(data) {
gltf = data;
var object = gltf.scene;
object.scale.set(scale, scale, scale);
//object.position.y = -5;
//object.position.x = 4;
object.castShadow = true;
object.receiveShadow = true;
var animations = gltf.animations;
if (animations && animations.length) {
mixer = new THREE.AnimationMixer(object);
for (var i = 0; i < animations.length; i++) {
var animation = animations[i];
mixer.clipAction(animation).play();
}
}
scene.add(object);
});
});
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.rotateSpeed = 0.3;
controls.zoomSpeed = 0.9;
controls.minDistance = 14;
controls.maxDistance = 14;
controls.minPolarAngle = 0; // radians
controls.maxPolarAngle = Math.PI / 2; // radians
controls.enableDamping = true;
controls.dampingFactor = 0.05;
var renderCalls = [];
renderCalls.push(function() {
controls.update()
});
renderer.setSize(width, height);
document.getElementById('3dmain').appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
if (mixer) mixer.update(clock.getDelta());
controls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.127/build/three.js"></script>
<!-- OrbitControls.js -->
<script src="https://cdn.jsdelivr.net/npm/three#0.127/examples/js/controls/OrbitControls.js"></script>
<!-- DRACOLoader.js -->
<script src="https://cdn.jsdelivr.net/npm/three#0.127/examples/js/loaders/DRACOLoader.js"></script>
<!-- GLTFLoader.js -->
<script src="https://cdn.jsdelivr.net/npm/three#0.127/examples/js/loaders/GLTFLoader.js"></script>
<!-- RGBELoader.js -->
<script src="https://cdn.jsdelivr.net/npm/three#0.127/examples/js/loaders/RGBELoader.js"></script>
<div id="3dmain">
</div>
The example applies the environment map to Scene.environment. However, you could also traverse through the glTF object and apply it to each material's envMap property.
Related
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>
Im trying to create a game using three.js, but I'm running into some issues regarding the imported 3D models. I've created them in Blender and used the gltf-blender-IO plugin to make it easier to work with. However, I can't exactly move the model without it being a mesh. How do I create a mesh out of the model in order to fix this issue?
The full code is here.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", function() {
var width = window.innerWidth;
var height = window.innerHeight;
renderer.setSize(width, height);
camera.aspect = width / height;
camera.updateProjectionMatrix();
});
// controls = new THREE.OrbitControls(camera, renderer.domElement);
renderer.shadowMap.enabled = true;
renderer.shadowMapSoft = true;
renderer.physicallyCorrectLights = true;
camera.position.z = 3;
// ambient light
var ambientLight = new THREE.AmbientLight(0xF0F0F0, 4.5);
scene.add(ambientLight);
// directional light
var directionalLight = new THREE.DirectionalLight(0xffffff, 5.0);
directionalLight.position.set(5, 0, 5);
directionalLight.target.position.set(0, 0, 0);
directionalLight.castShadow = true;
directionalLight.shadowDarkness = 0.5;
directionalLight.shadowCameraNear = 0;
directionalLight.shadowCameraFar = 15;
directionalLight.shadowCameraLeft = -5;
directionalLight.shadowCameraRight = 5;
directionalLight.shadowCameraTop = 5;
directionalLight.shadowCameraBottom = -5;
scene.add(directionalLight);
// Load a glTF resource
var loader = new THREE.GLTFLoader;
loader.load(
'Fox.glb',
function ( gltf ) {
scene.add( gltf.scene );
gltf.animations; // Array<THREE.AnimationClip>
gltf.scene; // THREE.Scene
gltf.scenes; // Array<THREE.Scene>
gltf.cameras; // Array<THREE.Camera>
gltf.asset; // Object
},
// called while loading is progressing
function ( xhr ) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
},
// called when loading has errors
function ( error ) {
console.log( 'An error happened' );
}
);
// end main
function update() {
};
function render() {
renderer.render(scene, camera);
};
function loop() {
window.requestAnimationFrame(loop);
update();
render();
}
loop();
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>
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>
I'm kinda new to Three.js, I'm enjoying it a whole bunch, though I'm having an issue with shadow maps, I've read and looked everywhere but I just can't get it to work, can somebody point me in the direction of what I'm doing wrong?
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.BoxGeometry(1,1,1);
var cube = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial( {color: 0x808080 } ));
cube.castShadow = true;
scene.add( cube );
camera.position.y = 2;
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set( 0, 10, 0 );
directionalLight.castShadow = true;
scene.add( directionalLight );
var geo2 = new THREE.BoxGeometry(5,0.1,5);
var floor = new THREE.Mesh(geo2, new THREE.MeshLambertMaterial( {color: 0x808080 } ));
floor.position.y = -1;
floor.receiveShadow = true;
scene.add(floor);
renderer.shadowMapEnabled = true;
renderer.shadowMapType = THREE.PCFSoftShadowMap;
var ambient = new THREE.AmbientLight( 0x111111 );
directionalLight.shadowCameraVisible = true;
scene.add( ambient );
renderer.shadowCameraNear = 3;
renderer.shadowCameraFar = camera.far;
renderer.shadowCameraFov = 50;
function animate() {
camera.lookAt({x:0,y:0,z:0});
var timer = Date.now() * 0.0002;
camera.position.x = Math.cos(timer) * 5;
camera.position.z = Math.sin(timer) * 5;
requestAnimationFrame(animate);
render();
}
function render() {
cube.rotation.x += 0.1;
cube.rotation.y += 0.1;
renderer.render(scene, camera);
}
animate();
These three lines:
renderer.shadowCameraNear = 3;
renderer.shadowCameraFar = camera.far;
renderer.shadowCameraFov = 50;
should be on your light not the renderer; so
directionalLight.shadowCameraNear = 3;
directionalLight.shadowCameraFar = camera.far;
directionalLight.shadowCameraFov = 50;
and since your light is directional you will need:
directionalLight.shadowCameraLeft = -500;
directionalLight.shadowCameraRight = 500;
directionalLight.shadowCameraTop = 500;
directionalLight.shadowCameraBottom = -500;
and you might need to play around with these values.