I'm making a 2D scatterplot with a tooltip, and currently the raycaster to detect when a point is being hovered over is broken. The tooltip only activates when touching an object, which is correct behavior, but it shows completely random data from points that aren't even close on the x/y plane, and changes information even when there are no other points close to the one being hovered over. Can anyone help me debug this behavior? Here is some relevant code (the rest can be found in the link above):
...loading in points (stored in data_points array), creating scene, etc.
raycaster = new THREE.Raycaster();
raycaster.params.Mesh.threshold = 20;
view.on("mousemove", () => {
let [mouseX, mouseY] = d3.mouse(view.node());
let mouse_position = [mouseX, mouseY];
checkIntersects(mouse_position);
});
function mouseToThree(mouseX, mouseY) {
return new THREE.Vector3(
mouseX / viz_width * 2 - 1,
-(mouseY / height) * 2 + 1,
1
);
}
function checkIntersects(mouse_position) {
let mouse_vector = mouseToThree(...mouse_position);
raycaster.setFromCamera(mouse_vector, camera);
let intersects = raycaster.intersectObjects(scene.children, true);
if (intersects[0]) {
let sorted_intersects = sortIntersectsByDistanceToRay(intersects);
let intersect = sorted_intersects[0];
let index = intersect.faceIndex;
let datum = data_points[index];
showTooltip(mouse_position, datum);
} else {
hideTooltip();
}
}
function sortIntersectsByDistanceToRay(intersects) {
return _.sortBy(intersects, "distanceToRay");
}
...tooltip functions, details
Any help would be greatly appreciated. Thank you!
Why are you using d3.mouse(view.node()); to get the mouse position? It looks like that's giving you wild results. When moving the pointer in a tiny space, I get an X range from 2200 to -97, when it should be a few pixels apart.
I recommend that on mousemove you get the exact XY screen position by using the default JavaScript method of event.clientX and event.clientY
See this example, taken directly from a Three.js Raycasting example
function onMouseMove( event ) {
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
}
Also, I recommend removing document margins via CSS so your measurements aren't off by a few pixels.
Figured out the answer. There was not a proper "index" variable for my datapoints (THREE.Group consisting of [THREE.Mesh, THREE.LineLoop]), which is why the raycasting worked but not point selection (DON'T use faceIndex). So I created one under the userData field of the mesh.
// Create circle geometries
for (var i=0; i<data_points.length; i++) {
// Circle
let geo = new THREE.CircleBufferGeometry(data_points[i].radius, 32);
let mat = new THREE.MeshBasicMaterial( {color: color_array[data_points[i].label] } );
let mesh = new THREE.Mesh(geo, mat);
mesh.userData.id = i;
...lineLoop and Group code
}
...more code
function onMouseMove(event) {
mouseRay.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouseRay.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
mouseRay.z = 1;
let mouse = [event.clientX, event.clientY];
raycaster.setFromCamera(mouseRay, camera);
let intersects = raycaster.intersectObjects(scene.children, true);
if (intersects[0]) {
let sorted_intersects = sortIntersectsByDistanceToRay(intersects);
console.log(sorted_intersects);
let intersect = sorted_intersects[0];
// Here is the change I made!!!
let index = intersect.object.userData.id;
let datum = data_points[index];
highlightPoint(datum);
showTooltip(mouse, datum);
} else {
removeHighlights();
hideTooltip();
}
}
Related
The cube should stay flat but rotate towards the cursor, with only one type of rotation (2d - top-down). My concern now is that it may be due to centring the mesh against itself? Please help!
View here:
https://thecoop.group/conquest/ground
The code begins here:
https://github.com/the-coop/coopwebsite/blob/89ca8909ed3fe28afd79b34c5305b63aabba8638/lib/conquest/ground/engine/setupGroundMovement.js#L35
Here is the excerpt, I have tried many different ways and some of the experimental code may remain:
const plane = new Plane(new Vector3(0, 1, 0), 1);
const raycaster = new Raycaster();
const mouse = new Vector2();
const pointOfIntersection = new Vector3();
document.addEventListener('mousemove', ev => {
const { camera, me } = window.GROUND_LEVEL;
mouse.x = ( ev.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( ev.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
raycaster.ray.intersectPlane(plane, pointOfIntersection);
if (me.mesh) {
// Attempt to make mesh "look at" (rotate) to target position.
me.mesh.geometry.lookAt(pointOfIntersection);
}
});
pointOfIntersection has 3 dimensions that correspond to the cube's three axes.
If you only want the cube to rotate on one axis, try specifying 0 for the other axes in Object3D#lookAt.
// The cube will rotate on its Y axis when following a point on the X axis
me.mesh.geometry.lookAt(pointOfIntersection.x, 0, 0);
My I am trying to do a click to zoom feature with Three.js, I have a canvas and an object loaded in the canvas.On click I am trying to place the camera near the point of intersection(Actually like zooming that point).
Here is what I have done, but doesn't work as I wanted, on click camera positions changes but kind of works partially sometimes camera is placed near the point of intersection, some times not.
onmousedown = function (event) {
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
event.preventDefault();
mouse.x = (event.clientX / self.renderer.domElement.clientWidth) * 2 - 1;
mouse.y = -(event.clientY / self.renderer.domElement.clientHeight) * 2 + 1;
raycaster.setFromCamera(mouse, self.camera);
var objects = [];
for (var i = 0; i < self.scene.children.length; i++) {
if (self.scene.children[i] instanceof THREE.Group) {
objects.push(self.scene.children[i]);
}
}
console.log(objects);
var intersects = raycaster.intersectObjects( objects,true );
console.log(intersects.length);
if (intersects.length > 0) {
self.camera.up = new THREE.Vector3(0, 0, 1);
self.camera.lookAt(new THREE.Vector3(0, 0, 0));
self.camera.position.z = intersects[0].point.z * .9;
self.camera.position.x = intersects[0].point.x * .9;
self.camera.position.y = intersects[0].point.y * .9;
}
};
Here self is a global viewer object which holds camera, canvas, different objects etc.
0.9 is just a number used to place camera just near the point of intersection.
camera used is PerspectiveCamera and controls is TrackballControls
new THREE.PerspectiveCamera(90, this.width / this.height, 1, 1000);
The objects loaded are from .obj or .dae files ,I expect this to work like click on any point on the object and place the camera near that point. But camera is moving but sometimes not near the point I clicked.
Does intersects[0] gives the nearest intersection point? or nearest in the direction of camera ?
What is my mistake here ?
I am new to three js , just started learning it.If something or some logic is wrong help me with that.
The position is a bit complicated to calculate; you have to find the segment between camera and intersection and than place the camera at specific distance from intersection along the segment looking to the intersection point.
try this:
var length=[the desiderated distance camera-intersection]
var dir = camera.position.clone().sub(intersects[0].point).normalize().multiplyScalar(length);
camera.position = intersects[0].point.clone().add(dir);
camera.lookAt(intersects[0].point);
I have created a fiddle: http://jsfiddle.net/h5my29aL/
It's not so difficult. Think of your object as a planet, and your camera as a satellite. You need to position the camera somewhere in an orbit near your object. Three contains a distanceTo function that makes it simple. The example uses a sphere, but it will work with an arbitrary mesh. It measures the distance from the center point to the desired vector3. In your case the vector3 is likely the face position returned by a picker ray. But anyhow, the lookAt is set to the mesh, and then a distance from the vertex is calculated so that the camera is always the same altitude regardless of a vertex's or face's distance from the object center.
var point = THREE.GeometryUtils.randomPointsInGeometry( geometry, 1 );
var altitude = 100;
var rad = mesh.position.distanceTo( point[0] );
var coeff = 1+ altitude/rad;
camera.position.x = point[0].x * coeff;
camera.position.y = point[0].y * coeff;
camera.position.z = point[0].z * coeff;
camera.lookAt(mesh.position);
I've came somewhat close to what I want with an example from Three js.
Three JS webgl_decals
this is what I have done.
function zoomCam(event) {
var point_mouse = new THREE.Vector2(),
var point_x = null;
var point_y = null;
if (event.changedTouches) {
point_x = event.changedTouches[ 0 ].pageX;
point_y = event.changedTouches[ 0 ].pageY;
} else {
point_x = event.clientX;
point_y = event.clientY;
}
point_mouse.x = (point_x / window.innerWidth) * 2 - 1;
point_mouse.y = -(point_y / window.innerHeight) * 2 + 1;
if (sceneObjects.length > 0) {
var raycaster = new THREE.Raycaster();
raycaster.setFromCamera(point_mouse, camera);
var intersects = raycaster.intersectObjects(sceneObjects, true);
if (intersects.length > 0) {
var p = intersects[ 0 ].point;
var n = intersects[ 0 ].face.normal.clone();
n.multiplyScalar(10);
n.add(intersects[ 0 ].point);
camera.position.copy(n);
camera.lookAt(p);
}
}
There might be some minor issues as I formatted/changed the code for answering here. Check the code before implementing.
I've been working with three.js examples of boids/flocks for some time, but both the canvas one and the webgl/shaders one have a flaw: the mouseOver event (which "disturbs" birds and triggers a repulsion) only works when camera.position = {x: 0, y: 0,: whatever}.
I've tried to improve that in the canvas example (easier to my eyes) by editing this part:
function onDocumentMouseMove( event ) {
var vector = new THREE.Vector3( event.clientX - SCREEN_WIDTH_HALF, - event.clientY + SCREEN_HEIGHT_HALF, 0 );
for ( var i = 0, il = boids.length; i < il; i++ ) {
boid = boids[ i ];
vector.z = boid.position.z;
boid.repulse( vector );
}
}
And trying something like:
function onDocumentMouseMove( event ) {
var vector = new THREE.Vector3();
vector.x = event.clientX;
vector.y = - event.clientY;
vector.unproject(camera);
for ( var i = 0, il = boids.length; i < il; i++ ) {
boid = boids[ i ];
vector.z = boid.position.z;
boid.repulse( vector );
}
}
But this can't work, the unprojected vector could only be used with a raycaster to find objects intersecting its path. In our case, the repulsion effect must work at 150 distance, according to boid.repulse:
this.repulse = function ( target ) {
var distance = this.position.distanceTo( target );
if ( distance < 150 ) {
var steer = new THREE.Vector3();
steer.subVectors( this.position, target );
steer.multiplyScalar( 0.5 / distance );
_acceleration.add( steer );
}
}
So I'm stuck. Should I find a way to widen the raycaster so it's like a 150-wide cylinder for mouse picking? Or is there a way to unproject the vector then re-project it on the plane nearest to the bird, so to calculate the distance? (but what about performance with 200+ birds? )
If the solution can only come from shaders, feel free to tell me to create another topic.
Included: jsfiddle of the canvas example with a slightly moved camera.
This is what I'd like to achieve (a modifiable polygon where the red circles are vertices) and I'd like to build the polygon dynamically.
When initiating the geometry as
var geometry = new THREE.Geometry();
geometry.vertices.push(point);
geometry.vertices.push(point);
var line = new THREE.Line(geometry, new THREE.LineBasicMaterial({}));
it works well until the second click, it builds a straight line between 1 and 2 but does not add a third line when it's pushed to the array. WebGL seems to require buffered points.
When I predefine vertices like this I can draw two lines (third click)
var geometry = new THREE.Geometry();
for (var i = 0; i < 4; i++) {
geometry.vertices.push(point);
}
var line = new THREE.Line(geometry, new THREE.LineBasicMaterial({}));
but this is not a good solution as I don't know how many vertices does the user want to add and it's pointless to assign it a big number as I have to loop it multiple times.
Is there any way around it?
You can animate a line -- or increase the number of points rendered -- very easily using BufferGeometry and the setDrawRange() method. You do need to set a maximum number of points, however.
const MAX_POINTS = 500;
// geometry
const geometry = new THREE.BufferGeometry();
// attributes
const positions = new Float32Array( MAX_POINTS * 3 ); // 3 vertices per point
geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
// drawcalls
drawCount = 2; // draw the first 2 points, only
geometry.setDrawRange( 0, drawCount );
// material
const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
// line
line = new THREE.Line( geometry, material );
scene.add( line );
If you want to change the number of points rendered after the first render, do this:
line.geometry.setDrawRange( 0, newValue );
If you want to change the position data values after the first render, you set the needsUpdate flag like so:
line.geometry.attributes.position.needsUpdate = true; // required after the first render
Here is a fiddle showing an animated line which you can adapt to your use case.
three.js r.147
Draw a line in real time
Here an updated fiddle where I optimized the code from user3325025 his example; In this case there is absolutely no need to update all the points of the line on render. Update is only needed onMouseMove (updating end of line) and onMouseDown (drawing new point):
// update line
function updateLine() {
positions[count * 3 - 3] = mouse.x;
positions[count * 3 - 2] = mouse.y;
positions[count * 3 - 1] = mouse.z;
line.geometry.attributes.position.needsUpdate = true;
}
// mouse move handler
function onMouseMove(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
mouse.z = 0;
mouse.unproject(camera);
if( count !== 0 ){
updateLine();
}
}
// add point
function addPoint(event){
positions[count * 3 + 0] = mouse.x;
positions[count * 3 + 1] = mouse.y;
positions[count * 3 + 2] = mouse.z;
count++;
line.geometry.setDrawRange(0, count);
updateLine();
}
I updated the fiddle with mouse events and a vector array if you want to scribble freehand.
https://jsfiddle.net/w67tzfhx/40/
function onMouseDown(evt) {
if(evt.which == 3) return;
var x = ( event.clientX / window.innerWidth ) * 2 - 1;
var y = - ( event.clientY / window.innerHeight ) * 2 + 1;
// do not register if right mouse button is pressed.
var vNow = new THREE.Vector3(x, y, 0);
vNow.unproject(camera);
console.log(vNow.x + " " + vNow.y+ " " + vNow.z);
splineArray.push(vNow);
document.addEventListener("mousemove",onMouseMove,false);
document.addEventListener("mouseup",onMouseUp,false);
}
I'm trying to scale height(y) of a cube as well as raising its y position simultaneously so that its base remains on the same x-z plane even after scaling. The rendering works fine but it is not working as expected. The object position increases rapidly in Y and then it starts disappearing. Can anyone help me out?
I've added an eventListener: mouseMove and its listener function to do the above transformations:
var fHeight = 5, yShift;
function onDocumentMouseMove(event) {
var mouseVector = new THREE.Vector3(2*(event.clientX/window.innerWidth) - 1, 1 - 2*(event.clientY/window.innerHeight));
var projector = new THREE.Projector();
var raycaster = projector.pickingRay(mouseVector.clone(), camera);
var intersects = raycaster.intersectObjects( Object.children );
if(intersects.length > 0) {
intersects[0].object.scale.y += 0.1;
fHeight = fHeight*intersects[0].object.scale.y;
yShift = fHeight/2 - intersects[0].object.position.y - 2.5;
intersects[0].object.position.y = intersects[0].object.position.y + yShift;
}
}
You can place the vertices of your cube so its base sticks to its y=0 plane.
Then object.scale.y will directly modify the cube height only, without displacing the base, and you will not have to reposition the object.
Hope it helps