I was looking at this website called Garden-Eight and they have this very beautiful transition when you change from "Home" to "About Us". I am really interested in how they made it so smooth and continuous without loading screens or any loading time at all.
It looks like it has to be one scene, but watching the URL one can watch a change in the address so there must be some kind of change in the site location.
I am not necessarily looking at this kind of highly complex transitions.
It would be great if I could create some kind of seemingly continuous camera movement along the x axis that changes as a starting point.
For example, I made this very short animation with this JavaScript:
var camera, scene, renderer, geometry, material, mesh, geometryNew, materialNew, meshNew;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 500;
scene.add(camera);
geometry = new THREE.CubeGeometry(200, 200, 200);
material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh(geometry, material);
mesh.position.set(0,0,0);
scene.add(mesh);
geometryNew = new THREE.CubeGeometry(200, 200, 200);
materialNew = new THREE.MeshNormalMaterial();
meshNew = new THREE.Mesh( geometryNew, materialNew);
meshNew.position.set(800,0,0);
scene.add(meshNew);
renderer = new THREE.CanvasRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
meshNew.rotation.x -= 0.01;
meshNew.rotation.y -= 0.02;
if(camera.position.x < 800)
camera.position.x += 3
renderer.render(scene, camera);
}
You can watch the animation in this JSFiddle.
What I want to achieve is that the first cube is on the landing page and the second cube is on another page. Can this be done by some kind of asynchronous loading or is there a built-in method, that helps to switch from one canvas to the other?
This is a single-page-app, (SPA), which means it's all one HTML page, regardless what the URL updates to. Some frameworks, like React, have a very complex methodology to implement this, and it would take an entire tutorial to teach.
For simplicity's sake, I recommend you look into the window.onhashchange event to do a fake "change address" without loading a new page. For instance, going from site.com/ to site.com/#about would trigger the event, and then you can start your animation on the same canvas:
window.onhashchange = function() {
if (location.hash === '#about') {
// animate camera to about section
} else if (location.hash === '#work') {
// animate camera to work section
} else if (location.hash === '') {
// animate camera to home section
}
}
Then you can set the hash to change the URL and trigger the event above:
// Adds #about hash to URL, and triggers event listener
location.hash = "#about";
// Removes any hash, and triggers event listener
location.hash = "";
Related
I'm a beginner to three.js.I'm trying to build something similar to this https://virtualshowroom.nissan.in/car-selected.html?selectedCar=ext360_deep_blue_pearl. I built everything using three.js, but I'm not able to figure out how to create a hotspot(like the red dot in the above link) and show pop up when you click on it. below is my project code, let me know if anything else is required.
<html>
<head>
<title>My first three.js app</title>
<style>
body { margin: 0; }
canvas { display: block; }
</style>
</head>
<body>
<h1></h1>
<script src="./three.js"></script>
<script type="module">
import { GLTFLoader } from 'https://threejs.org/examples/jsm/loaders/GLTFLoader.js';
import { OrbitControls } from 'https://threejs.org/examples/jsm/controls/OrbitControls.js';
var renderer,scene,camera;
scene = new THREE.Scene();
scene.background = new THREE.Color(0xfff6e6)
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var loader = new GLTFLoader();
var hlight = new THREE.AmbientLight(0x404040, 100)
scene.add(hlight)
var directionalLight = new THREE.DirectionalLight(0xffffff, 100)
directionalLight.position.set(0,1,0)
directionalLight.castShadow = true
scene.add(directionalLight)
var light = new THREE.PointLight(0xffffff, 10)
light.position.set(0, 300, 500)
scene.add(light)
var light2 = new THREE.PointLight(0xffffff, 10)
light2.position.set(500, 100, 0)
scene.add(light2)
var light3 = new THREE.PointLight(0xffffff, 10)
light3.position.set(0, 100, -500)
scene.add(light3)
var light4 = new THREE.PointLight(0xffffff, 10)
light4.position.set(-5000, 300, 0)
scene.add(light4)
var controls = new OrbitControls(camera, renderer.domElement);
document.body.appendChild(renderer.domElement)
var loader = new GLTFLoader();
loader.load( './scene.gltf', function ( gltf )
{
scene.add( gltf.scene );
}, undefined, function ( error ) { console.error( error ); } );
// load a image resource
camera.position.z = 5;
var animate = function () {
requestAnimationFrame( animate );
renderer.render( scene, camera );
};
animate();
</script>
</body>
</html>
Those “hotspots” as you call them are Annotations where the annotation content is basically pure HTML.
The tutorial in the link is probably the best step-by-step readiness you can follow to learn how to do it in your scene.
I can give a walkthrough on the steps required to get the desired effect since I have done it a few times myself.
define a 3d point in your scene where the hotspot should be. You can optionally nest this in a an other Object3D to make sure it scales, moves and rotates with the model / parent.
Add a plane to this point load a image texture to this plane. and there you have your visible hotspot
update the hotspots to make sure they are always looking at the camera by using the lookAt function.
when the user clicks the screen cast a raycast against all the hotspots you have in your scene. Easiest way to do this is by storing all your hotspots in an array.
When the raycast hits a hotspot get the location either of the hitpoint or the hotspots location. Transform that to screen coordinates. Search on stackoverflow how to do this. I am sure there is a post about this.
Final step display your html on the correct location you obtained from the previous step.
The advantage of this method is that the hotspot will integrate nicely with the model in your scene. Since html based hotspots will always be on top of the scene.
That is about all that is to it. Let me know if you need any further clarification!
I´ve started programming using three.js a little time ago, and I would like to know how to make a menu on a page before it loaded the program using three itself.So, for instance I would like before running my game to have two options:"start" and "music control" being desplayed before it loaded itself.
Is this made using three, or do you use html, javascript files?(Sorry, I really don´t know how to even start it).
If possible, I would like some tutorials or even videos about it.
I would like something like this for example:
http://www.dilladimension.com/
http://lights.helloenjoy.com/
You probably do want to use html to display the menu and js to control the instantiation of your scene.
Rather than use the page load event to set up your renderer, etc, put them inside a function, and use js events to begin the function:
function start() {
var renderer = new THREE.WebGLRenderer();
...
// more setup
...
renderer.render(scene, camera);
};
Then activate this method with a button or a link:
<button onclick="start()">
Start Scene
</button>
Here's a test implementation:
function start() {
var renderer = new THREE.WebGLRenderer();
renderer.setSize(800, 600);
document.body.appendChild(renderer.domElement);
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
35, // Field of view
800 / 600, // Aspect ratio
0.1, // Near plane
10000 // Far plane
);
camera.position.set(-15, 10, 10);
camera.lookAt(scene.position);
var geometry = new THREE.BoxGeometry(5, 5, 5);
var material = new THREE.MeshLambertMaterial({
color: 0xFF0000
});
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
var light = new THREE.PointLight(0xFFFF00);
light.position.set(10, 0, 10);
scene.add(light);
renderer.setClearColor(0xdddddd, 1);
renderer.render(scene, camera);
};
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r77/three.min.js"></script>
<button onclick="start()">
Start Scene
</button>
I try to include, into a main window (representing sphere), a subwindow representing a zoomed view of this sphere.
For this moment, I can display a right-bottom subwindow containing the three axes of main scene. These axes are rotating the same way I make rotate the sphere with mouse.
Now, I would like to display, into this subwindow, a zoomed view of the sphere instead of having the subwindow with 3D axes.
From Can multiple WebGLRenderers render the same scene?, we can't use a second time the THREE.WebGLRenderer() for the subwindow.
From How to render the same scene with different cameras in three.js? ,a solution may be to use setViewport function but I don't know if I can display the zoom of sphere in this subwindow.
I tried to do in render() function :
function render() {
controls.update();
requestAnimationFrame(render);
zoomCamera.position.copy(camera.position);
zoomCamera.position.sub(controls.target);
zoomCamera.position.setLength(500);
zoomCamera.lookAt(zoomScene.position );
// Add Viewport for zoomScene
renderer.setViewport(0, 0, width, height);
renderer.render(scene, camera);
zoomRenderer.setViewport(0, 0, 200 , 200);
zoomRenderer.render(zoomScene, zoomCamera);
}
From your advices, is it possible technically to have 2 object in the same time (one on main window and the other on right-bottom subwindow) ?
Can I solve my issue with setViewport ?
And if someone could give documentation on setViewport, this would be great.
Thanks in advance.
UPDATE :
#WestLangley , thanks, I did your modifications (with a unique scene) but the content of inset does not appear.
I think that issue comes from the fact that I don't know how to make the link between the container of inset and the drawing of this inset.
For example, into the link above, I tried :
...
// Add sphere to main scene
scene.add(sphere);
camera.position.z = 10;
var controls = new THREE.TrackballControls(camera);
// If I include these two lines below, nothing appears
// zoomContainer = document.getElementById('zoomContainer');
// zoomContainer.appendChild(renderer.domElement);
// Zoom camera
zoomCamera = new THREE.PerspectiveCamera(50, zoomWidth, zoomHeight, 1, 1000);
zoomCamera.position.z = 20;
zoomCamera.up = camera.up; // important!
// Call rendering function
render();
function render() {
controls.update();
requestAnimationFrame(render);
zoomCamera.position.copy(camera.position);
zoomCamera.position.sub(controls.target);
zoomCamera.position.setLength(camDistance);
zoomCamera.lookAt(scene.position);
// Add zoomCamera to main scene
scene.add(zoomCamera);
// render scene
renderer.clear();
renderer.setViewport(0, 0, width, height);
renderer.render(scene, camera);
// render inset
renderer.clearDepth(); // important!
renderer.setViewport(10, height - zoomHeight - 10, zoomWidth, zoomHeight);
renderer.render(scene, zoomCamera);
}
Given that I have only one renderer, I don't knwo how to assign the "inset" container to the renderer of Viewport (i.e with the good renderer.setViewport)
Would you have got a workaround ?
You want to render another view of your scene in an inset window.
Create one scene, and two cameras.
Make sure you set autoClear to false when you instantiate the renderer.
renderer.autoClear = false;
Then, in your render loop, use this pattern
// render scene
renderer.clear();
renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );
renderer.render( scene, camera );
// render inset
renderer.clearDepth(); // important!
renderer.setViewport( 10, window.innerHeight - insetHeight - 10, insetWidth, insetHeight );
renderer.render( scene, camera2 );
three.js r.75
I'm about to learn three.js. I've downloaded the library from github: three.js
I tried to run the first example of three.js in the link above. The weird problem is, it's working in jsFiddle but it not working in my computer.
I've this error in console:
TypeError: document.body is null
[Break On This Error]
document.body.appendChild( renderer.domElement );
jsFiddle Live Working Demo
And here is my code exactly copied from link above:
And yes the three.js included in the page.
var camera, scene, renderer;
var geometry, material, mesh;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
geometry = new THREE.CubeGeometry( 200, 200, 200 );
material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
// note: three.js includes requestAnimationFrame shim
requestAnimationFrame( animate );
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render( scene, camera );
}
Your code is running before the browser has parsed the HTML document and built the DOM. That's why document.body is undefined.
Use a "load" event handler:
window.onload = function() {
// all that code here
};
Your jsfiddle version worked because that site does that for you; it's what the top selection thing is for on the left-hand side control panel.
Oh, also, you have to be careful when copying code from jsfiddle. Unless they've fixed it with the recent facelift, it's really easy to pick up weird hidden characters when you copy/paste, causing mysterious JavaScript errors.
Just write your code inside onload. it works fine.
window.onload = function() { // your code }
I tried to use dat.GUI in the following three.js example.
I just did the following code changes to add a GUI to adjust mesh opacity.
var loader=new THREE.VTKLoader();
loader.load ("models/vtk/bunny.vtk", function(geom){
var mesh = new THREE.Mesh(geom, material );
mesh.doubleSided=true;
mesh.position.setY(-0.09);
scene.add( mesh );
var gui = new dat.GUI();
var view = this;
view.Opacity = 0.2;
var maingui = gui.addFolder('Main');
var opacity = maingui.add(view, 'Opacity', 0, 1);
opacity.onChange( function(value) {
mesh.material.opacity = value;
});
maingui.open();
animate();
Now, once I click the opacity slider the mouse is just following the slider. I am not able to come out of the mouse click.
Move the controls init block after the renderer init block, and change this line:
controls = new THREE.TrackballControls( camera );
to this:
controls = new THREE.TrackballControls( camera, renderer.domElement );
Old subject but I just have a similar issue and previous solution wasn't ok for my case. To fix it I create a specific canvas for the dat.gui module:
Html part:
<div id="my-gui-container"></div>
Css part:
#my-gui-container{
position: absolute;
top: 0;
right: 0;
z-index: 100;
}
Js Part:
this.gui = new dat.GUI({ autoPlace: false });
var customContainer = document.getElementById('my-gui-container');
customContainer.appendChild(this.gui.domElement);
With this method the elements are isolate and I have no event conflict anymore.
Edit:
for more details you have all code here https://github.com/quentinchap/threeJs-morphing-test
var clock = new THREE.Clock();
var trackballControls;
function render() {
stats.update();
var delta = clock.getDelta();
trackballControls.update(delta);
// render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
}
function trackBall(){
trackballControls = new THREE.TrackballControls(camera, render.domElement) ;
trackballControls.rotateSpeed = 1.0;
trackballControls.zoomSpeed = 1.0;
trackballControls.panSpeed = 1.0;
// trackballControls.noZoom=false;
//trackballControls.noPan=false;
trackballControls.staticMoving = true;
//trackballControls.dynamicDampingFactor=0.3;
}
trackBall();
render();
I changed my code as shown in the example to
"THREE.TrackballControls(camera, renderer.domElement)"
but I still effect my GUI when I used it once and can't deselect it from this moment. Is there any possibility to deactivate or to deselect the active GUI parts with a command? or something like "gui.deselect.all" ?