Mapping image (Frontside-Backside) onto a sphere in three js - javascript

I have a question regarding the Three JS.
Fiddle https://jsfiddle.net/syildiz/fk8thLsq/17/
I want to creat an eye that follows the mouse movements. The images i upload are visible in the background at the same time and there is a white line at the joining of the image.
In the example, I have added pictures I want to use in the front and back. I want to use the image at the front, in the back and the image (or color) at the back, in the front. I also want to get rid of the white line, how can i do this?
Frontside Image https://image.ibb.co/mmsJ7J/logo_front.png
Backside Image https://image.ibb.co/bE8i7J/logo_back.png (or color)
I am still fairly new with Three JS, i would appreciate if you could help me on this matter.

You have to assign two materials to the object, one for the front and one for the back. Then you need to set the materialIndex of each face, so the faces know which material to use.
// use material array to apply multiple materials
var material = [
new THREE.MeshBasicMaterial({
map: new THREE.TextureLoader().load( "https://image.ibb.co/mmsJ7J/logo_front.png")
}),
new THREE.MeshBasicMaterial({
map: new THREE.TextureLoader().load( "https://image.ibb.co/bE8i7J/logo_back.png")
})
];
// in your faces loop, set materialIndex according to front or back side of geometry
if (v1.z < 0)
faces[i].materialIndex = 1;
// after loop, set groupsNeedUpdate -> "Set to true if a face3 materialIndex has been updated."
geometry.groupsNeedUpdate = true;
Regarding the white line: this is because you are at the very edge of the texture (respectively the opaque edge of the circle). I added some offset, so the texture will slightly overlap.
var max = geometry.boundingBox.max.clone().add(new THREE.Vector3(1,1,1)),
min = geometry.boundingBox.min.clone().add(new THREE.Vector3(-1,-1,-1));
// If the radius of the sphere is smaller, you should also set a smaller offset.
// in this example it's 1:60, which is ok.
Here's a snippet (or have a look at your updated jsFiddle: https://jsfiddle.net/fk8thLsq/36/)
//Setup:
var container = document.querySelector('#container');
var renderer = new THREE.WebGLRenderer({alpha: true});
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
renderer.setSize(WIDTH, HEIGHT);
var VIEW_ANGLE = 40;
var ASPECT = WIDTH / HEIGHT;
var NEAR = 0.1;
var FAR = 1000;
var camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
camera.position.set(0, 0, 50);
var scene = new THREE.Scene();
scene.background = null;
scene.add(camera);
container.appendChild(renderer.domElement);
var RADIUS = 200;
var SEGMENTS = 50;
var RINGS = 50;
var group = new THREE.Group();
scene.add(group);
var material = [
new THREE.MeshBasicMaterial({
map: new THREE.TextureLoader().load( "https://image.ibb.co/mmsJ7J/logo_front.png" ),
overdraw: 0
}),
new THREE.MeshBasicMaterial({
map: new THREE.TextureLoader().load( "https://image.ibb.co/bE8i7J/logo_back.png" ),
overdraw: 0
})
];
scene.add(new THREE.AmbientLight(0xffffff, 0.2));
var light = new THREE.PointLight(0xffffff, 0.2);
camera.add(light);
var geometry = new THREE.SphereGeometry(60, 64, 32);
geometry.computeBoundingBox();
var max = geometry.boundingBox.max.clone().add(new THREE.Vector3(1,1,1)),
min = geometry.boundingBox.min.clone().add(new THREE.Vector3(-1,-1,-1));
var offset = new THREE.Vector2(0 - min.x, 0 - min.y);
var range = new THREE.Vector2(max.x - min.x, max.y - min.y);
var faces = geometry.faces;
geometry.faceVertexUvs[0] = [];
for (var i = 0; i < faces.length; i++) {
var v1 = geometry.vertices[faces[i].a],
v2 = geometry.vertices[faces[i].b],
v3 = geometry.vertices[faces[i].c];
if (v1.z < 0)
faces[i].materialIndex = 1;
geometry.faceVertexUvs[0].push([
new THREE.Vector2((v1.x + offset.x) / range.x, (v1.y + offset.y) / range.y),
new THREE.Vector2((v2.x + offset.x) / range.x, (v2.y + offset.y) / range.y),
new THREE.Vector2((v3.x + offset.x) / range.x, (v3.y + offset.y) / range.y)
]);
}
geometry.groupsNeedUpdate = true;
geometry.uvsNeedUpdate = true;
var mesh = new THREE.Mesh(geometry, material);
group.add(mesh);
group.position.z = -270;
var pointLight = new THREE.PointLight(0xFFFFFF);
pointLight.position.x = -100;
pointLight.position.y = 0;
pointLight.position.z = 200;
scene.add(pointLight);
function update() {
renderer.render(scene, camera);
requestAnimationFrame(update);
}
requestAnimationFrame(update);
function animationBuilder(direction) {
return function animateRotate() {
switch (direction) {
case 'up':
group.rotation.x -= 0.2;
break;
case 'down':
group.rotation.x += 0.2;
break;
case 'left':
group.rotation.y -= 0.2;
break;
case 'right':
group.rotation.y += 0.2;
break;
default:
break;
}
};
}
var animateDirection = {
up: animationBuilder('up'),
down: animationBuilder('down'),
left: animationBuilder('left'),
right: animationBuilder('right')
};
function checkKey(e) {
e = e || window.event;
e.preventDefault();
if (e.keyCode == '38') {
animateDirection.up();
} else if (e.keyCode == '40') {
animateDirection.down();
} else if (e.keyCode == '37') {
animateDirection.left();
} else if (e.keyCode == '39') {
animateDirection.right();
}
}
document.onkeydown = checkKey;
var lastMove = [window.innerWidth / 2, window.innerHeight / 2];
function rotateOnMouseMove(e) {
e = e || window.event;
var moveX = e.clientX - lastMove[0];
var moveY = e.clientY - lastMove[1];
group.rotation.y += moveX * .004;
group.rotation.x += moveY * .004;
lastMove[0] = e.clientX;
lastMove[1] = e.clientY;
}
document.addEventListener('mousemove', rotateOnMouseMove);
body{margin:0;background:#ddd;}
.logo{position:absolute;top:10px;width:100px;height:100px;background-size:100% auto;background-repeat:no-repeat;}
.front{left:10px;background-image:url("https://image.ibb.co/mmsJ7J/logo_front.png")}
.back{left:120px;background-image:url("https://image.ibb.co/bE8i7J/logo_back.png")}
<div class="logo front"></div>
<div class="logo back"></div>
<div id="container" width="100vw" height="100vh"></div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/94/three.min.js"></script>
You will notice that there is still a seam between both materials. Maybe you should use a plain color for your textures and achieve the slightly specular behaviour by setting the material properties accordingly.

Related

Highlighting the nearest edge from mouse pointer in three js

In threejs webgl I want to highlight the nearest edge from my mouse pointer and select it to get the length of the edge.
I am using Edgesgeometry to create the edges.
var edgeGeometry = new THREE.EdgesGeometry(meshes[meshIndex]); // or WireframeGeometry
var edgeMaterial = new THREE.LineBasicMaterial({ color: 0x00000, linewidth: 2 });
var wireframe = new THREE.LineSegments(edgeGeometry, edgeMaterial);
var object = new THREE.Mesh(meshes[meshIndex], material);
object.add(wireframe);
Just an idea.
You know which face you're intesecting and you have its edges, you can use THREE.Line3(), built from vertices of each edge (thus you'll use THREE.Line3() three times). Then, you know the point of intersection and have three lines of THREE.Line3(), now you can find the nearest edge by choosing the closest line to the point of intersection, and .closestPointToPoint() method will help. This method returns the closes point on an edge relatively to the point of intersection.
Means, that you just find three distances from the point of intersection to three edges of the face. And you'll highlight the edge with the minimal distance from it to the point of intersection.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 10);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geom = new THREE.PlaneBufferGeometry(8, 8).toNonIndexed();
var mat = new THREE.MeshBasicMaterial({
color: "blue"
});
var mesh = new THREE.Mesh(geom, mat);
scene.add(mesh);
renderer.domElement.addEventListener("mousemove", onMouseMove, false);
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var intersects = [];
var localPoint = new THREE.Vector3();
let closestPoint = new THREE.Vector3();
var edgeGeom = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(),
new THREE.Vector3()
]);
var edge = new THREE.Line(edgeGeom, new THREE.LineBasicMaterial({
color: "aqua"
}));
scene.add(edge);
var pos = mesh.geometry.attributes.position;
function onMouseMove(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
intersects = raycaster.intersectObject(mesh);
if (intersects.length === 0) return;
let faceIdx = intersects[0].faceIndex;
let lines = [
new THREE.Line3(
new THREE.Vector3().fromBufferAttribute(pos, faceIdx * 3 + 0),
new THREE.Vector3().fromBufferAttribute(pos, faceIdx * 3 + 1)
),
new THREE.Line3(
new THREE.Vector3().fromBufferAttribute(pos, faceIdx * 3 + 1),
new THREE.Vector3().fromBufferAttribute(pos, faceIdx * 3 + 2)
),
new THREE.Line3(
new THREE.Vector3().fromBufferAttribute(pos, faceIdx * 3 + 2),
new THREE.Vector3().fromBufferAttribute(pos, faceIdx * 3 + 0)
)
];
let edgeIdx = 0;
mesh.worldToLocal(localPoint.copy(intersects[0].point));
let minDistance = 1000;
for (let i = 0; i < 3; i++) {
lines[i].closestPointToPoint(localPoint, true, closestPoint);
let dist = localPoint.distanceTo(closestPoint);
if (dist < minDistance) {
minDistance = dist;
edgeIdx = i;
}
}
let pStart = mesh.localToWorld(lines[edgeIdx].start);
let pEnd = mesh.localToWorld(lines[edgeIdx].end);
edgeGeom.attributes.position.setXYZ(0, pStart.x, pStart.y, pStart.z);
edgeGeom.attributes.position.setXYZ(1, pEnd.x, pEnd.y, pEnd.z);
edgeGeom.attributes.position.needsUpdate = true;
}
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body{
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/95/three.min.js"></script>

Three.js keep camera behind object

The short version: How can one make a camera follow an object controlled by physics within a Three.js scene?
The long version: I'm working on a Three.js scene in which the W,A,S,D keys move a sphere along a plane. So far, however, I haven't figured out how to make the camera follow behind the sphere.
In the example below, the camera follows the sphere perfectly if one only presses the W key. However, if one presses A or D, the sphere starts to turn, and the camera is no longer behind the ball. If the sphere starts to turn, I want the camera to turn with it, so the camera is always following just behind the sphere, and is always a constant distance from the sphere. As users continue to press W, the ball will continue rolling forward relative to the camera.
In a previous scene [demo], I was able to implement this behavior by creating the sphere, adding that sphere to a group, then using the following bit of code each frame:
var relativeCameraOffset = new THREE.Vector3(0,50,200);
var cameraOffset = relativeCameraOffset.applyMatrix4(sphereGroup.matrixWorld);
camera.position.x = cameraOffset.x;
camera.position.y = cameraOffset.y;
camera.position.z = cameraOffset.z;
camera.lookAt(sphereGroup.position);
The key in the demo above was to rotate the sphere while keeping the sphereGroup unrotated, so I could compute the cameraOffset on the un-rotated sphereGroup.
In the demo below, the sphere's position is controlled by the Cannon.js physics library, which translates and rotates the sphere as forces are applied to the body. Does anyone know how I can make the camera follow behind the sphere in the scene below?
/**
* Generate a scene object with a background color
**/
function getScene() {
var scene = new THREE.Scene();
scene.background = new THREE.Color(0x111111);
return scene;
}
/**
* Generate the camera to be used in the scene. Camera args:
* [0] field of view: identifies the portion of the scene
* visible at any time (in degrees)
* [1] aspect ratio: identifies the aspect ratio of the
* scene in width/height
* [2] near clipping plane: objects closer than the near
* clipping plane are culled from the scene
* [3] far clipping plane: objects farther than the far
* clipping plane are culled from the scene
**/
function getCamera() {
var aspectRatio = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(75, aspectRatio, 0.1, 10000);
camera.position.set(0, 2000, -5000);
camera.lookAt(scene.position);
return camera;
}
/**
* Generate the light to be used in the scene. Light args:
* [0]: Hexadecimal color of the light
* [1]: Numeric value of the light's strength/intensity
* [2]: The distance from the light where the intensity is 0
* #param {obj} scene: the current scene object
**/
function getLight(scene) {
var light = new THREE.PointLight( 0xffffff, 0.6, 0, 0 )
light.position.set( -2000, 1000, -2100 );
scene.add( light );
var light = new THREE.PointLight( 0xffffff, 0.15, 0, 0 )
light.position.set( -190, 275, -1801 );
light.castShadow = true;
scene.add( light );
// create some ambient light for the scene
var ambientLight = new THREE.AmbientLight(0xffffff, 0.8);
scene.add(ambientLight);
return light;
}
/**
* Generate the renderer to be used in the scene
**/
function getRenderer() {
// Create the canvas with a renderer
var renderer = new THREE.WebGLRenderer({antialias: true});
// Add support for retina displays
renderer.setPixelRatio(window.devicePixelRatio);
// Specify the size of the canvas
renderer.setSize(window.innerWidth, window.innerHeight);
// Enable shadows
renderer.shadowMap.enabled = true;
// Specify the shadow type; default = THREE.PCFShadowMap
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Add the canvas to the DOM
document.body.appendChild(renderer.domElement);
return renderer;
}
/**
* Generate the controls to be used in the scene
* #param {obj} camera: the three.js camera for the scene
* #param {obj} renderer: the three.js renderer for the scene
**/
function getControls(camera, renderer) {
var controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.zoomSpeed = 0.4;
controls.panSpeed = 0.4;
return controls;
}
/**
* Get stats
**/
function getStats() {
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.right = '0px';
document.body.appendChild( stats.domElement );
return stats;
}
/**
* Get grass
**/
function getGrass() {
var texture = loader.load('http://4.bp.blogspot.com/-JiJEc7lH1Is/UHJs3kn261I/AAAAAAAADYA/gQRAxHK2q_w/s1600/tileable_old_school_video_game_grass.jpg');
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(10, 10);
var material = new THREE.MeshLambertMaterial({
map: texture,
side: THREE.DoubleSide,
});
return material;
}
function getPlanes(scene, loader) {
var planes = [];
var material = getGrass();
[ [4000, 2000, 0, 0, -1000, 0] ].map(function(p) {
var geometry = new THREE.PlaneGeometry(p[0], p[1]);
var plane = new THREE.Mesh(geometry, material);
plane.position.x = p[2];
plane.position.y = p[3];
plane.position.z = p[4];
plane.rotation.y = p[5];
plane.rotation.x = Math.PI / 2;
plane.receiveShadow = true;
planes.push(plane);
scene.add(plane);
})
return planes;
}
/**
* Add background
**/
function getBackground(scene, loader) {
var imagePrefix = 'sky-parts/';
var directions = ['right', 'left', 'top', 'bottom', 'front', 'back'];
var imageSuffix = '.bmp';
var geometry = new THREE.BoxGeometry( 4000, 4000, 4000 );
// Add each of the images for the background cube
var materialArray = [];
for (var i = 0; i < 6; i++)
materialArray.push( new THREE.MeshBasicMaterial({
//map: loader.load(imagePrefix + directions[i] + imageSuffix),
color: 0xff0000,
side: THREE.BackSide
}));
var sky = new THREE.Mesh( geometry, materialArray );
scene.add(sky);
return sky;
}
/**
* Add a character
**/
function getSphere(scene) {
var geometry = new THREE.SphereGeometry( 30, 12, 9 );
var material = new THREE.MeshPhongMaterial({
color: 0xd0901d,
emissive: 0xaa0000,
side: THREE.DoubleSide,
flatShading: true
});
var sphere = new THREE.Mesh( geometry, material );
// allow the sphere to cast a shadow
sphere.castShadow = true;
sphere.receiveShadow = false;
// create a group for translations and rotations
var sphereGroup = new THREE.Group();
sphereGroup.add(sphere)
sphereGroup.castShadow = true;
sphereGroup.receiveShadow = false;
scene.add(sphereGroup);
return [sphere, sphereGroup];
}
/**
* Initialize physics engine
**/
function getPhysics() {
world = new CANNON.World();
world.gravity.set(0, -400, 0); // earth = -9.82 m/s
world.broadphase = new CANNON.NaiveBroadphase();
world.broadphase.useBoundingBoxes = true;
var solver = new CANNON.GSSolver();
solver.iterations = 7;
solver.tolerance = 0.1;
world.solver = solver;
world.quatNormalizeSkip = 0;
world.quatNormalizeFast = false;
world.defaultContactMaterial.contactEquationStiffness = 1e9;
world.defaultContactMaterial.contactEquationRelaxation = 4;
return world;
}
/**
* Generate the materials to be used for contacts
**/
function getPhysicsMaterial() {
var physicsMaterial = new CANNON.Material('slipperyMaterial');
var physicsContactMaterial = new CANNON.ContactMaterial(
physicsMaterial, physicsMaterial, 0.0, 0.3)
world.addContactMaterial(physicsContactMaterial);
return physicsMaterial;
}
/**
* Add objects to the world
**/
function addObjectPhysics() {
addFloorPhysics()
addSpherePhysics()
}
function addFloorPhysics() {
floors.map(function(floor) {
var q = floor.quaternion;
floorBody = new CANNON.Body({
mass: 0, // mass = 0 makes the body static
material: physicsMaterial,
shape: new CANNON.Plane(),
quaternion: new CANNON.Quaternion(-q._x, q._y, q._z, q._w)
});
world.addBody(floorBody);
})
}
function addSpherePhysics() {
sphereBody = new CANNON.Body({
mass: 1,
material: physicsMaterial,
shape: new CANNON.Sphere(30),
linearDamping: 0.5,
position: new CANNON.Vec3(1000, 500, -2000)
});
world.addBody(sphereBody);
}
/**
* Store all currently pressed keys & handle window resize
**/
function addListeners() {
window.addEventListener('keydown', function(e) {
pressed[e.key.toUpperCase()] = true;
})
window.addEventListener('keyup', function(e) {
pressed[e.key.toUpperCase()] = false;
})
window.addEventListener('resize', function(e) {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
if (typeof(controls) != 'undefined') controls.handleResize();
})
}
/**
* Update the sphere's position
**/
function moveSphere() {
var delta = clock.getDelta(); // seconds
var moveDistance = 500 * delta; // n pixels per second
var rotateAngle = Math.PI / 2 * delta; // 90 deg per second
// move forwards, backwards, left, or right
if (pressed['W'] || pressed['ARROWUP']) {
sphereBody.velocity.z += moveDistance;
}
if (pressed['S'] || pressed['ARROWDOWN']) {
sphereBody.velocity.z -= moveDistance;
}
if (pressed['A'] || pressed['ARROWLEFT']) {
sphereBody.velocity.x += moveDistance;
}
if (pressed['D'] || pressed['ARROWRIGHT']) {
sphereBody.velocity.x -= moveDistance;
}
}
/**
* Follow the sphere
**/
function moveCamera() {
camera.position.x = sphereBody.position.x + 0;
camera.position.y = sphereBody.position.y + 50;
camera.position.z = sphereBody.position.z + -200;
camera.lookAt(sphereGroup.position);
}
function updatePhysics() {
world.step(1/60);
sphereGroup.position.copy(sphereBody.position);
sphereGroup.quaternion.copy(sphereBody.quaternion);
}
// Render loop
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
moveSphere();
updatePhysics();
if (typeof(controls) === 'undefined') moveCamera();
if (typeof(controls) !== 'undefined') controls.update();
if (typeof(stats) !== 'undefined') stats.update();
};
// state
var pressed = {};
var clock = new THREE.Clock();
// globals
var scene = getScene();
var camera = getCamera();
var light = getLight(scene);
var renderer = getRenderer();
var world = getPhysics();
var physicsMaterial = getPhysicsMaterial();
//var stats = getStats();
//var controls = getControls(camera, renderer);
// global body references
var sphereBody, floorBody;
// add meshes
var loader = new THREE.TextureLoader();
var floors = getPlanes(scene, loader);
var background = getBackground(scene, loader);
var sphereData = getSphere(scene);
var sphere = sphereData[0];
var sphereGroup = sphereData[1];
addObjectPhysics();
addListeners();
render();
body { margin: 0; overflow: hidden; }
canvas { width: 100%; height: 100%; }
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js'></script>
<script src='https://cdnjs.cloudflare.com/ajax/libs/cannon.js/0.6.2/cannon.js'></script>
Answers to comment questions
#jparimaa I think the most intuitive implementation would make W add forward momentum, S add backward momentum, and A and D rotate the camera around the ball. Is that possible?
#HariV The controls you link to are the ones I used in the demo without physics above. Is it possible to get that logic working with physics?
I think it's most intuitive for users if the W key always moves the ball "forward" relative to the camera
One option would be to calculate the direction between the ball and the camera and add velocity to that direction. In this case if you push the ball forward then you could rotate the camera without it affecting the velocity of the ball. Only after you press W/S after the rotation it would change the direction. I'm not sure if that is what you want but maybe this will give you some ideas.
I tried the following code (rotation is global variable initialized to 0)
function moveSphere() {
var delta = clock.getDelta(); // seconds
var moveDistance = 500 * delta; // n pixels per second
var dir = new THREE.Vector3(sphereBody.position.x, sphereBody.position.y, sphereBody.position.z);
dir.sub(camera.position).normalize(); // direction vector between the camera and the ball
if (pressed['W'] || pressed['ARROWUP']) {
sphereBody.velocity.x += moveDistance * dir.x;
sphereBody.velocity.z += moveDistance * dir.z;
}
if (pressed['S'] || pressed['ARROWDOWN']) {
sphereBody.velocity.x -= moveDistance * dir.x;
sphereBody.velocity.z -= moveDistance * dir.z;
}
}
function moveCamera() {
var delta = clock.getDelta();
var sensitivity = 150;
var rotateAngle = Math.PI / 2 * delta * sensitivity;
if (pressed['A'] || pressed['ARROWLEFT']) {
rotation -= rotateAngle;
}
if (pressed['D'] || pressed['ARROWRIGHT']) {
rotation += rotateAngle;
}
var rotZ = Math.cos(rotation)
var rotX = Math.sin(rotation)
var distance = 200;
camera.position.x = sphereBody.position.x - (distance * rotX);
camera.position.y = sphereBody.position.y + 50;
camera.position.z = sphereBody.position.z - (distance * rotZ);
camera.lookAt(sphereGroup.position);
}

THREE.js Random multidirectional orbits around point using trig

I'm trying to rotate multiple objects around the same Vector3 point but in different directions - so they effectively 'swarm' around the point.
I'm using the trig approach rather simply wrapping each object in a Container and applying some random rotations as I'm projecting their 3D vector to 2D positions to attach label DIVs above the canvas, and the container approach messes with with project class.
Here's my current code which makes all objects rotate around the point along the same orbit path:
for(var i = 0; i<objectsArr.length; i++){
var obj = objectsArr[i];
var radius = obj.angle * (Math.PI / 180);
obj.position.x = obj.radius * Math.cos(radius);
obj.position.y = obj.radius * Math.sin(radius);
obj.angle += obj.orbitSpeed;
}
Does anyone know how I can make them orbit in random directions along X, Y, Z axis?
First, see this answer about rotating objects about a point.
From your code, it looks like you're storing each object's orbit speed, and their current angle of rotation (which represents the vector to the position). Rather than storing a 2D angle, store it as a Vector3 which represents the normal of (perpendicular to) the object's orbital plane. (This will let you really get a "swarm" going later, when you can define different orbital planes.) I also recommend storing the orbit speed in radians per step, so you don't have to perform the conversion every pass.
The rest of problem actually becomes very simple with the Vector3.applyAxisAngle method.
Some pseudo-code:
Subtract the rotation point position from the object's position.
Use the object's orbit speed, and angle to update the temp position.
Add the rotation point position back to the object's position.
To see it in your code:
var obj;
for(var i = 0; i< objectsArr.length; i++){
obj = objectsArr[i];
obj.position.sub(rotationPoint); // rotationPoint is a Vector3
obj.position.applyAxisAngle(obj.angle, obj.orbitSpeed);
obj.add(rotationPoint);
}
And here's a live demo of a few objects orbiting randomly about a "nucleus" at (10, 10, 10).
var renderer, scene, camera, controls, stats, nucleus;
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight,
FOV = 60,
NEAR = 1,
FAR = 1000;
var electrons = [],
numElectrons = 100; // more electrons = slower updating
function populateScene() {
var geo = new THREE.SphereBufferGeometry(10, 16, 16);
var mat = new THREE.MeshPhongMaterial({color:"blue"});
nucleus = new THREE.Mesh(geo, mat);
nucleus.position.set(10, 10, 10); // you can change these values
scene.add(nucleus);
var electron = null,
plane = new THREE.Plane(),
point = new THREE.Vector3();
geo = new THREE.SphereBufferGeometry(1, 16, 16);
mat = new THREE.MeshPhongMaterial({color:"red"});
for(var i = 0; i < numElectrons; ++i){
electron = new THREE.Mesh(geo, mat);
electrons.push(electron);
electron.angle = new THREE.Vector3(
Math.random(),
Math.random(),
Math.random()
).normalize();
electron.orbitSpeed = (Math.random() * 0.05) + 0.05;
if(Math.random() > 0.5) electron.orbitSpeed *= -1;
plane.normal.copy(electron.angle);
point.set(Math.random(), Math.random(), Math.random());
plane.projectPoint(point, electron.position);
electron.position.setLength(Math.floor(Math.random() * 20) + 15);
electron.position.applyAxisAngle(electron.angle, Math.random() / 10);
electron.position.add(nucleus.position);
scene.add(electron);
}
}
function updateElectrons(){
var obj = null;
for(var i = 0; i < numElectrons; ++i){
obj = electrons[i]
obj.position.sub(nucleus.position);
obj.position.applyAxisAngle(obj.angle, obj.orbitSpeed);
obj.position.add(nucleus.position);
}
}
function init() {
document.body.style.backgroundColor = "slateGray";
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
document.body.style.overflow = "hidden";
document.body.style.margin = "0";
document.body.style.padding = "0";
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(FOV, WIDTH / HEIGHT, NEAR, FAR);
camera.position.z = 100;
scene.add(camera);
controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.dynamicDampingFactor = 0.5;
controls.rotateSpeed = 3;
var light = new THREE.PointLight(0xffffff, 1, Infinity);
camera.add(light);
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0';
document.body.appendChild(stats.domElement);
resize();
window.onresize = resize;
populateScene();
animate();
}
function resize() {
WIDTH = window.innerWidth;
HEIGHT = window.innerHeight;
if (renderer && camera && controls) {
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
controls.handleResize();
}
}
function render() {
renderer.render(scene, camera);
}
function animate() {
requestAnimationFrame(animate);
updateElectrons();
render();
controls.update();
stats.update();
}
function threeReady() {
init();
}
(function() {
function addScript(url, callback) {
callback = callback || function() {};
var script = document.createElement("script");
script.addEventListener("load", callback);
script.setAttribute("src", url);
document.head.appendChild(script);
}
addScript("https://threejs.org/build/three.js", function() {
addScript("https://threejs.org/examples/js/controls/TrackballControls.js", function() {
addScript("https://threejs.org/examples/js/libs/stats.min.js", function() {
threeReady();
})
})
})
})();
three.js r86

Three.js scene gets hanged and becomes slow

The threejs scene consists of sphere and plane geometry, The sphere is textured with image and plane geometry
is textured with 2d text, and plane geometry is attached with click event, When I click on plane geometry
with the mouse I need to remove the previous sphere and plane geometry and load new sphere with new textured
image and new plane geometry which is happening, but the previous sphere and plane geometry are still remaining in memory and i need
to remove those objects, i tried using "dispose" method but that didn't help me may be i am making some mistake
to implement the dispose method,because of this the scene gets hanged, can someone please help me how to solve
this problem. I have added part of my code which might give an idea regarding the problem.https://jsfiddle.net/v1ayw803/
var spheregeometry = new THREE.SphereGeometry(radius, 20, 20, 0, -6.283, 1, 1);
var texture = THREE.ImageUtils.loadTexture(response.ImagePath);
texture.minFilter = THREE.NearestFilter;
var spherematerial = new THREE.MeshBasicMaterial({map: texture});
var sphere = new THREE.Mesh(spheregeometry, spherematerial);
//texture.needsUpdate = true;
scene.add(sphere);
var objects = [];
var objects_sphere = [];
objects_sphere.push(sphere);
for(var i=0; i<spriteResponse.length; i++)
{
var cardinal = {ID: parseInt(spriteResponse[i].ID), lat: parseFloat(spriteResponse[i].lat), lon: parseFloat(spriteResponse[i].lng), name: spriteResponse[i].name};
//var sprite = new labelBox(cardinal, radius, root);
//sprite.update(); was previously commented
//spritearray.push(sprite);
var phi = Math.log( Math.tan( cardinal.lat*(Math.PI/180) / 2 + Math.PI / 4 ) / Math.tan( click_marker.getPosition().lat()* (Math.PI/180) / 2 + Math.PI / 4) );
var delta_lon = Math.abs( click_marker.getPosition().lng() - cardinal.lon )*Math.PI/180;
var bearing = Math.atan2( delta_lon , phi ) ;
var Z_value = Math.cos(bearing)*(radius*0.75);
var X_value = Math.sin(bearing)*(radius*0.75);
var canvas = document.createElement('canvas');
context = canvas.getContext('2d');
metrics = null,
textHeight = 32,
textWidth = 0,
// actualFontSize = 2;
context.font = "normal " + textHeight + "px Arial";
metrics = context.measureText(cardinal.name);
var textWidth = metrics.width;
//var textHeight = metrics.height;
canvas.width = textWidth;
canvas.height = textHeight;
context.font = "normal " + textHeight + "px Arial";
context.textAlign = "center";
context.textBaseline = "middle";
context.beginPath();
context.rect(0, 0, textWidth, textHeight);
context.fillStyle = "white";
context.fill();
context.fillStyle = "black";
context.fillText(cardinal.name, textWidth / 2, textHeight / 2);
texture_plane = new THREE.Texture(canvas);
var GPU_Value = renderer.getMaxAnisotropy();
texture_plane.anisotropy = GPU_Value;
texture_plane.needsUpdate = true;
//var spriteAlignment = new THREE.Vector2(0,0) ;
material = new THREE.MeshBasicMaterial( {color: 0xffffff,side: THREE.DoubleSide ,map : texture_plane} );
material.needsUpdate = true;
//material.transparent=true;
geometry = new THREE.PlaneGeometry(0.3, 0.2);
plane = new THREE.Mesh( geometry, material );
plane.database_id = cardinal.ID;
plane.LabelText = cardinal.name;
//plane.scale.set( 0.3, 0.3,1 );
plane.scale.set( textWidth/165, textHeight/70, 1 );
plane.position.set(X_value,0,Z_value);
plane.coordinates = { X: X_value, Z: Z_value};
plane.lat_lon = { LAT: cardinal.lat, LON: cardinal.lon};
plane.textWidth = textWidth;
plane.textHeight = textHeight;
objects.push( plane );
scene.add(plane);
plane.userData = { keepMe: true };
//objects.push( plane );
//plane.id = cardinal.ID;
//var direction = camera.getWorldDirection();
camera.updateMatrixWorld();
var vector = camera.position.clone();
vector.applyMatrix3( camera.matrixWorld );
plane.lookAt(vector);
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown( event )
{
//clearScene();
event.preventDefault();
var mouse = new THREE.Vector2();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
var raycaster = new THREE.Raycaster();
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( objects );
var matched_marker = null;
if(intersects.length != 0)
{
for ( var i = 0; intersects.length > 0 && i < intersects.length; i++)
{
var x_id = intersects[0].object.database_id;
for( var j = 0; markers.length > 0 && j < markers.length; j++)
{
if(x_id == markers[j].ID)
{
matched_marker = markers[j];
break;
}
}
if(matched_marker != null)
{
break;
}
}
// loadScene();
clean_data();
google.maps.event.trigger( matched_marker, 'click' );
}
}
function clean_data()
{
for(var k=0;k<objects_sphere.length;k++)
{
scene.remove( objects_sphere[k] );
objects_sphere[k].geometry.dispose();
objects_sphere[k].material.map.dispose();
objects_sphere[k].material.dispose();
}
for (var j=0; j<objects.length; j++)
{
scene.remove( objects[j] );
objects[j].geometry.dispose();
objects[j].material.map.dispose();
objects[j].material.dispose();
// objects[j].material.needsUpdate = true;
}
/*spheregeometry.dispose();
spherematerial.dispose();
texture.dispose();
scene.remove( sphere );*/
} `
It looks like you're never rerendering the scene in either the example code or the jsFiddle. If you remove your object from the scene and the objects remain, it's likely that you've not rendered the scene again. Try adding a render loop.
animationLoop () {
myrenderer.render(myScene, myCamera)
window.requestAnimationFrame(animationLoop)
}

JavaScript Double Click Function Three.js

I've got a double click function to allow the user to double click on a car model and it displays which objects have been intersected; e.g. wipers, grille, tyres and so on, and this function displays them in a list with the number of items the double click intersected with.
However, I am now trying to get it so that when a certain part of the car is clicked, for example, the tyres, it will display a paragraph with information on them. I can see how this is just a case of checking the name of the intersecting object and then displaying the relevant text if it intersects it, but every time I go to do what I think is right, it just breaks the already existing function to the point where the whole thing won't run.
I'm not exactly a JavaScript or Three.js pro at all, but trying to progress my function further is proving to be rather difficult.
Any suggestions? I've included the entire double click function, however it's when it's checking if there has been intersections near the bottom that is where the alterations need to be.
// On Mouse double click event function
function onDoubleClick(event) {
// Set the mouse down flag to false
mouseDown = false;
// Canvas x (left) and y (top) position
var canvasLeft = 0;
var canvasTop = 0;
// "event.clientX" is the mouse x position. "event.clientY" is the mouse y position
var tempX = event.clientX - canvasLeft;
var tempY = event.clientY - canvasTop;
// Create a normalised vector in 2d space
var vector = new THREE.Vector3((tempX / window.innerWidth) * 2 - 1, - (tempY / innerHeight) * 2 + 1, 0.5);
// Unproject a 2D point into the 3D word
// Use the camera projection matrix to transform the vector to the 3D world space
vector.unproject(camera);
// Send a ray in the direction the user has clicked from the cameras position
var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
// Check if the ray has intersected with any objects and get intersections
var intersects = raycaster.intersectObjects(objects, true);
// Check if intersected with objects
if (intersects.length > 0) {
var tempStr = "Number of items: " + intersects.length + " ";
// List the items that were hit
for(var i=0; i < intersects.length; i++){
if(intersects[i].object.name != ""){
// The mesh name set above
tempStr += " | Name: " + intersects[i].object.name;
} else {
// The names inside the model
tempStr += " | Name: " + intersects[i].object.parent.name;
}
}
//Debug information
document.getElementById("debugInfo").innerHTML = tempStr + ".<br>";
//END
}
}
EDIT:
This is the entire code for the javascript file, as altering elements of the double click function seems to stop the page from loading.
window.onload = init;
// declare variables
var scene,camera,renderer, container;
var controls, guiControls, datGUI;
var grid, color;
var cube, cubeGeometry, cubeMaterial;
var plane, planeGeometry, planeMaterial;
var skyBoxMesh, texture_placeholder;
var spotLight;
var stats;
// Handles the mouse events.
var mouseOverCanvas;
var mouseDown;
// An array of objects that can be clicked on
var objects = [];
//DAE models
var showroom ,carOld, carNew;
var daeObject;
var animations;
var kfAnimations = [];
var kfAnimationsLength = 0;
var lastFrameCurrentTime = [];
var clock = new THREE.Clock();
var mouseOverCanvas, mouseDown;
var objectsClick=[];
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
//creates empty scene
scene = new THREE.Scene();
//camera
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, .1, 500);
camera.position.x = 40;
camera.position.y = 40;
camera.position.z = 40;
camera.lookAt(scene.position);
//renderer
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setClearColor(0xe6f2ff);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMapSoft = true;
container.appendChild( renderer.domElement );
// Add an event to set if the mouse is over our canvas
renderer.domElement.onmouseover=function(e){ mouseOverCanvas = true; }
renderer.domElement.onmousemove=function(e){ mouseOverCanvas = true; }
renderer.domElement.onmouseout=function(e){ mouseOverCanvas = false; }
renderer.domElement.onmousedown=function(e){ mouseDown = true; }
renderer.domElement.onmouseup=function(e){ mouseDown = false; }
// Double Click Event. Set a function called "onDoubleClick"
renderer.domElement.ondblclick=onDoubleClick;
// stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
//adds controls
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.addEventListener('change', render);
var ambient = new THREE.AmbientLight( 0xadad85 );
scene.add( ambient );
//---------- creates grid ---------------
grid = new THREE.GridHelper(50,5);
color= new THREE.Color("rgb(255,0,0)");
grid.setColors( 0x000000);
scene.add(grid);
//----------- creates cube --------------
cubeGeometry = new THREE.BoxGeometry(5,5,5);
cubeMaterial = new THREE.MeshPhongMaterial({color: 0xff3300});
cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.x = 0;
cube.position.y = 6;
cube.position.z = 2.5;
cube.castShadow = true;
scene.add(cube);
//----------- creates plane ---------------
planeGeomenty= new THREE.PlaneGeometry(100,100,100);
planeMaterial = new THREE.MeshLambertMaterial({color: 0x00cc00});
plane = new THREE.Mesh(planeGeomenty, planeMaterial);
//position the add objects to the scene
plane.rotation.x = -.5*Math.PI;
plane.receiveShadow = true;
scene.add(plane);
//------------- skyBox --------------
texture_placeholder = document.createElement('canvas');
texture_placeholder.width = 128;
texture_placeholder.height = 128;
var context = texture_placeholder.getContext('2d');
context.fillStyle = 'rgb(200,200, 200)';
context.fillRect(0, 0,texture_placeholder.width, texture_placeholder.height);
var materials = [
loadTexture('images/skybox/posX.jpg'),
loadTexture('images/skybox/negX.jpg'),
loadTexture('images/skybox/posY.jpg'),
loadTexture('images/skybox/negY.jpg'),
loadTexture('images/skybox/posZ.jpg'),
loadTexture('images/skybox/negZ.jpg')
];
skyBoxMesh = new THREE.Mesh(new THREE.BoxGeometry(500,500,500,7,7,7),
new THREE.MeshFaceMaterial(materials));
skyBoxMesh.scale.x = -1;
scene.add(skyBoxMesh);
//---------- loads collada files -----------
loadCollada();
daeObject = cube;
// initialise datGUI controls values
guiControls = new function() {
this.rotationY = 0.0;
this.positionX = 0.0;
this.positionY = 0.0;
this.positionZ = -10;
this.lightX = 20;
this.lightY = 35;
this.lightZ = 40;
this.intensity = 1;
this.distance = 0;
this.angle = 1.570;
this.target = cube;
}
//add spotLight with starting parameters
spotLight = new THREE.SpotLight(0xffffff);
spotLight.castShadow = true;
spotLight.position.set(20,35,40);
spotLight.intensity = guiControls.intensity;
spotLight.distance = guiControls.distance;
spotLight.angle = guiControls.angle;
scene.add(spotLight);
//adds controls on the scene
datGUI = new dat.GUI();
// datGUI.add(guiControls, 'positionZ', 0, 1);
datGUI.add(guiControls, 'positionZ', -10, 25, 0.5). name("Move the car");
datGUI.add(guiControls, 'rotationY', 0, 1).name('Rotate the car');
datGUI.add(guiControls, 'lightX', -60, 180);
datGUI.add(guiControls, 'lightY', 0, 180);
datGUI.add(guiControls, 'lightZ', -60, 180);
datGUI.add(guiControls, 'target',[ 'cube','Modern Mini', 'Classic Mini']).onChange(function() {
if(guiControls.target == 'cube'){
spotLight.target = cube;
daeObject = cube;
}
else if(guiControls.target == 'Classic Mini'){
spotLight.target = carOld;
daeObject = carOld;
}
else if(guiControls.target = 'Modern Mini'){
spotLight.target = carNew;
daeObject = carNew;
}
});
datGUI.add(guiControls, 'intensity', 0.01, 5).onChange(function (value){
spotLight.intensity = value;
});
datGUI.add(guiControls, 'distance', 0, 1000).onChange(function (value){
spotLight.distance = value;
});
datGUI.add(guiControls, 'angle', 0.001, 1.570).onChange(function (value){
spotLight.angle = value;
});
datGUI.close();
container.appendChild(renderer.domElement);
window.addEventListener( 'resize', onWindowResize, false );
}
//------------------------- END INIT() ----------------------------
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function loadCollada() {
//--- Loads the Classic Mini ---
colladaLoader = new THREE.ColladaLoader();
colladaLoader.options.convertUpAxis = true;
colladaLoader.load( 'dae_files/ClassicMini.dae', function ( collada ) {
carOld = collada.scene; // stores dae file to a global variable
carOld.position.set( 14.5, 1.8, -10 );
carOld.scale.set( 0.04, 0.04, 0.04 );
carOld.traverse(function (child) {
child.castShadow = true;
child.receiveShadow = true;
});
carOld.updateMatrix();
carOld.name = "Classic";
scene.add( carOld );
objects.push( carOld );
} );
//--- loads Modern Mini ---
colladaLoader = new THREE.ColladaLoader();
colladaLoader.options.convertUpAxis = true;
colladaLoader.load( 'dae_files/ModernMini.dae', function ( collada ) {
carNew = collada.scene;
carNew.position.set( -14.5, 6.3, -10 );
carNew.scale.set( 0.06, 0.06, 0.06 );
// creates shadow
carNew.traverse(function (child) {
child.castShadow = true;
child.receiveShadow = true;
});
carNew.updateMatrix();
carNew.name = "Modern";
scene.add( carNew );
objects.push( carNew );
} );
//--- loads the Showroom ---
colladaLoader = new THREE.ColladaLoader();
colladaLoader.options.convertUpAxis = true;
colladaLoader.load( 'dae_files/roomAnim2.dae', function collada( collada ) {
showroom = collada.scene;
animations = collada.animations;
kfAnimationsLength = animations.length;
// Initialise last frame current time.
for ( var i = 0; i < kfAnimationsLength; i++ ) {
lastFrameCurrentTime[i] = 0;
}
// Get all the key frame animations.
for ( var i = 0; i < kfAnimationsLength; i++ ) {
var anim = animations[ i ];
var keyFrameAnim = new THREE.KeyFrameAnimation( anim );
keyFrameAnim.timeScale = 1;
keyFrameAnim.loop = false;
kfAnimations.push( keyFrameAnim );
anim = kfAnimations[i];
anim.play();
}
showroom.position.set(0, 0, -20);
showroom.scale.set(0.06, 0.06, 0.06);
showroom.traverse(function (child) {
child.castShadow = true;
child.receiveShadow = true;
});
showroom.updateMatrix();
scene.add( showroom );
animate();
} );
}
// On Mouse double click event function
function onDoubleClick(event) {
// Set the mouse down flag to false
mouseDown = false;
// Canvas x (left) and y (top) position
var canvasLeft = 0;
var canvasTop = 0;
// "event.clientX" is the mouse x position. "event.clientY" is the mouse y position
var tempX = event.clientX - canvasLeft;
var tempY = event.clientY - canvasTop;
// Create a normalised vector in 2d space
var vector = new THREE.Vector3((tempX / window.innerWidth) * 2 - 1, - (tempY / innerHeight) * 2 + 1, 0.5);
// Unproject a 2D point into the 3D word
// Use the camera projection matrix to transform the vector to the 3D world space
vector.unproject(camera);
// Send a ray in the direction the user has clicked from the cameras position
var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
// Check if the ray has intersected with any objects and get intersections
var intersects = raycaster.intersectObjects(objects, true);
// Check if intersected with objects
if (intersects.length > 0) {
var tempStr = "Number of items: " + intersects.length + " ";
// List the items that were hit
for(var i=0; i < intersects.length; i++){
if(intersects[i].object.name != ""){
// The mesh name set above
tempStr += " | Name: " + intersects[i].object.name;
} else {
// The names inside the model
tempStr += " | Name: " + intersects[i].object.parent.name;
}
}
//Debug information
document.getElementById("debugInfo").innerHTML = tempStr + ".<br>";
//END
}
}
function loopAnimations(){
// Loop through all animations
for ( var i = 0; i < kfAnimationsLength; i++ ) {
// Check if the animation is player and not paused.
if(kfAnimations[i].isPlaying && !kfAnimations[i].isPaused){
if(kfAnimations[i].currentTime == lastFrameCurrentTime[i]) {
kfAnimations[i].stop();
//kfAnimations[i].play();
lastFrameCurrentTime[i] = 0;
}
}
}
}
function play_pauseAnim() {
//checks is there animation and is it paused
if(kfAnimationsLength > 0) {
if(kfAnimations[0].isPlaying) {
for(i = 0; i < kfAnimationsLength; i++){
kfAnimations[i].stop();
}
}else {
for(i = 0; i < kfAnimationsLength; i++) {
lastFrameCurrentTime[i] = 0;
//kfAnimations[i].play(kfAnimations[i].currentTime);
kfAnimations[i].play(0);
}
}
}
}
function checkTime(){
if(kfAnimationsLength > 0) {
if(kfAnimations[0].isPlaying) {
if(kfAnimations[0].currentTime > 3){
play_pauseAnim();
}
}
}
}
// create a render loop to draw the scene 60 times per second
function render() {
//checkTime();
daeObject.rotation.y += guiControls.rotationY;
//if (daeObject.position.z < 25) {
daeObject.position.z = guiControls.positionZ;
//}
spotLight.rotation.x += guiControls.rotationX;
spotLight.rotation.y += guiControls.rotationY;
spotLight.rotation.z += guiControls.rotationZ;
stats.update();
}
function animate () {
var deltaTime = clock.getDelta();
for ( var i = 0; i < kfAnimationsLength; i++ ) {
// Get a key frame animation.
var anim = kfAnimations[i];
anim.update( deltaTime );
}
loopAnimations();
requestAnimationFrame(animate);
// Update last frame current time.
for ( var i = 0; i < kfAnimationsLength; i++ ) {
lastFrameCurrentTime[i] = kfAnimations[i].currentTime;
}
render();
renderer.render(scene, camera);
}
// Loads skybox texture
function loadTexture(path) {
var texture = new THREE.Texture(texture_placeholder);
var material = new THREE.MeshBasicMaterial({
map: texture,
overdraw: 0.5
});
var image = new Image();
image.onload = function() {
texture.image = this;
texture.needsUpdate = true;
};
image.src = path;
return material;
}
Macast,
Please, check if you haven't forgotten in your code:
var objets = [];
var raycaster = new THREE.Raycaster();
And for each part of the car this line :
objects.push( mesh );
Ex:
var geometry = new THREE.RingGeometry( 1, 5, 32 );
var material = new THREE.MeshBasicMaterial( { color: 0xff0000, side: THREE.DoubleSide } );
var simpleTire = new THREE.Mesh( geometry, material );
simpleTire.name = 'tire';
objects.push( simpleTire );
scene.add( simpleTire );
Then, it's simple :
if ( intersects.length > 0 ) {
switch(intersects[0].object.name){
case 'tire':
console.log('A pretty red tire');
break;
case 'motor':
console.log('An electric motor');
break;
}
}

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