Reduce scene height/width and place canvas into div - javascript

I'm working on a Three.js project which you can find over here in its entirety.
As you can see, there is a substantial amount of vertical, unoccupied space surrounding the particles. I was wondering if it was possible to reduce that. If not, is it possible to put it inside a div? I tinkered around with renderer.setSize, but it also stretched the scene; meanwhile putting it inside a div did not produce any result for me.
Unfortunately, the formal training I received in regard to web design and development was scarce, only covering the basics and rudiments; thus, I had to try to understand things such as this online so I apologize if this sounds inane.
var SEPARATION = 70, AMOUNTX = 25, AMOUNTY = 20;
var container, camera, scene, renderer;
var particles, particle, count = 0;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
particles = new Array();
var PI2 = Math.PI * 2;
var material = new THREE.SpriteCanvasMaterial( {
color: 0x333399,
program: function ( context ) {
context.beginPath();
context.arc( 0, 0, 0.5, 0, PI2, true );
context.fill();
}
} );
var i = 0;
for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
particle = particles[ i ++ ] = new THREE.Sprite( material );
particle.position.x = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 );
particle.position.z = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 );
scene.add( particle );
}
}
renderer = new THREE.CanvasRenderer({alpha:true});
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function onDocumentTouchStart( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var i = 0;
for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
particle = particles[ i++ ];
particle.position.y = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
( Math.sin( ( iy + count ) * 0.5 ) * 50 );
particle.scale.x = particle.scale.y = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 4 +
( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 5;
}
}
renderer.render( scene, camera );
count += 0.1;
}

You can set a fixed height for you canvas and use it inside onWindowResize function and init function.
For example:
// set a fixed canvas height
var fixedCanvasHeight = 200;
function init(){
// give separation a new value for a better particle distribution
SEPARATION = window.innerWidth/AMOUNTX;
...
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / fixedCanvasHeight, 1, 10000 );
...
renderer.setSize( window.innerWidth, fixedCanvasHeight );
...
}
function onWindowResize() {
// give separation a new value for a better particle distribution
SEPARATION = window.innerWidth/AMOUNTX;
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / fixedCanvasHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, fixedCanvasHeight );
}

Is this what you're looking for? I've combined what cameraman and WestLangley were suggesting:
I used globalized WIDTH and HEIGHT variables
HEIGHT is a fixed value
Adjust camera.fov to zoom to fit what you want
var SEPARATION = 70,
AMOUNTX = 25,
AMOUNTY = 20,
// Globalized width & height varialbes
WIDTH = window.innerWidth, // width still references the window width
HEIGHT = 200; // height is now a fixed value (if this needs to be dynamic, you'll need to calculate it)
var container, camera, scene, renderer, particles, particle, count = 0;
var mouseX = 0,
mouseY = 0;
var windowHalfX = WIDTH / 2;
var windowHalfY = HEIGHT / 2;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(35, WIDTH / HEIGHT, 1, 10000); // smaller FOV = tighter zoom
camera.position.z = 1000;
scene = new THREE.Scene();
particles = new Array();
var PI2 = Math.PI * 2;
var material = new THREE.SpriteCanvasMaterial({
color: 0x333399,
program: function(context) {
context.beginPath();
context.arc(0, 0, 0.5, 0, PI2, true);
context.fill();
}
});
var i = 0;
for (var ix = 0; ix < AMOUNTX; ix++) {
for (var iy = 0; iy < AMOUNTY; iy++) {
particle = particles[i++] = new THREE.Sprite(material);
particle.position.x = ix * SEPARATION - ((AMOUNTX * SEPARATION) / 2);
particle.position.z = iy * SEPARATION - ((AMOUNTY * SEPARATION) / 2);
scene.add(particle);
}
}
renderer = new THREE.CanvasRenderer({
alpha: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(WIDTH, HEIGHT);
container.appendChild(renderer.domElement);
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('touchstart', onDocumentTouchStart, false);
document.addEventListener('touchmove', onDocumentTouchMove, false);
//
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = WIDTH / 2;
windowHalfY = HEIGHT / 2;
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
renderer.setSize(WIDTH, HEIGHT);
}
function onDocumentMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function onDocumentTouchStart(event) {
if (event.touches.length === 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
mouseY = event.touches[0].pageY - windowHalfY;
}
}
function onDocumentTouchMove(event) {
if (event.touches.length === 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
mouseY = event.touches[0].pageY - windowHalfY;
}
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
var i = 0;
for (var ix = 0; ix < AMOUNTX; ix++) {
for (var iy = 0; iy < AMOUNTY; iy++) {
particle = particles[i++];
particle.position.y = (Math.sin((ix + count) * 0.3) * 50) +
(Math.sin((iy + count) * 0.5) * 50);
particle.scale.x = particle.scale.y = (Math.sin((ix + count) * 0.3) + 1) * 4 +
(Math.sin((iy + count) * 0.5) + 1) * 5;
}
}
renderer.render(scene, camera);
count += 0.1;
}
<script src="http://threejs.org/build/three.js"></script>
<script src="http://threejs.org/examples/js/renderers/CanvasRenderer.js"></script>
<script src="http://threejs.org/examples/js/renderers/Projector.js"></script>

As far as I understood your question, you have troubles putting the canvas into a div. Of course, within a div you can position and size the canvas much better.
Here the basic code snippets from your updated example: http://codepen.io/anon/pen/ybBVYX
var SCREEN_WIDTH, SCREEN_HEIGHT;
// init
container = $('.webgl');
SCREEN_WIDTH = container.width();
SCREEN_HEIGHT = container.height();
camera = new THREE.PerspectiveCamera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
camera.position.z = 1000;
renderer = new THREE.CanvasRenderer({alpha:true});
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
container.append( renderer.domElement );
// resize
function onWindowResize() {
SCREEN_WIDTH = container.width();
SCREEN_HEIGHT = container.height();
camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
camera.updateProjectionMatrix();
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
}
html, body {
color: #ff0000;
height: 100%;
}
.header {
height: 60%;
background-color: #ccc;
}
.webgl {
height: 40%;
}
<div class="header">
<p class="test">Hello</p>
Link
</div>
<div class="webgl"></div>
If you want to keep the aspect ratio, then you would need to set the width or height of your div and the canvas element explicitly, e.g. using jQuery:
SCREEN_WIDTH = container.width();
SCREEN_HEIGHT = SCREEN_WIDTH * aspectRatio;
container.height( SCREEN_HEIGHT );

Related

How to simulate the wave effect to the content with threejs wave background

I need to simulate the wave effect to the content on top of the wave background using three.js
In my case, the wave effect is working as my expectation but I need the contents will be up and down with the background effect. Like boats in sea waves
Mostly, you can achieve that by adding the wave effects to the background of the scene.
This link may help you
https://codepen.io/mweslander/pen/JreWPa
const SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50;
let container, stats;
let camera, scene, renderer;
let particles, particle, count = 0;
let mouseX = 0, mouseY = 0;
let windowHalfX = window.innerWidth / 2;
let windowHalfY = window.innerHeight / 2;
function init() {
container = document.createElement( 'div' );
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000; // Good var to change
scene = new THREE.Scene();
particles = new Array();
var PI2 = Math.PI * 2;
var geometry = new THREE.Geometry();
var material = new THREE.SpriteCanvasMaterial({
color: 0xffffff,
program: function ( context ) {
context.beginPath();
context.arc( 0, 0, 0.4, 0, PI2, true );
context.fill();
}
});
var i = 0;
for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
particle = particles[ i ++ ] = new THREE.Sprite( material );
particle.position.x = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 );
particle.position.z = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 );
scene.add(particle);
if (i > 0) {
geometry.vertices.push( particle.position );
}
}
}
renderer = new THREE.CanvasRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
stats = new Stats();
container.appendChild( stats.dom );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function onDocumentTouchStart(event) {
if (event.touches.length === 1) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
function onDocumentTouchMove( event ) {
if (event.touches.length === 1) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
renderer.setClearColor( 0x07074e, 1);
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
var i = 0;
for (var ix = 0; ix < AMOUNTX; ix++) {
for (var iy = 0; iy < AMOUNTY; iy++) {
particle = particles[i++];
particle.position.y = (Math.sin((ix + count) * 0.3) * 50) + (Math.sin((iy + count) * 0.5) * 50);
particle.scale.x = particle.scale.y = (Math.sin((ix + count) * 0.3) + 1) * 4 + (Math.sin((iy + count) * 0.5) + 1) * 4;
}
}
renderer.render(scene, camera);
count += 0.1;
}
init();
animate();

onLoad function to onClick only

This code causes a particle explosion on my page.
I attached the onClick function to a button in my HTML so it runs when I click that certain button. But when I load the HTML it automatically runs this function and after that only when I click the button.
What I need is that it wont rune when you run the HTML. The function may only run when the button is clicked.
I also would like to ask how I can change te canvas size. Since this function automatically creates a canvas where the function loads in but this one is bigger than the div with the sizes I want it to run in.
//////////////settings/////////
var movementSpeed = 30;
var totalObjects = 500;
var objectSize = 70;
var sizeRandomness = 0;
var color = 0x00BEE0;
/////////////////////////////////
var dirs = [];
var parts = [];
//var container = document.createElement('div');
//document.body.appendChild( container );
var container = document.getElementById('header');
//document.body.appendChild( header );
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000)
camera.position.z = 1000;
var scene = new THREE.Scene();
function ExplodeAnimation(x, y) {
var geometry = new THREE.Geometry();
for (i = 0; i < totalObjects; i++) {
var vertex = new THREE.Vector3();
vertex.x = x;
vertex.y = y;
vertex.z = 0;
geometry.vertices.push(vertex);
dirs.push({
x: (Math.random() * movementSpeed) - (movementSpeed / 2),
y: (Math.random() * movementSpeed) - (movementSpeed / 2),
z: (Math.random() * movementSpeed) - (movementSpeed / 2)
});
}
var material = new THREE.ParticleBasicMaterial({
size: objectSize,
color: color
});
var particles = new THREE.ParticleSystem(geometry, material);
this.object = particles;
this.status = true;
this.xDir = (Math.random() * movementSpeed) - (movementSpeed / 2);
this.yDir = (Math.random() * movementSpeed) - (movementSpeed / 2);
this.zDir = (Math.random() * movementSpeed) - (movementSpeed / 2);
scene.add(this.object);
this.update = function() {
if (this.status == true) {
var pCount = totalObjects;
while (pCount--) {
var particle = this.object.geometry.vertices[pCount]
particle.y += dirs[pCount].y;
particle.x += dirs[pCount].x;
particle.z += dirs[pCount].z;
}
this.object.geometry.verticesNeedUpdate = true;
}
}
}
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
renderer.render(scene, camera);
parts.push(new ExplodeAnimation(0, 0));
render();
function render() {
requestAnimationFrame(render);
var pCount = parts.length;
while (pCount--) {
parts[pCount].update();
}
renderer.render(scene, camera);
}
window.addEventListener('mousedown', onclick, false);
window.addEventListener('resize', onWindowResize, false);
function onClick() {
event.preventDefault();
parts.push(new ExplodeAnimation((Math.random() * sizeRandomness) - (sizeRandomness / 2), (Math.random() * sizeRandomness) - (sizeRandomness / 2)));
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
As I saw you code , I think you should only put your bellow trigger code inside the click button :
renderer.render(scene, camera);
parts.push(new ExplodeAnimation(0, 0));
render();
because it's executed automatically when loading .
See My below Snippet , I ve added a sample button and run() function to show animation on click :
//////////////settings/////////
var movementSpeed = 30;
var totalObjects = 500;
var objectSize = 70;
var sizeRandomness = 0;
var color = 0x00BEE0;
/////////////////////////////////
var dirs = [];
var parts = [];
//var container = document.createElement('div');
//document.body.appendChild( container );
var container = document.getElementById('header');
//document.body.appendChild( header );
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000)
camera.position.z = 1000;
var scene = new THREE.Scene();
function ExplodeAnimation(x, y) {
var geometry = new THREE.Geometry();
for (i = 0; i < totalObjects; i++) {
var vertex = new THREE.Vector3();
vertex.x = x;
vertex.y = y;
vertex.z = 0;
geometry.vertices.push(vertex);
dirs.push({
x: (Math.random() * movementSpeed) - (movementSpeed / 2),
y: (Math.random() * movementSpeed) - (movementSpeed / 2),
z: (Math.random() * movementSpeed) - (movementSpeed / 2)
});
}
var material = new THREE.ParticleBasicMaterial({
size: objectSize,
color: color
});
var particles = new THREE.ParticleSystem(geometry, material);
this.object = particles;
this.status = true;
this.xDir = (Math.random() * movementSpeed) - (movementSpeed / 2);
this.yDir = (Math.random() * movementSpeed) - (movementSpeed / 2);
this.zDir = (Math.random() * movementSpeed) - (movementSpeed / 2);
scene.add(this.object);
this.update = function() {
if (this.status == true) {
var pCount = totalObjects;
while (pCount--) {
var particle = this.object.geometry.vertices[pCount]
particle.y += dirs[pCount].y;
particle.x += dirs[pCount].x;
particle.z += dirs[pCount].z;
}
this.object.geometry.verticesNeedUpdate = true;
}
}
}
var renderer = new THREE.WebGLRenderer();
function render() {
requestAnimationFrame(render);
var pCount = parts.length;
while (pCount--) {
parts[pCount].update();
}
renderer.render(scene, camera);
}
window.addEventListener('mousedown', onclick, false);
window.addEventListener('resize', onWindowResize, false);
function onClick() {
event.preventDefault();
parts.push(new ExplodeAnimation((Math.random() * sizeRandomness) - (sizeRandomness / 2), (Math.random() * sizeRandomness) - (sizeRandomness / 2)));
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
document.getElementById("btn").addEventListener('click',run);
function run() {
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
renderer.render(scene, camera);
parts.push(new ExplodeAnimation(0, 0));
render();
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js"></script>
<button id="btn">Click to run </button>
<div id="header">

Bad FPS in a simple Three.js scene in Safari MacOS

I have a simple demo that works fine in Chrome and Firefox. But Safari is lag like hell. If I disable antialising, it increases the FPS but not that much. How can i optimize my code ? Maybe use some caching? I'm new to three.js
It will be nice if it will work in iOs safari too.
Here's the demo:
var $container = $('#torus');
var mouseX = 0,
mouseY = 0;
var camera, scene, renderer;
var geometry, material, mesh, config;
var numTorus = 65;
var tabTorus = [];
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
config = {
speed: 1.3,
rotation: 1,
opacity: 1
}
function init() {
camera = new THREE.PerspectiveCamera(100, window.innerWidth / window.innerHeight, 10, 1000);
camera.position.z = 1;
scene = new THREE.Scene();
material = new THREE.MeshNormalMaterial();
material.transparent = true;
material.opacity = config.opacity;
geometry = new THREE.TorusGeometry(130, .5, 120, 100);
geometry.computeFaceNormals();
geometry.computeVertexNormals();
geometry.normalsNeedUpdate = true;
geometry.verticesNeedUpdate = true;
geometry.dynamic = true;
for (var i = 0; i < numTorus; i++) {
tabTorus.push(new Torus(-i * 6));
scene.add(tabTorus[i].b);
}
renderer = new THREE.WebGLRenderer({
antialias: true,
autoClear: true,
alpha: true,
});
renderer.setSize(window.innerWidth, window.innerHeight);
$container.append(renderer.domElement);
}
function Torus(f) {
this.b = new THREE.Mesh(geometry, material);
this.b.position.y = 55 * Math.sin(f);
this.b.position.x = 55 * Math.cos(f);
this.b.position.z = f * 2.72;
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 10;
mouseY = (event.clientY - windowHalfY) / 10;
}
function update() {
for (var i = 0; i < numTorus; i++) {
tabTorus[i].b.position.z += config.speed * 1.5;
tabTorus[i].b.material.opacity = config.opacity;
tabTorus[i].b.geometry.parameters.arc = 0.5 + config.opacity * 10;
if (tabTorus[i].b.position.z > 0) {
tabTorus[i].b.position.z = -1000;
}
}
}
function animate() {
requestAnimationFrame(animate);
camera.position.x += (mouseX - camera.position.x) * .02;
camera.position.y += (-mouseY - camera.position.y) * .02;
renderer.render(scene, camera);
update();
}
window.addEventListener('resize', onWindowResize, false);
document.addEventListener('mousemove', onDocumentMouseMove, false);
init();
animate();
body {
background: black;
}
#torus {
position: fixed;
width: 100%;
height: 100%;
top: 0;
bottom: 0;
left: 0;
right: 0;
}
<div id="torus"></div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js"></script>
It seems to be a problem in Safari itself: enormous amounts of time spent compositing the page (40-50ms on my machine vs 2-4 ms for JavaScript). Also, it depends on size of the window. You should report it to https://bugs.webkit.org.

move the camera to face the selected object 3js

so this is the first time i try to learn how to create web with 3 js and tween js. i created multiple object when user click 1 of object it will display its content. but when i try to move the camera to face the object (zooming and focus on the selected the object), the camera just jump to the top of canvas and scan all of the canvas.
(function() {
var DZOOM, OX, OY, aspectt, camera, height, light, loader, render, renderer, scene, view, width, raycaster, intersects, INTERSECTED;
var objects = [],
uuids = [],
names = [];
var container = document.getElementById( 'main-content' );
var windowHalfX = container.offsetWidth / 2;
var windowHalfY = container.offsetHeight / 2;
width = container.offsetWidth;
height = container.offsetHeight;
var raycaster = new THREE.Raycaster();
var lookAtVector = new THREE.Vector3(0,0,0);
var mouse = new THREE.Vector2(),
INTERSECTED;
document.body.appendChild( container );
aspectt = width / height;
scene = new THREE.Scene();
scene.background = new THREE.Color( '#fff' );
camera = new THREE.PerspectiveCamera(85, window.innerWidth / window.innerHeight, 1, 1000);
renderer = new THREE.WebGLRenderer({
alpha: true,
antialias: true
});
window.addEventListener( 'resize', onWindowResize, false );
function onWindowResize() {
windowHalfX = container.offsetWidth / 2;
windowHalfY = container.offsetHeight / 2;
camera.aspect = container.offsetWidth / container.offsetHeight;
camera.updateProjectionMatrix();
renderer.setSize( container.offsetWidth, container.offsetHeight );
}
renderer.setSize(width, height);
container.appendChild( renderer.domElement );
light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(15, -5, 15);
scene.add(light);
OX = -35;
OY = -5;
if (!deviceIsMobile()) {
camera.position.set(OX + 60, OY - 5, 35);
}
else{
camera.position.set(OX + 30, OY - 10, 20);
}
camera.up = new THREE.Vector3(0, 0, 1);
camera.lookAt(new THREE.Vector3(OX, OY, 0));
container.addEventListener( 'mousedown', onDocumentMouseDown, false );
container.addEventListener( 'touchstart', onDocumentTouchStart, false );
container.addEventListener( 'touchmove', onDocumentTouchMove, false );
function displayCaptionOnClick( event ) {
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
intersects = raycaster.intersectObjects( objects[0].children, true );
if ( intersects.length > 0 ) {
for( var i = 0; i < intersects.length; i++ ) {
displayCaption(intersects[0].object.uuid);
}
}
}
function redOnHover( event ) {
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
intersects = raycaster.intersectObjects( objects[0].children, true );
if ( intersects.length > 0 ) {
if ( INTERSECTED != intersects[ 0 ].object ) {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED = intersects[ 0 ].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
INTERSECTED.material.emissive.setHex( 0xff0000 );
}
} else {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED = null;
}
}
function toObj(obj) {
console.log(obj);
var normalMatrix = new THREE.Matrix3().getNormalMatrix( obj.matrixWorld );
var worldNormal = new THREE.Vector3(0,0,1).applyMatrix3( normalMatrix ).normalize();
console.log(worldNormal);
var camPosition = new THREE.Vector3().copy(obj.position).add(worldNormal.multiplyScalar(100));
var rotateTween = new TWEEN.Tween(lookAtVector)
.to({
x: obj.position.x,
y: obj.position.y,
z: obj.position.z
}, 4000)
.easing(TWEEN.Easing.Quadratic.InOut)
.onUpdate(function(){
camera.lookAt(lookAtVector);
})
.onComplete(function(){
lookAtVector.copy(obj.position);
})
.start();
var goTween = new TWEEN.Tween(camera.position)
.to(camPosition, 4000)
.easing(TWEEN.Easing.Quadratic.InOut)
.start();
}
function displayCaption( uuid ) {
var curObj = uuids.indexOf(uuid);
console.log(curObj);
if(curObj<=7){
$('.single-page').hide();
var crnt= $('#'+curObj);
crnt.show();
$('#sidebar').animate({right:0});
redOnHover( event );
}
}
var targetRotation = 0;
var targetRotationOnMouseDown = 0;
var mouseX = 0;
var mouseXOnMouseDown = 0;
function animate() {
requestAnimationFrame(animate);
render();
}
render = function() {
TWEEN.update();
camera.updateMatrixWorld();
return renderer.render(scene, camera);
};
function onDocumentMouseDown( event ) {
event.preventDefault();
container.addEventListener( 'mousemove', onDocumentMouseMove, false );
container.addEventListener( 'mouseup', onDocumentMouseUp, false );
container.addEventListener( 'mouseout', onDocumentMouseOut, false );
mouseXOnMouseDown = event.clientX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
checkClick(event);
displayCaptionOnClick( event );
toObj(INTERSECTED);
}
var myObj;
loader = new THREE.ObjectLoader();
loader.load("js/try.dae.json",function ( obj ) {
if (!deviceIsMobile()) {
obj.scale.x = obj.scale.y = obj.scale.z = 2.3;
}
else{
obj.scale.x = obj.scale.y = obj.scale.z = 0.8;
}
// FIXED
obj.position.x = -15;
obj.position.y = -5;
obj.position.z = 24;
obj.rotation.y = 0.15;
obj.rotation.z = 0.6;
myObj = obj;
scene.add( obj );
objects.push(obj);
console.log(objects);
var exclude = ["Cylinder_007", "Cube_005", "Cube_004", "Cylinder_006", "Cylinder_005", "Cylinder_004", "Cylinder_003", "Cylinder_002", "Plane_004", "Plane_003", "Plane_002", "Cube_003", "Cube_002", "Cube", "Cube_001", "Cylinder_001", "Plane_001", "Cylinder", "Torus_001", "Text"];
for( var i = 0; i < objects[0].children.length; i++ ) {
if ( exclude.indexOf(objects[0].children[i].name) < 0 ) {
uuids.push(objects[0].children[i].children[0].uuid);
}
}
for( var i = 0; i < objects[0].children.length; i++ ) {
uuids.push(objects[0].children[i].children[0].uuid);
}
return render();
});
animate();
}).call(this);

threejs coincident vertices texture discontinued

I want to make a animated tube with hemisphere ends, the tubular segments is 200. I have the vertices from the first 60 segments to copy the position of a SphereGeometry's upper half part, and the last 60 segments lower half part.
The segments between the upper and lower hemisphere is all copied to the vertices around the sphere's equatorial.
The geometry looks fine, but the spherical environment mapping texture is discontinued at the sphere's equatorial.
I have my code as below, anyone know how to solve the problem?
var camera, scene, renderer;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 28, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 50;
scene = new THREE.Scene();
var nMat = new THREE.MeshNormalMaterial({side:THREE.DoubleSide,});
var tube = new DSTube( 200, 30, 10, nMat);
scene.add( tube.mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r78/three.js"></script>
<script>
function DSTube( lengthSeg, radiusSeg, radius, material ) {
//for speed
this.framerate = 60;
//center
this.origin = new THREE.Vector3();
this.head = this.origin;
this.tail = this.origin;
//setup
this.lengthSeg = lengthSeg;
this.radiusSeg = radiusSeg;
this.radius = radius;
this.pathPoints = [];
for(var i=0; i<this.lengthSeg; i++) {
this.pathPoints.push( new THREE.Vector3( 0, 0, 0) );
}
// TubeGeometry(path, tubularSegments, radius, radiusSegments, closed)
this.geometry = new THREE.TubeGeometry( new THREE.CatmullRomCurve3(this.pathPoints), this.lengthSeg, this.radius, this.radiusSeg, false );
this.material = material;
this.mesh = new THREE.Mesh( this.geometry, this.material );
this.verticeCount = this.geometry.vertices.length;
//sphere part
//adjust height segment if needed
this.sphereHeightSegments = 60;
//SphereGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength)
this.headSphere = new THREE.SphereGeometry( this.radius, this.radiusSeg, this.sphereHeightSegments );
this.tailSphere = new THREE.SphereGeometry( this.radius, this.radiusSeg, this.sphereHeightSegments );
this.sphereVerticeCount = this.headSphere.vertices.length;
//count for tube hemisphere
this.headHemisphereVerticeCount = ( this.sphereHeightSegments / 2 + 1 ) * this.radiusSeg;
//layer
this.tubeLayerCount = this.lengthSeg + 1;
this.headHemisphereLayerCount = this.tailHemisphereLayerCount = this.sphereHeightSegments / 2 + 1;
this.tailHemisphereStartLayer = this.tubeLayerCount - this.sphereHeightSegments / 2;
this.middleLayerCount = this.tubeLayerCount - this.headHemisphereLayerCount * 2;
this.initGeometry();
// return this.mesh;
}
DSTube.prototype.initGeometry = function() {
this.copyHeadSphere();
this.copyInitialTubePart();
this.copyTailSphere();
}
DSTube.prototype.copyHeadSphere = function() {
//copy head hemisphere vertice
for( var y = 0; y < this.headHemisphereLayerCount; y++ ) {
for( var x = 0; x < this.radiusSeg; x++ ) {
if( x == 0 ) {
var sphereVertex = this.headSphere.vertices[ y * (this.radiusSeg + 1) + x ];
this.geometry.vertices[ y * this.radiusSeg + x ].copy( sphereVertex );
} else {
var sphereVertex = this.headSphere.vertices[ y * (this.radiusSeg + 1) + ( this.radiusSeg - x ) ];
this.geometry.vertices[ y * this.radiusSeg + x ].copy( sphereVertex );
}
}
}
this.geometry.computeBoundingSphere();
this.geometry.computeFaceNormals();
this.geometry.computeVertexNormals();
}
DSTube.prototype.copyInitialTubePart = function() {
//copy head hemisphere vertice
for( var y = this.headHemisphereLayerCount - 1; y < this.tubeLayerCount ; y++ ) {
for( var x = 0; x < this.radiusSeg; x++ ) {
var vertex = this.geometry.vertices[ ( this.headHemisphereLayerCount - 1 ) * this.radiusSeg + x ];
this.geometry.vertices[ y * this.radiusSeg + x ].copy( vertex );
}
}
this.geometry.computeBoundingSphere();
this.geometry.computeFaceNormals();
this.geometry.computeVertexNormals();
}
DSTube.prototype.copyTailSphere = function() {
//copy tail hemisphere vertice
for( var y = this.tailHemisphereStartLayer; y < this.tubeLayerCount; y++ ) {
for( var x = 0; x < this.radiusSeg; x++ ) {
if( x == 0 ) {
var sphereVertex = this.tailSphere.vertices[ ( y - this.middleLayerCount - 1 ) * (this.radiusSeg + 1) + x ];
this.geometry.vertices[ y * this.radiusSeg + x ].copy( sphereVertex );
} else {
var sphereVertex = this.tailSphere.vertices[ ( y - this.middleLayerCount - 1 ) * (this.radiusSeg + 1) + ( this.radiusSeg - x ) ];
this.geometry.vertices[ y * this.radiusSeg + x ].copy( sphereVertex );
}
}
}
this.geometry.computeBoundingSphere();
this.geometry.computeFaceNormals();
this.geometry.computeVertexNormals();
}
</script>

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