Can raycasting be done on a html element in three.js? - javascript

Here is my code which has embedded html page in three.js . I want to click the html page and make a popup. So is there any way i can do that because i think ray casting can only be done to three.js elements and not the html one.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>ADN CSS3D Demo</title>
<style>
body {
background-color: #ffffff;
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<script src="http://code.jquery.com/jquery-2.1.4.min.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/master/examples/js/controls/TrackballControls.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/master/examples/js/renderers/CSS3DRenderer.js"></script>
<script>
var controls, camera, glScene, cssScene, glRenderer, cssRenderer;
///////////////////////////////////////////////////////////////////
// Creates WebGL Renderer
//
///////////////////////////////////////////////////////////////////
function createGlRenderer() {
var glRenderer = new THREE.WebGLRenderer({alpha:true});
glRenderer.setClearColor(0xECF8FF);
glRenderer.setPixelRatio(window.devicePixelRatio);
glRenderer.setSize(window.innerWidth, window.innerHeight);
glRenderer.domElement.style.position = 'absolute';
glRenderer.domElement.style.zIndex = 1;
glRenderer.domElement.style.top = 0;
return glRenderer;
}
///////////////////////////////////////////////////////////////////
// Creates CSS Renderer
//
///////////////////////////////////////////////////////////////////
function createCssRenderer() {
var cssRenderer = new THREE.CSS3DRenderer();
cssRenderer.setSize(window.innerWidth, window.innerHeight);
cssRenderer.domElement.style.position = 'absolute';
glRenderer.domElement.style.zIndex = 0;
cssRenderer.domElement.style.top = 0;
return cssRenderer;
}
///////////////////////////////////////////////////////////////////
// Creates plane mesh
//
///////////////////////////////////////////////////////////////////
function createPlane(w, h, position, rotation) {
var material = new THREE.MeshBasicMaterial({
color: 0x000000,
opacity: 0.0,
side: THREE.DoubleSide
});
var geometry = new THREE.PlaneGeometry(w, h);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.x = position.x;
mesh.position.y = position.y;
mesh.position.z = position.z;
mesh.rotation.x = rotation.x;
mesh.rotation.y = rotation.y;
mesh.rotation.z = rotation.z;
return mesh;
}
///////////////////////////////////////////////////////////////////
// Creates CSS object
//
///////////////////////////////////////////////////////////////////
function createCssObject(w, h, position, rotation, url) {
var html = [
'<div style="width:' + w + 'px; height:' + h + 'px;">',
'<iframe src="' + url + '" width="' + w + '" height="' + h + '">',
'</iframe>',
'</div>'
].join('\n');
var div = document.createElement('div');
$(div).html(html);
var cssObject = new THREE.CSS3DObject(div);
cssObject.position.x = position.x;
cssObject.position.y = position.y;
cssObject.position.z = position.z;
cssObject.rotation.x = rotation.x;
cssObject.rotation.y = rotation.y;
cssObject.rotation.z = rotation.z;
return cssObject;
}
///////////////////////////////////////////////////////////////////
// Creates 3d webpage object
//
///////////////////////////////////////////////////////////////////
function create3dPage(w, h, position, rotation, url) {
var plane = createPlane(
w, h,
position,
rotation);
glScene.add(plane);
var cssObject = createCssObject(
w, h,
position,
rotation,
url);
cssScene.add(cssObject);
}
///////////////////////////////////////////////////////////////////
// Creates material with random color
//
///////////////////////////////////////////////////////////////////
function createColoredMaterial() {
var material = new THREE.MeshBasicMaterial({
color: Math.floor(Math.random() * 16777215),
shading: THREE.FlatShading,
side: THREE.DoubleSide
});
return material;
}
///////////////////////////////////////////////////////////////////
// Creates 3D geometry to place in the scene
//
///////////////////////////////////////////////////////////////////
function create3dGeometry() {
var mesh1 = new THREE.Mesh(
new THREE.CylinderGeometry(0, 200, 300, 20, 4),
createColoredMaterial());
mesh1.position.x = 0;
mesh1.position.y = -300;
mesh1.position.z = 400;
glScene.add(mesh1);
var mesh2 = new THREE.Mesh(
new THREE.BoxGeometry(200, 200, 200),
createColoredMaterial());
mesh2.position.x = -300;
mesh2.position.y = -300;
mesh2.position.z = 400;
glScene.add(mesh2);
var mesh3 = new THREE.Mesh(
new THREE.SphereGeometry(100, 128, 128),
createColoredMaterial());
mesh3.position.x = 500;
mesh3.position.y = -300;
mesh3.position.z = 400;
glScene.add(mesh3);
}
///////////////////////////////////////////////////////////////////
// Initializes scene
//
///////////////////////////////////////////////////////////////////
function initialize() {
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
1,
10000);
camera.position.set(0, 100, 3000);
controls = new THREE.TrackballControls(camera);
glRenderer = createGlRenderer();
cssRenderer = createCssRenderer();
//document.body.appendChild(glRenderer.domElement);
document.body.appendChild(cssRenderer.domElement);
cssRenderer.domElement.appendChild(glRenderer.domElement);
glScene = new THREE.Scene();
cssScene = new THREE.Scene();
var ambientLight = new THREE.AmbientLight(0x555555);
glScene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set( -.5, .5, -1.5 ).normalize();
glScene.add(directionalLight);
create3dPage(
1000, 1000,
new THREE.Vector3(-1050, 0, 400),
new THREE.Vector3(0, 45 * Math.PI / 180, 0),
'http://viewer.autodesk.io/node/ng-gallery/#/home');
create3dPage(
900, 1000,
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 0, 0),
'http://adndevblog.typepad.com/cloud_and_mobile');
create3dPage(
1000, 1000,
new THREE.Vector3(1050, 0, 400),
new THREE.Vector3(0, -45 * Math.PI / 180, 0),
'http://mongo.autodesk.io');
create3dGeometry();
update();
}
///////////////////////////////////////////////////////////////////
// Updates scene
//
///////////////////////////////////////////////////////////////////
function update() {
controls.update();
glRenderer.render(glScene, camera);
cssRenderer.render(cssScene, camera);
requestAnimationFrame(update);
}
///////////////////////////////////////////////////////////////////
// On document ready
//
///////////////////////////////////////////////////////////////////
$(document ).ready(function() {
initialize();
});
</script>
</body>
</html>
I have tried raycasting using the description given on three.js site but the browser is not showing an results. Can somebody help me with my code

Related

Why does placing more than 1 place marker on an planet object3D not work anymore?

I have a piece of code from 3 years ago that appears to not be working anymore from Three.js.
I have updated all of the other issues of the migration to ES6 for Three.js, but when I try to add as I did in the past more than 1 place marker on the planet surface, only 1 place marker is displayed, with only the last added place marker being successfully displayed in the desired position... with all other place markers being erased.
Problem example -> https://jsfiddle.net/jhL6s579/6/
Complete code:
HTML
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://s3-eu-west-2.amazonaws.com/bckld/lab/loading.js"></script>
JS
// ------ Marker object ------------------------------------------------
function Marker() {
var radius = 0.005;
var sphereRadius = 0.02;
var height = 0.05;
var material = new THREE.MeshPhongMaterial({ color: 0xbab68f });
var cone = new THREE.Mesh(new THREE.ConeBufferGeometry(radius, height, 8, 1, true), material);
cone.position.y = height * 0.5;
cone.rotation.x = Math.PI;
var sphere = new THREE.Mesh(new THREE.SphereBufferGeometry(sphereRadius, 16, 8), material);
sphere.position.y = height * 0.95 + sphereRadius;
this.add(cone, sphere);
}
Marker.prototype = Object.create(new THREE.Object3D());
// ------ Earth object -------------------------------------------------
function Earth(radius, texture) {
this.userData.radius = radius;
var earth = new THREE.Mesh(
new THREE.SphereBufferGeometry(radius, 64.0, 48.0),
new THREE.MeshPhongMaterial({
map: texture
})
);
this.add(earth);
}
Earth.prototype = Object.create(new THREE.Object3D());
Earth.prototype.createMarker = function (lat,lon ) {
var marker = new Marker();
var lonRad = -lon * (Math.PI / 180);
var latRad = lat * (Math.PI / 180);
var r = this.userData.radius;
marker.position.set(Math.cos(latRad) * Math.cos(lonRad) * r, Math.sin(latRad) * r, Math.cos(latRad) * Math.sin(lonRad) * r);
marker.rotation.set(0.0, -lonRad, latRad - Math.PI * 0.5);
this.attach(marker);
};
// ------ Three.js code ------------------------------------------------
var scene, camera, renderer;
var controls;
init();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, 4 / 3, 0.1, 100);
camera.position.set(0.0, 1.5, 3.0);
renderer = new THREE.WebGLRenderer({ antialias: true });
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.autoRotate = true;
controls.autoRotateSpeed = -1.0;
controls.enablePan = false;
var ambient = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambient);
var direcitonal = new THREE.DirectionalLight(0xffffff, 0.5);
direcitonal.position.set(5.0, 2.0, 5.0).normalize();
scene.add(direcitonal);
// just some code for the loading
var manager = createLoader(renderer.domElement, animate);
var texLoader = new THREE.TextureLoader(manager).setCrossOrigin(true);
var texture = texLoader.load('https://s3-eu-west-2.amazonaws.com/bckld/lab/textures/earth_latlon.jpg');
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
var earth = new Earth(1.0, texture);
earth.createMarker(48.856700, 2.350800); // Paris
earth.createMarker(28.524167, -80.650833); // Paris
scene.add(earth);
window.addEventListener('resize', onResize);
onResize();
document.body.appendChild(renderer.domElement);
}
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
CSS
body {
background: #000;
margin: 0;
overflow: hidden;
}
I have also tried doing this.attach(marker) but still not working...
You have to derive your custom classes Marker and Earth in ES6 now. Meaning you have to use the class syntax like below since Object3D is now a class, too.
// ------ Marker object ------------------------------------------------
class Marker extends THREE.Object3D {
constructor() {
super();
var radius = 0.005;
var sphereRadius = 0.02;
var height = 0.05;
var material = new THREE.MeshPhongMaterial({
color: 0xbab68f
});
var cone = new THREE.Mesh(new THREE.ConeBufferGeometry(radius, height, 8, 1, true), material);
cone.position.y = height * 0.5;
cone.rotation.x = Math.PI;
var sphere = new THREE.Mesh(new THREE.SphereBufferGeometry(sphereRadius, 16, 8), material);
sphere.position.y = height * 0.95 + sphereRadius;
this.add(cone, sphere);
}
}
// ------ Earth object -------------------------------------------------
class Earth extends THREE.Object3D {
constructor(radius, texture) {
super();
this.userData.radius = radius;
var earth = new THREE.Mesh(
new THREE.SphereBufferGeometry(radius, 64.0, 48.0),
new THREE.MeshPhongMaterial({
map: texture
})
);
this.add(earth);
}
createMarker(lat, lon) {
var marker = new Marker();
var lonRad = -lon * (Math.PI / 180);
var latRad = lat * (Math.PI / 180);
var r = this.userData.radius;
marker.position.set(Math.cos(latRad) * Math.cos(lonRad) * r, Math.sin(latRad) * r, Math.cos(latRad) * Math.sin(lonRad) * r);
marker.rotation.set(0.0, -lonRad, latRad - Math.PI * 0.5);
this.attach(marker);
}
}
// ------ Three.js code ------------------------------------------------
var scene, camera, renderer;
var controls;
init();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, 4 / 3, 0.1, 100);
camera.position.set(0.0, 1.5, 3.0);
renderer = new THREE.WebGLRenderer({
antialias: true
});
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.autoRotate = true;
controls.autoRotateSpeed = -1.0;
controls.enablePan = false;
var ambient = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambient);
var direcitonal = new THREE.DirectionalLight(0xffffff, 0.5);
direcitonal.position.set(5.0, 2.0, 5.0).normalize();
scene.add(direcitonal);
// just some code for the loading
var manager = createLoader(renderer.domElement, animate);
var texLoader = new THREE.TextureLoader(manager).setCrossOrigin(true);
var texture = texLoader.load('https://s3-eu-west-2.amazonaws.com/bckld/lab/textures/earth_latlon.jpg');
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
var earth = new Earth(1.0, texture);
earth.createMarker(48.856700, 2.350800); // Paris
earth.createMarker(28.524167, -80.650833); // Paris
scene.add(earth);
window.addEventListener('resize', onResize);
onResize();
document.body.appendChild(renderer.domElement);
}
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.137.5/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.137.5/examples/js/controls/OrbitControls.js"></script>
<script src="https://s3-eu-west-2.amazonaws.com/bckld/lab/loading.js"></script>

Three.js – Create half a ring and animate it

I've created a Ring and would like to have only half of it. And after that animate it, that it builds itself up from 0 to half.
var geometry = new THREE.RingGeometry(10, 9, 32);
var material = new THREE.MeshBasicMaterial({
color: 0xffff00,
side: THREE.DoubleSide,
});
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
How can I archive it? I'm new to three.js.
Use thetaStart and thetaLength to animate the half-ring.
body{
overflow: hidden;
margin: 0;
}
<script type="module">
import * as THREE from "https://cdn.jsdelivr.net/npm/three#0.118.3/build/three.module.js";
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(0, 0, 10);
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
var grid = new THREE.GridHelper(10, 10);
grid.rotation.x = Math.PI * 0.5;
scene.add(grid);
var innerRadius = 1;
var outerRadius = 2;
// re-building geometry
var usualRingGeom = new THREE.RingBufferGeometry(innerRadius, outerRadius, 32, 1, 0, 1);
var usualRingMat = new THREE.MeshBasicMaterial({color: 0xffff00});
var usualRing = new THREE.Mesh(usualRingGeom, usualRingMat);
scene.add(usualRing);
var clock = new THREE.Clock();
renderer.setAnimationLoop(()=>{
let t = clock.getElapsedTime();
// re-building geometry
usualRingGeom = new THREE.RingBufferGeometry(innerRadius, outerRadius, 32, 1, 0, (Math.sin(t) * 0.5 + 0.5) * Math.PI);
usualRing.geometry.dispose();
usualRing.geometry = usualRingGeom;
renderer.render(scene, camera);
});
</script>
PS You also can achieve the same result without re-building a geometry. For that, you can bend a plane in js (changing vertices) or in shaders :)

three.js rendering text to scene

I'm new at three.js.
In my work, I have to made 3d graphical website.
So after searched in google, I found that three.js is suitable to manipulate WebGL conveniently.
In three.js document(https://threejs.org/docs/#api/en/geometries/TextGeometry),
TextGeometry is API for draw text in the scene.
[src.js]
init = () => {
window.addEventListener('resize', resizeWindow);
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 10000);
var controls = new THREE.OrbitControls( camera );
controls.update();
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0xdd3b56);
renderer.setSize(window.innerWidth, window.innerHeight);
// Set shadow
renderer.shadowMap.enabled = true;
// Show Axis
var axes = new THREE.AxisHelper(5);
scene.add(axes);
// Text
var loader = new THREE.FontLoader();
loader.load( './helvetiker_regular.typeface.json', function ( font ) {
var geometry = new THREE.TextGeometry( 'Hello three.js!', {
font: font,
size: 80,
height: 5,
curveSegments: 12,
bevelEnabled: true,
bevelThickness: 10,
bevelSize: 8,
bevelSegments: 5
} );
} );
var textMaterial = new THREE.MeshPhongMaterial({color: 0xFE98A0});
var text = new THREE.Mesh(geometry, textMaterial);
text.position.x = 0;
text.position.y = 10;
text.position.z = 10;
scene.add(text);
// Light
var spotLight = new THREE.SpotLight(0xFFFFFF);
spotLight.position.set(-40, 60, 30);
spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 5120;
spotLight.shadow.mapSize.height = 5120;
scene.add(spotLight);
// Camera Setting
camera.position.x = 0;
camera.position.y = 30;
camera.position.z = 30;
camera.lookAt(scene.position);
document.getElementById("threejs_scene").appendChild(renderer.domElement);
renderScene();
function renderScene() {
requestAnimationFrame(renderScene);
controls.update();
renderer.render(scene, camera);
}
}
window.onload = init();
[index.html]
<html>
<head>
<script src="three.js"></script>
<script src="OrbitControls.js"></script>
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<div id="threejs_scene"></div>
<script src="src.js"></script>
</body>
</html>
When I execute my code, it throws [.WebGL-0x7fb612852000]RENDER WARNING: Render count or primcount is 0. and WebGL: too many errors, no more errors will be reported to the console for this context. errors.
So I searched it at google, it occured when Three.js is trying to render an object that does not exist yet.
But in my code, I already defined it.
var textMaterial = new THREE.MeshPhongMaterial({color: 0xFE98A0});
var text = new THREE.Mesh(geometry, textMaterial);
text.position.x = 0;
text.position.y = 10;
text.position.z = 10;
How can I solve this issue?
My last goal is display text in the scene.
Thanks.
window.onload = function(params) {
/*
*
* SET UP THE WORLD
*
*/
//set up the ratio
var gWidth = window.innerWidth;
var gHeight = window.innerHeight;
var ratio = gWidth / gHeight;
var borders = [40, 24] //indicate where the ball needs to move in mirror position
var light = new THREE.AmbientLight(0xffffff, 0.5);
var light1 = new THREE.PointLight(0xffffff, 0.5);
light1.position.set(0, 5, 0);
light1.castShadow = true;
// set the renderer
var renderer = new THREE.WebGLRenderer();
var camera = new THREE.PerspectiveCamera();
camera.position.set(10, 10, 10);
camera.lookAt(new THREE.Vector3(0, 0, 0));
//properties for casting shadow
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setSize(gWidth, gHeight);
document.body.appendChild(renderer.domElement);
var scene = new THREE.Scene();
scene.add(light);
scene.add(light1);
var ground = new THREE.Mesh(new THREE.BoxGeometry(10, 0.5, 10), new THREE.MeshLambertMaterial())
ground.receiveShadow = true;
scene.add(ground)
var geometry;
var loader = new THREE.FontLoader();
var mesh;
requestAnimationFrame(render);
function render() {
if (mesh) {
mesh.rotation.y += 0.01;
mesh.rotation.z += 0.007;
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
loader.load('https://cdn.rawgit.com/mrdoob/three.js/master/examples/fonts/helvetiker_regular.typeface.json', function(font) {
var geometry = new THREE.TextGeometry('Hello three.js!', {
font: font,
size: 80,
height: 5,
curveSegments: 12,
bevelEnabled: true,
bevelThickness: 10,
bevelSize: 8,
bevelSegments: 5
});
var material = new THREE.MeshLambertMaterial({
color: 0xF3FFE2
});
mesh = new THREE.Mesh(geometry, material);
mesh.position.set(0, 2, 0);
mesh.scale.multiplyScalar(0.01)
mesh.castShadow = true;
scene.add(mesh);
var canv = document.createElement('canvas')
canv.width = canv.height = 256;
var ctx = canv.getContext('2d')
ctx.fillStyle = 'white';
ctx.fillRect(0, 0, canv.width, canv.height);
ctx.fillStyle = 'black'
ctx.fillText("HERE IS SOME 2D TEXT", 20, 20);
var tex = new THREE.Texture(canv);
tex.needsUpdate = true;
var mat = new THREE.MeshBasicMaterial({
map: tex
});
var plane = new THREE.Mesh(new THREE.PlaneGeometry(10, 10), mat);
scene.add(plane)
});
}
body {
padding: 0;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<html>
<head>
</head>
<body>
</body>
</html>

Change the position of a piechart slice in threejs

I have created a pie chart object using 3js ExtrudeGeometry. My requirement is to move out a slice from the piechart object as shown in the following image.
Here is the code I have tried.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="js/three.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/Detector.js" type="text/javascript"></script>
<script src="js/renderers/CanvasRenderer.js"></script>
<script src="js/renderers/Projector.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"> </script>
<script>
var container, scene, camera, renderer, controls;
var segments = [];
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(5, 10, -10);
scene.add(camera);
var dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(100, 100, 100);
camera.add(dirLight);
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
var i;
var startAngle=0;
var color="blue";
for(i=0;i<4;i++){
var smallSegment=createSegment(1, THREE.Math.degToRad(startAngle) ,THREE.Math.degToRad(startAngle+90), color);
if(color=="blue"){
color="red"
}else{
color="blue"
}
startAngle=startAngle+90;
scene.add(smallSegment);
segments.push(smallSegment);
}
//segments[0].position.x=segments[0].position.x+0.5;
//segments[1].position.x=segments[1].position.x+0.5;
//segments[2].position.x=segments[2].position.x+0.5;
segments[3].position.x=segments[3].position.x+0.5;
}
function createSegment(radius, angleStart, angleEnd, color) {
var extrOpt = {
curveSegments: 32,
steps: 1,
amount: 0.1,
bevelEnabled: false,
};
var Shape = new THREE.Shape();
Shape.moveTo(0, 0);
Shape.absarc(0, 0, radius, angleStart, angleEnd, false);
Shape.lineTo(0, 0);
var SegmentGeom = new THREE.ExtrudeGeometry( Shape, extrOpt );
SegmentGeom.rotateX(-Math.PI / 2);
var SegmentMat = new THREE.MeshLambertMaterial({
color: color
});
var Segment = new THREE.Mesh(SegmentGeom, SegmentMat);
return Segment;
}
function animate() {
var time = new Date() * 0.001;
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}
</script>
</body>
</html>
I tried to change the x position of the slices which I need to move out. But that did not workout. When I change the x positions some slices have overlapped with each other.
Are there any solutions to make this work correctly?
To move the slice outward, you need to figure out the angle in radians of the direction that you want to move it..
var renderer = new THREE.WebGLRenderer();
var w = 300;
var h = 200;
renderer.setSize(w, h);
document.body.appendChild(renderer.domElement);
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
45, // Field of view
w / h, // Aspect ratio
0.1, // Near
10000 // Far
);
camera.position.set(15, 10, 15);
camera.lookAt(scene.position);
controls = new THREE.OrbitControls(camera, renderer.domElement);
var light = new THREE.PointLight(0xFFFF00);
light.position.set(20, 20, 20);
scene.add(light);
var light1 = new THREE.AmbientLight(0x808080);
light1.position.set(20, 20, 20);
scene.add(light1);
var i;
var startAngle = 0;
var rnd = (rng) => {
return Math.random() * rng
}
var color = "blue";
//Make a random pie chart...
for (startAngle = 0; startAngle < 360;) {
var ang = rnd(40) + 5;
if (ang + startAngle > 360) ang = 360 - startAngle;
var smallSegment = createSegment(1, THREE.Math.degToRad(startAngle), THREE.Math.degToRad(startAngle + ang), color);
if (color == "blue") {
color = "red"
} else {
color = "blue"
}
scene.add(smallSegment);
startAngle += ang;
}
console.log("start!")
var time = 0;
function createSegment(radius, angleStart, angleEnd, color) {
var extrOpt = {
curveSegments: 32,
steps: 1,
depth: 0.1,
bevelEnabled: false,
};
var Shape = new THREE.Shape();
Shape.moveTo(0, 0);
Shape.absarc(0, 0, radius, angleStart, angleEnd, false);
Shape.lineTo(0, 0);
var SegmentGeom = new THREE.ExtrudeGeometry(Shape, extrOpt);
SegmentGeom.rotateX(-Math.PI / 2);
var SegmentMat = new THREE.MeshLambertMaterial({
color: color
});
var Segment = new THREE.Mesh(SegmentGeom, SegmentMat);
Segment.userData.angleStart = angleStart;
Segment.userData.angleEnd = angleEnd;
Segment.onBeforeRender = function() {
//degrees is the angle of the direction you want to move the slice
//We do the average of startAngle+endAngle to get the center angle of the slice
var radians = (this.userData.angleEnd + this.userData.angleStart) * 0.5; //45;
var vx = Math.cos(radians);
var vz = -Math.sin(radians);
//This is just some values I fake up to make it animate
var tmp = this.userData.angleStart * 0.2;
var sinTime = Math.abs(Math.sin(tmp + (time * 0.001)));
//Move the actual piece
this.position.x = sinTime * vx;
this.position.z = sinTime * vz;
}
return Segment;
}
renderer.setClearColor(0xdddddd, 1);
(function animate(dt) {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
time = dt;
})();
<script src="https://threejs.org/build/three.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>

Removing already drawn object THREE

I´m trying to make a code for spline observation.My problem is, I've created a menu so I can choose between splines, however when I select the next one, the spline that has been drawn before doesn´t disappears even though I tried to remove from the scene.
<html>
<head>
<title> Brincando </title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="js/three.js"></script>
<script src="js/TrackballControls.js"></script>
<script>
var camera, cameraControls,scene,renderer,dropdown,container,info;
var numPoints = 100;
sampleSpline = new THREE.CatmullRomCurve3([
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 200, 0),
new THREE.Vector3(150, 150, 0),
new THREE.Vector3(150, 50, 0),
new THREE.Vector3(250, 100, 0),
new THREE.Vector3(250, 300, 0)
]);
sampleSpline2 = new THREE.CatmullRomCurve3([
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, -200, 0),
new THREE.Vector3(-150, -150, 0),
new THREE.Vector3(-150, -50, 0),
new THREE.Vector3(-250, -100, 0),
new THREE.Vector3(-250, -300, 0)
]);
sampleSpline.type='catmullrom';
sampleSpline2.type='catmullrom';
var splines ={
sampleSpline: sampleSpline,
sampleSpline2: sampleSpline2
};
var dropdown = '<select id="dropdown" onchange="addSpline(this.value)">';
var s;
for ( s in splines ) {
dropdown += '<option value="' + s + '"';
dropdown += '>' + s + '</option>';
}
dropdown += '</select>';
function addSpline(){
var value = document.getElementById('dropdown').value;
var selectspline = splines[value];
if(line)
{
scene.remove(line);
}
var material = new THREE.LineBasicMaterial({
color: 0xff00f0,
});
var geometry = new THREE.Geometry();
var splinePoints = selectspline.getPoints(numPoints);
for(var i = 0; i < splinePoints.length; i++)
{
geometry.vertices.push(splinePoints[i]);
}
var line = new THREE.Line(geometry, material);
scene.add(line);
}
init();
animate();
function init()
{
container = document.createElement('div');
document.body.appendChild(container);
info = document.createElement('div');
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.innerHTML = dropdown;
container.appendChild(info);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth,window.innerHeight);
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera(75,window.innerWidth/window.innerHeight,0.1,10000);
camera.position.z= 700;
cameraControls = new THREE.TrackballControls(camera,renderer.domElement)
cameraControls.rotateSpeed = 5.0;
cameraControls.zoomSpeed = 1.0;
cameraControls.noZoom = false;
cameraControls.noPan = true;
cameraControls.staticMoving = true;
cameraControls.dynamicDampingFactor = 0.3;
cameraControls.addEventListener('change',render);
scene = new THREE.Scene();
camera.lookAt(scene.position);
addSpline();
renderer.setClearColor(0xdddddd, 1);
window.addEventListener( 'resize', onWindowResize, false );
render();
}
function onWindowResize()
{
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
cameraControls.handleResize();
render();
}
function animate()
{
requestAnimationFrame( animate );
cameraControls.update();
}
function render()
{
renderer.render( scene, camera );
}
</script>
</body>
</html>
your line variable is local for the addSpline function,
the code
if(line)
{
scene.remove(line);
}
will always see line as undefined, move the line variable declaration to other global variables
var camera, cameraControls, scene, renderer, dropdown, container,info, line;
and remove the var declaration from inside the function
var line = new THREE.Line(geometry, material);
you should also dispose of the material, not overuse global variables etc but that is out of scope of this question

Categories