Was unable to relate and setup a onmousemove event? - javascript

I would like to setup a mouse move event handler for my three.js but was unable to relate it to mouse and make it successful it could be really helpful if some one could say how can i do it. I know no were i am using mouse related coordinates but i am worried to do something affects my calculation part.
root = document.getElementById("WebGL");
window.addEventListener('resize', onWindowResize(width, height), false);
root.addEventListener('mousemove', MouseMoveGoogleMapsUpdate(), false);
function MouseMoveGoogleMapsUpdate(){
var angle = onMouseMove();
line.setMap(null); //removing the old lines on circle
var newstartpoint = pointGoogleMaps(circle.getRadius() * Math.cos(-angle[0]),
circle.getRadius() * Math.sin(-angle[0]), origin);
var viewdir = pointGoogleMaps(circle.getRadius() * Math.cos(-angle[1]),
circle.getRadius() * Math.sin(-angle[1]), origin);
var newendpoint = pointGoogleMaps(circle.getRadius() * Math.cos(angle[2]),
circle.getRadius() * Math.sin(angle[2]), origin);
line = new google.maps.Polyline({
path: [newstartpoint, origin, newendpoint],
geodesic: true, //By setting it to true the distance is cal in meters
strokeColor: '#0000FF',
strokeOpacity: 0.8,
strokeWeight: 2,
map: map
});
}
function onMouseMove(){
var degrees = Math.PI/180.0;
var raycaster = new THREE.Raycaster();
var viewingDir = camera.getWorldDirection();
var Vectors = [0,0,0];
var Angles = [0,0,0];
for(i=0; i<3; i++)
{
Vectors[i] = new THREE.Vector3(i-1, 0, 0.5);
raycaster.setFromCamera(Vectors[i], camera);
Vectors[i].sub(camera.position);
Vectors[i].normalize();
}
for(i=0; i<3; i+=2)
{
var dotp = Vectors[i].x * Vectors[1].x + Vectors[i].y * Vectors[1].y + Vectors[i].z * Vectors[1].z;
if (dotp >= 1)
Angles[i] = 0.0;
else if (dotp <= -1)
Angles[i] = Math.PI;
else
Angles[i] = Math.acos(dotp);
}
Angles[1] = Math.atan2(viewingDir.x, -viewingDir.z);
fov = Angles[0] + Angles[2];
Angles[0] = Angles[1] - 0.5 * fov; //x-dir
Angles[2] = Angles[1] + 0.5 * fov; //y-dir
return Angles;
}

canvas.addEventListener( 'mousemove', onDocumentMouseMove, false );
function onDocumentMouseMove( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
I don't see event in your code ...

Related

Move dimension lines away from a polygon

So I have multiple points which creates a polygon. I have calculated the center point of the polygon and used that to create dimension lines for each side of a polygon. My problem is that some dimension lines don't move to a new position that I calculated. To have a better view here's an image of what I have and what I want to happen.
What I have:
What I want to achieve:
I added a red circle to the issue I'm having it should move to new point which is the blue lines.
Here's code snippet:
var viewHeight = window.innerHeight / 2;
var viewWidth = window.innerWidth / 2;
var scene = new THREE.Scene();
var camera = new THREE.OrthographicCamera(
viewWidth / - 2, viewWidth / 2, viewHeight / 2, viewHeight / - 2, 1, 1000);
camera.translateZ(15);
camera.updateProjectionMatrix();
scene.add(camera);
var points = [
{
start: {x: -99.74425000000002, y: 68.61000000000001},
end: {x: -99.74425000000002, y: -37.87599999999999}
},
{
start: {x: -99.74425000000002, y: -37.87599999999999},
end: {x: 69.22574999999995, y: -37.87599999999999}
},
{
start: {x: 69.22574999999995, y: -37.87599999999999},
end: {x: 69.22574999999995, y: -1.2999999999999832}
},
{
start: {x: 69.22574999999995, y: -1.2999999999999832},
end: {x: 120.02574999999996, y: -1.2999999999999827}
},
{
start: {x: 120.02574999999996, y: -1.2999999999999827},
end: {x: 120.02574999999996, y: 68.61000000000001}
},
{
start: {x: 120.02574999999996, y: 68.61000000000001},
end: {x: -99.74425000000002, y: 68.61000000000001}
}
];
var vertices = [];
for (var i in points) {
var line = points[i];
vertices.push(new THREE.Vector2(line.start.x, line.start.y));
};
// build floor
var floor = buildFloor(vertices);
scene.add(floor);
// get center point of floor
var center = findCentroid(vertices);
// build dimension lines
for (var i in points) {
var line = points[i];
var lineCenterPoint = findLineCenterPoint(line.start, line.end);
var degrees = getAngle(center.x, center.y, lineCenterPoint.x, lineCenterPoint.y);
var radians = degrees * Math.PI / 180;
var startX = line.start.x;
var startY = line.start.y;
var endX = line.end.x;
var endY = line.end.y;
if (startY == endY) {
// horizontal
// move point y outward to a new point
var newY = startY + Math.sin(radians) * 20;
startY = newY;
endY = newY;
} else if (startX == endX) {
// vertical
// move point x outward to a new point
var x = startX + Math.cos(radians) * 20;
startX = x;
endX = x;
} else {
// todo diagonal lines
// don't know what should be the formula for this
}
var from = new THREE.Vector3(startX, startY, 0);
var to = new THREE.Vector3(endX, endY, 0);
var direction = to.clone().sub(from);
var length = direction.length();
var hex = 0x0;
var arrorGroupHelper = new THREE.Group();
arrorGroupHelper.add(new THREE.ArrowHelper(direction.normalize(), from, length, hex, 1, 10));
arrorGroupHelper.add(new THREE.ArrowHelper(direction.negate(), to, length, hex, 1, 10));
scene.add(arrorGroupHelper);
var text = document.createElement('div');
text.style.position = 'absolute';
text.style.zIndex = 5;
text.style.backgroundColor = "ffffff";
text.innerHTML = length.toFixed(2);
let interiorCenter = to.clone().add(from).multiplyScalar(0.5);
let textPos = interiorCenter.project( camera );
var widthHalf = viewWidth;
var heightHalf = viewHeight;
var style = 'translate(-50%,-50%) translate(' + ( textPos.x * widthHalf + widthHalf ) + 'px,' + ( - textPos.y * heightHalf + heightHalf ) + 'px)';
text.style.transform = style;
document.getElementById('container').append(text);
}
var threejsCanvas = document.getElementById('threejs-canvas');
var renderer = new THREE.WebGLRenderer({
canvas : threejsCanvas,
alpha : true
});
renderer.autoClear = false;
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.render( scene, camera );
animate();
window.addEventListener( 'resize', onWindowResize, false );
function onWindowResize() {
var width = window.innerWidth / 2;
var height = window.innerHeight / 2;
camera.left = -width / 2;
camera.right = width / 2
camera.top = height / 2;
camera.bottom = -height / 2;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
renderer.clear();
renderer.render( scene, camera );
}
function findLineCenterPoint(a, b) {
return { x: (b.x - a.x) / 2 + a.x, y: (b.y - a.y) / 2 + a.y };
}
function findCentroid (arr) {
var minX, maxX, minY, maxY;
for (var i = 0; i < arr.length; i++)
{
var x = arr[i]['x'], y = arr[i]['y'];
minX = (x < minX || minX == null) ? x : minX;
maxX = (x > maxX || maxX == null) ? x : maxX;
minY = (y < minY || minY == null) ? y : minY;
maxY = (y > maxY || maxY == null) ? y : maxY;
}
return {x:(minX + maxX) / 2, y:(minY + maxY) / 2};
}
function buildFloor(vertices) {
var material = new THREE.MeshBasicMaterial({
color: 0xcccccc,
});
var shape = new THREE.Shape(vertices);
var geometry = new THREE.ShapeGeometry(shape);
var floor = new THREE.Mesh(geometry, material);
return floor;
}
function getAngle(originX, originY, targetX, targetY) {
var dx = originX - targetX;
var dy = originY - targetY;
var theta = Math.atan2(-dy, -dx);
theta *= 180 / Math.PI;
if (theta < 0) theta += 360;
return theta;
}
#container {
position: relative;
}
#threejs-canvas {
position:absolute;
z-index: 2;
}
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<div id="container">
<canvas id="threejs-canvas"></canvas>
</div>
Here's my question:
How do I move the dimension lines encircled on red on the image above to the new points which is the blue lines.
Thanks. Hope someone could shed a light on this.

THREE.js - shooting a ball with a curve ( X / Z axis)

I'm new to THREE.js and with a very poor knowledge in physics but still I want to make a football manager game (played from top view) and I need to know that the kick of the ball is realistic as possible.
I was able to make the ball move and rotate in the correct direction while changing the position of the movement when the ball hits its boundaries.
now I need to deal with a issue of the curve of the ball and how do I make it so the ball with move in an arc to the top and to the sides (X / Y) depending of the angle of the foot hitting the ball
lets just say, I need to know how to handle two scenarios:
1) when kick start from the near bottom axis of the ball
2) when kick start from the near right axis of the ball
your help is highly appropriated. Thank you!
**
- I've added a code showing what i have so far
- I've added an image illustrating my goal (or this person scoring a goal)
/*
*
* SET UP MOTION PARAMS
*
*/
var boundries = [40, 24] //indicate where the ball needs to move in mirror position
var completeFieldDistance = boundries[0] * 2;
var fullPower = 1.8; //the power needed to move the ball the enitre field in one kick
var power = null; //will be set when the kick set in depending on the distance
var isKickStop = false; //indicate the renderer weather to stop the kick
var velocityX = null;
var velocityY = null;
//*** this is where i need help! ***
//how can I make the ball move in the Z axis with a nice curv up depending on a given angle
var curv = 15;
var peak = curv;
var velocityZ = 0;
var friction = 0.98;
var gravity = 0.5;
var bounciness = 0.8;
var minVelocity = 0.035; //for when it need to stop the kick rendering
var ballRadius = 3;
var ballCircumference = Math.PI * ballRadius * 2;
var ballVelocity = new THREE.Vector3();
var ballRotationAxis = new THREE.Vector3(0, 1, 0);
//world meshes
var ball = {};
var field = {};
/*
*
* THE KICK HANDLERS
*
*/
function onKick(angleDeg, distance) {
isKickStop = true;
peak = curv;
power = (distance / completeFieldDistance) * fullPower;
velocityX = Math.cos(angleDeg) * power;
velocityY = Math.sin(angleDeg) * power;
velocityZ = peak / (distance / 2);
requestAnimationFrame(function (params) {
isKickStop = false;
animateKick();
})
}
//** THIS IS WHERE I NEED HELP - how do I make the ball move
// render the movements of the ball
var animateKick = function (params) {
if (isKickStop) { return; }
ball.position.x += velocityX;
ball.position.z += velocityZ;
ball.position.y += velocityY;
if (Math.abs(velocityX) < minVelocity && Math.abs(velocityY) < minVelocity) {
ball.position.z = ball.bottom;
isKickStop = true;
console.log("DONE!");
return;
}
if (ball.position.z >= peak) {
ball.position.z = peak;
velocityZ *= -1;
}
if (ball.position.z < ball.bottom) {
peak *= gravity;
velocityZ *= -1;
ball.position.z = ball.bottom;
}
// Figure out the rotation based on the velocity and radius of the ball...
ballVelocity.set(velocityX, velocityY, 0);
ballRotationAxis.set(0, 0, 1).cross(ballVelocity).normalize();
var velocityMag = ballVelocity.length();
var rotationAmount = velocityMag * (Math.PI * 2) / ballCircumference;
ball.rotateOnWorldAxis(ballRotationAxis, rotationAmount);
//reduce velocity due to friction
velocityX *= friction;
velocityY *= friction;
//making sure ball is not outside of its boundries
if (Math.abs(ball.position.x) > boundries[0]) {
velocityX *= -1;
ball.position.x = (ball.position.x < 0) ? boundries[0] * -1 : boundries[0];
}
if (Math.abs(ball.position.y) > boundries[1]) {
velocityY *= -1;
ball.position.y = (ball.position.y < 0) ? boundries[1] * -1 : boundries[1];
}
}
window.onload = (function (params) {
/*
*
* SET UP THE WORLD
*
*/
//set up the ratio
var gWidth = window.innerWidth;
var gHeight = window.innerHeight;
var ratio = gWidth / gHeight;
//set the scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0xeaeaea);
//set the camera
var camera = new THREE.PerspectiveCamera(35, ratio, 0.1, 1000);
camera.position.z = 120;
//set the light
var light = new THREE.SpotLight(0xffffff, 1);
light.castShadow = true;
light.position.set(0, 0, 35);
scene.add(light);
// set the renderer
var renderer = new THREE.WebGLRenderer();
//properties for casting shadow
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setSize(gWidth, gHeight);
document.body.appendChild(renderer.domElement);
/*
*
* ADD MESH TO SCENE
*
*/
// create and add the ball
var geometry = new THREE.SphereGeometry(ballRadius, 8, 8);
//make a checkerboard texture for the ball...
var canv = document.createElement('canvas')
canv.width = canv.height = 256;
var ctx = canv.getContext('2d')
ctx.fillStyle = 'white';
ctx.fillRect(0, 0, 256, 256);
ctx.fillStyle = 'black';
for (var y = 0; y < 16; y++)
for (var x = 0; x < 16; x++)
if ((x & 1) != (y & 1)) ctx.fillRect(x * 16, y * 16, 16, 16);
var ballTex = new THREE.Texture(canv);
ballTex.needsUpdate = true;
var material = new THREE.MeshLambertMaterial({
map: ballTex
});
ball = new THREE.Mesh(geometry, material);
ball.castShadow = true;
ball.receiveShadow = false;
ball.bottom = ballRadius / 2;
scene.add(ball);
// create and add the field
var margin = 20;
var fieldRatio = 105 / 68;
var width = 90;
var height = width / fieldRatio;
var material = new THREE.MeshLambertMaterial({ color: 'green' });
var geometry = new THREE.BoxGeometry(width, height, 1);
field = new THREE.Mesh(geometry, material);
field.receiveShadow = true;
field.position.z = -1;
scene.add(field);
/*
*
* HANDLING EVENTS
*
*/
var domEvents = new THREEx.DomEvents(camera, renderer.domElement);
domEvents.addEventListener(field, 'click', function (e) {
//set points 1 and 2
var p1 = { x: e.intersect.point.x, y: e.intersect.point.y };
var p2 = { x: ball.position.x, y: ball.position.y };
var angleDeg = Math.atan2(p1.y - p2.y, p1.x - p2.x);
var a = p1.x - p2.x;
var b = p1.y - p2.y;
var distance = Math.sqrt(a * a + b * b);
window.onKick(angleDeg, distance);
}, false);
/*
*
* ANIMATION STEP
*
*/
var render = function (params) {
//render kick if it is on the go
if(!isKickStop){
animateKick();
}
//render the page
renderer.render(scene, camera);
requestAnimationFrame(render);
}
render();
})()
body {
padding: 0;
margin: 0;
}
<html>
<head>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<script src="https://www.klika.co.il/scripts/three.events.js"></script>
</head>
<body>
</body>
</html>
I build a model to mock this, the model accept several parameters, initial velocity and angular velocity, there are three force on the ball, gravity, air resistance force and Magnus force.
v0_x = 0; //initial velocity
v0_y = 4;
v0_z = 1;
w_x = 0 * Math.PI; // initial angular velocity
w_y = 2 * Math.PI;
w_z = 0 * Math.PI;
m = 2; //weight
rho = 1.2; // air density
g = 9.8; // gravity
f = 10; //frequency of the rotation of the ball
cl = 1.23; //horizontal tension coefficient
cd = 0.5; //air resistance coefficient
D = 0.22; // diameter of the ball
A = Math.PI * Math.pow((0.5 * D), 2); //cross-sectional area of the ball
t_step = 1 / 60;
b = (1 / 2) * cd * rho * A; //for convenience
c = cl * rho * Math.pow(D, 3) * f; // for convenience
vt_x = v0_x
vt_y = v0_y
vt_z = v0_z
animateKick = function() {
if (ball.position.y < 0) {
return;
}
tmp_1 = c * Math.pow(Math.pow(vt_x, 2) + Math.pow(vt_z, 2) + Math.pow(vt_y, 2), 2)
tmp_2 = (Math.sqrt(Math.pow(w_z * vt_y - w_y * vt_z, 2) + Math.pow(w_y * vt_x - w_x * vt_y, 2) + Math.pow(w_x * vt_z - w_z * vt_x, 2)))
tmp = tmp_1 / tmp_2
Fl_x = tmp * (w_z * vt_y - w_y * vt_z)
Fl_z = tmp * (w_y * vt_x - w_x * vt_y)
Fl_y = tmp * (w_x * vt_z - w_z * vt_y)
//Motion differential equation
a_x = -(b / m) * Math.sqrt((Math.pow(vt_z, 2) + Math.pow(vt_y, 2) + Math.pow(vt_x, 2))) * vt_x + (Fl_x / m)
a_z = -(b / m) * Math.sqrt((Math.pow(vt_z, 2) + Math.pow(vt_y, 2) + Math.pow(vt_x, 2))) * vt_z + (Fl_z / m)
a_y = -g - (b / m) * Math.sqrt((Math.pow(vt_z, 2) + Math.pow(vt_y, 2) + Math.pow(vt_x, 2))) * vt_y + (Fl_y / m)
//use formula : s_t = s_0 + v_0 * t to update the position
ball.position.x = ball.position.x + vt_x * t_step
ball.position.z = ball.position.z + vt_z * t_step
ball.position.y = ball.position.y + vt_y * t_step
//use formula : v_t = a * t to update the velocity
vt_x = vt_x + a_x * t_step
vt_z = vt_z + a_z * t_step
vt_y = vt_y + a_y * t_step
}
window.onload = (function() {
gWidth = window.innerWidth;
gHeight = window.innerHeight;
ratio = gWidth / gHeight;
scene = new THREE.Scene();
scene.background = new THREE.Color(0xeaeaea);
camera = new THREE.PerspectiveCamera(35, ratio, 0.1, 1000);
camera.position.z = -15;
light = new THREE.SpotLight(0xffffff, 1);
light.castShadow = true;
light.position.set(0, 5, -10);
scene.add(light);
renderer = new THREE.WebGLRenderer();
//properties for casting shadow
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setSize(gWidth, gHeight);
document.body.appendChild(renderer.domElement);
geometry = new THREE.SphereGeometry(D, 8, 8);
//make a checkerboard texture for the ball...
canv = document.createElement('canvas')
canv.width = canv.height = 256;
ctx = canv.getContext('2d')
ctx.fillStyle = 'white';
ctx.fillRect(0, 0, 256, 256);
ctx.fillStyle = 'black';
for (y = 0; y < 16; y++)
for (x = 0; x < 16; x++)
if ((x & 1) != (y & 1)) ctx.fillRect(x * 16, y * 16, 16, 16);
ballTex = new THREE.Texture(canv);
ballTex.needsUpdate = true;
material = new THREE.MeshLambertMaterial({
map: ballTex
});
ball = new THREE.Mesh(geometry, material);
ball.castShadow = true;
ball.receiveShadow = false;
ball.bottom = D / 2;
scene.add(ball);
camera.lookAt(ball.position);
plane_geometry = new THREE.PlaneGeometry(20, 100, 32);
plane_material = new THREE.MeshBasicMaterial({
color: 'green',
side: THREE.DoubleSide
});
ground_plane = new THREE.Mesh(plane_geometry, plane_material);
ground_plane.rotation.x = 0.5 * Math.PI
ground_plane.position.y = -1
ground_plane.position.z = 20
scene.add(ground_plane);
render = function(params) {
animateKick();
renderer.render(scene, camera);
requestAnimationFrame(render);
};
render();
})
body {
padding: 0;
margin: 0;
}
<html>
<head>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<script src="https://www.klika.co.il/scripts/three.events.js"></script>
</head>
<body>
</body>
</html>

Setting bounds on particle movement

I am creating particles and positioning them randomly with three.js:
for( var i = 0; i < particleCount; i++ ){
var pX = Math.random() * 100-50;
var pY =Math.random() * 100-50;
var pZ = Math.random() * 100-50;
particle = new THREE.Vector3(pX,pY,pZ);
particle.velocity = new THREE.Vector3(Math.random(), Math.random(), pZ);
particles.vertices.push(particle);
}
Then on my requestAnimationFrame update function I am moving the particles:
for (var i = 0; i < particleCount; i++) {
var particle = particles.vertices[i];
particle.y += particle.velocity.y*speed;
particle.x += particle.velocity.x*speed;
}
How can I introduce some limits to the movement ? i.e when the particle reaches the edge of the screen I want to "bounce" them back.
It's better to have direction and velocity for each particle. Direction is always a normalized THREE.Vector3().
Then the code for your particles will be like this:
var particles = [];
var particleCount = 100;
var sizeX = 300;
var sizeY = 200;
var sizeZ = 100;
for (var i = 0; i < particleCount; i++) {
var pX = Math.random() * sizeX - sizeX / 2;
var pY = Math.random() * sizeY - sizeY / 2;
var pZ = Math.random() * sizeZ - sizeZ / 2;
particle = new THREE.Vector3(pX, pY, pZ);
particle.direction = new THREE.Vector3(Math.random() - .5, Math.random() - .5, 0).normalize(); // a normalized vector with random values for x,y
particle.velocity = Math.random() * 50; // speed is 50 units per second
particles.push(particle);
}
Supposing, you use THREE.Points():
var geometry = new THREE.Geometry();
geometry.vertices = particles;
var points = new THREE.Points(geometry, new THREE.PointsMaterial({
size: 5,
color: "red"
}));
scene.add(points);
To set the proper speed (our 50 units per second) we'll need THREE.Clock() and its .getDelta() method:
var clock = new THREE.Clock();
var shift = new THREE.Vector3(); //we will re-use it in the animation loop
var delta = 0; // we will re-use it in the animation loop
And in the animation loop we will do this:
delta = clock.getDelta(); // get period between frames (in seconds)
particles.forEach(function(p) {
if (p.x > sizeX / 2 || p.x < -sizeX / 2) { // it's also can be like if (Math.abs(p.x > sizeX / 2))
p.direction.x = -p.direction.x;
}
if (p.y > sizeY / 2 || p.y < -sizeY / 2) {
p.direction.y = -p.direction.y;
}
if (p.z > sizeZ / 2 || p.z < -sizeZ / 2) {
p.direction.z = -p.direction.z;
}
p.add(shift.copy(p.direction).multiplyScalar(p.velocity * delta)); // here we re-use the `shift` vector
})
points.geometry.verticesNeedUpdate = true; // important, if you won't set it to true you won't get your particles moving
So that's it.
jsfiddle example
PS If you want to use BufferGeometry, then you can refer to this very good SO answer

First person shooter controls with three.js

I'm completely new to three.js and 3D. I'm trying to make a really simple first person shooter. I found heaps of examples but they all look really complicated. I want to understand the code before I use it. What I am having trouble with is the camera rotation. Everything else is fine. My approach doesn't quite work. It seems to be rotating on the z axis even though I'm setting that to 0. Here's all my code (125 lines)
var width = window.innerWidth, height = window.innerHeight,
scene = new THREE.Scene(),
camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000),
renderer = new THREE.WebGLRenderer(),
mouse = {
x: 0,
y: 0,
movedThisFrame: false
};
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshBasicMaterial({
color: 0x00ff00
});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
var floorgeometry = new THREE.BoxGeometry(100,0.1,100);
var floormaterial = new THREE.MeshBasicMaterial({
color: 0xff0000
});
var floor = new THREE.Mesh(floorgeometry, floormaterial);
floor.position.y = -1;
scene.add(floor);
var keys = {
w: false,
a: false,
s: false,
d: false
};
camera.position.z = 5;
function radDeg(radians) {
return radians * 180 / Math.PI;
}
function degRad(degrees) {
return degrees * Math.PI / 180;
}
function rotateCam() {
if (!mouse.movedThisFrame) {
mouse.x = 0;
mouse.y = 0;
}
/*
What am I doing wrong here?
*/
camera.rotation.x -= mouse.y * 0.001;
camera.rotation.y -= mouse.x * 0.001;
camera.rotation.z = 0;
mouse.movedThisFrame = false;
}
function moveCam() {
var rotation = camera.rotation.y % (Math.PI * 2), motion = [0,0];
if (keys.w) {
motion[0] += 0.1 * Math.cos(rotation);
motion[1] += 0.1 * Math.sin(rotation);
}
if (keys.a) {
motion[0] += 0.1 * Math.cos(rotation + degRad(90));
motion[1] += 0.1 * Math.sin(rotation + degRad(90));
}
if (keys.s) {
motion[0] += 0.1 * Math.cos(rotation - degRad(180));
motion[1] += 0.1 * Math.sin(rotation - degRad(180));
}
if (keys.d) {
motion[0] += 0.1 * Math.cos(rotation - degRad(90));
motion[1] += 0.1 * Math.sin(rotation - degRad(90));
}
camera.position.z -= motion[0];
camera.position.x -= motion[1];
}
window.onload = function() {
renderer.domElement.onclick = function() {
console.log('requested pointer lock');
renderer.domElement.requestPointerLock();
};
renderer.domElement.onmousemove = function(e) {
if (!mouse.movedThisFrame) {
mouse.x = e.movementX;
mouse.y = e.movementY;
mouse.movedThisFrame = true;
}
};
document.onkeydown = function(e) {
var char = String.fromCharCode(e.keyCode);
if (char == 'W')
keys.w = true;
else if (char == 'A')
keys.a = true;
else if (char == 'S')
keys.s = true;
else if (char == 'D')
keys.d = true;
};
document.onkeyup = function(e) {
var char = String.fromCharCode(e.keyCode);
if (char == 'W')
keys.w = false;
else if (char == 'A')
keys.a = false;
else if (char == 'S')
keys.s = false;
else if (char == 'D')
keys.d = false;
};
function animate() {
requestAnimationFrame(animate);
rotateCam();
moveCam();
renderer.render(scene, camera);
}
animate();
};
The problem is in the rotateCam function. It doesn't quite work and I don't really know why.
I also tried using the code on this question but it didn't work.
First person controls are more complicated than you may think. Even if you figure out your angle math, when the pointer is not locked, the mouse hits the window edge and turning stops.
I suggest you start with the pointer lock example (http://threejs.org/examples/#misc_controls_pointerlock) which is an example of first person controls for 3js.

Find distance the mouse has moved along a vector in Three.js

I'm trying to find the distance that the mouse has traveled along a normal vector.
The idea is to move a set of vertices within an object along the intersecting face's normal vector.
Currently, I have an onmousedown event handler that finds the intersecting face, adjacent faces with the same normal, and the vertices associated to those faces. I also have an onmousemove event handler that moves the vertices along the normal.
Right now, the onmousemove just moves the vertices 1 unit along the face normal every time the event is fired. I'd like them to move with the mouse.
The code that I am working off of came largely from the three.js editor. Any help is very much appreciated, thanks!
var object; // Set outside this code
var camera; // Set outside this code
var viewport; // Set outside this code
var raycaster = new THREE.Raycaster();
var point = new THREE.Vector2();
var mouse = new THREE.Vector2();
var _dragging = false;
var faces = [];
var vertices = [];
function onMouseDown(event) {
if (object === undefined || _dragging === true) {
return;
}
event.preventDefault();
event.stopPropagation();
var intersect = getIntersects(event, object)[0];
if (intersect && intersect.face) {
faces = getAdjacentNormalFaces(intersect.object.geometry, intersect.face);
vertices = getFaceVertices(intersect.object.geometry, self.faces);
}
_dragging = true;
}
function onMouseMove(event) {
if (object === undefined || vertices.length === 0 || _dragging === false) {
return;
}
event.preventDefault();
event.stopPropagation();
var normal = faces[0].normal;
/*
* Get the distance to move the vertices
*/
var distance = 1;
var i;
for (i = 0; i < self.vertices.length; i++) {
self.vertices[i].x += (normal.x * distance);
self.vertices[i].y += (normal.y * distance);
self.vertices[i].z += (normal.z * distance);
}
object.geometry.verticesNeedUpdate = true;
object.geometry.computeBoundingBox();
object.geometry.computeBoundingSphere();
}
var getIntersects = function (event, object) {
var rect = viewport.getBoundingClientRect();
point.fromArray([
( event.clientX - rect.left ) / rect.width,
( event.clientY - rect.top ) / rect.height
]);
mouse.set(( point.x * 2 ) - 1, -( point.y * 2 ) + 1);
raycaster.setFromCamera(mouse, camera);
if (object instanceof Array) {
return raycaster.intersectObjects(object);
}
return raycaster.intersectObject(object);
};
var getAdjacentNormalFaces = function (geometry, face) {
// Returns an array of all faces that are adjacent and share the same normal vector
};
var getFaceVertices = function (geometry, faces) {
// Returns an array of vertices that belong to the array of faces
};
Update:
As a summary... I have the event handlers, the set of vertices that need to be moved and the normal vector that the vertices should be moved on. What I need is the offset distance that the vertices should be moved based on where the mouse is.
My first thought is to create a plane perpendicular to the normal vector and track the mouse position on that plane. However, I am not sure 1. how to create the perpendicular plane where the largest side is visible to the camera and 2. how to translate the x/y coordinates of the mouse on the plane to the distance the vertices should be moved.
The way I solved this is to map the zero and normal points on the 2D plane and then use the inverse slope to find the perpendicular line that intersects the normal line. I can then use the starting point and the point of intersection to find the distance the mouse moved. I also had to scale the final distance using the camera.
For a quick reference:
// linear slope/intercept: y = mx + b
// solve for b: b = y - mx
// solve for m: (y2 - y1) / (x2 - x1)
// get inverse slope: -1 / m
// get intersect point: (b2 - b1) / (m1 - m2)
There may be an easier way but this is what I did and hopefully it helps others:
On Mousedown
Project the center (0,0,0) vector, the face normal vector and an arbitrary 1 unit vector (1,0,0) onto the camera and get the screen position of the three points
var zero2D = toScreenPosition(0, 0, 0);
var one2D = toScreenPosition(1, 0, 0);
var normal2D = toScreenPosition(intersect.face.normal.x, intersect.face.normal.y, intersect.face.normal.z);
/ ***** /
var toScreenPosition = function (x, y, z) {
var rect = viewport.getBoundingClientRect();
var point = new THREE.Vector2();
screenPositionVector.set(x || 0, y || 0, z || 0);
screenPositionVector.project(camera);
point.set((screenPositionVector.x + 1) / 2 * rect.width, -(screenPositionVector.y - 1) / 2 * rect.height);
return point;
};
Store the mouse starting point and the x direction of the normal (1 or -1).
start2D.set(event.clientX, event.clientY);
normalDir = zero2D.x < normal2D.x ? 1 : -1;
Store the slope and inverse slope of the zero/normal line.
slope = (normal2D.y - zero2D.y) / (normal2D.x - zero2D.x); // TODO: Handle zero slope
inverseSlope = -1 / slope; // TODO: If slope is 0, inverse is infinity
Store the y intercept of the normal line based on the mouse coordinates.
startingYIntercept = event.clientY - (slope * event.clientX);
Use the zero2D and one2D point to find the camera scale. The camera scale is the distance between the two 2D points divided by the distance between the two 3D points (1).
cameraScale = one2D.distanceTo(zero2D);
For better accuracy, we are going to move the vertices based on total movement, not the delta between event handler calls. Because of this, we need to track the starting position of all the vertices.
startingVertices = [];
var i;
for (i = 0; i < vertices.length; i++) {
startingVertices.push({x: vertices[i].x, y: vertices[i].y, z: vertices[i].z});
}
On Mousemove
Using the mouse position and the inverse slope, find the perpendicular line's y intercept.
var endingYIntercept = event.clientY - (inverseSlope * event.clientX);
Use the intercept equation to find the x location where the normal line and perpendicular line intercept.
var endingX = (endingYIntercept - startingYIntercept) / (slope / inverseSlope);
Plug x back in to find the y point. Since the lines intercept at x, you can use either the normal line or perpendicular line. Set the end point based on this.
var endingY = (slope * endingX) + startingYIntercept;
end2D.set(endingX, endingY);
Find the distance between the points and divide by the camera scale.
var distance = end2D.distanceTo(start2D) / cameraScale;
If the normal is in the opposite direction of the mouse movement, multiply distance by -1.
if ((normalDir > 0 && endingX < start2D.x) || (normalDir < 0 && endingX > start2D.x)) {
distance = distance * -1;
}
Since we are moving the vertices by a total distance and not the delta between event handlers, the vertex update code is a little different.
var i;
for (i = 0; i < self.vertices.length; i++) {
vertices[i].x = startingVertices[i].x + (normal.x * distance);
vertices[i].y = startingVertices[i].y + (normal.y * distance);
vertices[i].z = startingVertices[i].z + (normal.z * distance);
}
Extra Credit On Mouseup
When the vertices are moved, the geometry's center is not changed and needs to be updated. To update the center, I can call geometry.center(), however, in Three.js, the geometry's position is based off of its center so this will effectively move the center and the position of the geometry in the opposite direction at half the distance of the vertex move. I don't want this, I want the geometry to stay in the same position when I move the vertices. To do this, I take the first vertex's ending position minus its start position divided by 2 and add that vector to the geometry's position. I then recenter the geometry.
if (_dragging && self.vertices.length > 0) {
offset.set(self.vertices[0].x - startingVertices[0].x, self.vertices[0].y - startingVertices[0].y, self.vertices[0].z - startingVertices[0].z);
offset.divideScalar(2);
object.position.add(offset);
object.geometry.center();
}
All Together
var object; // Set outside this code
var camera; // Set outside this code
var viewport; // Set outside this code
var raycaster = new THREE.Raycaster();
var point = new THREE.Vector2();
var mouse = new THREE.Vector2();
var _dragging = false;
var faces = [];
var vertices = [];
var startingVertices = [];
var slope = 0;
var inverseSlope;
var startingYIntercept = 0;
var normalDir = 1;
var cameraScale = 1;
var start2D = new THREE.Vector2();
var end2D = new THREE.Vector2();
var offset = new THREE.Vector3();
var onMouseDown = function (event) {
if (object === undefined || _dragging === true) {
return;
}
event.preventDefault();
event.stopPropagation();
var intersect = getIntersects(event, object)[0];
if (intersect && intersect.face) {
var zero2D = toScreenPosition(0, 0, 0);
var one2D = toScreenPosition(1, 0, 0);
var normal2D = toScreenPosition(intersect.face.normal.x, intersect.face.normal.y, intersect.face.normal.z);
start2D.set(event.clientX, event.clientY);
normalDir = zero2D.x < normal2D.x ? 1 : -1;
slope = (normal2D.y - zero2D.y) / (normal2D.x - zero2D.x); // TODO: Handle zero slope
inverseSlope = -1 / slope; // TODO: If slope is 0, inverse is infinity
startingYIntercept = event.clientY - (slope * event.clientX);
cameraScale = one2D.distanceTo(zero2D);
faces = getAdjacentNormalFaces(intersect.object.geometry, intersect.face);
vertices = getFaceVertices(intersect.object.geometry, self.faces);
startingVertices = [];
var i;
for (i = 0; i < vertices.length; i++) {
startingVertices.push({x: vertices[i].x, y: vertices[i].y, z: vertices[i].z});
}
}
_dragging = true;
}
var onMouseMove = function (event) {
if (object === undefined || vertices.length === 0 || _dragging === false) {
return;
}
event.preventDefault();
event.stopPropagation();
var normal = faces[0].normal;
var endingYIntercept = event.clientY - (inverseSlope * event.clientX);
var endingX = (endingYIntercept - startingYIntercept) / (slope / inverseSlope);
var endingY = (slope * endingX) + startingYIntercept;
end2D.set(endingX, endingY);
var distance = end2D.distanceTo(start2D) / cameraScale;
if ((normalDir > 0 && endingX < start2D.x) || (normalDir < 0 && endingX > start2D.x)) {
distance = distance * -1;
}
var i;
for (i = 0; i < self.vertices.length; i++) {
vertices[i].x = startingVertices[i].x + (normal.x * distance);
vertices[i].y = startingVertices[i].y + (normal.y * distance);
vertices[i].z = startingVertices[i].z + (normal.z * distance);
}
object.geometry.verticesNeedUpdate = true;
object.geometry.computeBoundingBox();
object.geometry.computeBoundingSphere();
}
var onMouseUp = function (event) {
if (_dragging && vertices.length > 0) {
offset.set(vertices[0].x - startingVertices[0].x, vertices[0].y - startingVertices[0].y, vertices[0].z - startingVertices[0].z);
offset.divideScalar(2);
object.position.add(offset);
object.geometry.center();
}
}
var getIntersects = function (event, object) {
var rect = viewport.getBoundingClientRect();
point.fromArray([
( event.clientX - rect.left ) / rect.width,
( event.clientY - rect.top ) / rect.height
]);
mouse.set(( point.x * 2 ) - 1, -( point.y * 2 ) + 1);
raycaster.setFromCamera(mouse, camera);
if (object instanceof Array) {
return raycaster.intersectObjects(object);
}
return raycaster.intersectObject(object);
};
var toScreenPosition = function (x, y, z) {
var rect = viewport.getBoundingClientRect();
var point = new THREE.Vector2();
screenPositionVector.set(x || 0, y || 0, z || 0);
screenPositionVector.project(camera);
point.set((screenPositionVector.x + 1) / 2 * rect.width, -(screenPositionVector.y - 1) / 2 * rect.height);
return point;
};
var getAdjacentNormalFaces = function (geometry, face) {
// Returns an array of all faces that are adjacent and share the same normal vector
};
var getFaceVertices = function (geometry, faces) {
// Returns an array of vertices that belong to the array of faces
};
You could achieve two ways, on mouse move or in animationframe.
onmouseMove(){
mouseX = ( event.clientX - windowHalfX ) / resistanceh;
mouseY = ( event.clientY - windowHalfY ) / resistancew;
var raycaster = new THREE.Raycaster();
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(objects);
if ( intersects.length > 0 ) {
if(mousedown){
//do your thing
}
or in your animation updating these values is more accurate I found.
AnimationFrame(){
mouseX = ( event.clientX - windowHalfX ) / resistanceh;
mouseY = ( event.clientY - windowHalfY ) / resistancew;

Categories