I have several lines in an array. When I want to paint just one a certain color, they are all painted that color instead.
What can I can do to make it paint only the lines that I want?
var materialSide = new THREE.LineBasicMaterial( { color: "#000000"} );
line[i] = new THREE.Line( Geometria[i], materialSide);
.
.
.
line[24].material.color=new THREE.Color( 0xffffff );
line[24].material.needsUpdate = true;
You are using the same material for all the lines; that is why you are seeing that effect. Create another material materialPainted that has the different color that you want and then you assign the materialPainted material to your line.
line[24].material = materialPainted;
Related
My aim here is to create a box, then change one of its vertex's position through geometry, and then display it.
var anchor = new THREE.Vector3( 300, 300, 3 );
var cursor = new THREE.Vector3( 500, 550, 50 );
var box2 = new THREE.Box3( anchor, cursor );
var box2Helper = new THREE.Box3Helper( box2 );
box2Helper.geometry.vetices[0] = new THREE.Vector3( 20, 20, 20 );
box2Helper.geometry.verticesNeedUpdate = true;
scene.add( box2Helper );
This code works fine without those two geometry lines.
What is the way to change the position of the existing vertexes of the box through geometry class?
I think there may be some confusion here about what the Box3 class is... It's just a 3d boundingbox.. To make a deformable box with vertices, you want a new THREE.Mesh(new THREE.BoxGeometry(1,1,1), new THREE.MeshStandardMaterial() )
then you can modify the mesh.geometry.vertices like you are doing..
THREE.Box3 is more of a utility class used to represent bounding boxes of things.. it's used for frustum culling and stuff.
I am trying to change color of a selected vertex dynamically. Referring to https://jsfiddle.net/pmankar/m70cpxes/, I created a IcosahedronGeometry point cloud geometry and on click event I would like to change the color of vertex 100.
document.addEventListener('click', function() {
mesh.geometry.colorsNeedUpdate = true;
mesh.geometry.colors[100] = new THREE.Color("rgb(255,0,0)");
console.log(mesh.geometry);
})
Now, I have two questions:
How to make the vertex 100 change its colors
Why is it showing random color to the point cloud
You declared var material, then created materail = new THREE.PointsMaterial(); and then applied material again to your mesh. There's a typo: material != materail.
Also, to have different colors of vertices you have to set colors of them
geometry = new THREE.IcosahedronGeometry(102, detailsLevel);
var colors = [];
geometry.vertices.forEach(function(){
colors.push(new THREE.Color(0xffffff));
});
geometry.colors = colors;
and then in your material you have to set vertexColors as THREE.VertexColors
material = new THREE.PointsMaterial( { size:4, vertexColors: THREE.VertexColors} );
after all, in your "click" event listener you can do
mesh.geometry.colors[100].set(0xff0000);
mesh.geometry.colorsNeedUpdate = true;
jsfiddle example
I'm creating a parent/child hierarchy between three objects using the ".add()" method in Three.js, (RE: 71). Parenting a two objects poses no problems. However, When I attempt to create a three level hierarchy, the middle child jumps to an offset equivalent to the offset of it's parent from the origin.
This is the hierarchy:
Red Box (parent of Green Box) -> Green Box (parent of Blue Box) -> Blue Box
Below is an image of how the boxes should be positioned before and after the parenting:
This is an Image if how the boxes have been repositioned when parented:
The relevant code looks like this:
var testObject_G1 = new THREE.BoxGeometry(50, 100, 100);
var testObject_G2 = new THREE.BoxGeometry(100, 100, 50);
var testObject_G3 = new THREE.BoxGeometry(50, 100, 100);
var testObject_MR = new THREE.MeshBasicMaterial({ color: 0xff0000 });
var testObject_MG = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
var testObject_MB = new THREE.MeshBasicMaterial({ color: 0x0000ff });
var testObject_Mesh = new THREE.Mesh(testObject_G1, testObject_MR);
testObject_Mesh.position.x = -100;
var testObject_Mesh2 = new THREE.Mesh(testObject_G2, testObject_MG);
testObject_Mesh2.position.x = 0;
var testObject_Mesh3 = new THREE.Mesh(testObject_G3, testObject_MB);
testObject_Mesh3.position.x = 100;
testObject_Mesh2.add( testObject_Mesh3 );
testObject_Mesh.add( testObject_Mesh2 );
scene.add( testObject_Mesh );
There is a JS Fiddle here: jumping second child
Thank you in advance.
what you see is correct. In a hierarchy the child will inherit the parents transform (inherit is simplification; their matrices will be multiplied but you only have translation defined so the values will be added). So testMesh (red) will appear at x=-100, testMesh2 (green) will also appear at x=-100 (since its x transform is 0 and will inherit its parent transform) and testMesh3 (blue) will appear at x=0 (since -100+0+100=0).
Add this to your fiddle to see the relative transformations.
scene.add( new THREE.AxisHelper( 100 ));
I have a grid that contains boxes, very similar to http://threejs.org/examples/#canvas_interactive_voxelpainter. Now I initiated a hover state when a box on the scene is mouseover it turns the background gray. Which is great! Except when I multiple "box" on the grid and I go to change the material background color of the hovered item, it renders all of the "box's" with a gray background.
Heres what I am doing:
var voxel = new THREE.Mesh( this.cubeGeometry, this.cubeMaterial );
voxel.position.copy( intersect.point ).add( intersect.face.normal );
voxel.position.divideScalar( 50 ).floor().multiplyScalar( 50 ).addScalar( 25 );
this.scene.add( voxel );
this.blocks.push( voxel );
var domEvents = new THREEx.DomEvents(this.camera, this.renderer.domElement)
// DOM events for inside 3d rendering
domEvents.addEventListener(voxel, 'mouseover', this.onDocumentMouseOverCube.bind(this),false);
domEvents.addEventListener(voxel, 'mouseout', this.onDocumentMouseOutCube.bind(this),false);
Here we create our box - we than give it eventListeners for that specific mesh. Once this mesh is hovered over, our mouseover is executed:
this.mouse.x = ( event.origDomEvent.clientX / this.renderer.domElement.width ) * 2 - 1;
this.mouse.y = - ( event.origDomEvent.clientY / this.renderer.domElement.height ) * 2 + 1;
this.raycaster.setFromCamera( this.mouse, this.camera );
var intersects = this.raycaster.intersectObjects( this.blocks );
if ( intersects.length > 0 ) {
var intersect = intersects[ 0 ];
if ( intersect.object != this.plane ) {
console.log(intersect.object);
// update color on hover
intersect.object.material.color.setHex(this.colorHover);
console.log("hover color");
this.render();
}
}
Now this works great, the only issue is - this.render() is called (this.renderer.render( this.scene, this.camera )) like it should be. But when I have multiple box's on it goes ahead and changes every single background color of each box I have even logged all my objects to confirm object.material.color is the gray hex for only one box and that not all of the box's are being set, which proves to be true. I am sending the correct data over. So I am assuming it has to do with the rendering of the actual engine?
Suggestions?
There is only one instance of the material, which is shared among the meshes. The easy solution is to clone the material for each mesh:
var voxel = new THREE.Mesh( this.cubeGeometry, this.cubeMaterial.clone() );
Now every box accepts its own color.
I dont know if this still applies but thinking about performance you would want to go with a custom shader material, because the attributes and vertex/fragment programs are copied by reference then. See this post Three.js, sharing ShaderMaterial between meshes but with different uniform sets.
Example code:
var phongShader = THREE.ShaderLib.phong;
this.shaderMaterial = new THREE.ShaderMaterial({
uniforms: phongShader.uniforms,
vertexShader: phongShader.vertexShader,
fragmentShader: phongShader.fragmentShader,
lights:true
});
var voxel = new THREE.Mesh( this.cubeGeometry, this.shaderMaterial.clone() );
And then you change the color via uniforms like so:
intersect.object.material.uniforms.diffuse.value.setHex( this.colorHover );
Three.js r.71
PS: cloning the default Phong material in r.71 also shows only one programm in the renderer info for me, so maybe Three.js is optimizing this internally.
I'm trying to apply a THREE.ImageUtils.loadTextureCube() using the real time camera onto a spinning cube.
Until now, I managed to apply a simple texture using my video to a MeshLambertMaterial :
var geometry = new THREE.CubeGeometry(100, 100, 100, 10, 10, 10);
videoTexture = new THREE.Texture( Video ); // var "Video" is my <video> element
var material = new THREE.MeshLambertMaterial({ map: videoTexture });
Cube = new THREE.Mesh(geometry, material);
Scene.add( Cube );
That's OK and you can see the result at http://jmpp.fr/three-camera
Now I'd like to use this Video stream to have a brushed metal texture, so I tried to create another kind of material :
var videoSource = decodeURIComponent(Video.src);
var environment = THREE.ImageUtils.loadTextureCube([videoSource, // left
videoSource, // right
videoSource, // top
videoSource, // bottom
videoSource, // front
videoSource]); // back
var material = new THREE.MeshPhongMaterial({ envMap: environment });
... but it throws the following error :
blob:http://localhost/dad58cd1-1557-41dd-beed-dbfea4c340db 404 (Not Found)
I guess loadTextureCube() is trying to get the 6 array parameters as an image, but doesn't seems to appreciate a videoSource instead.
I'm beginning with three and wondered if there is a way to do that ?
Thx,
jmpp
There are two ways I could see. First, if you just want the same image but with some specular highlights/shininess then just change
var material = new THREE.MeshLambertMaterial({ map:texture});
to
var material = new THREE.MeshPhongMaterial({
map: texture ,
ambient: 0x030303,
specular: 0xffffff,
shininess: 90
});
and play with the ambient, specular, shininess settings to find what you like.
Second, if you really want to add effects to the video image itself, you could draw the image to a canvas, manipulate the pixels, and then set the texture image to that new image. This could also be done with custom shaders, avoiding the canvas step, but there are already libraries for applying image filters to elements, so I'd stick with that. That would work something like this:
You would need a canvas to draw to <canvas id='testCanvas' width=256 height=256></canvas> Then with javascript
var ctx = document.getElementById('testCanvas').getContext('2d');
texture = new THREE.Texture();
// in the render loop
ctx.drawImage(Video,0,0);
var img = ctx.getImageData(0,0,c.width,c.height);
// do something with the img.data pixels, see
// this article http://www.html5rocks.com/en/tutorials/canvas/imagefilters/
// then write it back to the texture
texture.image = img;
texture.needsUpdate = true
Updated!
Actually, you can do it as an envMap, you just need to force the video to be a power of 2 with same width/height. Videos stream in to chrome as 640x480, so you still need to draw a canvas, but only to crop/square the image. So I got this to work:
// In the access camera part
var canvas = document.createElement('canvas')
canvas.width = 512;
canvas.height = 512;
ctx = canvas.getContext('2d');
// In render loop
ctx.drawImage(Video,0,0, 512, 512);
img = ctx.getImageData(0,0,512,512);
// This part is a little different, but env maps have an array
// of images instead of just one
cubeVideo.image = [img,img,img,img,img,img];
if (Video.readyState === Video.HAVE_ENOUGH_DATA)
cubeVideo.needsUpdate = true;
Try this:
var environment = new THREE.Texture( [ Video, Video, Video, Video, Video, Video ] );
var material = new THREE.MeshPhongMaterial({ envMap: environment });
// in animate()
environment.needsUpdate = true;
Okay, now I managed to get a shiny effect on the cube using a Phong material :
videoTexture = new THREE.Texture( Video );
var material = new THREE.MeshPhongMaterial({
map: videoTexture,
ambient: 0x030303,
specular: 0xc0c0c0,
shininess: 25
});
This looks not so bad.
But it seems that a THREE.Texture([Video,Video,Video,Video,Video,Video]); isn't working as an envMap. I still get a black cube.