Toggle between multiple 3d models in three.js using dat.gui - javascript

I'm trying to toggle between multiple 3d models (loaded with OBJMTLLoader.js) rendered in my three.js scene. I'm using dat.gui to create a dropdown list of model names and when one is chosen, the scene will add the respective obj model to the scene and remove the original one.
Here, I'm loading 2 separate models and adding the second one to the scene and then setting up the dat.gui controls:
var loader = new THREE.OBJMTLLoader();
loader.load("../assets/models/boardlego.obj", "../assets/models/boardlego.mtl", function (obj2) {
obj2.name = 'lego2';
});
loader.load("../assets/models/boardlego2.obj", "../assets/models/boardlego.mtl", function (obj) {
obj.name = 'lego';
scene.add(obj);
});
camControl = new THREE.OrbitControls(camera, renderer.domElement);
// call the render function
render();
//set up dat.gui controls
control = new function () {
this.Templates = 'shortboard';
}
addControls(control);
}
Then, the addControls function:
function addControls(controlObject) {
var gui = new dat.GUI();
gui.add(controlObject, 'Templates', ['shortboard', 'longboard', 'fish', 'funboard', 'simmons', 'parallel', 'gun']).listen();
Both models are loaded but only one is added to the scene. Is it possible to add the other model when the 'Templates' control is changed? I tried to create a separate function updateboard() and call it in the render function, like this:
function updateboard() {
if(controlObject.Templates === "longboard"){
scene.add(obj2);
}
}
But it didn't work. I also tried to set up an if statement in the render function:
function render() {
renderer.render(scene, camera);
if (scene.getObjectByName('lego')) {
scene.getObjectByName('lego').scale.set(control.Length, control.Thickness, control.Width);
}
if(control.Templates === "longboard"){
scene.add(obj2);
}
But it didn't work either. Any help would be greatly appreciated! Or if you can scout out an example that could help too! Thanks in advance.

Load your objects in array();
var my_models();
var loader = new THREE.OBJMTLLoader();
loader.load("../assets/models/boardlego.obj", "../assets/models/boardlego.mtl", function (obj2) {
obj.name = 'lego2';
my_models.push(obj);
});
scene.add(my_models[0]); // 0 would be the first model 1 is the second

Related

How to pass a parameter to create a variable in js?

I am trying to work with javascript, classes, and threejs to make a project. I have an idea to have a singular function create a new threejs object, but not sure how to implement it.
Let me go a bit more in detail. I have a class that creates a cube using threejs:
class Cube {
constructor(geometry, material, /*position variables*/, scene) {
this.geometry = geometry;
this.material = material;
/* this.positions */
}
createMesh() {
//creates a mesh for the cube
this.mesh = new THREE.Mesh( this.geometry, this.materials );
}
addToScene() {
this.scene.add( this.mesh );
/* changes position with variables */
}
}
This class works nicely, but I am wanting to create a new function that makes a unique cube, and with a custom variable. I want to create something like this:
var createCube = function ( name, geometry, material, /*position*/, scene) {
name = new Cube(geometry, material, /*position*/, scene;
}
Then after I use this function, I can use the name in the parameter as such:
createCube( customName, cubeGeometry, cubeMaterial, /*position*/, threeScene);
customName.createMesh();
customName.addToScene();
I realize I can always hard code the name for the cube, however, I will be passing it through loops to create multiple.
I gave a lot of explanation for a likely simple solution, but I hope this helps give a picture of what I am trying to do. If you need more explanation, I am open to do so.
I'm not entirely sure I understand the problem here. I might be missing something.
If a Cube needs to be identified by name, could you add it as a property of the Cube?
class Cube {
constructor(name, /* other properties */) {
this.name = name;
/* other properties */
}
createMesh() {
}
addToScene() {
}
}
const names = ['cube1', 'cube2', 'cube3'];
const cubes = names.map(name => new Cube(name, geometry, material, /*position*/, scene));
cubes.forEach(cube => {
console.log(`cube: ${cube.name}`);
cube.createMesh();
cube.addToScene();
});
You can't do that, JS does not allow passing references as method arguments.
What you want to eventually achieve is unclear to me, here is my attempt to have custom named cubes on a cubesObject.
const cubesObject = {};
for (const name of ['a', 'b', 'c']) {
cubesObject[name] = new Cube(geometry, material, /* position */, scene);
}
console.log(cubesObject.a, cubesObject.b, cubesObject.c)
A better way to do this dynamically is to create an array and push an object to it. I got a similar output when working with node applications.
var cubesArray = []
function createCube(name, geometry, material, /*position*/, scene) {
let thisCube = new Cube(geometry, material, /*position*/, scene);
cubesArray[name] = thisCube;
}
Now we can do all the functions and access properties with: cubesArray[name].property or cubesArray[name].function()

Multiple scene on multiple canvas Threejs

I have created two scenes on two different canvases:
var scene1 = new THREE.Scene()
var scene2 = new THREE.Scene()
scene1.add(camera1)
scene2.add(camera2)
next i have created two renders with "autoClear: false" :
renderer = new THREE.WebGLRenderer({alpha: true, antialias: true});
renderer.autoClear = false;
$obj3D[0].appendChild(renderer.domElement);
renderer2 = new THREE.WebGLRenderer({alpha: true, antialias: true});
renderer2.autoClear = false;
$obj3D2[0].appendChild(renderer2.domElement);
Now in update function i do (with renderer.clear() and renderer.clearDepth()) :
function update() {
controls.update();
controls2.update();
renderer.clear();
renderer.render(scene, camera);
renderer.clearDepth();
renderer2.clear();
renderer2.render(scene2, camera2);
renderer2.clearDepth();
}
But in this way it only shows the object on the last canvas.
Where am I wrong? I do not understand
Here there is the demo: http://atktest.000webhostapp.com/,
Here there is the code: https://github.com/ab89/3d
I explain better what I want to do:
I need to create a page that shows up to 5 identical objects.
That is, I load the .obj only once but then I will go to customize them.
I tried to do it but only shows me the last one.
I did it this way because the way I know to change the material of the object is this:
OBJ.traverse (function (child) {
if (child.name! == '') {
console.log (child)
var clone_material = child.material [0] .clone ();
clone_material.map = texture;
child.material = clone_material;
}
});
scene.add (OBJ);
so i thought i need to have more scenes to do it.
But I should also have: OBJ2, OBJ3, OBJ4, OBJ5 to do the 'traverse' function
and change the texture of each object

Switch between two scenes using the same renderer in three.js

I have been trying to find a way to be able to toggle between two scenes in three.js. I am aware that one can load a scene by using sceneLoader / exportScene combo.
Code taken from josdirksen/learning-threejs - loading a scene
var controls = new function () {
this.exportScene = function () {
var exporter = new THREE.SceneExporter();
var sceneJson = JSON.stringify(exporter.parse(scene));
localStorage.setItem('scene', sceneJson);
};
this.clearScene = function () {
scene = new THREE.Scene();
};
this.importScene = function () {
var json = (localStorage.getItem('scene'));
var sceneLoader = new THREE.SceneLoader();
sceneLoader.parse(JSON.parse(json), function (e) {
scene = e.scene;
}, '.');
}
};
From my understanding of the above code you need to have the scene loaded first before you can extract it and save to local storage before you can put it back into the scene. I am also aware that SceneLoader is now deprecated.
For my senario I want to have an initial scene load and by clicking the 'scene2' button I then want to display scene2 only and if I click the 'scene1' button go back to seeing scene1 only (see fiddle below).
A Basic Example setup
I'm not sure where to begin with this, so any pointers suggestions or advice would be helpful.
If you need to just switch to new scene, then why not have two scene object and one main scene. Try following code
/* Buttons to handle scene switch */
$("#scene2").click(function() {
scene = scene2
})
$("#scene1").click(function() {
scene = scene1
})
function init() {
....
/* I dont think you need to add camera to scene for viewing perpose. By doing this, essentially you are adding camera object to scene, and you won't be able to see it because scene is rendered using this camera and camera eye is at same location
*/
scene1 = new THREE.Scene();
// Build scene1
// scene1.add(camera);
scene2 = new THREE.Scene();
// Build scene2
// Choosing default scene as scene1
scene = scene1;
}
function render() {
// Try some checking to update what is necessary
renderer.render(scene, camera);
}
Updated jsfiddle
You can redraw the canvas by removing current scene scene.remove(mesh); and add create new mesh add into scene
Demo http://jsfiddle.net/sumitridhal/x8t801f5/4/
You can add custom controls using dat.GUI library.
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.6.4/dat.gui.js"></script>
//
var controls = new function() {
// we need the first child, since it's a multimaterial
this.radius = 10;
this.detail = 0;
this.type = 'Icosahedron';
this.redraw = function() {
// remove the old plane
scene.remove(mesh);
// create a new one
// add it to the scene.
scene.add(mesh);
}
});
var gui = new dat.GUI();
gui.add(controls, 'radius', 0, 40).step(1).onChange(controls.redraw);
gui.add(controls, 'detail', 0, 3).step(1).onChange(controls.redraw);
gui.add(controls, 'type', ['Icosahedron', 'Tetrahedron', 'Octahedron', 'Custom']).onChange(controls.redraw);
Demo http://codepen.io/sumitridhal/pen/NjbGpB

three.js load multiple objects asynchronous issue

am loading multiple models on the same time to a scene, but it fails to load all the models, it only loading one model on the scene
For example am having a building scene with the multiple objects like chairs, toys and so on inside that building, while loading those objects the only one object is loading, but somehow if i do a alert on end of the function all the models are loading
Image1 what am getting now, Image2 what actually i want
my code is follows
function load_file(floor_number,x,y,z,width,height,rotation,angle,file)
{
obj_x=x;
obj_y=y;
obj_z=z;
obj_width=width;
obj_height=height;
obj_rotation=rotation;
var object_material = new THREE.MeshBasicMaterial({
color: 0xd6d6d6,
traansparent : true,
opacity : -2.5,
side: THREE.DoubleSide
});
var loader = new THREE.JSONLoader();
loader.load("uploads/accessories/3d/code/3dfile_"+file+".js",
function(geometry, object_material)
{
var object = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(object_material));
console.log(object);
model = new THREE.Object3D();
model.add(object);
model.position.set(obj_x,obj_y,obj_z);
model.scale.set(obj_width,obj_height,obj_rotation);
model.opacity =2;
model.rotation.y = 600;
model.duration = 12000;
model.mirroredLoop = true;
model.castShadow = true;
model.receiveShadow = true;
scene.add(model);
}
);
// alert('hi'); if i remove this comment second model is loading perfectly
return true;
}
also tried to load the object's by id using Object3D.getObjectById() this is also fails
i know this is about the asynchronous problem, but i can't get ride of this, any help on this?
The problem are the globals.
Here a nice reading about Why is Global State so Evil?.
update
I played around a bit with a code similar to your, and I see now what could be what it seem a problem, but it isn't really, you can use an approach like this:
/* object declaration and initialization on load completed */
var model1;
load_file('object1', function(model) {
model1 = model;
model1.position.x = -2;
});
...
function laad_file(file, on_load_complete) {
...
loader.load("http://localhost/"+file+".js", function(geometry, object_material) {
...
scene.add(model);
/* call the callback to initialize your object */
if (on_load_complete !== undefined)
on_load_complete(model);
});
...
}
render() {
...
if (model1 !== undefined)
model1.rotation.x += 0.1;
...
}
Seems like your problem is that renderer not firing after model added to the scene. Try to call it after model added to the scene at your callback function:
scene.add(model);
renderer.render(scene, camera);

ThreeJS: Remove object from scene

I'm using ThreeJS to develop a web application that displays a list of entities, each with corresponding "View" and "Hide" button; e.g. entityName View Hide. When user clicks View button, following function is called and entity drawn on screen successfully.
function loadOBJFile(objFile){
/* material of OBJ model */
var OBJMaterial = new THREE.MeshPhongMaterial({color: 0x8888ff});
var loader = new THREE.OBJLoader();
loader.load(objFile, function (object){
object.traverse (function (child){
if (child instanceof THREE.Mesh) {
child.material = OBJMaterial;
}
});
object.position.y = 0.1;
scene.add(object);
});
}
function addEntity(object) {
loadOBJFile(object.name);
}
And on clicking Hide button, following function is called:
function removeEntity(object){
scene.remove(object.name);
}
The problem is, entity is not removed from screen once loaded when Hide button is clicked. What can I do to make Hide button to work?
I did small experiment. I added scene.remove(object.name); right after scene.add(object); within addEntity function and as result, when "View" button clicked, no entity drawn (as expected) meaning that scene.remove(object.name); worked just fine within addEntity. But still I'm unable to figure out how to use it in removeEntity(object).
Also, I checked contents of scene.children and it shows: [object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Complete code: http://devplace.in/~harman/model_display1.php.html
Please ask, if more detail is needed. I tested with rev-59-dev and rev-60 of ThreeJS.
Thanks. :)
I think seeing your usage for addEntity and removeEntity code would be helpful, but my first thought is are you actually setting the object.name? Try in your loader just before scene.add(object); something like this:
object.name = "test_name";
scene.add(object);
What might be happening is the default "name" for an Object3D is "", so when you then call your removeEntity function it fails due to the scene objects name being ""
Also, I notice you pass in object.name to your loader? Is this where your storing the URL to the resource? If so, I would recommend using the Object3D's built in .userData method to store that information and keep the name field for scene identification purposes.
Edit: Response to newly added Code
First thing to note is it's not a great idea to have "/" in your object name, it seems to work fine but you never know if some algorithm will decide to escape that string and break your project.
Second item is now that I've seen your code, its actually straight forward whats going on. Your delete function is trying to delete by name, you need an Object3D to delete. Try this:
function removeEntity(object) {
var selectedObject = scene.getObjectByName(object.name);
scene.remove( selectedObject );
animate();
}
Here you see I lookup your Object3D in the Three.js Scene by passing in your object tag's name attribute.
clearScene: function() {
var objsToRemove = _.rest(scene.children, 1);
_.each(objsToRemove, function( object ) {
scene.remove(object);
});
},
this uses undescore.js to iterrate over all children (except the first) in a scene (it's part of code I use to clear a scene). just make sure you render the scene at least once after deleting, because otherwise the canvas does not change! There is no need for a "special" obj flag or anything like this.
Also you don't delete the object by name, just by the object itself, so calling
scene.remove(object);
instead of scene.remove(object.name);
can be enough
PS: _.each is a function of underscore.js
I came in late but after reading the answers more clarification needs to be said.
The remove function you wrote
function removeEntity(object) {
// scene.remove(); it expects as a parameter a THREE.Object3D and not a string
scene.remove(object.name); // you are giving it a string => it will not remove the object
}
A good practice to remove 3D objects from Three.js scenes
function removeObject3D(object3D) {
if (!(object3D instanceof THREE.Object3D)) return false;
// for better memory management and performance
if (object3D.geometry) object3D.geometry.dispose();
if (object3D.material) {
if (object3D.material instanceof Array) {
// for better memory management and performance
object3D.material.forEach(material => material.dispose());
} else {
// for better memory management and performance
object3D.material.dispose();
}
}
object3D.removeFromParent(); // the parent might be the scene or another Object3D, but it is sure to be removed this way
return true;
}
If your element is not directly on you scene go back to Parent to remove it
function removeEntity(object) {
var selectedObject = scene.getObjectByName(object.name);
selectedObject.parent.remove( selectedObject );
}
THIS WORKS GREAT - I tested it
so, please SET NAME for every object
give the name to the object upon creation
mesh.name = 'nameMeshObject';
and use this if you have to delete an object
delete3DOBJ('nameMeshObject');
function delete3DOBJ(objName){
var selectedObject = scene.getObjectByName(objName);
scene.remove( selectedObject );
animate();
}
open a new scene , add object
delete an object and create new
I started to save this as a function, and call it as needed for whatever reactions require it:
function Remove(){
while(scene.children.length > 0){
scene.remove(scene.children[0]);
}
}
Now you can call the Remove(); function where appropriate.
When you use : scene.remove(object);
The object is removed from the scene, but the collision with it is still enabled !
To remove also the collsion with the object, you can use that (for an array) :
objectsArray.splice(i, 1);
Example :
for (var i = 0; i < objectsArray.length; i++) {
//::: each object ::://
var object = objectsArray[i];
//::: remove all objects from the scene ::://
scene.remove(object);
//::: remove all objects from the array ::://
objectsArray.splice(i, 1);
}
I improve Ibrahim code for removeObject3D, added some checks for geometry or material
removeObject3D(object) {
if (!(object instanceof THREE.Object3D)) return false;
// for better memory management and performance
if (object.geometry) {
object.geometry.dispose();
}
if (object.material) {
if (object.material instanceof Array) {
// for better memory management and performance
object.material.forEach(material => material.dispose());
} else {
// for better memory management and performance
object.material.dispose();
}
}
if (object.parent) {
object.parent.remove(object);
}
// the parent might be the scene or another Object3D, but it is sure to be removed this way
return true;
}
this example might give you a different approach . I was trying to implement a similar feature in my project also with scene.remove(mesh). However disposal of geometry and material attributes of mesh worked for me!
source
Use
scene.remove(Object)
The object you want to remove from the scene
I had The same problem like you have. I try this code and it works just fine:
When you create your object put this object.is_ob = true
function loadOBJFile(objFile){
/* material of OBJ model */
var OBJMaterial = new THREE.MeshPhongMaterial({color: 0x8888ff});
var loader = new THREE.OBJLoader();
loader.load(objFile, function (object){
object.traverse (function (child){
if (child instanceof THREE.Mesh) {
child.material = OBJMaterial;
}
});
object.position.y = 0.1;
// add this code
object.is_ob = true;
scene.add(object);
});
}
function addEntity(object) {
loadOBJFile(object.name);
}
And then then you delete your object try this code:
function removeEntity(object){
var obj, i;
for ( i = scene.children.length - 1; i >= 0 ; i -- ) {
obj = scene.children[ i ];
if ( obj.is_ob) {
scene.remove(obj);
}
}
}
Try that and tell me if that works, it seems that three js doesn't recognize the object after added to the scene. But with this trick it works.
You can use this
function removeEntity(object) {
var scene = document.querySelectorAll("scene"); //clear the objects from the scene
for (var i = 0; i < scene.length; i++) { //loop through to get all object in the scene
var scene =document.getElementById("scene");
scene.removeChild(scene.childNodes[0]); //remove all specified objects
}

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