I have placed 3d objects with translateZ. They look good when paused and are placed on top/bottom of each other. But when I rotate the scene these objects merger. Can someone tell me how to get rid of this issue ?
Black block is on top of brown, but when I rotate the object, positions got disturb.
I see you have large faces in the models, I think that's a z-buffer problem.
Try logarithmic depth buffer and see whats happens:
var renderer = new THREE.WebGLRenderer({logarithmicDepthBuffer: true});
Related
I'm trying to implement the code from this tutorial, but in much greater proportions (radius = 100000 units).
I don't know if the size matters but on my earth render the clouds have a strange render.
As the tutorial does, I'm using two spheres and three textures (earth map, bump map, clouds).
Here the result (that's worse if the clouds are closer):
More the clouds are closer of the planet surface, more this glitch is visible. If the clouds are sufficiently far (but that's not realistic) the problem disappears completely.
What can I do?
Use logarithmic depth buffer instead of the linear one. This is a very simple change, just enable logarithmicDepthBuffer when you create your THREE.WebGLRenderer like so:
var renderer = new THREE.WebGLRenderer({ antialias: true, logarithmicDepthBuffer: true});
Here's an example you can have a look at:
http://threejs.org/examples/#webgl_camera_logarithmicdepthbuffer
Using polygonOffset as suggested by LJ_1102 is a possibility, but it shouldn't be necessary.
What you're experiencing is z-fighting due to insufficient depth buffer resolution.
You basically have three options to counteract this:
Write / use a multi-texture shader that renders all three textures on one sphere.
Increase the distance between the sphere faces. / Decrease the distance between your near and far clipping planes.
Use polygonOffset and the POLYGON_OFFSET_FILL renderstate to offset depth values written by your outer sphere. Read more about polygonOffset here.
Is it possible to load an OBJ file under ThreeJS keeping the quadrilateral faces? Here is an example:
http://www.professores.im-uff.mat.br/hjbortol/disciplinas/2014.2/hwc00001/test/threejs/viewer-04/viewer-04-b.html
Note that each quadrilateral face is rendered as two triangles in wireframe. I would like to keep the original quadrilateral faces, as shown here (in Java):
http://www.uff.br/cdme/triplets/triplets-html/triplets-en.html
And what about a general n-polygon face in OBJ files? Is it possible to keep it?
Thanks, Humberto.
Unfortunately everything gets translated to triangles. However, you may be able to achieve the results you are after with this code:
var edges = new THREE.EdgesHelper( mesh );
scene.add( edges );
I am relatively new to three.js and am trying to position and manipulate a plane object to have the effect of laying over the surface of a sphere object (or any for that matter), so that the plane takes the form of the object surface. The intention is to be able to move the plane on the surface later on.
I position the plane in front of the sphere and index through the plane's vertices casting a ray towards the sphere to detect the intersection with the sphere. I then try to change the z position of said vertices, but it does not achieve the desired result. Can anyone give me some guidance on how to get this working, or indeed suggest another method?
This is how I attempt to change the vertices (with an offset of 1 to be visible 'on' the sphere surface);
planeMesh.geometry.vertices[vertexIndex].z = collisionResults[0].distance - 1;
Making sure to set the following before rendering;
planeMesh.geometry.verticesNeedUpdate = true;
planeMesh.geometry.normalsNeedUpdate = true;
I have a fiddle that shows where I am, here I cast my rays in z and I do not get intersections (collisions) with the sphere, and cannot change the plane in the manner I wish.
http://jsfiddle.net/stokewoggle/vuezL/
You can rotate the camera around the scene with the left and right arrows (in chrome anyway) to see the shape of the plane. I have made the sphere see through as I find it useful to see the plane better.
EDIT: Updated fiddle and corrected description mistake.
Sorry for the delay, but it took me a couple of days to figure this one out. The reason why the collisions were not working was because (like we had suspected) the planeMesh vertices are in local space, which is essentially the same as starting in the center of the sphere and not what you're expecting. At first, I thought a quick-fix would be to apply the worldMatrix like stemkoski did on his github three.js collision example I linked to, but that didn't end up working either because the plane itself is defined in x and y coordinates, up and down, left and right - but no z information (depth) is made locally when you create a flat 2D planeMesh.
What ended up working is manually setting the z component of each vertex of the plane. You had originaly wanted the plane to be at z = 201, so I just moved that code inside the loop that goes through each vertex and I manually set each vertex to z = 201; Now, all the ray start-positions were correct (globally) and having a ray direction of (0,0,-1) resulted in correct collisions.
var localVertex = planeMesh.geometry.vertices[vertexIndex].clone();
localVertex.z = 201;
One more thing was in order to make the plane-wrap absolutely perfect in shape, instead of using (0,0,-1) as each ray direction, I manually calculated each ray direction by subtracting each vertex from the sphere's center position location and normalizing the resulting vector. Now, the collisionResult intersection point will be even better.
var directionVector = new THREE.Vector3();
directionVector.subVectors(sphereMesh.position, localVertex);
directionVector.normalize();
var ray = new THREE.Raycaster(localVertex, directionVector);
Here is a working example:
http://jsfiddle.net/FLyaY/1/
As you can see, the planeMesh fits snugly on the sphere, kind of like a patch or a band-aid. :)
Hope this helps. Thanks for posting the question on three.js's github page - I wouldn't have seen it here. At first I thought it was a bug in THREE.Raycaster but in the end it was just user (mine) error. I learned a lot about collision code from working on this problem and I will be using it later down the line in my own 3D game projects. You can check out one of my games at: https://github.com/erichlof/SpacePong3D
Best of luck to you!
-Erich
Your ray start position is not good. Probably due to vertex coordinates being local to the plane. You start the raycast from inside the sphere so it never hits anything.
I changed the ray start position like this as a test and get 726 collisions:
var rayStart = new THREE.Vector3(0, 0, 500);
var ray = new THREE.Raycaster(rayStart, new THREE.Vector3(0, 0, -1));
Forked jsfiddle: http://jsfiddle.net/H5YSL/
I think you need to transform the vertex coordinates to world coordinates to get the position correctly. That should be easy to figure out from docs and examples.
I'm using THREE API in order to realize some animations in my app. Now i have a real problem : i'd like making spherical rotation around a specific point. The "rotate" method included in mesh objects allow me to make them, but the center of the rotation is (by default i guess) the center of the mesh.
Then, i only rotate my objects around themself...
I have already found some examples, but they don't solve my problem. I tried to create objects 3D parents like groups, and tried to make the rotation around this groups after having translated them, but this still does not work...
Can you please give me a hand about that ?
I'm so sorry, i found my problem... Making a jsfiddle made me realize i forgot to instanciate my parent as " a new Object 3D() ", that was why i didn't see any objects in my scene when i used animation on my parent... i give you a short part of my code anyway dedicated to interested people finding any help :
// mesh
mesh = new THREE.Mesh( geometry, material );
parent = new THREE.Object3D();
parent.add(mesh);
// if i want my rotation point situated at (300;0;0)
parent.position.set(300,0,0);
mesh.position.set(-300, 0, 0);
scene.add(parent);
http://jsfiddle.net/KqTg8/6/
Thank you
i'm using Three.js (without shaders, only with existing objects methods) in order to realize animations, but my question is very simple : i'm sure it's possible, but can you tell me (or help me) how should i combine several animations on a shape ? For example, rotating and translating a sphere.
When i'm doing :
three.sphere.rotation.y += 0.1;
three.sphere.translateZ += 1;
the sphere rotates but the translation vector is also rotating, so the translation has no effect.
I know a bit openGL and i already have used glPushMatrix and glPopMatrix functions, so do them exist in this framework ?
Cheers
Each three.js object3D has a position, rotation and scale; the rotation (always relative to its origin or "center") defines its own local axis coordinates (say, what the object sees as its own "front,up, right" directions) and when you call translateZ, the object is moved according to those local directions (not along the world -or parent- Z axis). If you want the later, do three.sphere.position.z += 1 instead.
The order of transformation is important. You get a different result if you translate first and then rotate than if you rotate first and then translate. Of course with a sphere it will be hard to see the rotation.