I am following this tutorial on how to load Maya models with Three.js.
Everything is fine, but tutorial only explains how to load models with one texture.
Here's the source code from the tutorial:
function createScene(geometry, x, y, z, scale, tmap) {
zmesh = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({map: THREE.ImageUtils.loadTexture(tmap)}));
zmesh.position.set(x, y, z);
zmesh.scale.set(scale, scale, scale);
meshes.push(zmesh);
scene.add(zmesh);
}
Full JS Live Link
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var container;
var camera, scene;
var canvasRenderer, webglRenderer;
var mesh, zmesh, geometry, materials;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var meshes = [];
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000);
camera.position.x = 400;
camera.position.y = 200;
camera.position.z = 400;
scene = new THREE.Scene();
// LIGHTS
var ambient = new THREE.AmbientLight(0x666666);
scene.add(ambient);
var directionalLight = new THREE.DirectionalLight(0xffeedd);
directionalLight.position.set(0, 70, 100).normalize();
scene.add(directionalLight);
// RENDERER
webglRenderer = new THREE.WebGLRenderer();
webglRenderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
webglRenderer.domElement.style.position = "relative";
container.appendChild(webglRenderer.domElement);
var loader = new THREE.JSONLoader(),
callbackKey = function (geometry, materials) {
createScene(geometry, materials, 0, 0, 0, 6);
};
loader.load("chameleon.js", callbackKey);
window.addEventListener('resize', onWindowResize, false);
}
function createScene(geometry, materials, x, y, z, scale) {
zmesh = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
zmesh.position.set(x, y, z);
zmesh.scale.set(scale, scale, scale);
meshes.push(zmesh);
scene.add(zmesh);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
webglRenderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
for (var i = 0; i < meshes.length; i++) {
meshes[i].rotation.y += 0.01;
}
requestAnimationFrame(animate);
render();
}
function render() {
camera.lookAt(scene.position);
webglRenderer.render(scene, camera);
}
But my model has four textures. What should I change to load all of them?Live Link
it appears the tutorial your following is ignoring the materials from the JSON model format and simply passing the geometry and a straight text reference to a single texture file like so:
var loader = new THREE.JSONLoader(),
callbackKey = function(geometry) {createScene(geometry, 0, 0, 0, 15, "chameleon.jpg")};
loader.load("chameleon.js", callbackKey);
The JSONLoader not only pulls in the geometry but all the materials in an array. (see: https://github.com/mrdoob/three.js/blob/master/src/loaders/JSONLoader.js line 45) You can then pass this array to the MeshFaceMaterial(arrayOfMaterials) like so:
var loader = new THREE.JSONLoader();,
callbackKey = function(geometry, materials) {createScene(geometry, materials, 0, 0, 0, 15, )};
loader.load("chameleon.js", callbackKey);
Then in your createScene function you change the first line to be:
zmesh = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
Edit: Adding details on fixing Maya exports
So your model is loading but black. In this case the issue is in the model file chameleon.js. Have a look at each material's colorAmbient and colorDiffuse property. Notice they're all [0.0, 0.0, 0.0]. This is a known obj export bug in Maya. So you have 3 options to fix it.
1) Open the chameleon.js file and alter all the colorAmbient and colorDiffuse lines to something like this (you'll need to play with the values to make it look right)
"colorAmbient" : [0.8, 0.8, 0.8],
"colorDiffuse" : [0.8, 0.8, 0.8],
OR
2) In Maya before applying your diffuse map, always make sure to apply a default color value first. For some reason once the map is on you can no longer access the color property and the exporter uses the default value of 0.
OR
3) After exporting from Maya you can alter the OBJ file by change these lines from:
Kd 0.00 0.00 0.00
To
Kd 0.80 0.80 0.80
I've tested this here at home and your model is looking good, let me know how it goes?
Related
I have a simple 3d cube (BoxGeometry of 100, 100, 100) and I am trying to rotate it. If we call all 100x100x100 a tile - when I rotate it I can see it's overlapping the below tile.
(by changing color, now I totally understand the behaviour).
tl.to(this.cube4.rotation, 0.5, {z: -45* Math.PI/180});
[
What if I want to rotate it based on an anchor point of right bottom? So instead of overflowing inside the below tile, it will overflow that portion to above tile.
So it will look like the green example and not the red example:
The red example here is achieved by
tl.to(this.cube4.rotation, 0.5, {z: -45* Math.PI/180});
tl.to(this.cube4.position, 0.5, {x: 50 }, 0.5);
I am very new to three.js so if any terminology is wrong, please warn me
Add the ("red") cube to a THREE.Group, in that way that the rotation axis (the edge) is in the origin of the group. This means the cube has to be shifted by the half side length.
If you rotate the group object, then the cube (which is inside the group) will rotate around the edge and not around its center.
e.g.
var bbox = new THREE.Box3().setFromObject(cube);
cube.position.set(bbox.min.x, bbox.max.y, 0);
var pivot = new THREE.Group();
pivot.add(cube);
scene.add(pivot);
See also the answer to How to center a group of objects?, which uses this solution to rotate a group of objects.
(function onLoad() {
var camera, scene, renderer, orbitControls, pivot;
var rot = 0.02;
init();
animate();
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(4, 1, 2);
//camera.lookAt( -1, 0, 0 );
loader = new THREE.TextureLoader();
loader.setCrossOrigin("");
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
scene.add(camera);
window.onresize = function() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
orbitControls = new THREE.OrbitControls(camera, container);
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set(1,2,-1.5);
scene.add( directionalLight );
addGridHelper();
createModel();
}
function createModel() {
var material = new THREE.MeshPhongMaterial({color:'#80f080'});
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var cube1 = new THREE.Mesh(geometry, material);
cube1.position.set(0,-0.5,-0.5);
var cube2 = new THREE.Mesh(geometry, material);
cube2.position.set(0,0.5,-0.5);
var cube3 = new THREE.Mesh(geometry, material);
cube3.position.set(0,-0.5,0.5);
var material2 = new THREE.MeshPhongMaterial({color:'#f08080'});
var cube4 = new THREE.Mesh(geometry, material2);
var bbox = new THREE.Box3().setFromObject(cube4);
cube4.position.set(bbox.min.x, bbox.max.y, 0);
pivot = new THREE.Group();
pivot.add(cube4);
pivot.position.set(-bbox.min.x, 0.5-bbox.max.y, 0.5);
scene.add(cube1);
scene.add(cube2);
scene.add(cube3);
scene.add(pivot);
}
function addGridHelper() {
var helper = new THREE.GridHelper(100, 100);
helper.material.opacity = 0.25;
helper.material.transparent = true;
scene.add(helper);
var axis = new THREE.AxesHelper(1000);
scene.add(axis);
}
function animate() {
requestAnimationFrame(animate);
orbitControls.update();
pivot.rotation.z += rot;
if (pivot.rotation.z > 0.0 || pivot.rotation.z < -Math.PI/2) rot *= -1;
render();
}
function render() {
renderer.render(scene, camera);
}
})();
<!--script src="https://threejs.org/build/three.js"></!--script-->
<script src="https://rawcdn.githack.com/mrdoob/three.js/r124/build/three.js"></script>
<script src="https://rawcdn.githack.com/mrdoob/three.js/r124/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/tween.js/17.2.0/Tween.js"></script>
<div id="container"></div>
From the first image, it appears that the pivot of your red tile is at its center.
For the rotation you want, you would ideally change the pivot to the lower right of the cube. This is impossible without modifying the geometry of the cube.
BUT a simple trick is to create an empty node at that pivot point, parent your cube to that empty, and apply your rotation to the empty. (Don't forget to remove your translation, you don't need it anymore)
Here is some pseudo code, assuming your red box is centered at (0,0,0) and has a width and height of 100:
// create an empty node at desired rotation pivot
var empty = new Object3D or group
empty.position = (50, -50, 0)
// parent your cube to the empty
var cube = your box
empty.add(cube)
// you may need to change the local position of your cube to bring it back to its global position of (0,0,0)
cube.position = (-50, 50, 0)
rotate empty by 45°
I think you can get the bounds of the rotated object like this:
bounds = new THREE.Box3().setFromObject( theRedObject )
Then reposition the object.y based on its bounds.min.y
let scene, camera, controls, ambient, point, loader, renderer, container, stats;
const targetRotation = 0;
const targetRotationOnMouseDown = 0;
const mouseX = 0;
const mouseXOnMouseDown = 0;
const windowHalfX = window.innerWidth / 2;
const windowHalfY = window.innerHeight / 2;
init();
animate();
var box, b1, b2, b3;
function init() {
// Create a scene which will hold all our meshes to be rendered
scene = new THREE.Scene();
// Create and position a camera
camera = new THREE.PerspectiveCamera(
60, // Field of view
window.innerWidth / window.innerHeight, // Aspect ratio
/*window.innerWidth / -8,
window.innerWidth / 8,
window.innerHeight / 8,
window.innerHeight / -8,
*/
0.1, // Near clipping pane
1000 // Far clipping pane
);
scene.add(camera)
// Reposition the camera
camera.position.set(0, 5, 10);
// Point the camera at a given coordinate
camera.lookAt(new THREE.Vector3(0, 0, 0));
// Add orbit control
controls = new THREE.OrbitControls(camera);
controls.target.set(0, -0.5, 0);
controls.update();
// Add an ambient lights
ambient = new THREE.AmbientLight(0xffffff, 0.2);
scene.add(ambient);
// Add a point light that will cast shadows
point = new THREE.PointLight(0xffffff, 1);
point.position.set(25, 50, 25);
point.castShadow = true;
point.shadow.mapSize.width = 1024;
point.shadow.mapSize.height = 1024;
scene.add(point);
group = new THREE.Group();
group.position.y = 0;
scene.add(group);
rotationAnchor = new THREE.Object3D()
group.add(rotationAnchor);
box = new THREE.Mesh(new THREE.BoxGeometry(), new THREE.MeshStandardMaterial({
color: 'grey'
}))
b1 = box.clone();
b2 = box.clone();
b3 = box.clone();
b3.material = b3.material.clone()
b3.material.color.set('red')
group.add(box);
group.add(b1);
b1.position.y += 1
group.add(b2);
b2.position.z += 1
rotationAnchor.add(b3);
rotationAnchor.position.set(0.5, 0.5, 1.5)
b3.position.set(-.5, -.5, -.5)
// Create a renderer
renderer = new THREE.WebGLRenderer({
antialias: true
});
// Set size
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
// Set color
renderer.setClearColor(0xf8a5c2);
renderer.gammaOutput = true;
// Enable shadow mapping
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Append to the document
container = document.createElement("div");
document.body.appendChild(container);
document.body.appendChild(renderer.domElement);
// Add resize listener
window.addEventListener("resize", onWindowResize, false);
// Enable FPS stats
stats = new Stats();
container.appendChild(stats.dom);
var gui = new dat.GUI({
height: 5 * 32 - 1
});
let params = {
'test': 4,
'bevelThickness': 1,
'bevelSize': 1.5,
'bevelSegments': 3
}
gui.add(params, 'test', 0, 10).onChange(val => {
test = val
})
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
rotationAnchor.rotation.z = (Math.cos(performance.now() * 0.001) * Math.PI * 0.25) + (Math.PI * 1.25)
requestAnimationFrame(animate);
// Re-render scene
renderer.render(scene, camera);
// Update stats
stats.update();
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://threejs.org/examples/js/libs/stats.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.2/dat.gui.min.js"></script>
I'm trying to create an object loader with Three.js but I noticed that the quality is way too low and used too much CPU at the same time.
When I use my version, the scene looks like this:
But when I use this website to load it, looks so much better and uses less CPU:
My JavaScript to load this object is:
var camera;
var scene;
var renderer;
var controls;
var container = document.getElementById('webgl');
var WIDTH = container.clientWidth;
var HEIGHT = container.clientHeight;
var ASPECT = WIDTH / HEIGHT;
var ANGLE = 45;
var container = document.getElementById('webgl');
if (Detector.webgl) {
main();
} else {
var warning = Detector.getWebGLErrorMessage();
document.getElementById('webgl').appendChild(warning);
}
function main(){
//Scene
scene = new THREE.Scene();
//Camera
camera = new THREE.PerspectiveCamera(
ANGLE, // field of view
ASPECT, // aspect ratio
10, // near clipping plane
100000 // far clipping plane
);
camera.position.x = 500;
camera.position.y = 200;
camera.position.z = 500;
camera.lookAt(new THREE.Vector3(100, 100, 100));
//Renderer
renderer = new THREE.WebGLRenderer();
var ambientLight = getAmbientLigth(1);
scene.add(ambientLight);
scene.background = new THREE.Color( 0xc3c3c3 );
renderer.setSize(WIDTH, HEIGHT);
renderer.shadowMap.enabled = true;
document.getElementById('webgl').appendChild(renderer.domElement);
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.maxPolarAngle = Math.PI/2;
controls.enableKeys = true;
loadObject();
update(renderer, scene, camera, controls);
}
function getAmbientLigth(intensity, color) {
color = color === undefined ? 'rgb(255, 255, 255)' : color;
var light = new THREE.AmbientLight(color, intensity);
return light;
}
function loadObject() {
var mtlLoader = new THREE.MTLLoader();
var objLoader = new THREE.OBJLoader();
mtlLoader.setPath( 'objects/Blue_shed/' );
mtlLoader.load('blueShed.mtl', function( materials ) {
materials.isMultiMaterial = true;
materials.preload();
objLoader.setMaterials( materials );
objLoader.setPath( 'objects/Blue_shed/' );
objLoader.load( 'blueShed.obj', function ( object ) {
object.name = 'cute-house';
object.receiveShadow = true;
object.castShadow = true;
object.scale.set( 30, 30, 30);
scene.add( object );
} );
});
}
function update(renderer, scene, camera, controls) {
controls.update();
renderer.render(scene, camera);
requestAnimationFrame(function() {
update(renderer, scene, camera, controls);
});
}
I used renderer.setSize to increase the resolution of the renderer and that helped a little bit but still is not as good as in the second image, and still uses too much CPU.
Any ideas? Is there a setting or something that I'm not setting up correctly? I see that website uses a JSON loader, but I don't think that has something to do with this issue, but I mention it just in case.
Sorry for posting possible duplicate.
I have two 3d vectors:
center ( 0, 0, 0 )
orb ( 0, 0, 100 )
I want to rotate the orb-vector around the center-vector on both X and the Y axes.
What I'm trying to achieve is the make and object always be in view of the camera in the direction it's facing.
I've tried this but with no luck.
var vector = new THREE.Vector3( 0, 0, 100 );
vector.applyAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI * 0.5 );
vector.applyAxisAngle( new THREE.Vector3( 1, 0, 0 ), Math.PI * 0.5 );
orbBall.position.copy(vector);
"What I'm trying to achieve is the make and object always be in view of the camera in the direction it's facing."
If you are simply trying to ensure that orbBall always faces the camera, and both orbBall and the camera are part of the THREE scene then you can just use lookAt like so:
orbBall.lookAt(camera.position);
if you need to align a particular side of orbBall you can use a null dummy Object3D to do it, by adding the dummy node to the scene and orbBall to the dummy, in something like this:
dummy = new THREE.Object3D();
scene.add(camera); // "camera" is defined however
scene.add(dummy);
dummy.add(orbBall); // "orbBall" is created as usual
// ... not to align dummy+orbBall
dummy.lookAt(camera.position);
// ...and you can just rotate orbBall around "inside" dummy, just once,
/// to face however you like
After digging around this issue I realise that it's quite advanced mathematics.
Check out this lecture about quaternions if you're interested:
https://www.youtube.com/watch?v=mHVwd8gYLnI
So I used #bjorke suggestins and used a dummy object, and it works well.
var container, scene, camera, renderer, controls, stats;
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
camera.position.set(100, 100, 400);
camera.lookAt(scene.position);
scene.add(camera);
renderer = new THREE.WebGLRenderer( {antialias:true} );
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'ThreeJS' );
container.appendChild( renderer.domElement );
var light = new THREE.DirectionalLight(0xffffff); //new THREE.PointLight(0xffffff);
light.position.set( 30, 80, -15 );
scene.add(light);
var boxGeo = new THREE.BoxGeometry( 10, 10, 10);
var axes = new THREE.AxisHelper(1000);
scene.add( axes );
var cameraObj = new THREE.Mesh(boxGeo, new THREE.MeshLambertMaterial( {color: 0x888800}));
scene.add(cameraObj);
var orbSpace = new THREE.Object3D();
scene.add(orbSpace);
var orbBall = new THREE.Mesh(boxGeo, new THREE.MeshLambertMaterial( {color: 0x880088}));
orbBall.position.set(0, 0, cameraObj.position.z + 100);
orbSpace.add(orbBall);
animate();
var camX = 0.3;
var camY = 0;
function animate() {
requestAnimationFrame( animate );
camY += 0.02;
if (camY >= 2) camY = 0;
cameraObj.rotation.x = Math.PI * document.querySelector('#volume').value;
cameraObj.rotation.y = Math.PI * camY;
orbSpace.position.copy(cameraObj.position);
orbSpace.rotation.copy(cameraObj.rotation)
renderer.render( scene, camera );
}
Here's a codepen about how it works:
http://codepen.io/arpo/pen/RrpMJJ
You can update the X angle in the uper right corner
I've read many blogs/questions about this and didn't find the right answer. I'm creating an earth in three.js. But every time I'm mapping my texture and bump map it doesn't show. Also there aren't any console errors. It still shows my light on the sphere so the sphere is still there. But the textures won't show. :(
var scene,
camera,
light,
renderer,
earthObject;
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight;
var angle = 45,
aspect = WIDTH / HEIGHT,
near = 0.1,
far = 3000;
//Environment
var container = document.getElementById('container');
camera = new THREE.PerspectiveCamera(angle, aspect, near, far);
camera.position.set(0, 0, 0);
scene = new THREE.Scene();
//light
scene.add(new THREE.AmbientLight(0x333333));
var light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(5,3,5);
scene.add(light);
var earthGeo = new THREE.SphereGeometry (30, 40, 400),
earthMat = new THREE.MeshPhongMaterial();
// diffuse map
earthMat.map = THREE.ImageUtils.loadTexture('http://i317248.iris.fhict.nl/LSTE/globe/Images/globe.jpg');
// bump map
earthMat.bumpMap = THREE.ImageUtils.loadTexture('http://i317248.iris.fhict.nl/LSTE/globe/Images/bump.jpg');
earthMat.bumpScale = 8;
var earthMesh = new THREE.Mesh(earthGeo, earthMat);
earthMesh.position.set(-100, 0, 0);
earthMesh.rotation.y=5;
scene.add(earthMesh);
camera.lookAt( earthMesh.position );
//Renderer code.
var renderer = new THREE.WebGLRenderer({antialiasing : true});
renderer.setSize(WIDTH, HEIGHT);
renderer.domElement.style.position = 'relative';
container.appendChild(renderer.domElement);
renderer.autoClear = false;
renderer.shadowMapEnabled = true;
function render () {
renderer.render(scene, camera);
}
render();
Two problems in your code:
you're not waiting for the images to load before rendering the scene
you're having Cross-domain Policy problems (https://en.wikipedia.org/wiki/Same-origin_policy) so the images are actually never loaded
I'm trying to create event handler on the particles, with alert message on a sphere, aiming always on the camera.
Something similar to this demo ( and making it to work on IE 9+ )
here is my code..
http://jsfiddle.net/praveenv29/cVnKV/11/
var renderer, projector;
var mouseX, mouseY, stats, container;
var objects = [];
var INTERSECTED;
var camera, scene, renderer, material, mesh, cont;
var w1 = 960;
var h1 = 700;
var halfWidth = w1 / 2;
var halfHeigth = h1 / 2;
function init() {
cont = document.createElement('div');
cont.id = "cont";
document.body.appendChild(cont);
camera = new THREE.PerspectiveCamera(75, w1 / h1, 1, 10000);
camera.position.set(90, 90, -200);
scene = new THREE.Scene();
scene.add(camera);
controls = new THREE.OrbitControls(camera);
controls = new THREE.TrackballControls(camera, cont);
controls.rotateSpeed = 0.8;
controls.zoomSpeed = 1.2;
controls.panSpeed = 2.5;
controls.noZoom = true;
controls.noPan = true;
controls.staticMoving = false;
controls.target.set(0, 0, 0);
controls.keys = [95, 90, 84];
renderer = new THREE.CanvasRenderer();
material = new THREE.MeshBasicMaterial({
color: 0x000000,
wireframe: true
});
renderer.setSize(w1, h1);
cont.appendChild(renderer.domElement);
generateGeometry();
var light = new THREE.PointLight(0xffffff);
light.position.set(10, 0, 0);
scene.add(light);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
controls.update();
renderer.render(scene, camera);
}
function generateGeometry() {
var axis = new THREE.AxisHelper();
scene.add(axis);
for (var i = 0; i < 20; i++) {
var gloom = new THREE.ImageUtils.loadTexture('map_pin.png');
materialr = new THREE.MeshBasicMaterial({
map: gloom,
overdraw: true,
side: THREE.DoubleSide
});
var geometry = new THREE.PlaneGeometry(15, 15, 2, 2);
var cube = new THREE.Mesh(geometry, materialr);
cube.position.x = Math.random() * 2 - 1;
cube.position.y = Math.random() * 2 - 1;
cube.position.z = Math.random() * 2 - 1;
cube.position.normalize();
cube.position.multiplyScalar(125);
cube.rotation.x = cube.position.x / Math.PI; //57.38
cube.rotation.y = 360 / Math.PI * 2;
objects.push(cube);
scene.add(cube);
}
//earth
var texture = THREE.ImageUtils.loadTexture('world.jpg');
var materials = new THREE.MeshBasicMaterial({
map: texture,
overdraw: true
});
var cone = new THREE.SphereGeometry(120, 35, 35);
var coneMesh = new THREE.Mesh(cone, material);
coneMesh.position.y = 0;
coneMesh.rotation.set(0, 0, 0);
scene.add(coneMesh);
}
init();
animate();
It is pretty unclear what you are looking for; your demo link seems unrelated...
Are you trying to make cubes appear camera normal (always facing the camera)? If so, you'll need logic to re-orient them to re-face the camera anytime the user moves the camera view, as I see you are also setting up the TrackballControls, which actually move the camera, not the scene. This means a user can change the camera view of your scene, and items you want facing the camera need to be re-orientated. That re-orientation logic needs to be placed inside your render() function.
BTW, to get an object to always face the camera:
Define it such that when not rotated, it is facing the direction you
want;
Place the object into your scene via any method you want,
including whatever hierarchical rotations or translations you want to use to get them positioned where you want; (Note, they may not be facing
where you want at this point, but that is okay at this step);
Request from three.js that it calculate the local to world space
transformations for your scene. After that, each object's world
transformation matrix contains the concatenated rotations, and
translations that transform each object from local space to world
space.
Go into each object's local-to-world transform matrix and
replace the rotation 3x3 matrix components with the identity
transformation { [1 0 0] [0 1 0] [0 0 1] }. This effectively wipes
out the rotations in world space, making all the objects you do this
to always face the camera.