All objects by default automatically update their matrices if they have been added to the scene with. However, if you know object will be static, you can disable this and update the transform matrix manually just when needed. This makes them generally faster than standard Geometries, at the cost of being somewhat harder to work with. With regards to updating BufferGeometries, the most important thing to understand is that you cannot resize buffers this is very costly, basically the equivalent to creating a new geometry.
You can however update the content of buffers. This means that if you know an attribute of your BufferGeometry will grow, say the number of vertices, you must pre-allocate a buffer large enough to hold any new vertices that may be created.
Of course, this also means that there will be a maximum size for your BufferGeometry - there is no way to create a BufferGeometry that can efficiently be extended indefinitely. We'll use the example of a line that gets extended at render time.
We'll allocate space in the buffer for vertices but draw only two at first, using [page:BufferGeometry. If you want to change the number of points rendered after the first render, do this:. If you want to change the position data values after the first render, you need to set the needsUpdate flag like so:.
The following flags control updating of various geometry attributes. Set flags only for attributes that you need to update, updates are costly.
Once buffers change, these flags reset automatically back to false. You need to keep setting them to true if you want to keep updating buffers. Note that this applies only to [page:Geometry] and not to [page:BufferGeometry]. All uniforms values can be changed freely e.
The following properties can't be easily changed at runtime once the material is rendered at least once :. Bear in mind this might be quite slow and induce jerkiness in framerate especially on Windows, as shader compilation is slower in DirectX than OpenGL.
For smoother experience you can emulate changes in these features to some degree by having "dummy" values like zero intensity lights, white textures, or zero density fog. You can freely change the material used for geometry chunks, however you cannot change how an object is divided into chunks according to face materials.
If the number is large e. Object3D ; scene.
how to move an Object to other object position in THREE.JS?
Object3D ; object1. Line geometry, material ; scene. Geometry ; geometry.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.
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Already on GitHub? Sign in to your account. My goal is to create a ray with my object's position x,y. I know each Object3D has a "rotation vector" x y and z are in radians I thnk. How can I convert that to a 'directional' vector to use as the 'direction' in my ray? Or is there some other gem hidden in the Object3D that I can pull out that already has this vector? Stupid question 1: What exactly is stored in the mesh Object3d 'matrix' attribute that the extractRotation function can pull the rotational matrix from it?
Stupid question 2: My end result is now a Matrix Ray expects a origin vector and a direction vector. You can use mesh. Use the snippet from before for getting the direction vector. I didn't realize that the multipleVector3 function returned results I assumed it modified the original matrix. I haven't had this much fun coding in years Related question I am using cylinder primitives, making them into cones, translating them outward.
I want them all to point to 0,0,0. Is there something like Also remember an example of this in the docs that seems to have disappeared. A sphere would drift through a field of cones. As stated in the guidelineshelp requests should be directed to stackoverflow.
This board is for bugs and feature requests. This is a super old and also closed issue, but as a relative 3D newcomer this was the only real answer to this same problem I found after quite a while of searching and trying. Maybe it would make sense to have a helper function on Object3D getNormals that gives the orientation as a Vector3 as extracted in above example. This is an old thread but I thought I'd still give a little input for everyone finding this now.
The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. Maybe I should convert the rotation.
But I'm beginner, and I don't have any idea how to do it. Object3D has some handy methods for that. The camera is a point in space. Learn more. How to move an object forward in Three. Ask Question. Asked 7 years, 10 months ago. Active 11 months ago. Viewed 57k times. Is there any way to move an object forward in Three.
Active Oldest Votes. Ender Doe 1 1 silver badge 10 10 bronze badges. And how to move the camera? Not to nitpick but I wouldn't consider translateZ "moving", but more teleporting.
Moving when described with 3D objects usually implies that the object can be seen going a specified direction or manner. Ian Steffy I if you repeat translateZ with small increments at some rate, the object will appear to be moving. Please use above answer of mrdoob, creator of ThreeJS: object. Do you have some snippet to start with? Did you check the link? Tell me your concerns?The Drag and Drop feature is one of important features of nearly every interactive environment.
Use the mouse to interact and drag and drop objects is very native. However this feature is not supported in three.
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In our tenth lesson we explain how to implement this drag-and-drop function. The demo generates randomly located spheres that you can move with your mouse. Simply drag a sphere, move it to another place, and then drop it. Place the following code into the file:. First of all, add two shaders in the beginning of our script. Raycaster to determinate if an object is intersected with our mouse. Now pay attention, in order to implement the drag and drop function, we need to determine at what axis plane we need to move the selected object.
As we know, mouse moves in two dimensions, while our scene works in three. Now we need to implement the first event handler: onDocumentMouseMove.
When we press the mouse button, we need to define position where we pressed the key, then we create a 3D vector of this point, unproject it, set the raycaster position, and find all intersected objects where we clicked the mouse button.
The first visible element will be set as the selection, and we need to save the offset:.
Having the selection spherewe can change position of the sphere to another position where our mouse pointer is. But if there is no any selection, we need to update position of our help plane. It always needs to look directly at our camera position:.
When we release our mouse button, we only need to enable the controls again, and reset the selection:. Save my name, email, and website in this browser for the next time I comment. Notify me of followup comments via e-mail. You can also subscribe without commenting. Oct 29, 0 Aug 4, 0 Add the question to stackoverflow. Leave a Reply Cancel reply. Jan 20, 94 Today I will tell you how to create cool CSS3 modal popup windows or boxes.
The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I want to move an Object from one place to another. MOVE, not translate. I mean, when I click on a button that part is done that object should start moving and stop in another place.
Move Objects in Three. Asked 4 years, 8 months ago. Active 4 years, 8 months ago. Viewed 4k times. This is my function so far, but three. Any help? Miguel Xoel Garcia. Active Oldest Votes. Falk Thiele Falk Thiele 3, 2 2 gold badges 10 10 silver badges 35 35 bronze badges. The tween. Thats fine, I removed the alternatives because they were more of a workaround.Keyboard & Mouse in t7seliwa.space [Part 1/2]
You can use model. Same for. Sign up or log in Sign up using Google.Hey everyone! Not all of the tips here have been experimentally verified, especially the performance tips - there are too many variables involved to blindly follow a list, so always make sure to test your own app thoroughly and see what works for you. These are suggestions, not rules mostly. That said, this page should make a good starting point for apps of any size.
If you have anything to add or notice any mistakes, let me know on your preferred communication medium. There are lots of contact links in the footer. Most of the tips here are not specific to three. Staring at a black canvas? Try setting the background color to red:. Just like in the real world, most materials in three.
One exception is the MeshBasicMaterialso you can temporarily override all the materials in your scene to see whether this is your problem. If your object is not inside the viewing frustumit will get clipped. Try making your far clipping plane really big:. Remember this is just for testing though! Make sure you have moved your camera back so that you can see your scene!
Three.js – Drag and Drop Objects
Try to visualize your scene, and remember that one unit in three. Does everything fit together in a reasonably logical manner? If you stick with this convention you will find things easier, and if you break it then make sure that you do so for a good reason!
It only takes a minute to sign up. For example, an object is located at x,y,z in world space. Now how to calculate the offset translationI mean no rotationthat will be applied to the camera so as to place the object at the center of the screen?
You need to position the camera relative to the object using the negative of its front vector zAxis multiplied by the distance you want. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. How to move the camera to center an object in screen? Ask Question. Asked 1 year, 11 months ago. Active 1 year, 10 months ago.
Viewed 4k times. BTW, I'm using three. Active Oldest Votes. TomTsagk TomTsagk 3, 11 11 silver badges 20 20 bronze badges. Stephane Hockenhull Stephane Hockenhull Sign up or log in Sign up using Google.
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