phoenixson
phoenixson

Reputation: 117

Rotating an 3D object around it's y-axis in three.js

I just started exploring three.js and have been trying to adapt a project I found.

I would like to know if it would be possible to have the globe object rotate around it's y-axis with minor additions to the code or whether it has to be rewritten from the ground up.

var canvas = document.querySelector('canvas');
var width = canvas.offsetWidth,
height = canvas.offsetHeight;

var colors = [
new THREE.Color(0xac1122),
new THREE.Color(0x96789f),
new THREE.Color(0x535353)];

var renderer = new THREE.WebGLRenderer({
canvas: canvas,
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio > 1 ? 2 : 1);
renderer.setSize(width, height);
renderer.setClearColor(0xffffff);

var scene = new THREE.Scene();

var raycaster = new THREE.Raycaster();
raycaster.params.Points.threshold = 6;


var camera = new THREE.PerspectiveCamera(50, width / height, 0.1, 2000);
camera.position.set(0, 0, 350);

var galaxy = new THREE.Group();
scene.add(galaxy);

// Create dots
var loader = new THREE.TextureLoader();
loader.crossOrigin = "";
var dotTexture = loader.load("img/dotTexture.png");
var dotsAmount = 3000;
var dotsGeometry = new THREE.Geometry();
var positions = new Float32Array(dotsAmount * 3);

var sizes = new Float32Array(dotsAmount);
var colorsAttribute = new Float32Array(dotsAmount * 3);
for (var i = 0; i < dotsAmount; i++) {
var vector = new THREE.Vector3();

vector.color = Math.floor(Math.random() * colors.length);
vector.theta = Math.random() * Math.PI * 2;
vector.phi =
    (1 - Math.sqrt(Math.random())) *
    Math.PI /
    2 *
    (Math.random() > 0.5 ? 1 : -1);

vector.x = Math.cos(vector.theta) * Math.cos(vector.phi);
vector.y = Math.sin(vector.phi);
vector.z = Math.sin(vector.theta) * Math.cos(vector.phi);
vector.multiplyScalar(120 + (Math.random() - 0.5) * 5);
vector.scaleX = 5;

if (Math.random() > 0.5) {
    moveDot(vector, i);
}
dotsGeometry.vertices.push(vector);
vector.toArray(positions, i * 3);
colors[vector.color].toArray(colorsAttribute, i*3);
sizes[i] = 5;
}

function moveDot(vector, index) {
    var tempVector = vector.clone();
    tempVector.multiplyScalar((Math.random() - 0.5) * 0.2 + 1);
    TweenMax.to(vector, Math.random() * 3 + 3, {
        x: tempVector.x,
        y: tempVector.y,
        z: tempVector.z,
        yoyo: true,
        repeat: -1,
        delay: -Math.random() * 3,
        ease: Power0.easeNone,
        onUpdate: function () {
            attributePositions.array[index*3] = vector.x;
            attributePositions.array[index*3+1] = vector.y;
            attributePositions.array[index*3+2] = vector.z;
        }
    });
}

var bufferWrapGeom = new THREE.BufferGeometry();
var attributePositions = new THREE.BufferAttribute(positions, 3);
bufferWrapGeom.addAttribute('position', attributePositions);
var attributeSizes = new THREE.BufferAttribute(sizes, 1);
bufferWrapGeom.addAttribute('size', attributeSizes);
var attributeColors = new THREE.BufferAttribute(colorsAttribute, 3);
bufferWrapGeom.addAttribute('color', attributeColors);
var shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
    texture: {
        value: dotTexture
    }
},
vertexShader: document.getElementById("wrapVertexShader").textContent,
fragmentShader: document.getElementById("wrapFragmentShader").textContent,
transparent:true 
});
var wrap = new THREE.Points(bufferWrapGeom, shaderMaterial);
scene.add(wrap);

// Create white segments
var segmentsGeom = new THREE.Geometry();
var segmentsMat = new THREE.LineBasicMaterial({
color: 0xffffff,
transparent: true,
opacity: 0.3,
vertexColors: THREE.VertexColors
});
for (i = dotsGeometry.vertices.length - 1; i >= 0; i--) {
vector = dotsGeometry.vertices[i];
for (var j = dotsGeometry.vertices.length - 1; j >= 0; j--) {
    if (i !== j && vector.distanceTo(dotsGeometry.vertices[j]) < 12) {
        segmentsGeom.vertices.push(vector);
        segmentsGeom.vertices.push(dotsGeometry.vertices[j]);
        segmentsGeom.colors.push(colors[vector.color]);
        segmentsGeom.colors.push(colors[vector.color]);
    }
}
}
var segments = new THREE.LineSegments(segmentsGeom, segmentsMat);
galaxy.add(segments);

var hovered = [];
var prevHovered = [];
function render(a) {
     var i;
dotsGeometry.verticesNeedUpdate = true;
segmentsGeom.verticesNeedUpdate = true;

raycaster.setFromCamera( mouse, camera );
var intersections = raycaster.intersectObjects([wrap]);
hovered = [];
if (intersections.length) {
    for(i = 0; i < intersections.length; i++) {
        var index = intersections[i].index;
        hovered.push(index);
        if (prevHovered.indexOf(index) === -1) {
            onDotHover(index);
        }
     }
}
for(i = 0; i < prevHovered.length; i++){
    if(hovered.indexOf(prevHovered[i]) === -1){
        mouseOut(prevHovered[i]);
    }
}
prevHovered = hovered.slice(0);
attributeSizes.needsUpdate = true;
attributePositions.needsUpdate = true;
renderer.render(scene, camera);
}

function onDotHover(index) {
dotsGeometry.vertices[index].tl = new TimelineMax();
dotsGeometry.vertices[index].tl.to(dotsGeometry.vertices[index], 1, {
    scaleX: 10,
    ease: Elastic.easeOut.config(2, 0.2),
    onUpdate: function() {
        attributeSizes.array[index] = dotsGeometry.vertices[index].scaleX;
    }
});
}

function mouseOut(index) {
dotsGeometry.vertices[index].tl.to(dotsGeometry.vertices[index], 0.4, {
    scaleX: 5,
    ease: Power2.easeOut,
    onUpdate: function() {
        attributeSizes.array[index] = dotsGeometry.vertices[index].scaleX;
    }
});
}

function onResize() {
canvas.style.width = '';
canvas.style.height = '';
width = canvas.offsetWidth;
height = canvas.offsetHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
}

var mouse = new THREE.Vector2(-100,-100);
function onMouseMove(e) {
var canvasBounding = canvas.getBoundingClientRect();
mouse.x = ((e.clientX - canvasBounding.left) / width) * 2 - 1;
mouse.y = -((e.clientY - canvasBounding.top) / height) * 2 + 1;
}

TweenMax.ticker.addEventListener("tick", render);
window.addEventListener("mousemove", onMouseMove);
var resizeTm;
window.addEventListener("resize", function(){
resizeTm = clearTimeout(resizeTm);
resizeTm = setTimeout(onResize, 200);
});

Codepen here - https://codepen.io/quickwaste/pen/PaGPdw

Thanks.

(A stretch goal would be to have the camera move in response to mouse movement)

Upvotes: 1

Views: 463

Answers (1)

Snowie
Snowie

Reputation: 233

Simply add galaxy.rotateY(0.005 * Math.PI); to render(), right before renderer.render(scene, camera) call, like this:

// pulled from the CodePen
function render(a) {

    // ... omitted for brevity

    prevHovered = hovered.slice(0);
    attributeSizes.needsUpdate = true;
    attributePositions.needsUpdate = true;

    galaxy.rotateY(0.005 * Math.PI);

    renderer.render(scene, camera);
}

I used a multiplier of 0.005 to give the globe a nice, lazy spin.

The 'galaxy' object is a THREE.Group, a wrapper of sorts for collections of THREE.Object3D objects. The Object3D has all sorts of nifty functions to help rotate, translate, and transform 3D objects. The rotateY() will spin the model around its local y-axis.

Upvotes: 1

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