Could you explain what you want to archive? DefaultUp before any objects are created. Then you can set them directly on the object. Please use one post, the other one seems to be the same thing. What is the purpose? Do you want to use Z as up axis instead Y? In this case you can set the axis as i described on the up property. I will use this post and remove the other. Yes i want to set z up. You need to apply it to each single object you want to apply the axis. DefaultUp might be useful for you.
In case you need to change the axis at runtime you could also create a new global Vector3 you overwrite the up property on each object you want to change dynamically propbally all objects in the scene. Only if the up vector is purposed to be equal on all objects. If you want the camera to stay default skip cameras on the traversal.
How to rotate scene object based on x,y,z coordinates Questions. Fyrestar August 15,pm 2. In right handed coordinate system three js How can i swap the y axis with z axis? Fyrestar August 15,pm 4. Fyrestar August 15,pm 6. Fyrestar August 15,pm 8. Thanks for your replies. Fyrestar August 15,pm Fyrestar August 16,pm GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. I tried to modify several parameters like the mappingflipY and rotation Texture fields. However I didn't found any good way to do so.
You mean being able to rotate scene. If so I'm struggling with exactly this right now. Trying to get baked ground shadows to match up to the sun direction from a cubemap. It seems like somewhere along the way my cubemap is being flipped degrees. It would be great if I could just fix that here rather than re-rendering my cubemap multiple times and trying to figure out where that's happening. Oh, that works? WestLangley :. I would like to be able to rotate the background only, and for sure, the environment maps should work the same way.
A live demo is not possible to do, because the API is missing. Or more generally, to apply any rotation to the background.
Three.js Backgrounds and Skyboxes
Allowing users to rotate the scene background would result in a background that is inconsistent with material reflections. I tried doing scene. Then I tried doing scene.
Background object, we could add API to handle this, plus in the renderer we can also introduce the idea of:. It makes more sense to do this at the texture level, otherwise any IBL lighting will not match the background, I assume.
How can I rotate it, please?. PerspectiveCamera 40, window. Scene ; scene. GridHelper20 ; scene. PlaneBufferGeometry; geometry. AmbientLight 0x ; scene. DirectionalLight 0xffffff ; directionalLight. DirectionalLight 0x ; directionalLight. CanvasRenderer ; renderer. Mesh cubeGeometry, cubeMaterial ; voxel. Look at the Plane here. OrbitControls and the mouse event onDocumentMouseDown interact together.
And to rotate the scene by the right mouse button. This can be done by setting the. Further note, that you can enable or disable pane, zoom and rotate by setting. See the following example, where the boxes are positioned by the left mouse button and the scene can be rotated by holding the right mouse button:.
OrbitControls camera ; orbitControls. Learn more. How to rotate the plane using three. Ask Question. Asked 1 year, 5 months ago.
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It only takes a minute to sign up. For example, an object is located at x,y,z in world space.
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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.
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. Using three. Initially, all objects are children of the scene, then, I attach them to the fifth "parentCube" cube and translate it units along the Y-Axis thereby translating the other four cubes and subsequently detach them.
After that, I want to independently translate the "parentCube" cube previously the parent of the four cubes back to the origin, however, when I perform that translation, the other four cube meshes also translate with the former parent cube mesh, even when I detached them. This may be a very basic question, but how can I independently translate "parentCube" without affecting the position of the other cubes considering all of the above details? Where am I going wrong with the detachment?
Any help would be appreciated. Thank you :. Notice specially that I add the children directly to the parent not the sceneand that I consider them attached from the beginning.3D ANIMATION (THREEJS) Render 3D shapes, orbit around scene using sin, cos functions (part 2)
After that, detaching and reattaching them works as expected. This makes it problematic to work with when your objects are actually nested further down in the scene graph. To address this problem I wrote this function. This allows you to reparent an object from any level of the scene graph to any other level in the scene graph. This dispenses with the need to "Detach" objects.
You just reparent them to the scene if thats what you need. Learn more. Asked 5 years, 11 months ago. Active 2 years, 1 month ago. Viewed 10k times. Active Oldest Votes. PerspectiveCamera 75, 2, 1, ; camera.
CubeGeometry,1, 1, 1material1 ; scene. CanvasRenderer ; renderer. OrbitControls camera ; cameraControls. After that, detaching and reattaching them works as expected How could this be used for a Rubik's cube simulation? I would just create all the cubes added to the scene. Then, to perform a move, you have to identify the pivot cube the one at the center of the face identify the surrounding cubes attach those to the pivot rotate the pivot detach the cubes.
That worked well. Additionally, as I'm quite new to WebGL development, I wanted to know: Is it always necessary to reposition child elements in world space after parenting them to an object cubeMesh[i] attached to parentCube, in this caseas I've done above? Or is there some easier way of working around that?
Or have the light not move with the camera? Here's a gif of my scene so far that might better explain my dilemma—. I want the light to be. Am I using OrbitControls wrong here? Here is what I have to get to the point I have in the gif above:. But the light doesn't move.
Is OrbitControls the wrong tool here? I cross-posted this from stackoverflow because I thought maybe the people over here would know more about this, hope that's ok! After much fussing about with the OrbitControls functions I realised that what I'm trying to do isn't what OrbitControls is for, because "orbiting" isn't what I'm trying to do— I'm trying to rotate the actual sphere with my mouse, which is entirely different. If you have nothing else in the scene you can fake it by moving the light source to the same relative direction as the camera before rendering.
OrbitControls will move the camera but if the light follows the camera it'll give the illusion that it's only the earth rotating. Turns out I was using the wrong thing for the job I was trying to do. I ended up implementing some mouse drag logic like so. You can use OrbitControls for that.
If using a directional light, the light will have a target any object with a position. By default this is a Vector3 0, 0, 0. Since it is the camera that is actually rotating and movingall you have to do is keep the light position the same as that of the camera.
It took me a little while to wrap my head around that. I assumed rotation was applied to the scene, but it turns out: it's just a matter of following the camera position. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Ask Question. Asked 3 years, 6 months ago. Active 1 month ago. Viewed 6k times. Here's a gif of my scene so far that might better explain my dilemma— I want the light to be. OrbitControls camera, renderer.
SphereGeometry 5.Adding as static background can be as simple as setting some CSS. If we want the background to be able to be affected by post processing effects then we need to draw the background using THREE. We can solve this issue by setting the repeat and offset properties of the texture to show only a portion of image. There is no visible difference from the CSS version at the top but now if we used a post processing effect the background would be affected too.
Of course a static background is not usually what we want in a 3D scene. Instead we usually want some kind of skybox. A skybox is just that, box with the sky draw on it. We put the camera inside the box and it looks like there is a sky in the background. The most common way to implement a skybox is to make a cube, apply a texture to it, draw it from the inside. On each side of the cube put a texture using texture coordinates that looks like some image of the horizon.
It's also often common to use a sky sphere or a sky dome with a texture drawn on it. You can probably figure that one out on your own. You'd use your normal PerspectiveCamera to draw. No need for the OrthographicCamera. Another solution is to use a Cubemap. A Cubemap is a special kind of texture that has 6 sides, the sides of a cube. Instead of using standard texture coordinates it uses a direction from the center pointing outward to decide where to get a color.
Here are the 6 images of a cubemap from the computer history museum in Mountain View, California. To use them we use CubeTextureLoader to load them and then use that as a the scene's background. Another option is to use an Equirectangular map.