how to update an uniform vec2 when the mouse is moving, - reactjs

I'm trying to update an uniform vec2 when the mouse is moving but i get an error: TypeError: Failed to execute 'uniform2fv' on 'WebGL2RenderingContext': Overload resolution failed.
for this I create a ref uniforms
const uniformRef = useRef({
uAlpha: 0,
uOffset: { x: 0.0, y: 0.0 },
uTexture: imageTexture,
});
then I created a useEffect to listen the event "mousemove"
useEffect(() => {
document.addEventListener("mousemove", onMouseMove);
return () => document.removeEventListener("mousemove", onMouseMove);
}, [onMouseMove]);
and finally i create the functiopn call on "mousemove"
const onMouseMove = useCallback((e: MouseEvent) => {
if (!planeRef.current || planeRef.current === undefined) return;
// mouse coordinate
let x = (e.clientX / window.innerWidth) * 2 - 1;
let y = -(e.clientY / window.innerHeight) * 2 + 1;
const position = new THREE.Vector3(x, y, 0);
// change position of the mesh
gsap.to(planeRef.current?.position, {
duration: 1,
x,
y,
ease: Power4.easeOut,
onUpdate: () => onPositionUpdate(position),
});
}, []);
// update the offset
const onPositionUpdate = (position: THREE.Vector3) => {
if (planeRef.current) {
let offset = planeRef.current.position
.clone()
.sub(position)
.multiplyScalar(-0.25);
gsap.to(uniformRef.current, {
uOffset: { x: offset.x, y: offset.y },
duration: 1,
ease: Power4.easeOut,
});
}
};
And this is the initialisation of my shader
const ColorShiftMaterial = shaderMaterial(
{
uTexture: new THREE.Texture(),
uOffset: new THREE.Vector2(0.0, 0.0),
uAlpha: 0,
},
...)
If you could help me on this or just give tips, it will help me a lot !
Thanks
I tried a lot of things, but every time i tried someting new, I still get the error, I was thinking it may be because i give to uOffset a vec3. So I change to a vec2 but even with this I still get the error.

First off, you should use react-three fiber when dealing with 3JS and react.
By naming convention you should name your uniforms like u_mouse (with an underscore).
In three fiber there is an onPointerMove that you can use to get your mouse movement.
For example:
<mesh onPointerMove={(e) => handleMove(e)}>
To pass your values to the shader, you need to have uniforms.
const uniforms = {
u_time: { value: 0.0 },
u_mouse: { value: { x: 0.0, y: 0.0 } },
u_resolution: { value: { x: 0, y: 0 } },
};
You can use a useEffect to get the values of the screensize and use these values in your resolution uniform. Then you can use these values in your shader to calculate the movement of the mouse regardless of the screen size.
I'm not sure how you have written your shader, but you can create a vec2 for the mouse and a vec2 for the resolution and do something like
vec2 v = u_mouse/u_resolution; // mouseposition / screensize
vec3 color = vec3(v.x, (v.y/v.x+0.2), v.y); // use the v-value for the x- and y-axis
gl_FragColor = vec4(color, 1.0); // add the new colors to your output
It all depends on what you want to happen and how you want it to look.

Related

modifying triangles and vertices on react-three-fiber mesh after render

I'm trying to recreate some old Unity QuadSphere code with a #react-three/fiber version, and I've written a quick test that creates a custom class, QuadGeometry extending from THREE.BufferGeometry in which I generate my vertices and indices. The starting configuration looks something like:
6-7-8
|\ /|
3 4 5
|/ \|
0-1-2
where 0 through 8 are groups of 3 numbers creating my vertices array which is then added as an attribute using setAttribute('position', new Float32BufferAttribute(vertices, 3)) and my indices are [0,4,2,2,4,8,8,4,6,6,4,0] which are specified using setIndex(indices). this all works perfectly well and displays correctly. the problem occurs when I go to update the indices so that my quad has activated sides such that it would look like:
6-7-8
|\|/|
3-4-5
|/|\|
0-1-2
the above change only modifies the indices to be like [0,4,1,1,4,2...6,4,3,3,4,0] (more indices for more triangles) and I set these by again calling setIndex(indices), but my mesh isn't updating to reflect the change in faces (indices). I've setup my mesh using the following so that it will update the indices every 5 seconds:
export function QuadMesh(props: QuadMeshProps) {
const meshRef = useRef<Mesh>();
const [state, setState] = useState<QuadState>('unified');
const quad = useMemo<QuadGeometry>(() => {
console.info('creating new QuadGeometry!', {props});
return new QuadGeometry({
centre: {x: props.position[0] ?? 0, y: props.position[1] ?? 0, z: props.position[2] ?? 0},
radius: props.radius ?? 1
});
}, [props]);
let nextChangeAt: number;
const changeFrequency = 5; // 5 seconds
useFrame(({ clock }) => {
const time = clock.getElapsedTime(); // in seconds
if (nextChangeAt == null) {
nextChangeAt = time + changeFrequency;
}
if (time >= nextChangeAt) {
nextChangeAt = time + changeFrequency;
const geometry = meshRef.current.geometry as QuadGeometry;
setState(modifyQuadGeometry(geometry, state));
}
});
return (
<mesh ref={meshRef} dispose={null} geometry={quad} castShadow receiveShadow>
<meshBasicMaterial attach="material" wireframe={true} />
</mesh>
);
}
function modifyQuadGeometry(geometry: QuadGeometry, state: QuadState): QuadState {
let outState: QuadState;
/* update to indices happens here on geometry obj */
const { position } = geometry.attributes;
position.needsUpdate = true;
geometry.computeVertexNormals();
return outState;
}
so how should I go about triggering an update of the faces / triangles in my mesh?
NOTE:
if I modify the indices before I generate the mesh then it renders with the expected additional faces, but I specifically want to modify it at runtime as this is meant to be used to generate a level of detail effect (eventually).
You can see the code at: https://github.com/bicarbon8/QuadSphere/blob/in-javascript/src/components/shapes.tsx
and a demo at: https://bicarbon8.github.io/QuadSphere/
ok, so I consider this a bit of a hack, but for the sake of anyone who is trying to do something similar, I managed to get something similar to what I want by forcing the mesh to fully re-load and render by adding a key property based on the QuadGeometry id and active sides and then also creating a recursive function to render all child QuadGeometry objects in their own mesh and not rendering a mesh of my QuadGeometry if it has any children. the updated code looks like this
export function QuadMesh(props: QuadMeshProps) {
const [level, setLevel] = useState<number>(0);
const [offset, setOffset] = useState<number>(1);
const registry = useMemo<QuadRegistry>(() => {
console.info('creating new QuadRegistry!');
return new QuadRegistry();
}, [props]);
const quad = useMemo<QuadGeometry>(() => {
console.info('creating new QuadGeometry!', {props});
return new QuadGeometry({
centre: {x: props.position[0] ?? 0, y: props.position[1] ?? 0, z: props.position[2] ?? 0},
radius: props.radius ?? 1,
registry: registry
});
}, [props]);
return MeshBufferGeom({quad});
}
function MeshBufferGeom(props: {quad: QuadGeometry}) {
const meshes = new Array<MeshProps>();
if (!props.quad.hasChildren()) {
const positions = new Float32Array(props.quad.vertices);
const indices = new Uint16Array(props.quad.indices);
meshes.push(
<mesh key={`${props.quad.id}-${props.quad.activeSides.join('-')}`} castShadow receiveShadow>
<bufferGeometry>
<bufferAttribute
attach="attributes-position"
array={positions}
count={positions.length / 3}
itemSize={3} />
<bufferAttribute
attach="index"
array={indices}
count={indices.length}
itemSize={1} />
</bufferGeometry>
<meshBasicMaterial attach="material" wireframe={true} />
</mesh>
);
} else {
meshes.push(...[
props.quad.bottomleftChild,
props.quad.bottomrightChild,
props.quad.topleftChild,
props.quad.toprightChild
].map(c => MeshBufferGeom({quad: c})));
}
return (
<>
{...meshes}
</>
);
}
where MeshBufferGeom is the recursive function that returns either a single or multiple <mesh>...</mesh> elements (if multiple it's all of the child and children's children, etc. mesh objects). I'm still hoping someone can tell me a better way to update the faces on an existing mesh so I can reduce the number of throw-away objects I'm creating and disposing of each time the QuadGeometry activates a side, but for now this will work

React threejs merge two tubes to create a tee-piece with CSG not working as expected

I am trying to create a tee-piece which is a fitting in the plumbing domain. It consist of 2 tubes that are merged together and has 3 openings as shown in this picture.
I have written some code in threejs where I am trying to create a tube mesh1 and another tube mesh2 and then try to union them into mesh3 with the library #enable3d/three-graphics/jsm/csg - thanks to #Marquizzo. After using the function CSG.union and adding the mesh to the scene I can see that I get one tee-piece but it has also created a hole in geometry 1, which was not expected. You can see a picture of the correct holes(green) and the wrongly created hole (red) here:
it should instead look like this and be as one geometry.
Can anyone tell me how CSG works and why I am getting an extra hole on the backside of the first geometry?
import React, { Component } from 'react';
import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
import { CSG } from '#enable3d/three-graphics/jsm/csg';
export default class TubeViewer extends Component {
componentDidMount() {
//Add Scene
this.scene = new THREE.Scene();
//Add Renderer
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setClearColor('#808080');
this.renderer.shadowMap.enabled = true;
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.mount.appendChild(this.renderer.domElement);
//Add Camera
const fov = 60;
const aspect = window.innerWidth / window.innerHeight;
const near = 1.0;
const far = 1000.0;
this.camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
this.camera.position.set(1, aspect, 1, 1000);
//Tee-piece
const curve1 = new THREE.LineCurve(new THREE.Vector3(2, 0, 0), new THREE.Vector3(2, 0, 0.1));
const curve11 = new THREE.LineCurve(new THREE.Vector3(2.0, 0, 0.05), new THREE.Vector3(2.05, 0, 0.05));
const geometry1 = new THREE.TubeGeometry(curve1, 20, 0.025, 8, false);
const geometry2 = new THREE.TubeGeometry(curve2, 20, 0.025, 8, false);
const material = new THREE.MeshBasicMaterial({ color: '#C0C0C0' });
const mesh1 = new THREE.Mesh(geometry1, material);
const mesh2 = new THREE.Mesh(geometry2, material);
const mesh3 = CSG.union(mesh1, mesh2);
this.scene.add(mesh3);
//Add raycaster to for interactivity
this.raycaster = new THREE.Raycaster();
this.mouse = new THREE.Vector2();
this.renderer.domElement.addEventListener('click', onClick.bind(this), false);
function onClick(event) {
event.preventDefault();
this.mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
this.mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
this.raycaster.setFromCamera(this.mouse, this.camera);
var intersects = this.raycaster.intersectObjects(this.scene.children, true);
if (intersects.length > 0) {
console.log('Intersection:', intersects[0]);
//console.log(intersects[0].object.uuid);
// console.log(`GUID: ${intersects[0]}`);
let object = intersects[0].object;
object.material.color.set(Math.random() * 0xffffff);
}
}
//Settings
//Add Camera Controls
const controls = new OrbitControls(this.camera, this.renderer.domElement);
controls.addEventListener('change', this.render); // use if there is no animation loop
controls.minDistance = 2;
controls.maxDistance = 10;
controls.target.set(0, 0, -0.2);
controls.update();
///Add AMBIENT LIGHT
let light = new THREE.DirectionalLight(0xffffff, 1.0);
light.position.set(20, 100, 10);
light.target.position.set(0, 0, 0);
light.castShadow = true;
light.shadow.bias = -0.001;
light.shadow.mapSize.width = 2048;
light.shadow.mapSize.height = 2048;
light.shadow.camera.near = 0.1;
light.shadow.camera.far = 500.0;
light.shadow.camera.near = 0.5;
light.shadow.camera.far = 500.0;
light.shadow.camera.left = 100;
light.shadow.camera.right = -100;
light.shadow.camera.top = 100;
light.shadow.camera.bottom = -100;
this.scene.add(light);
light = new THREE.AmbientLight(0xffffff, 0.7);
this.scene.add(light);
//Start animation
this.start();
}
//Unmount when animation has stopped
componentWillUnmount() {
this.stop();
this.mount.removeChild(this.renderer.domElement);
}
//Function to start animation
start = () => {
//Rotate Models
if (!this.frameId) {
this.frameId = requestAnimationFrame(this.animate);
}
};
//Function to stop animation
stop = () => {
cancelAnimationFrame(this.frameId);
};
//Animate models here
animate = () => {
//ReDraw scene with camera and scene object
if (this.cubeMesh) this.cubeMesh.rotation.y += 0.01;
this.renderScene();
this.frameId = window.requestAnimationFrame(this.animate);
};
//Render the scene
renderScene = () => {
if (this.renderer) this.renderer.render(this.scene, this.camera);
};
render() {
return (
<div
style={{ width: '800px', height: '800px' }}
ref={(mount) => {
this.mount = mount;
}}
/>
);
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/react/16.6.3/umd/react.production.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/react-dom/16.6.3/umd/react-dom.production.min.js"></script>
enter code here?
For CSG you'll need solid bodies. These tubes are open.
I created an example using cylinders (tubes are involved to cap) so you can test it.
These cylinders are open ended, so they fail in the same way as your tubes.
https://codepen.io/flatworldstudio/pen/bGBjmrP
const geometry1 = new THREE.CylinderGeometry(0.1, 0.1, 0.5, 20, 1, true);
These are closed, and CSG works as expected.
https://codepen.io/flatworldstudio/pen/VwmBRoL
const geometry1 = new THREE.CylinderGeometry(0.1, 0.1, 0.5, 20, 1, false);
(I'm using a different version of CSG, but they all seem to be built on the same code)

Test scrolling in a react-window list with react-testing-library

I am stuck here with a test where I want to verify that after scrolling through a list component, imported by react-window, different items are being rendered. The list is inside a table component that saves the scrolling position in React context, which is why I need to test the whole table component.
Unfortunately, the scrolling event seems to have no effect and the list still shows the same items.
The test looks something like this:
render(
<SomeProvider>
<Table />
</SomeProvider>
)
describe('Table', () => {
it('scrolls and renders different items', () => {
const table = screen.getByTestId('table')
expect(table.textContent?.includes('item_A')).toBeTruthy() // --> true
expect(table.textContent?.includes('item_Z')).toBeFalsy() // --> true
// getting the list which is a child component of table
const list = table.children[0]
fireEvent.scroll(list, {target: {scrollY: 100}})
expect(table.textContent?.includes('item_A')).toBeFalsy() // --> false
expect(table.textContent?.includes('item_Z')).toBeTruthy() // --> false
})
})
Any help would be much appreciated.
react-testing-library by default renders your components in a jsdom environment, not in a browser. Basically, it just generates the html markup, but doesn't know where components are positioned, what are their scroll offsets, etc.
See for example this issue.
Possible solutions are :
use Cypress
or override whatever native attribute react-window is using to measure scroll offset in your container (hacky). For example, let's say react-window is using container.scrollHeight :
// artificially setting container scroll height to 200
Object.defineProprerty(containerRef, 'scrollHeight', { value: 200 })
I had a scenario where certain presentation aspects depended on the scroll position. To make tests clearer, I defined the following mocks in test setup:
1. Mocks that ensure programmatic scrolls trigger the appropriate events:
const scrollMock = (leftOrOptions, top) => {
let left;
if (typeof (leftOrOptions) === 'function') {
// eslint-disable-next-line no-param-reassign
({ top, left } = leftOrOptions);
} else {
left = leftOrOptions;
}
Object.assign(document.body, {
scrollLeft: left,
scrollTop: top,
});
Object.assign(window, {
scrollX: left,
scrollY: top,
scrollLeft: left,
scrollTop: top,
}).dispatchEvent(new window.Event('scroll'));
};
const scrollByMock = function scrollByMock(left, top) { scrollMock(window.screenX + left, window.screenY + top); };
const resizeMock = (width, height) => {
Object.defineProperties(document.body, {
scrollHeight: { value: 1000, writable: false },
scrollWidth: { value: 1000, writable: false },
});
Object.assign(window, {
innerWidth: width,
innerHeight: height,
outerWidth: width,
outerHeight: height,
}).dispatchEvent(new window.Event('resize'));
};
const scrollIntoViewMock = function scrollIntoViewMock() {
const [left, top] = this.getBoundingClientRect();
window.scrollTo(left, top);
};
const getBoundingClientRectMock = function getBoundingClientRectMock() {
let offsetParent = this;
const result = new DOMRect(0, 0, this.offsetWidth, this.offsetHeight);
while (offsetParent) {
result.x += offsetParent.offsetX;
result.y += offsetParent.offsetY;
offsetParent = offsetParent.offsetParent;
}
return result;
};
function mockGlobal(key, value) {
mockedGlobals[key] = global[key]; // this is just to be able to reset the mocks after the tests
global[key] = value;
}
beforeAll(async () => {
mockGlobal('scroll', scrollMock);
mockGlobal('scrollTo', scrollMock);
mockGlobal('scrollBy', scrollByMock);
mockGlobal('resizeTo', resizeMock);
Object.defineProperty(HTMLElement.prototype, 'scrollIntoView', { value: scrollIntoViewMock, writable: false });
Object.defineProperty(HTMLElement.prototype, 'getBoundingClientRect', { value: getBoundingClientRectMock, writable: false });
Object.defineProperty(HTMLElement.prototype, 'offsetWidth', { value: 250, writable: false });
Object.defineProperty(HTMLElement.prototype, 'offsetHeight', { value: 250, writable: false });
});
The above ensures that, after a programmatic scroll takes place, the appropriate ScrollEvent will be published, and the window properties are updated accordingly.
2. Mocks that setup a basic layout for a collection of siblings
export function getPosition(element) {
return element?.getClientRects()[0];
}
export function scrollToElement(element, [extraX = 0, extraY = 0]) {
const { x, y } = getPosition(element);
window.scrollTo(x + extraX, y + extraY);
}
export const layoutTypes = {
column: 'column',
row: 'row',
};
function* getLayoutBoxIterator(type, { defaultElementSize }) {
const [width, height] = defaultElementSize;
let offset = 0;
while (true) {
let left = 0;
let top = 0;
if (type === layoutTypes.column) {
top += offset;
offset += height;
} else if (type === layoutTypes.row) {
left += offset;
offset += width;
}
yield new DOMRect(left, top, width, height);
}
}
function getLayoutProps(element, layoutBox) {
return {
offsetX: layoutBox.x,
offsetY: layoutBox.y,
offsetWidth: layoutBox.width,
offsetHeight: layoutBox.height,
scrollWidth: layoutBox.width,
scrollHeight: layoutBox.height,
};
}
function defineReadonlyProperties(child, props) {
let readonlyProps = Object.entries(props).reduce((accumulator, [key, value]) => {
accumulator[key] = {
value,
writable: false,
}; return accumulator;
}, {});
Object.defineProperties(child, readonlyProps);
}
export function mockLayout(parent, type, options = { defaultElementSize: [250, 250] }) {
const layoutBoxIterator = getLayoutBoxIterator(type, options);
const parentLayoutBox = new DOMRect(parent.offsetX, parent.offsetY, parent.offsetWidth, parent.offsetHeight);
let maxBottom = 0;
let maxRight = 0;
Array.prototype.slice.call(parent.children).forEach((child) => {
let layoutBox = layoutBoxIterator.next().value;
// eslint-disable-next-line no-return-assign
defineReadonlyProperties(child, getLayoutProps(child, layoutBox));
maxBottom = Math.max(maxBottom, layoutBox.bottom);
maxRight = Math.max(maxRight, layoutBox.right);
});
parentLayoutBox.width = Math.max(parentLayoutBox.width, maxRight);
parentLayoutBox.height = Math.max(parentLayoutBox.height, maxBottom);
defineReadonlyProperties(parent, getLayoutProps(parent, parentLayoutBox));
}
With those two in place, I would write my tests like this:
// given
mockLayout(/* put the common, direct parent of the siblings here */, layoutTypes.column);
// when
Simulate.click(document.querySelector('#nextStepButton')); // trigger the event that causes programmatic scroll
const scrolledElementPosition = ...; // get offsetX of the component that was scrolled programmatically
// then
expect(window.scrollX).toEqual(scrolledElementPosition.x); // verify that the programmatically scrolled element is now at the top of the page, or some other desired outcome
The idea here is that you give all siblings at a given level sensible, uniform widths and heights, as if they were rendered as a column / row, thus imposing a simple layout structure that the table component will 'see' when calculating which children to show / hide.
Note that in your scenario, the common parent of the sibling elements might not be the root HTML element rendered by table, but some element nested inside. Check the generated HTML to see how to best obtain a handle.
Your use case is a little different, in that you're triggering the event yourself, rather than having it bound to a specific action (a button click, for instance). Therefore, you might not need the first part in its entirety.

Getting dotted line on html Canvas

I am using React to develop a real-time paint app. So, the idea is to store mouse events in an array(to pass it through socket) and pass it to draw function. However, when I move mouse fast, I'm getting a dotted line instead of smooth line. If I directly draw using mouse events instead of an array, I'm getting a smooth line. So I guess the issue is in pushing mouse events into the array.
This is my output:
The following is my PaintCanvas component
function PaintCanvas(props) {
let ctx;
const canvasRef = useRef("");
const [isDrawing, changeIsDrawing] = useState(false);
let strokes = [];
const mouseDownFunction = e => {
changeIsDrawing(true);
if (ctx) {
wrapperForDraw(e);
}
};
const mouseUpFunction = e => {
if (ctx) {
ctx.beginPath();
}
changeIsDrawing(false);
};
const mouseMoveFunction = e => {
if (ctx) {
wrapperForDraw(e);
}
};
const wrapperForDraw = e => {
if (!isDrawing) return;
strokes.push({
x: e.clientX,
y: e.clientY
});
drawFunction(strokes);
};
const drawFunction = strokes => {
let { top, left } = canvasRef.current.getBoundingClientRect();
if (!isDrawing) return;
ctx.lineWidth = 3;
ctx.lineCap = "round";
for (let i = 0; i < strokes.length; i++) {
ctx.beginPath();
//adding 32px to offset my custom mouse icon
ctx.moveTo(strokes[i].x - left, strokes[i].y - top + 32);
ctx.lineTo(strokes[i].x - left, strokes[i].y - top + 32);
ctx.closePath();
ctx.stroke();
}
};
useEffect(() => {
let canvas = canvasRef.current;
ctx = canvas.getContext("2d");
});
return (
<div>
<canvas
ref={canvasRef}
width="500px"
height="500px"
onMouseDown={mouseDownFunction}
onMouseUp={mouseUpFunction}
onMouseMove={mouseMoveFunction}
className={styles.canvasClass}
/>
</div>
);
}
export default PaintCanvas;
How can I get a smooth line using the array implementation.
In your loop where you are drawing the lines, you don't need to call moveTo every iteration. Each call of lineTo() automatically adds to the current sub-path, which means that all the lines will all be stroked or filled together.
You need to pull beginPath out of the loop, remove the moveTo call and take the stroke outside the loop for efficiency.
ctx.beginPath();
for (let i = 0; i < strokes.length; i++) {
//adding 32px to offset my custom mouse icon
//ctx.moveTo(strokes[i].x - left, strokes[i].y - top + 32); // Remove this line
ctx.lineTo(strokes[i].x - left, strokes[i].y - top + 32);
}
// Its also more efficient to call these once for the whole line
ctx.stroke();

THREE.js Texture to Sphere with React

I am trying to load a flag (gif) texture to a sphere geometry in THREE.js, but the caveat is I am using React to do this.
const textureLoader = new THREE.TextureLoader();
const flag = getFlagForCountry(flags, x.id),
texture = textureLoader.load(require(`../assets/images/flags/${flag.name}.gif`));
const mat = new THREE.MeshLambertMaterial({
transparent: true,
opacity: .5,
map: texture
});
const sphere = new THREE.Mesh(new THREE.SphereGeometry(1, 10, 10), mat);
sphere.overdraw = true;
When I remove the map: texture property I am able to see the sphere in the scene, but then when I add back in the texture it is simply a black screen. I know the docs for TextureLoader say url is a string, but I am not getting any errors and in fact I am getting warnings that make it appear like something is working. Has anyone had success loading a texture onto a sphere using require() in React.
THREE.WebGLRenderer: image is not power of two (1181x788). Resized to 1024x512
<img crossorigin="anonymous" src="/static/media/Argentina.4c3ff3da.gif">
I would recommend passing the image path directly to the .load() method rather than passing it via require(). Also, I suggest using the TextureLoader callback, to ensure that your texture object is valid and fully loaded, before trying to make use of it.
You can make use of the callback in this way:
const textureLoader = new THREE.TextureLoader();
const flag = getFlagForCountry(flags, x.id)'
// Use the loaders callback
textureLoader.load(`../assets/images/flags/${flag.name}.gif`, function(texture) {
// The texture object has loaded and is now avalible to be used
const mat = new THREE.MeshLambertMaterial({
transparent: true,
opacity: .5,
map: texture
});
const sphere = new THREE.Mesh(new THREE.SphereGeometry(1, 10, 10), mat);
sphere.overdraw = true;
// Add sphere to your scene ... scene.add(sphere);
});
As a final note, consider adjusting your image filepath to an absolute path (by removing the ..) if your assets directory is located in the same directory that your webserver is running from.
Hope this helps!
import React, { Component } from "react";
import * as THREE from "three";
var earthMesh;
class ThreeScene extends Component {
componentDidMount() {
const width = this.mount.clientWidth;
const height = this.mount.clientHeight;
//ADD SCENE
this.scene = new THREE.Scene();
//ADD CAMERA
this.camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
this.camera.position.z = 8;
//ADD RENDERER
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setClearColor("#263238");
this.renderer.setSize(width, height);
this.mount.appendChild(this.renderer.domElement);
//ADD CUBE
const geometry = new THREE.BoxGeometry(5, 5, 5);
const material = new THREE.MeshBasicMaterial({
color: "#0F0",
wireframe: true
});
this.cube = new THREE.Mesh(geometry, material);
this.scene.add(this.cube);
//Add SPHERE
//LOAD TEXTURE and on completion apply it on box
var loader = new THREE.TextureLoader();
loader.load(
"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAOEAAADhCAMAAAAJbSJIAAAAVFBMVEVh2vv///9V2PtU2PuX5fz7/v/y/P9s3Pvv+//W9P7l+P647f33/f+R5PzD8P2r6v3b9v7R8/687v2i6Pzo+f6H4vzJ8f2k6PyD4fx23vto3PtD1fvbbHziAAAN70lEQVR4nO1dibaiOBDFCoqKgBso+P//OYJUZSGb/cCgwz1zzkz3KKZIUutNJVqJuBZl9OVI4koSaRUJ/727Mwg9wBEA0W2rlfBYs9BjGwvACo2Et5+RrwUke0XCdf0L61MEO0sSHpJfE/ApYiFIuE5CD2cKsJRL+HNL9AVWoYTFbwr41Debl4T7n9KiEu4vCevQ45gO7NRKePrdKXz6cK2E99CjmBJst4q2vzyFUVSuovRXFekLsI6+PlyyA3ahRzA1IA09gskRhx7A5Phha9+jCT2ABQsWLFiwYMGCBQsWLFiwYMGCBVMAXvjj90cc0LgAlsRpXlVVkSX/ME6AJivOeZ7e6pkKyS5E8FitNqf4rWECK3NO8zlUM+T2CAQWxMmbYsWS9KB8eTc3dohIQuK4xj5TwZKT7suXWU0j047xiW3mGifo5Xsin5GIbGcY5Kqly9mWG8DZ/NX5iMgso3zibBaRZWvbN2dDgynFKauq3VUZ6PauHylE6gK97qrqKAg9k8JRx8vpcLgAe1pCBuV5I4081a03VkoTuDmX3beBZfTl6yzWKZAa3XETCJAdxeHvm8E0ymv7mIlfJppvPId1CmjKKvmFs1qUca2sVIhE+6myd1mOC3wGkwgxjnIwGGG5rRSKLtyFFboZmhSGbyebdPBeoLFoiq0AqSCioPzZRdykOv8uoZU/4dg9gePXDgVqgVS+x4/QImzXod5eMtyKwSWkRWoi4YIoTf9XgoOgfzFP1P0HgnMpUO2ZKZws4/IcuqUs2MvS/LWr4xV8CmyLm8n4EUiEuCiBhqufrSWAwC0c3iT2g7UyHIHbjXXJ46SjdXr6qV+PO9z3gdvFTlsRVQvfgvbZQW0a2nPr3/TBsZZYOhBQ68kJgN5iBqYWwsVzt7CbIqDzjA6qmktYVYP6wL6luk/GkoBuhxM3b2ACLAawJ/cwIHtLwAj60MoSXn4CaM89JIwe3NDvHh6P7i1tYIOIw/CQUFI2LjUT8TmsvmUOQXS2vfbhaR5z2EvoDAGkXdjCkNkQvjETCc+eurReqXCdl0NdGlrT+HqP5KtR5Lt1jJz1SYDQ1qJP0jh8GqBwYs8oe7Gzf4f1HnrolGJvx+3+MU+JtxEiRRqO2elnO3SAePfYVTwbd+j+TCu2tImInnfoc1m1xzjwLWCcQFpnbYtI7tJ3AqIfx80yHaRc+jkDSpJbDnei/QweH6I+MOt0SsZxR4a7N+atiHZoEzrGR6tlNIhCSlzIJpKLatyKzgd/CujUGF81bbqDOFRKlBsXIes/ETwTRWGfYSBAtuGVF+0/BiT4MFXew2ODfwao1PXJBl4AvUT1PcviOM7Ke90IWW+DRUdtFNpY8HSKOtC2TMYYd0cVKsKa5xTr5+cG7BTavp+TxATUCBRdtKJFdVbkp/3WWuHl0m73u7yI740gKObFN8EXKfnerSJpi6P15bzbmKWx4nDMb/e2TMpV0RwqMxj41VFZnNQC979geyrKBpf3HA5io6rxW5G+wKeFVzQRPMYVTRGUheW4PX+9zFW+1rg47IomWH8ugNjCFOI4nvK0uMUiLpdbkaZ5tTu6v/58wHsswNHEy0xsrRbrK+mc6jFkjQLiQayL69W2GE7Zh4WEqDBZhPUxv9wbeKC3drCPDB2G1fUBUR2np63huZsi+pyMLNEVy1o1n2bRy2pzioI1jhdjxc4pah2h+lbpxcyTz0RSkFTa31+tMq4S0IS4u98QJYH7Z8DU5Cqi+gDrFJqhfLjleABIUa9PhI7rlDOOMHzcDrdmNSRXjQsYVDq3af3ABCF9iubAp8ZEH+YZGfw20xijSb0cVir6ZXuunysTsPqJxUzi8hmDP+mpaHMwa0MxZ9Ou2LvCAlxtzASOvwLkBbrOiVQvD5EnLvw63TX48f4NYVzRvx+AUjFME5WjoJbe5VUww7TtXhKRBfBcUPRGDvIL4yHn0zpJq3UzRQ89JlWpj6XoStGy6kSiAQ9zN09b0P4zePZG+j6G/430zYtkQrw48u8JKJLx93fl+SBOAv5B5RUCi6v95rDZV7EqJCmb7qd6xaUkU59fF+exGFlEke56GL4/2qGxkJqR1Qw0opuQy0qflnmbWcPQcEDCkBqvrs6jiihWqM86DxE9k6dUpDckNTM4kCHPQcK/RG9IMw5oBF/fo1LuDeBkGANZkuxDQj6KpPBgGERIqV5aBCeGekpfOGcxD0dHTDTy0opJT9OLT2kKpaqLLrtxFZ/FZx71jIELBQ2nT4+WACBVZyEy4TLb4DISLQXTh4HiRiVnaderTHO9gnuyY9U0uKeWWc6GKAe71qB7gALxLYDy/yylX84DHMuD8xBQJZNIA0xWJgjKCBRVZBuQJh75C+inHRZISkiJcS+Yoi257AKS12J3zGjFjDKJuAsdrWplOURbxowCrlbiTpTYi47KL237MXZi7febEmNG+mGZlChDpCEwwe91df4lfvwINXDcYA5uiKxrxLAQ9CmPF3Kdd7vyIGDgJI7APsUBumNZnnqQ+EOqlpUgeXaMrKZ78eFTRyigIr3MvRwYOf+SsWa2Oo0sCmWl3N7KO7RP16N6E+7usEhmT6aAgS0PKhfPaBI9htU7USPUpuY6h/7kZOejvPchVxT++3Cv34fuQ3mY3BljH/5Zl5oNvmzYRV3qPJSHTt4YTH60c66s0qj20JWkI0drDE4Y/rDjR+Uj+TeLTy1C/Jjk2bre51rzKv8VpCLtRM9GGvnBz+Sb/VI7M5jCsZHIp/irtiKLGiGJPy0LL0IwQUpsYS1Z8azRn2VTBm8RkalWT5wdbdMM5TWoa9nit3EBx4oPuQowZynJZTtrfvytGN+57YF2/Hi8RZ6nMZ2oIxm2VKaR8rn+eZrGkmrrHpXwZ41H1BBCt6s+10Zh/A3wdfxbrq1i+Ci9EhHPwI1J6hPzpbq1z7cqqEUMzRNej9HnSxv6vu6AA9R70xP+LKKQ89ZUt2inthNHR+llB1wqjedyMZcKbK2R4CQrVT7J7oyb83bVLWijtjuDJvQf6hZd3ePApZXkk1Ty2HWLQe1J6gEFchsLMKY8XbWnF1sBuYBSmwmQW0mNX3sa1A/3Qv0QpOoYX6eeHgdN+kH+OgVhwGrZL5qkfhgNooRDV+JuQU53r1zIR/W7mEBQxK+v9+qk18YQxYomnu5I4qCOv+9IZ8PgHkNZZ8jVPRXHjwE/HbUALbVswjp+pEvQ74vkgTaYViXFirY0OT6SNjj/MP1FPKSWTc04tfFpBAuIk/gOn4b7acSnGRI7J+fTRDZO1P7BuQu4tCpnaoBmid5PWE5UNygDr219TMuIvTiv5Gd689pSeLHg4V4Y6Huf4rV147JyE4syiR4Ysa8dEuJC3D6guV/yoyn3+FFuYjcyB790Qwoe+aVaiqnIL7WxqT/OL32NMbr4UXx3VZ6mxe1ykXjCtyLNT14P2AXhCL9kZE2xm5jnnZdRaDI7m5Sr/wgq3QsYV0xz3mIGt9ySl1M3pUnNv4ereGZmBh3psDaF557uN7PGd2GzO19q+dzTDE4FYeQknV1r7nGR7944u3bKi6yONGfXgh+SjTRk0BfU84cbRVo+z9bzhw6H4RNARWM4Q0qZhwuLmvpedqdIs3sdUZXCsA7RmwuuaijRaPj/PBmMYXn3L34O2NQABHPgwTuYYorG3PoDV6f+LLexPDafs9zO8/gUPIjn8Wlmjamc2ZzH9+ipwBsoDHsqWKoTc+mpgIvQUm3m5e9BXwxLCsC1wT8Gn94mnNSn9Dbx6ogSureJV38amjOlP401nzqX/jRePYa4VZR6DDlyOPPoMYRjd+gD3stE6BN1tWtJNBeB+0RhZOFkS1Jah/bkwfFo5A+F7vXl269tyIR2aZC59GvzpQjCXRHQkWXk0UXonnu9hO5aidK/1M3WmktXwf9N70ufYbzbv3Qmc/hGD1pxmX5RD9rf7yPc+8e/2wua+nk7hvEP/bzRpwmdT/Tj1zJdydHRkx3rc6FjC/SPrW9a4HwdhOtz7JsXA5Jxh/s+cLdYNJ54N8ImgYTnEb/ibgQ0iOaBiCXra/sXjZASt9xvIVNOAsLIQushctEwLy5UN4z2HF314NlEymvqw1npnhlSLSAwDE1Hp/HFTDZwb9ClMRptKt8VJFz3J913ob0rCDWpV++QiZEZxyLd9yRfaSU5ALb7nsIvUuG4k2Lf5Du79gqTQrrSynxnl8uT+Ai4w1mZ710b0l3la8mUe9coCgndzPsFfiDrkL0uv1PvzltrjYLiyeHdeQwuZE5m0Pmyg3Diaa27//Bk4PrAXS2Kd/cfCn8OfMcMwXhiBCfW/E3H7ZczUKQvaC87wlFa2TBQWzhDzk5oH4RRxJOTTMgyE39jTgIq1/0J8nlxhGNtX9fxyfh/AyQqWfmQ+pIlganNvJ72c253Oketha+EuCgv3+o6ChCfxJYK87rQmQBQ39I8PxdZ8y9Xq0OSFVVV5WmcBOvJ6sYfL7jX8FAXLFiwYMGCBQsWLFiwYMGCBQsW/Ab8Gld8M4Kfm5ocoan+kwMuvz6LkEeX0GOYFuwazeGCwQnRrKIZUHImBBRPCedBd5gIbPOUMPwBv+nQMmGiuXBWJkF7GKk9bP6zjk3XKbCV0HUs61vxOvfYNQxwNnP6TjRrknDkNpJzwYsY0Dd9+D0RoemZD9jWIjydelxwdic1et6oHTu/GSI5mST0ZTB9AYDFApNMkHC12pXRjJksXgBgSSqRWyUJu7Z58f1rQ8amLi+5SgT8D5+egLbENAkyAAAAAElFTkSuQmCC",
this.onLoad,
this.onProgress,
this.onError
);
//LIGHTS
var lights = [];
lights[0] = new THREE.PointLight(0x304ffe, 1, 0);
lights[1] = new THREE.PointLight(0xffffff, 1, 0);
lights[2] = new THREE.PointLight(0xffffff, 1, 0);
lights[0].position.set(0, 200, 0);
lights[1].position.set(100, 200, 100);
lights[2].position.set(-100, -200, -100);
this.scene.add(lights[0]);
this.scene.add(lights[1]);
this.scene.add(lights[2]);
}
componentWillUnmount() {
this.stop();
this.mount.removeChild(this.renderer.domElement);
}
start = () => {
if (!this.frameId) {
this.frameId = requestAnimationFrame(this.animate);
}
};
stop = () => {
cancelAnimationFrame(this.frameId);
};
animate = () => {
this.earthMesh.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderScene();
this.frameId = window.requestAnimationFrame(this.animate);
};
renderScene = () => {
this.renderer.render(this.scene, this.camera);
};
onLoad = texture => {
var objGeometry = new THREE.SphereBufferGeometry(3, 35, 35);
var objMaterial = new THREE.MeshPhongMaterial({
map: texture,
shading: THREE.FlatShading
});
this.earthMesh = new THREE.Mesh(objGeometry, objMaterial);
this.scene.add(this.earthMesh);
this.renderScene();
//start animation
this.start();
};
onProgress = xhr => {
console.log((xhr.loaded / xhr.total) * 100 + "% loaded");
};
// Function called when download errors
onError = error => {
console.log("An error happened" + error);
};
render() {
return (
<div
style={{ width: "400px", height: "400px" }}
ref={mount => {
this.mount = mount;
}}
/>
);
}
}
export default ThreeScene;
https://codesandbox.io/embed/kw7l49nw1r

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