Archive for April, 2015

Three.js and 2D overlays

How do you handle the problem of 2D overlays in three.js-based app? You can go for camera-oriented planes, I guess, or maybe use sprites, but with just a few of them overlays why not just use DOM? The trick is to wrap the canvas in overflow:hidden element with display:relative or absolute, and place your overlays in there. This method has several problems that needs to be addressed.

When do you show and hide the overlays?

Object3D add() and remove() methods dispatch ‘added’ and ‘removed’ events, but this is only part of the story. You have to check if other objects obscure your overlay anchor, or else it will incorrectly show up on top of those objects. In simple cases, you could calculate this analytically, but general solution would have to rely on something like ray casting.

Screen Shot 2015-04-05 at 12.17.46Can these things be calculated implicitly?

Yes they can, by overriding Object3D’s updateMatrixWorld() method, which is called on every object when you render the scene. Of course, you still have to call original method, too.

The above method implementation will look like this. As always, feel free to discuss this stuff in comments.

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Oh, btw…

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