@lume/three-projected-material
v0.4.0
Published
A Three.js material that projects a texture onto an object
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@lume/three-projected-material
Three.js Material which lets you do Texture Projection on a 3d Model.
Recommended Installation
This method supports TypeScript
.
If you're familiar with Node.js and managing dependencies
with npm
, and have a build setup in place or know how to serve ES modules to a
browser, then install three
and @lume/three-projected-material
from NPM,
npm install three @lume/three-projected-material
then import ProjectedMaterial
and you'll be on your way. If you're writing ES
modules, import like this:
import {ProjectedMaterial} from '@lume/three-projected-material/dist/ProjectedMaterial.js'
const mat = new ProjectedMaterial(/*...*/)
// ...
If you're writing old-school CommonJS modules (consider migrating already!) you
can use dynamic import()
as long as your version of Node or your build tools
are new enough to support it:
import('@lume/three-projected-material/dist/ProjectedMaterial.js').then(({ProjectedMaterial}) => {
const mat = new ProjectedMaterial(/*...*/)
// ...
})
Alternative Installation
These methods do not support TypeScript
, only plain JavaScript
.
If you don't have a build setup or you are only familiar with plain HTML files,
import @lume/three-projected-material
from a
CDN such as
https://unpkg.com, like so:
<script type="module">
import {ProjectedMaterial} from 'https://unpkg.com/@lume/three-projected-material@^3.0.0/dist/ProjectedMaterial.js'
const mat = new ProjectedMaterial(/*...*/)
// ...
</script>
If you're still loading libraries as global variables using old-school script
tags (f.e. you have a global THREE
object), you can use the .global.js
file,
although we recommend using ES Modules as per above. Make sure to put the global
script after the three.js script:
<script src="..../three.js"></script>
<script src="https://unpkg.com/@lume/three-projected-material@^3.0.0/dist/ProjectedMaterial.global.js"></script>
<script>
const {ProjectedMaterial} = window.projectedMaterial
const mat = new ProjectedMaterial(/*...*/)
// ...
</script>
Usage
Use ProjectedMaterial
like so:
// ... get the ProjectedMaterial class as per above ...
const geometry = new THREE.BoxGeometry(1, 1, 1)
const material = new ProjectedMaterial({
camera, // the camera that acts as a projector
texture, // the texture being projected
textureScale: 0.8, // scale down the texture a bit
textureOffset: new THREE.Vector2(0.1, 0.1), // you can translate the texture if you want
cover: true, // enable background-size: cover behaviour, by default it's like background-size: contain
color: '#ccc', // the color of the object if it's not projected on
roughness: 0.3, // you can pass any other option that belongs to MeshPhysicalMaterial
})
const box = new THREE.Mesh(geometry, material)
webgl.scene.add(box)
// move the mesh any way you want!
box.rotation.y = -Math.PI / 4
// and when you're ready project the texture on the box!
material.project(box)
ProjectedMaterial
also supports instanced meshes via three.js' InstancedMesh, and even multiple projections. Check out the examples below for a detailed guide!
Examples
API Reference
new ProjectedMaterial({ camera, texture, ...others })
Create a new material to later use for a mesh.
| Option | Default | Description |
| ---------------- | --------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| camera
| | The PerspectiveCamera the texture will be projected from. Any time you change this after the initial value, remember to set material.needsUpdate = true
. |
| texture
| | The Texture being projected. |
| textureScale
| 1 | Make the texture bigger or smaller. |
| textureOffset
| new THREE.Vector2()
| Offset the texture in a x or y direction. The unit system goes from 0 to 1, from the bottom left corner to the top right corner of the projector camera frustum. |
| fitment
| 'contain'
| Possible values: 'cover'
, 'contain'
. Whether the texture should fit like CSS object-fit: cover
or object-fit: contain
within the projector camera frustum. By default it fits like object-fit: contain
. See the descriptions of those in the MDN docs. |
| frontFacesOnly
| true
| A boolean. If true
, the texture is projected only onto faces that face towards the projector much like a real life projector, otherwise the projected texture will "pass through" the whole object and will also paint the faces facing away. |
| ...options
| | Other options you pass to any three.js material like color
, opacity
, envMap
and so on. The material is built from a MeshPhysicalMaterial, so you can pass any property of that material and of its parent MeshStandardMaterial. |
These properties are exposed as properties of the material, so you can change them later. For example, to update the material texture and change its scale:
material.texture = newTexture
material.textureScale = 0.8
material.project(mesh, updateWorldMatrices)
Project the texture from the camera on the mesh. With this method we "take a snaphot" of the current mesh and camera position in space. The After calling this method, you can move the mesh or the camera freely.
| Option | Description |
| --------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| mesh
| The THREE.Mesh
that has a ProjectedMaterial
as material. |
| updateWorldMatrices
| Optional, defaults to true
. A boolean
indicating whether or not to update world matrices of the projection camera and of the mesh that has the ProjectedMaterial
. Setting it to false
is useful if you will be updating world matrices externally first. |
material.updateFromCamera()
Call this any time the camera passed into ProjectedMaterial
has had its parameters updated.
const camera = new PerspectiveCamera(...)
const mat = new ProjectedMaterial({camera})
// then later if you modify the camera:
camera.fov = 40
camera.updateProjectionMatrix()
mat.updateFromCamera() // don't forget to update the material too
allocateProjectionData(geometry, instancesCount)
Allocate the data that will be used when projecting on an InstancedMesh. Use this on the geometry that will be used in pair with a ProjectedMaterial
when initializing InstancedMesh
.
This needs to be called before .projectInstanceAt()
.
| Option | Description |
| ---------------- | ----------------------------------------------------------------------------- |
| geometry
| The geometry that will be passed to the InstancedMesh
. |
| instancesCount
| The number of instances, the same that will be passed to the InstancedMesh
. |
material.projectInstanceAt(index, instancedMesh, matrix)
Do the projection for an InstancedMesh. Don't forget to call updateMatrix()
like you do before calling InstancedMesh.setMatrixAt()
.
To do projection on an instanced mesh, the geometry needs to be prepared with allocateProjectionData()
beforehand.
dummy.updateMatrix()
material.projectInstanceAt(i, instancedMesh, dummy.matrix)
Link to the full example about instancing.
| Option | Description |
| --------------- | ------------------------------------------------------------------------------------------------------------------------ |
| index
| The index of the instanced element to project. |
| instancedMesh
| The InstancedMesh with a projected material. |
| matrix
| The matrix
of the dummy you used to position the instanced mesh element. Be sure to call .updateMatrix()
beforehand. |