While working on my project, I utilized three.js and fabric.js to manipulate textures on a 3D model. I managed to synchronize coordinates on the model with coordinates on the canvas in fabric js. However, I encountered an issue with simulating click events and fully managing the clicked objects. Fortunately, I came across helpful discussions on stackoverflow that address my problem. Thank you!
Programmatically select object in a Fabricjs canvas from coords
Raycast mouse clicks from Threejs model to the Fabricjs canvas used for the texture
Emit click events from one canvas to another
Check out the Codepen example here:
https://codepen.io/ricardcreagia/pen/EdEGod
Custom code is as follows:
console.clear();
console.log("starting scripts...");
/**
* Fabricjs
* @type {fabric}
*/
var canvas = new fabric.Canvas( "canvas" );
canvas.backgroundColor = "#FFBE9F";
var rectangle = new fabric.Rect( {
top: 100,
left: 100,
fill: '#FF6E27',
width: 100,
height: 100,
transparentCorners: false,
centeredScaling: true,
borderColor: 'black',
cornerColor: 'black',
corcerStrokeColor: 'black'
} );
canvas.add( rectangle );
/**
* Threejs
*/
var containerHeight = "512";
var containerWidth = "512";
var camera, renderer, container, scene, texture, material, geometry,
cube;
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var onClickPosition = new THREE.Vector2();
init();
animate();
/**
* Configurator init function
*/
function init() {
/**
* Camera
*/
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 0.01, 100 );
camera.position.set( 0, 0, 3.5 );
/**
* Renderer
*/
container = document.getElementById( "renderer" );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( containerWidth, containerHeight );
camera.aspect = container.clientWidth / container.clientHeight;
camera.updateProjectionMatrix();
container.appendChild( renderer.domElement );
/**
* Scene
*/
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x000000 );
/**
* Texture and material
*/
texture = new THREE.Texture( document.getElementById( "canvas" ) );
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
material = new THREE.MeshBasicMaterial( { map: texture } );
/**
* Model
*/
geometry = new THREE.BoxGeometry( 1, 1, 1 );
cube = new THREE.Mesh( geometry, material );
scene.add( cube );
}
/**
* Configurator frame render function
*/
function animate() {
requestAnimationFrame( animate );
cube.rotation.x += 0.004;
cube.rotation.y += 0.001;
texture.needsUpdate = true;
renderer.render( scene, camera );
}
/**
* Listeners
*/
container.addEventListener( "mousedown", onMouseClick, false );
/**
* Other methods
*/
function onMouseClick( evt ) {
evt.preventDefault();
var array = getMousePosition( container, evt.clientX, evt.clientY );
onClickPosition.fromArray( array );
var intersects = getIntersects( onClickPosition, scene.children );
if ( intersects.length > 0 && intersects[ 0 ].uv ) {
var uv = intersects[ 0 ].uv;
intersects[ 0 ].object.material.map.transformUv( uv );
var circle = new fabric.Circle({
radius: 3,
left: getRealPosition( "x", uv.x ),
top: getRealPosition( "y", uv.y ),
fill: 'red'
});
canvas.add( circle );
}
}
function getRealPosition( axis, value ) {
let CORRECTION_VALUE = axis === "x"
? 4.5
: 5.5;
return Math.round( value * 512 ) - CORRECTION_VALUE;
}
var getMousePosition = function ( dom, x, y ) {
var rect = dom.getBoundingClientRect();
return [ ( x - rect.left ) / rect.width, ( y - rect.top ) / rect.height ];
};
var getIntersects = function ( point, objects ) {
mouse.set( ( point.x * 2 ) - 1, - ( point.y * 2 ) + 1 );
raycaster.setFromCamera( mouse, camera );
return raycaster.intersectObjects( objects );
};
Please be aware that the above code snippet is sourced from stackoverflow and not authored by me.