I am trying to make a hole in a solid object(box) using stencil method in ThreeJS. I found few web pages and similar questions on the net in this regard but couldn't work them out. Specifically This link is what I want to achieve(even one hole is enough). However the code in the link is using Babylon and I need it to be in ThreeJS. Any idea how I can use ThreeJS to achieve this(or to translate it to ThreeJS)?
Update 1:
There is a sample in ThreeJS examples "misc_exporter_ply.html"(it's got nothing to do with stencil buffer though) and so I tried to use it as it has a simple scene with only one box. I added another cylinder inside the box to represent the hole.
I could get it to work so that there is a visible hole. Yet it's not perfect as the stencil buffer is not working as expected:
And here is the code:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - exporter - ply</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - exporter - ply<br/><br/>
<button id="exportASCII">export ASCII</button> <button id="exportBinaryBigEndian">export binary (Big Endian)</button> <button id="exportBinaryLittleEndian">export binary (Little Endian)</button>
</div>
<script type="module">
import * as THREE from '../build/three.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { PLYExporter } from './jsm/exporters/PLYExporter.js';
let scene, camera, renderer, exporter, mesh, meshHole, mesh0, mesh1;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 200, 100, 200 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xa1caf1 );
//scene.fog = new THREE.Fog( 0xa0a0a0, 200, 1000 );
//exporter = new PLYExporter();
//
const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444 );
hemiLight.position.set( 0, 200, 0 );
scene.add( hemiLight );
const directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( 0, 200, 100 );
directionalLight.castShadow = true;
directionalLight.shadow.camera.top = 180;
directionalLight.shadow.camera.bottom = - 100;
directionalLight.shadow.camera.left = - 120;
directionalLight.shadow.camera.right = 120;
scene.add( directionalLight );
// ground
const ground = new THREE.Mesh( new THREE.PlaneGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0xaaaaaa, depthWrite: false } ) );
ground.rotation.x = - Math.PI / 2;
ground.receiveShadow = true;
scene.add( ground );
const grid = new THREE.GridHelper( 2000, 20, 0x000000, 0x000000 );
grid.material.opacity = 0.2;
grid.material.transparent = true;
scene.add( grid );
// mesh
const boxHole = new THREE.CylinderGeometry( 15, 15, 65, 32, 32 );//BoxGeometry( 20, 20, 51 );
let matHole = new THREE.MeshPhongMaterial({ color: 0x00ff00 });
matHole.colorWrite = false;
meshHole = new THREE.Mesh( boxHole, matHole );
meshHole.castShadow = true;
meshHole.position.y = 50;
meshHole.rotation.x = Math.PI / 2;
scene.add( meshHole );
const geometry = new THREE.BoxGeometry( 50, 50, 50 );
mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial({ color: 0xaaaaaa }) );
mesh.castShadow = true;
mesh.position.y = 50;
scene.add( mesh );
// back faces
const mat0 = new THREE.MeshPhongMaterial({ color: 0x00ff00 });
mat0.side = THREE.FrontSide;
mat0.depthWrite = false;
mat0.depthTest = false;
mat0.colorWrite = false;
//mat0.stencilWrite = true;
mat0.stencilFunc = THREE.AlwaysStencilFunc;
mat0.stencilFail = THREE.KeepStencilOp;
//mat0.stencilZFail = THREE.IncrementWrapStencilOp;
//mat0.stencilZPass = THREE.ReplaceStencilOp;
mat0.stencilRef = 1;
const boxHole0 = new THREE.CylinderGeometry( 15, 15, 65, 32, 32 );
mesh0 = new THREE.Mesh( boxHole0, mat0 );
mesh0.rotation.x = Math.PI / 2;
mesh0.castShadow = true;
mesh0.position.y = 50;
scene.add( mesh0 );
// front faces
const mat1 = new THREE.MeshPhongMaterial({ color: 0x00ff00 });
mat1.side = THREE.DoubleSide;
//mat1.depthWrite = false;
//mat1.depthTest = true;
//mat1.colorWrite = false;
//mat1.stencilWrite = true;
mat1.depthFunc=THREE.AlwaysDepth;
mat1.stencilFunc = THREE.EqualStencilFunc;
mat1.stencilFail = THREE.IncrementStencilOp;
//mat1.stencilZFail = THREE.DecrementWrapStencilOp;
//mat1.stencilZPass = THREE.DecrementWrapStencilOp;
mat1.stencilRef = 1;
const boxHole1 = new THREE.CylinderGeometry( 15, 15, 65, 32, 32, true );
mesh1 = new THREE.Mesh( boxHole1, mat1 );
mesh1.rotation.x = Math.PI / 2;
mesh1.castShadow = true;
mesh1.position.z = 0;
mesh1.position.y = 50;
scene.add( mesh1 );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.localClippingEnabled = true;
document.body.appendChild( renderer.domElement );
//
const controls = new OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 25, 0 );
controls.update();
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
const link = document.createElement( 'a' );
link.style.display = 'none';
document.body.appendChild( link );
</script>
</body>
</html>
Got it working at the end:
import * as THREE from '../build/three.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { PLYExporter } from './jsm/exporters/PLYExporter.js';
let scene, camera, renderer, exporter, mesh, meshHole, mesh0, mesh1;
function init() {
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 200, 100, 200 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xa1caf1 );
//scene.fog = new THREE.Fog( 0xa0a0a0, 200, 1000 );
//exporter = new PLYExporter();
//
const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444 );
hemiLight.position.set( 0, 200, 0 );
scene.add( hemiLight );
const directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( 0, 200, 100 );
directionalLight.castShadow = true;
directionalLight.shadow.camera.top = 180;
directionalLight.shadow.camera.bottom = - 100;
directionalLight.shadow.camera.left = - 120;
directionalLight.shadow.camera.right = 120;
scene.add( directionalLight );
// ground
const ground = new THREE.Mesh( new THREE.PlaneGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0xaaaaaa, depthWrite: false } ) );
ground.rotation.x = - Math.PI / 2;
ground.receiveShadow = true;
scene.add( ground );
const grid = new THREE.GridHelper( 2000, 20, 0x000000, 0x000000 );
grid.material.opacity = 0.2;
grid.material.transparent = true;
scene.add( grid );
// mesh
const boxHole = new THREE.CylinderGeometry( 15, 15, 51, 32, 32 );//BoxGeometry( 20, 20, 51 );
let matHole = new THREE.MeshPhongMaterial({ color: 0xaaaaaa });
matHole.colorWrite = false;
meshHole = new THREE.Mesh( boxHole, matHole );
meshHole.castShadow = true;
meshHole.position.y = 50;
meshHole.rotation.x = Math.PI / 2;
scene.add( meshHole );
const geometry = new THREE.BoxGeometry( 50, 50, 50 );
mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial({ color: 0xaaaaaa }) );
mesh.castShadow = true;
mesh.position.y = 50;
scene.add( mesh );
// front faces
const mat0 = new THREE.MeshPhongMaterial({ color: 0xaaaaaa });
mat0.side = THREE.FrontSide;
//mat0.depthWrite = false;
//mat0.depthTest = false;
mat0.colorWrite = false;
const boxHole0 = new THREE.CylinderGeometry( 15, 15, 51, 32, 32 );
mesh0 = new THREE.Mesh( boxHole0, mat0 );
mesh0.rotation.x = Math.PI / 2;
mesh0.castShadow = true;
mesh0.position.y = 50;
scene.add( mesh0 );
mat0.stencilWrite = true;
mat0.stencilFunc = THREE.AlwaysStencilFunc;
mat0.stencilFail = THREE.KeepStencilOp;
mat0.stencilZFail = THREE.KeepStencilOp;
mat0.stencilZPass = THREE.ReplaceStencilOp;
mat0.stencilRef = 1;
// back faces
const mat1 = new THREE.MeshPhongMaterial({ color: 0xaaaaaa });
mat1.side = THREE.BackSide;
mat1.depthWrite = false;
mat1.depthTest = true;
//mat1.colorWrite = false;
const boxHole1 = new THREE.CylinderGeometry( 15, 15, 51, 32, 32, true );
mesh1 = new THREE.Mesh( boxHole1, mat1 );
mesh1.rotation.x = Math.PI / 2;
mesh1.castShadow = true;
mesh1.position.z = 0;
mesh1.position.y = 50;
scene.add( mesh1 );
mat1.depthFunc=THREE.AlwaysDepth;
mat1.stencilWrite = true;
mat1.stencilFunc = THREE.EqualStencilFunc;
mat1.stencilFail = THREE.DecrementWrapStencilOp;
mat1.stencilZFail = THREE.DecrementWrapStencilOp;
mat1.stencilZPass = THREE.DecrementWrapStencilOp;
mat1.stencilRef = 1;
mesh1.onAfterRender = function ( renderer ) {
renderer.clearStencil();
};
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.localClippingEnabled = true;
document.body.appendChild( renderer.domElement );
//
const controls = new OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 25, 0 );
controls.update();
//
window.addEventListener( 'resize', onWindowResize );
}