How do I update width , height after object was added to the scene? Three.PlaneGeometry ( width,height,1,1)
The application displays photos.
When the user clicks on a photo I want to change its size and location
Changing the location works with this code:
photo.position.y=700;
photo.position.x=700;
but I do not know how to change width and height which where set using:
Three.PlaneGeometry ( width,height,1,1)
( I do not want to move the camera nor frustrom )
three.js geometry updating
add a comment |
The application displays photos.
When the user clicks on a photo I want to change its size and location
Changing the location works with this code:
photo.position.y=700;
photo.position.x=700;
but I do not know how to change width and height which where set using:
Three.PlaneGeometry ( width,height,1,1)
( I do not want to move the camera nor frustrom )
three.js geometry updating
add a comment |
The application displays photos.
When the user clicks on a photo I want to change its size and location
Changing the location works with this code:
photo.position.y=700;
photo.position.x=700;
but I do not know how to change width and height which where set using:
Three.PlaneGeometry ( width,height,1,1)
( I do not want to move the camera nor frustrom )
three.js geometry updating
The application displays photos.
When the user clicks on a photo I want to change its size and location
Changing the location works with this code:
photo.position.y=700;
photo.position.x=700;
but I do not know how to change width and height which where set using:
Three.PlaneGeometry ( width,height,1,1)
( I do not want to move the camera nor frustrom )
three.js geometry updating
three.js geometry updating
asked Nov 13 '18 at 1:13
PixelsmartPixelsmart
52
52
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add a comment |
1 Answer
1
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Once you've created your Mesh
, you can modify its scale
parameter.
var imageGeom = new THREE.PlaneGeometry(1, 1, 1, 1); // Create a 1x1 plane
var imageFrame = new THREE.Mesh(geometry, material); // Build mesh with geometry
// Now you set up the desired dimensions of the resulting mesh
imageFrame.scale.x = 2;
imageFrame.scale.y = 1.5;
This will give you a mesh that's scaled up, and its final dimensions are 2 x 1.5. You shouldn't need to alter the PlaneGeometry
after you first create it; to keep things simple, start with a 1x1, and scale the Mesh instead.
That took all of ten seconds to code test verify. Thanlk you!
– Pixelsmart
Nov 13 '18 at 4:06
No problem, @Pixelsmart. If you found the answer useful, don't forget to accept it and/or vote on it :)
– Marquizzo
Nov 13 '18 at 4:08
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
Once you've created your Mesh
, you can modify its scale
parameter.
var imageGeom = new THREE.PlaneGeometry(1, 1, 1, 1); // Create a 1x1 plane
var imageFrame = new THREE.Mesh(geometry, material); // Build mesh with geometry
// Now you set up the desired dimensions of the resulting mesh
imageFrame.scale.x = 2;
imageFrame.scale.y = 1.5;
This will give you a mesh that's scaled up, and its final dimensions are 2 x 1.5. You shouldn't need to alter the PlaneGeometry
after you first create it; to keep things simple, start with a 1x1, and scale the Mesh instead.
That took all of ten seconds to code test verify. Thanlk you!
– Pixelsmart
Nov 13 '18 at 4:06
No problem, @Pixelsmart. If you found the answer useful, don't forget to accept it and/or vote on it :)
– Marquizzo
Nov 13 '18 at 4:08
add a comment |
Once you've created your Mesh
, you can modify its scale
parameter.
var imageGeom = new THREE.PlaneGeometry(1, 1, 1, 1); // Create a 1x1 plane
var imageFrame = new THREE.Mesh(geometry, material); // Build mesh with geometry
// Now you set up the desired dimensions of the resulting mesh
imageFrame.scale.x = 2;
imageFrame.scale.y = 1.5;
This will give you a mesh that's scaled up, and its final dimensions are 2 x 1.5. You shouldn't need to alter the PlaneGeometry
after you first create it; to keep things simple, start with a 1x1, and scale the Mesh instead.
That took all of ten seconds to code test verify. Thanlk you!
– Pixelsmart
Nov 13 '18 at 4:06
No problem, @Pixelsmart. If you found the answer useful, don't forget to accept it and/or vote on it :)
– Marquizzo
Nov 13 '18 at 4:08
add a comment |
Once you've created your Mesh
, you can modify its scale
parameter.
var imageGeom = new THREE.PlaneGeometry(1, 1, 1, 1); // Create a 1x1 plane
var imageFrame = new THREE.Mesh(geometry, material); // Build mesh with geometry
// Now you set up the desired dimensions of the resulting mesh
imageFrame.scale.x = 2;
imageFrame.scale.y = 1.5;
This will give you a mesh that's scaled up, and its final dimensions are 2 x 1.5. You shouldn't need to alter the PlaneGeometry
after you first create it; to keep things simple, start with a 1x1, and scale the Mesh instead.
Once you've created your Mesh
, you can modify its scale
parameter.
var imageGeom = new THREE.PlaneGeometry(1, 1, 1, 1); // Create a 1x1 plane
var imageFrame = new THREE.Mesh(geometry, material); // Build mesh with geometry
// Now you set up the desired dimensions of the resulting mesh
imageFrame.scale.x = 2;
imageFrame.scale.y = 1.5;
This will give you a mesh that's scaled up, and its final dimensions are 2 x 1.5. You shouldn't need to alter the PlaneGeometry
after you first create it; to keep things simple, start with a 1x1, and scale the Mesh instead.
answered Nov 13 '18 at 1:35
MarquizzoMarquizzo
5,60832043
5,60832043
That took all of ten seconds to code test verify. Thanlk you!
– Pixelsmart
Nov 13 '18 at 4:06
No problem, @Pixelsmart. If you found the answer useful, don't forget to accept it and/or vote on it :)
– Marquizzo
Nov 13 '18 at 4:08
add a comment |
That took all of ten seconds to code test verify. Thanlk you!
– Pixelsmart
Nov 13 '18 at 4:06
No problem, @Pixelsmart. If you found the answer useful, don't forget to accept it and/or vote on it :)
– Marquizzo
Nov 13 '18 at 4:08
That took all of ten seconds to code test verify. Thanlk you!
– Pixelsmart
Nov 13 '18 at 4:06
That took all of ten seconds to code test verify. Thanlk you!
– Pixelsmart
Nov 13 '18 at 4:06
No problem, @Pixelsmart. If you found the answer useful, don't forget to accept it and/or vote on it :)
– Marquizzo
Nov 13 '18 at 4:08
No problem, @Pixelsmart. If you found the answer useful, don't forget to accept it and/or vote on it :)
– Marquizzo
Nov 13 '18 at 4:08
add a comment |
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