I am trying out the following using three.js, where I have 2 shapes: “squares” and a “sphere”.
Each object has a button associated with it. If the user clicks a button, the corresponding shape will be added to the scene however, there can only be 1 square and 1 sphere in a scene at any one time.
If the user adds a new square, it should replace the old one. I seem to be having trouble achieving this though with my code below. Currently, I can successfully add the square and sphere objects however, when I click to add another square, the current square doesn’t get replaced.
Please advise, thank you!
<html>
<head>
<title>My second three.js app</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<button id="button1">Square1</button>
<button id="button2">Square2</button>
<button id="button3">Sphere</button>
<script src="js/three.js"></script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
loader.load( ‘square1.glb’, function ( geometry ) {
geometry.scene.traverse( function ( node ) {
if ( node.isMesh ){
square = node;
square.material.map.anisotropy = maxAnisotropy;
}
document.getElementById("button1").addEventListener("click", function(){
scene.remove(square);
scene.add(square);
});
});
loader.load( ‘square2.glb’, function ( geometry ) {
geometry.scene.traverse( function ( node ) {
if ( node.isMesh ){
square = node;
square.material.map.anisotropy = maxAnisotropy;
}
document.getElementById("button2").addEventListener("click", function(){
scene.remove(square);
scene.add(square);
});
});
loader.load( ‘sphere.glb’, function ( geometry ) {
geometry.scene.traverse( function ( node ) {
if ( node.isMesh ){
sphere = node;
sphere.material.map.anisotropy = maxAnisotropy;
}
document.getElementById("button3").addEventListener("click", function(){
scene.add(sphere);
});
});
var animate = function () {
requestAnimationFrame( animate );
renderer.render( scene, camera );
};
animate();
</script>
</body>
</html>