threejs using layers
by mmalex
HTML
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/91/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://code.jquery.com/jquery-3.3.1.min.js"></script>
CSS
body {
overflow: hidden;
}
JavaScript
let renderer;
let camera;
let controls;
let scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(54, window.innerWidth / window.innerHeight, 0.1, 1000);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(new THREE.Color(0xfefefe));
document.body.appendChild(renderer.domElement);
camera.position.x = 50;
camera.position.y = 50;
camera.position.z = 50;
camera.lookAt(0, 0, 0);
controls = new THREE.OrbitControls(camera);
let gridHelper = new THREE.GridHelper(40, 40);
scene.add(gridHelper);
// ============= example code ===================
// answer to https://stackoverflow.com/questions/54807618/light-mesh-with-specific-light-three-js/54809671#54809671
camera.layers.set(0);
let spheresArray = [];
let CurvesArray = [];
let lightsArray = [];
for (var i = 0; i < 5; i++) {
var SphereGeometry = new THREE.SphereGeometry(2, 20, 20);
var SphereMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff });
var Sphere = new THREE.Mesh(SphereGeometry, SphereMaterial);
Sphere.position.set(i * 7 -14, 0 + Math.random() * 5 - 2.5, 2);
Sphere.layers.set(i%3);
spheresArray.push(Sphere);
scene.add(Sphere);
}
for (var i = 0; i < CurvesArray.length; i++) {
var geometry = new THREE.TubeGeometry( CurvesArray[i], 20, 0.5, 8, false );
var material = new THREE.MeshBasicMaterial( { color: 0xe3e3e3 } );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
}
var spotLight = new THREE.SpotLight( 0xff00cc );
spotLight.position.set( -10, 3, 30, 100 );
spotLight.layers.set(0);
lightsArray.push(spotLight);
scene.add(spotLight);
var spotLight2 = new THREE.SpotLight( 0xaa99cc );
spotLight2.position.set( 5, 15, 10, 100 );
spotLight2.layers.set(1);
lightsArray.push(spotLight2);
scene.add(spotLight2);
var spotLight3 = new THREE.SpotLight( 0x0022bb );
...