Threejs drag points - javascript

I have to generate a huge number of objects that I can drag individually. Also these objects are limited to a plane form (e.g. rect or circle).
At first I worked with simple CircleGeometries, that are placed inside another geometrie (plane). Also dragging them is very easy but as expected the performance is very very poor for about 200000 of them.
I then decided to use points /particleSystem. The positioning inside a plane works very well but I can't get it managed to make the individual points of the particle system draggable. I found the interactive particles example in the threejs documentation but still have no clou, how to combine them with dragcontrols.
This is my code for creating the particle system and fill a plane with these points:
//Create a plane geometrie, that is later filled with points
var geometry2 = new THREE.CircleGeometry(30,32);
var material2 = new THREE.MeshBasicMaterial( {color: 0x666666, side: THREE.DoubleSide, wireframe:true} );
var mat1 = new THREE.MeshBasicMaterial( {color: 0x00ff00, wireframe:false} );
var plane1 = new THREE.Mesh(geometry2, material2);
geometries.push(plane1); //push to object for draggable elements
scene.add(plane1);
var positionsX;
positionsX = inGeometry.inGeometry(plane1.geometry, 200000); // get positions for points inside plane1
var geometry = new THREE.Geometry();
for (var i = 0; i < positionsX.length; i++) {
geometry.vertices.push(positionsX[i]); //add positions to vertices
}
console.log(geometry);
//Create Particle system
var material = new THREE.PointsMaterial({ size:0.02, color: 0xffffff });
particleSystem = new THREE.Points(geometry, material);
scene.add(particleSystem);
console.log(particleSystem);
var dragGeo = new DragControls(geometries, camera, container); //dragging
Can anybody please help?
Thanks

Just a rough example of how you can drag points:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(1.25, 7, 7);
camera.lookAt(scene.position);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.PlaneBufferGeometry(10, 10, 10, 10);
geometry.rotateX(-Math.PI * 0.5);
var plane = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial({
wireframe: true,
color: "red"
}));
scene.add(plane);
var points = new THREE.Points(geometry, new THREE.PointsMaterial({
size: 0.25,
color: "yellow"
}));
scene.add(points);
var raycaster = new THREE.Raycaster();
raycaster.params.Points.threshold = 0.25;
var mouse = new THREE.Vector2();
var intersects = null;
var plane = new THREE.Plane();
var planeNormal = new THREE.Vector3();
var currentIndex = null;
var planePoint = new THREE.Vector3();
var dragging = false;
window.addEventListener("mousedown", mouseDown, false);
window.addEventListener("mousemove", mouseMove, false);
window.addEventListener("mouseup", mouseUp, false);
function mouseDown(event) {
setRaycaster(event);
getIndex();
dragging = true;
}
function mouseMove(event) {
if (dragging && currentIndex !== null) {
setRaycaster(event);
raycaster.ray.intersectPlane(plane, planePoint);
geometry.attributes.position.setXYZ(currentIndex, planePoint.x, planePoint.y, planePoint.z);
geometry.attributes.position.needsUpdate = true;
}
}
function mouseUp(event) {
dragging = false;
currentIndex = null;
}
function getIndex() {
intersects = raycaster.intersectObject(points);
if (intersects.length === 0) {
currentIndex = null;
return;
}
currentIndex = intersects[0].index;
setPlane(intersects[0].point);
}
function setPlane(point) {
planeNormal.subVectors(camera.position, point).normalize();
plane.setFromNormalAndCoplanarPoint(planeNormal, point);
}
function setRaycaster(event) {
getMouse(event);
raycaster.setFromCamera(mouse, camera);
}
function getMouse(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/91/three.min.js"></script>

Related

How can I detect the intersection of two sphere objects to avoid overlapping one another?

I am trying to create spheres and assign them a random color at the vertices of the rectangle (It can be other geometrical from like triangles or hexagons and so forth, for simplicity in this example I want to use a rectangle). http://jsfiddle.net/ElmerCC/ja6zL0k1/
let scene, camera, renderer;
let controls;
let widthWindow = window.innerWidth;
let heightWindow = window.innerHeight;
let aspect = widthWindow / heightWindow;
let mouse = new THREE.Vector2();
let raycaster = new THREE.Raycaster();
let intersect;
let elements = [];
let elementsNew = [];
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, aspect, 0.1, 10000);
camera.up.set(0, 0, 1);
camera.position.set(-500, -500, 400);
scene.add(camera);
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(widthWindow, heightWindow);
document.body.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
let p = [];
p[0] = new THREE.Vector3(-100, -100, 0);
p[1] = new THREE.Vector3(100, -100, 0);
p[2] = new THREE.Vector3(100, 100, 0);
p[3] = new THREE.Vector3(-100, 100, 0);
//dibujar los nodos
for (let cont = 0; cont < 4; cont++) {
let obj = drawJoint(p[cont], 10, 0x666666, 0, true);
elements.push(obj);
scene.add(obj);
}
var geometry = new THREE.PlaneGeometry(200, 200);
var material = new THREE.MeshBasicMaterial({
color: 0x666666,
side: THREE.DoubleSide
});
var plane = new THREE.Mesh(geometry, material);
scene.add(plane);
//document.addEventListener("mousemove", moveMouse);
document.addEventListener("mousedown", downMouse);
}
function downMouse(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
let intersected = raycaster.intersectObjects(elements);
if (intersected.length > 0) {
intersect = intersected[0].object;
let center = intersect.position;
let n = drawJoint(center, 15, Math.random() * 0xffffff, 1, true);
elementsNew.push(n);
scene.add(n);
}
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
controls.update();
renderer.render(scene, camera);
}
function drawJoint(
JtCenter,
JtRadius,
Jtcolor,
JtOpacity,
JtTransparency
) {
let JtMaterial = new THREE.MeshBasicMaterial({
color: Jtcolor,
opacity: JtOpacity,
transparent: JtTransparency
});
let JtGeom = new THREE.SphereGeometry(JtRadius, 10, 10);
let Joint = new THREE.Mesh(JtGeom, JtMaterial);
JtGeom .computeBoundingSphere();
Joint.position.copy(JtCenter);
return Joint;
}
How can I detect the intersection of two sphere objects to avoid overlapping one another?
Spheres are the easiest objects for which you can test intersection.
Note that a Sphere is a mathematical representation, and is different than a Mesh with sphere geometry. (You can still get the mathematical bounding sphere of a Mesh with the boundingSphere property.)
Here is how you'd check if two spheres touch/intersect (you can send this function two boundingSphere properties to check other non-sphere objects).
function spheresIntersect(sphere1, sphere1position, sphere2, sphere2position){
return sphere1position.distanceTo(sphere2position) <= (sphere1.radius + sphere2.radius)
}

three js shape from transparent image

Hi I'm trying to create a 3d model with the upper and lower sides of a transparent image shape, and the others of single color (yellow in this example)
var texture = new THREE.TextureLoader().load( 'img.png' );
var img = new THREE.MeshBasicMaterial( { map: texture } );
var geom = new THREE.BoxGeometry(25,25,1);
https://jsfiddle.net/k2aoh7um/
I'd like to get this:
how can I do that?
The only way, that I can imagine how to achieve this, is to use THREE.Shape() and THREE.ExtrudeBufferGeometry():
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 1, 2);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x101010);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var center = new THREE.Vector2();
var starLong = new THREE.Vector2(0, 1);
var starShort = new THREE.Vector2(0, 0.5).rotateAround(center, THREE.Math.degToRad(36));
var angle = THREE.Math.degToRad(72);
var points = [];
for (var i = 0; i < 5; i++) {
points.push(starLong.clone().rotateAround(center, angle * i));
points.push(starShort.clone().rotateAround(center, angle * i));
}
var path = new THREE.Shape(points);
var geom = new THREE.ExtrudeBufferGeometry(path, {
steps: 1,
amount: 0.0625,
bevelEnabled: false
});
geom.rotateX(-Math.PI * 0.5);
var star = new THREE.Mesh(geom, new THREE.MeshBasicMaterial({
color: "orange",
wireframe: true
}));
scene.add(star);
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/92/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

ThreeJS: Draw lines at mouse click coordinates

I am working with ThreeJS to create a solar system. I have a sun in the middle and 8 orbits around it. Now I want to get the nearest ring poisiton when the users clicks anywhere on the map!
Here is an image to describe it visually what I mean
The arrows stands for the "click" of the user, then there should be a function to get the nearest orbit and its coordinates (the white dots) where the line between the click point and middle collides.
I tried many different functions I found here, but non of them gave me the result I want.
Thanks for your help!
The code looks currently like this:
var container, stats, parent, pivots, domEvents, twins, planets, sun, fleets, raycaster, mouse;
var camera, controls, scene, renderer;
var cross;
planets = new Array();
init();
animate();
function init()
{
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
//init
camera = new THREE.PerspectiveCamera(10, 1, 1, 4000);
camera.position.z = 200;
camera.position.x = 200;
camera.position.y = 200;
controls = new THREE.OrbitControls(camera);
controls.addEventListener('change', render);
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x000000, 0);
// renderer
renderer = new THREE.WebGLRenderer({antialias: false, alpha: true});
renderer.setSize(document.getElementById('canvasreference').offsetWidth, document.getElementById('canvasreference').offsetWidth);
renderer.setClearColor(0x787878, 0.5); // the default
container = document.getElementById('canvasreference');
container.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
domEvents = new THREEx.DomEvents(camera, renderer.domElement);
//axihelper
scene.add(new THREE.AxisHelper(130));
// parent
parent = new THREE.Object3D();
scene.add(parent);
//arrays
orbits = new Array();
addOrbit();
window.addEventListener('click', onMouseMove, false);
}
function onMouseMove(event) {
canvas = renderer.domElement;
raycaster = new THREE.Raycaster();
mousePosition = new THREE.Vector2();
canvasPosition = $("#canvasreference canvas").position();
console.log(canvasPosition);
mousePosition.x = ((event.clientX - canvasPosition.left) / canvas.width) * 2 - 1;
mousePosition.y = -((event.clientY - canvasPosition.top) / canvas.height) * 2 + 1;
raycaster.setFromCamera(mousePosition, camera);
var geometry = new THREE.Geometry();
var origin = new THREE.Vector3(raycaster.ray.origin.x, 0, raycaster.ray.origin.y);
geometry.vertices.push(origin);
var vektor = new THREE.Vector3(raycaster.ray.direction.x, 0, raycaster.ray.direction.y);
for (var i = 0; i < 1000; i++)
{
origin.add(vektor);
geometry.vertices.push(vektor);
}
var material = new THREE.LineBasicMaterial({
color: 0xffffff, linewidth: 20
});
var line = new THREE.Line(geometry, material);
scene.add(line);
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(600, 600);
render();
}
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
function render() {
renderer.render(scene, camera);
}
/**
* add Orbit line
* #param {type} orbit
* #returns {undefined}
*/
function addOrbit(orbit)
{
for (var i = 0; i < 8; i++)
{
//make orbit line
var orbit = new THREE.EllipseCurve(
0, 0, // ax, aY
i * 10 + 30, i * 10 + 30, // xRadius, yRadius
0, 2 * Math.PI, // aStartAngle, aEndAngle
false, // aClockwise
0 // aRotation
);
var path = new THREE.Path(orbit.getPoints(100));
var geometry = path.createPointsGeometry(100);
var material = new THREE.LineBasicMaterial({color: 0xffffff});
var ellipse = new THREE.Line(geometry, material);
ellipse.rotation.x = 1.5708;
scene.add(ellipse);
}
}
</script>
Cast a ray from your camera to a point where your mouse is. Then check closest distance from that ray to the middle of you solar system using distanceToPoint function. The length of output vector will be the radius of a sphere to which your ray is tangent. Using this length you can determine how close you are to a sphere that is an orbit and if it should be selected. Here's some pseudo code of that check:
var length = getDistanceToCenter(...);
var closestSphere = _(orbits).min(function(orbit) { return Math.abs(length - orbit.radius); });
if (Math.abs(closestSphere.radius - length) < EPSILON) {
selectOrbit(closestSphere);
}

Three.js - My program dies when i place the pointer over the THREE.Line

i have a Three.js program, whenever i place the pointer over a cube, it gives me it's position. That is fine (that is what i need), but when i place the pointer over the line, my program stops. Could anybody tell me why and how to fix it? I need my program to continue running no matter where my pointer is.
When i place the pointer over the white line, i get the following error:
Uncaught TypeError: Cannot read property 'getHex' of undefined.
Code:
var container, stats;
var scene, camera, renderer, raycaster;
var cube;
var clock = new THREE.Clock();
var mouse = new THREE.Vector2(), INTERSECTED;
var radius = 100, theta = 0;
var composer;
initScene();
//Let's add a cube
var geometry = new THREE.BoxGeometry( 20, 20, 20 );
cube = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({
color : Math.random() * 0xffffff
}));
cube.position.set(0,20,50)
scene.add( cube );
//Let's add another cube
var geometry2 = new THREE.BoxGeometry( 20, 20, 20 );
var cube2 = new THREE.Mesh(geometry2, new THREE.MeshLambertMaterial({
color : Math.random() * 0xffffff
}));
cube2.position.set(200,20,50)
scene.add( cube2 );
//Let's add a line
var material = new THREE.LineBasicMaterial({
color: 0xffffff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(0, 20, 50));
geometry.vertices.push(new THREE.Vector3(200, 20, 50));
var line = new THREE.Line(geometry, material);
scene.add(line);
animate();
function initScene() {
container = document.createElement('div');
document.body.appendChild(container);
var fov = 70;
var aspect = window.innerWidth / window.innerHeight;
var near = 1;
var far = 10000;
var zpos = 300;
// Initialize camera
GlobalCamera(fov, aspect, near, far, zpos);
scene = new THREE.Scene();
// Set camera controls
cameraControls2();
// renderer controls
rendererControls2();
}
function GlobalCamera(fov, aspect, near, far, zpos) {
camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.z = zpos;
}
function cameraControls2() {
controls = new THREE.FlyControls(camera);
controls.movementSpeed = 2500;
controls.domElement = container;
controls.rollSpeed = Math.PI / 6;
controls.autoForward = false;
controls.dragToLook = false
}
function rendererControls2() {
renderer = new THREE.WebGLRenderer({
antialias : true,
alpha : true
});
renderer.setClearColor(0xf0f0f0);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.sortObjects = false;
container.appendChild(renderer.domElement);
renderer.gammaInput = true;
renderer.gammaOutput = true;
}
function findIntersection() {
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(scene.children);
if (intersects.length > 0) {
if (INTERSECTED != intersects[0].object) {
if (INTERSECTED)
INTERSECTED.material.emissive.setHex(INTERSECTED.currentHex);
INTERSECTED = intersects[0].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
INTERSECTED.material.emissive.setHex(0xff0000);
console.log(INTERSECTED.position);
}
} else {
if (INTERSECTED)
INTERSECTED.material.emissive.setHex(INTERSECTED.currentHex);
INTERSECTED = null;
}
}
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function preAnimate(){
raycaster = new THREE.Raycaster();
// events
document.addEventListener('mousemove', onDocumentMouseMove, false);
}
function animate() {
preAnimate();
requestAnimationFrame(animate);
render();
}
function render() {
var delta = clock.getDelta();
findIntersection();
controls.update(delta);
renderer.render(scene, camera);
}
This is my first adventure with Three.js, but I think I have tracked down your issue. What happens is that the THREE.LineBasicMaterial does not have the emissive property like the THREE.MeshLambertMaterial does. The property you want to manipulate on the THREE.LineBasicMaterial object is the color property.
Here is a working jsFiddle where I have added some checks on wheter the emissive property is available:
https://jsfiddle.net/thedole/4wkFu/162/ The difference is adding the mentioned checks in the findIntersection method:
function findIntersection() {
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(scene.children),
material;
if (intersects.length > 0) {
if (INTERSECTED != intersects[0].object) {
if (INTERSECTED){
material = INTERSECTED.material;
if(material.emissive){
material.emissive.setHex(INTERSECTED.currentHex);
}
else{
material.color.setHex(INTERSECTED.currentHex);
}
}
INTERSECTED = intersects[0].object;
material = INTERSECTED.material;
if(material.emissive){
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
material.emissive.setHex(0xff0000);
}
else{
INTERSECTED.currentHex = material.color.getHex();
material.color.setHex(0xff0000);
}
console.log(INTERSECTED.position);
}
} else {
if (INTERSECTED){
material = INTERSECTED.material;
if(material.emissive){
material.emissive.setHex(INTERSECTED.currentHex);
}
else
{
material.color.setHex(INTERSECTED.currentHex);
}
}
INTERSECTED = null;
}
}

ThreeJS - Intersection of a line and sphere

I have two objects on my scene: a red line and a sphere.
While camera rotating/zooming/moving, I need to check the following:
Does the line intersects with the sphere looking from the current position of the camera (please see images below)? Please use this JS fiddle that creates the scene on the images.
I know how to find the intersection between the current mouse position and objects on the scene (just like this example shows).
But how to do this in my case?
JS Fiddle Code:
/**
* PREPARE SCENE
*/
var mouse = {
x : 0,
y : 0
};
var projector = new THREE.Projector();
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75,
window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = -5;
camera.position.y = 5;
camera.position.z = 30;
var renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.TrackballControls(camera,
renderer.domElement);
controls.rotateSpeed = 3.0;
controls.zoomSpeed = 1.5;
controls.panSpeed = 1.0;
controls.staticMoving = true;
var grid = new THREE.GridHelper(20, 5);
scene.add(grid);
/**
* CREATE SPHERE
*/
var sphere = new THREE.Mesh(
new THREE.SphereGeometry(5, 10, 10),
new THREE.MeshNormalMaterial());
sphere.overdraw = true;
scene.add(sphere);
/**
* CREATE LINE
*/
var lineMaterial = new THREE.LineBasicMaterial({
color : 0xFF0000
});
var lineGeometry = new THREE.Geometry();
lineGeometry.vertices.push(new THREE.Vector3(8, 8, 8));
lineGeometry.vertices.push(new THREE.Vector3(8, 8, 20));
var line = new THREE.Line(lineGeometry, lineMaterial);
scene.add(line);
renderer.domElement.addEventListener('mousemove', render, false);
render();
function render(event) {
var mouse = {};
/*
* INTERSECTION
*/
if (event != null) {
//intersection job???
}
controls.update();
renderer.render(scene, camera);
}
So, I found the solution that is pretty simple (of course). See new JS Fiddle that checks intersection of the line and sphere and visualizes the ray for debugging.
The JS Fiddle code:
var camera, controls, scene, renderer;
init();
animate();
render();
function init() {
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 800;
controls = new THREE.TrackballControls(camera);
controls.rotateSpeed = 5.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 4;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.addEventListener('change', render);
// world
scene = new THREE.Scene();
sceneTarget = new THREE.Scene();
var grid = new THREE.GridHelper(500, 50);
scene.add(grid);
/**
* CREATE LINE
*/
var lineMaterial = new THREE.LineBasicMaterial({
color : 0xFF0000
});
var lineGeometry = new THREE.Geometry();
lineGeometry.vertices.push(new THREE.Vector3(100, 200, 100));
lineGeometry.vertices.push(new THREE.Vector3(300, 200, 200));
var line = new THREE.Line(lineGeometry, lineMaterial);
sceneTarget.add(line);
/*
* CREARE SPHERE
*/
var sphere = new THREE.Mesh(new THREE.SphereGeometry(150, 100, 100), new THREE.MeshNormalMaterial());
sphere.overdraw = true;
scene.add(sphere);
// renderer
renderer = new THREE.WebGLRenderer({
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.autoClear = false;
renderer.setClearColor(0xffffff, 1);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
}
function render() {
renderer.render(scene, camera);
renderer.render(sceneTarget, camera);
intersect();
}
function intersect() {
var direction = new THREE.Vector3(100, 200, 100);
var startPoint = camera.position.clone();
var directionVector = direction.sub( startPoint );
var ray = new THREE.Raycaster(startPoint, directionVector.clone(). normalize());
scene.updateMatrixWorld(); // required, since you haven't rendered yet
var rayIntersects = ray.intersectObjects(scene.children, true);
if (rayIntersects[0]) {
//inersection is found
console.log(rayIntersects[0]);
//visualize the ray for debugging
var material = new THREE.LineBasicMaterial({
color: 0x0000ff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(ray.ray.origin.x, ray.ray.origin.y, ray.ray.origin.z));
geometry.vertices.push(new THREE.Vector3(100, 200, 100));
var line = new THREE.Line(geometry, material);
sceneTarget.add( line );
}
}

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