Write a reverse function for mesh removing - javascript

I've got a function that create mesh when you click on another. On the click, 2 or 3 mesh are created and go to their positions. Know i would like to do the reverse function : when the mesh are deployed, and you click anoter time on the mesh, the previously created mesh go back and are removed from the scene.
Here is my first function :
function sortiSphere(element, obj) {
var matStdParams = {
roughness: 1,
metalness: 0.8,
color: element.group,
emissive: element.group,
emissiveIntensity: 0.5
};
var sphereMaterial2 = new THREE.MeshStandardMaterial(matStdParams);
var mesh = new THREE.Mesh(sphereGeometry, sphereMaterial2);
mesh.position.x = x;
mesh.position.y = y;
mesh.position.z = z;
mesh.userData.children = element.children;
mesh.userData.name = element.label;
mesh.userData.rang = element.rang;
mesh.userData.def = element.définition;
mesh.userData.posx = element.posx;
mesh.userData.posy = element.posy;
mesh.userData.posz = element.posz;
mesh.userData.parent = obj;
mesh.userData.cartabs = element.cartabs;
mesh.position.normalize();
mesh.position.multiplyScalar(1 / element.rang);
mesh.scale.set(1 / (element.rang / 2), 1 / (element.rang / 2), 1 / (element.rang / 2))
mesh.position.x = obj.position.x;
mesh.position.y = obj.position.y;
mesh.position.z = obj.position.z;
var x = element.posx;
var y = element.posy;
var z = element.posz;
new TWEEN.Tween(mesh.position).to({
x: x,
y: y,
z: z
}, 1000)
.easing(TWEEN.Easing.Elastic.Out).start();
console.log(mesh);
scene.add(mesh);
lesMesh.push(mesh)
// lines
var material = new THREE.LineBasicMaterial({
color: 0xffffff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
obj.position,
new THREE.Vector3(x, y, z)
);
var line = new THREE.Line(geometry, material);
scene.add(line);
gen1 = [];
gen2 = [];
gen3 = [];
gen4 = [];
gen5 = [];
obj.userData.bool = true;
};
Notice that the mesh contain a information about their state : userData.bool (true if deployed, false if not)
Now, how do I tell them to go back ?
Here is what I got for now :
function deleteSphere(element, obj) {
console.log("--- deleteSphere / debut fonction")
for (i = 0; gen1.length > i; i++) {
if (gen1[i].userData.children) {
for (j = 0; gen1[i].userData.children.length > j; j++) {
console.log(gen2[i][j]);
scene.remove(gen2[i][j]);}
} else {
scene.remove(gen1[i])
console.log(gen1[i].userData.children)
}
}
};
Thanks for your time

When you use tween.js then you can use its .onUpdate() and .onComplete() methods.
This is not the ultimate solution, this is just an example from scratch.
Let's have a container for our base objects:
var bases = new THREE.Group();
scene.add(bases);
Now we need an event where we'll create our base objects, let it be a click on a button:
btnAdd.addEventListener("click", setBase);
and our setBase() function will look like this:
var rndBase = function() {
return THREE.Math.randFloatSpread(10);
}
function setBase() {
var base = new THREE.Mesh(new THREE.SphereGeometry(.5, 8, 4), new THREE.MeshBasicMaterial({
color: Math.random() * 0xffffff
}));
base.position.set(rndBase(), rndBase(), rndBase());
bases.add(base);
}
Everything's ready and we can start with clicking on base objects. Let it be an event listener for mousedown:
window.addEventListener("mousedown", setOrRemove, false);
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var intersects;
var obj;
function setOrRemove(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
intersects = raycaster.intersectObjects(bases.children);
if (intersects.length > 0) {
obj = intersects[0].object;
if (obj.children.length != 0) { // simple check for existence of children
removeObj(obj); // if children were deployed, then remove them and their parent (base object)
} else {
setChildren(obj); // otherwise, as a base object has no children, then we'll add some
}
}
}
The most funny part begins here.
Let's set the children:
function setChildren(parent) {
let radius = Math.random() + 1;
for (let i = 0; i < THREE.Math.randInt(2, 3); i++) { //as you said there are 2 or 3 children
var child = new THREE.Mesh(new THREE.BoxGeometry(.25, .25, .25), new THREE.MeshBasicMaterial({
color: parent.material.color,
wireframe: true
}));
child.userData.direction = new THREE.Vector3(rndBase(), rndBase(), rndBase()).normalize(); // random direction (must be a normalized vector)
child.userData.radius = radius;
parent.add(child);
}
let start = { val: 0 };
let end = { val: 1 };
new TWEEN.Tween(start).to(end, 1000) // we simply change from 0 to 1 during 1 second
.easing(TWEEN.Easing.Elastic.Out)
.onUpdate( // here we'll update position of each children in accordance to direction and radius
function() {
parent.children.forEach((child) => {
child.position.copy(child.userData.direction).multiplyScalar(child.userData.radius * this.val);
})
}
)
.start();
}
And removing of a base object and its children is:
function removeObj(baseObj) { // very similar to how we created children
let start = { val: 1 };
let end = { val: 0 };
new TWEEN.Tween(start).to(end, 1000)
.easing(TWEEN.Easing.Elastic.In)
.onUpdate(
function(){
baseObj.children.forEach((child) => {
child.position.copy(child.userData.direction).multiplyScalar(child.userData.radius * this.val);
})
}
)
.onComplete( // but the difference is here, it allow us to perform something when our tweening is completed
function() {
for (let i = baseObj.children - 1; i = 0; i--) {
baseObj.remove(baseObj.children[i]); //and here we simply delete children in reverse order
}
bases.remove(baseObj); //and then we remove the base object itself
}
)
.start()
}
So, this is it. Don't forget to put TWEEN.update(); in our animation loop :)
jsfiddle example r86.

Related

How to use Three.InstancedMesh in Aframe

I'm trying to implement instancing in Aframe using the ThreeJs InstancedMesh based on the example here: https://github.com/mrdoob/three.js/blob/master/examples/webgl_instancing_dynamic.html
Relevant section of code here:
init: function() {
const {count, radius, scale, colors, positions} = this.data;
this.start = true;
this.dummy = new THREE.Object3D();
this.count = count;
this.startObject = new THREE.Object3D();
this.endObject = new THREE.Object3D();
this.instanceColors = new Float32Array(count * 3);
this.instanceColorsBase = new Float32Array(this.instanceColors.length);
this.vertices = [];
this.rotations = [];
for ( var i = 0; i < this.data.count; i ++ ) {
var x = this.data.positions[i][0] * this.data.scale;
var y = this.data.positions[i][1] * this.data.scale;
var z = this.data.positions[i][2] * this.data.scale;
var xEnd = x + this.data.endPositions[i][0] * this.data.scale;
var yEnd = y + this.data.endPositions[i][1] * this.data.scale;
var zEnd = z + this.data.endPositions[i][2] * this.data.scale;
this.vertices.push( x, y, z );
const rotation = this.getDirection({'x':x,'y':y,'z':z},
{'x':xEnd,'y':yEnd,'z':zEnd});
this.rotations.push(rotation.x, rotation.y, rotation.z);
}
let mesh;
let geometry;
let material;
const loader = new THREE.GLTFLoader();
const el = this.el;
loader.load("/assets/arrow/arrow.gltf", function ( model ) {
geometry = model.scene.children[0].children[0].geometry;
geometry.computeVertexNormals();
geometry.scale( 0.03, 0.03, 0.03 );
material = new THREE.MeshNormalMaterial();
mesh = new THREE.InstancedMesh( geometry, material, count );
mesh.instanceMatrix.setUsage( THREE.DynamicDrawUsage );
el.object3D.add(mesh);
} );
this.el.setAttribute("id", "cells");
},
setMatrix: function (start) {
if (this.mesh) {
for ( let i = 0; i < this.count; i ++ ) {
var x = this.data.positions[i][0] * this.data.scale;
var y = this.data.positions[i][1] * this.data.scale;
var z = this.data.positions[i][2] * this.data.scale;
var xEnd = x + this.data.endPositions[i][0] * this.data.scale;
var yEnd = y + this.data.endPositions[i][1] * this.data.scale;
var zEnd = z + this.data.endPositions[i][2] * this.data.scale;
if (start) {
this.dummy.position.set(xEnd, yEnd, zEnd);
} else {
this.dummy.position.set(x, y, z);
}
this.dummy.rotation.x = this.rotations[i][0];
this.dummy.rotation.y = this.rotations[i][1];
this.dummy.rotation.z = this.rotations[i][2];
this.dummy.updateMatrix();
this.mesh.setMatrixAt( i, this.dummy.matrix );
}
this.mesh.instanceMatrix.needsUpdate = true;
}
}
tick: function() {
this.setMatrix(this.start);
this.start = !this.start;
},
No errors or relevant messages that I can see, but none of the instanced objects are rendering. I don't really have a good way to post an example unfortunately. Anyone know what I'm doing wrong? Thanks in advance!
Note: It seems that the objects are being rendered because the number of triangles being drawn increases drastically when I add this component. However, they are not visible anywhere and I can't find them in the aframe inspector either
It's a very case specific question with a quite extensive topic, so:
In general, using THREE.InstancedMeshes is simple, and you got it right:
// create an instanced mesh
let iMesh = new THREE.InstancedMesh(geometry, material, count)
element.object3D.add(iMesh)
// manipulate the instances
let mtx = new Matrix4()
// set the position, rotation, scale of the matrix
// ...
// update the instance
iMesh.setMatrixAt(index, mtx);
iMesh.instanceMatrix.needsUpdate = true;
Example of an instanced gltf model here
Your code is doing a lot, and it would be easier if it could be stripped to a bare minimum. Yet I think there is only one major issue - this.model isn't set anywhere, so the setMatrix function does nothing. Other than that you may need to disable frustum culling (mesh.frustumCulling = false), or set a bounding sphere - otherwise the objects may dissapear when the base object is out of sight.
Once it's set, your code seems to be working

WebXR controllers for button pressing in three.js

I would like to figure out how to map out the controls for my oculus quest and other devices, using three.js and webXR. The code works, and allows me to move the controller, maps a cylinder to each control, and allows me to use the trigger to controls to change the color of the cylinders. This is great, but I can't find any documentation on how to use axis controls for the joy stick, the grip and the other buttons. Part of me wants to believe it's as simple as knowing which event to call, because I don't know what other events are available.
Here is a link to the tutorial I based this off of. https://github.com/as-ideas/webvr-with-threejs
Please note that this code works as expected, but I don't know how totake it further and do more.
function createController(controllerID, videoinput) {
//RENDER CONTROLLER AS YELLOW TUBE
const controller = renderer.vr.getController(controllerID);
const cylinderGeometry = new CylinderGeometry(0.025, 0.025, 1, 32);
const cylinderMaterial = new MeshPhongMaterial({ color: 0xffff00 });
const cylinder = new Mesh(cylinderGeometry, cylinderMaterial);
cylinder.geometry.translate(0, 0.5, 0);
cylinder.rotateX(-0.25 * Math.PI);
controller.add(cylinder);
cameraFixture.add(controller);
//TRIGGER
controller.addEventListener('selectstart', () => {
if (controllerID === 0) {
cylinderMaterial.color.set('pink')
} else {
cylinderMaterial.color.set('orange');
videoinput.play()
}
});
controller.addEventListener('selectend', () => {
cylinderMaterial.color.set(0xffff00);
videoinput.pause();
console.log('I pressed play');
});
}
As of three.js 0.119, integrated 'events' from the other buttons, trackpads, haptics, and thumbsticks of a touch controller are not provided, only select and squeeze events are available. three.js has a functional model of 'just working' regardless of what type of input device you have and only provides for managing events that can be produced by all input devices (ie. select)
Luckily, we are not limited by what three.js has made available and can just poll the controller data directly.
Touch controllers follow the model of 'gamepad' controls and just report their instantanous values. We will poll the gamepad for its current values of the various buttons and keep track of their state and create 'events' within our code for button pushes, trackpad and thumbstick axis changes.
To access the instantaneous data from a touch controller while within a webXR session
const session = renderer.xr.getSession();
let i = 0;
if (session) {
for (const source of session.inputSources) {
if (source && source.handedness) {
handedness = source.handedness; //left or right controllers
}
if (!source.gamepad) continue;
const controller = renderer.xr.getController(i++);
const old = prevGamePads.get(source);
const data = {
handedness: handedness,
buttons: source.gamepad.buttons.map((b) => b.value),
axes: source.gamepad.axes.slice(0)
};
//process data accordingly to create 'events'
Haptic feedback is provided through a promise (Note not all browsers currently support the webXR haptic feedback, but Oculus Browser and Firefox Reality on quest do)
When availble, the haptic feedback is produced through a promise:
var didPulse = sourceXR.gamepad.hapticActuators[0].pulse(0.8, 100);
//80% intensity for 100ms
//subsequent promises cancel any previous promise still underway
To demonstrate this solution I have modified threejs.org/examples/#webXR_vr_dragging example by adding the camera to a 'dolly' that can be moved around with the touch controllers thumbsticks when within a webXR session and provide various haptic feedback for events such as raycasting onto an object or axis movements on thumbsticks.
For each frame, we poll the data from the touch controllers and respond accordingly. We have to store the data from frame to frame to detect changes and create our events, and filter out some data (false 0's and up to 20% randomdrift from 0 in thumbstick axis values on some controllers) For proper 'forward and sideways' dolly movement the current heading and attitude of the webXR camera is also needed each frame and accessed via:
let xrCamera = renderer.xr.getCamera(camera);
xrCamera.getWorldDirection(cameraVector);
//heading vector for webXR camera now within cameraVector
Example codepen here:
codepen.io/jason-buchheim/pen/zYqYGXM
With 'ENTER VR' button exposed (debug view) here:cdpn.io/jason-buchheim/debug/zYqYGXM
Full code with modifications of original threejs example highlighted with comment blocks
//// From webxr_vr_dragging example https://threejs.org/examples/#webxr_vr_dragging
import * as THREE from "https://cdn.jsdelivr.net/npm/three#0.119.1/build/three.module.min.js";
import { OrbitControls } from "https://cdn.jsdelivr.net/npm/three#0.119.1/examples/jsm/controls/OrbitControls.min.js";
import { VRButton } from "https://cdn.jsdelivr.net/npm/three#0.119.1/examples/jsm/webxr/VRButton.min.js";
import { XRControllerModelFactory } from "https://cdn.jsdelivr.net/npm/three#0.119.1/examples/jsm/webxr/XRControllerModelFactory.min.js";
var container;
var camera, scene, renderer;
var controller1, controller2;
var controllerGrip1, controllerGrip2;
var raycaster,
intersected = [];
var tempMatrix = new THREE.Matrix4();
var controls, group;
////////////////////////////////////////
//// MODIFICATIONS FROM THREEJS EXAMPLE
//// a camera dolly to move camera within webXR
//// a vector to reuse each frame to store webXR camera heading
//// a variable to store previous frames polling of gamepads
//// a variable to store accumulated accelerations along axis with continuous movement
var dolly;
var cameraVector = new THREE.Vector3(); // create once and reuse it!
const prevGamePads = new Map();
var speedFactor = [0.1, 0.1, 0.1, 0.1];
////
//////////////////////////////////////////
init();
animate();
function init() {
container = document.createElement("div");
document.body.appendChild(container);
scene = new THREE.Scene();
scene.background = new THREE.Color(0x808080);
camera = new THREE.PerspectiveCamera(
50,
window.innerWidth / window.innerHeight,
0.1,
500 //MODIFIED FOR LARGER SCENE
);
camera.position.set(0, 1.6, 3);
controls = new OrbitControls(camera, container);
controls.target.set(0, 1.6, 0);
controls.update();
var geometry = new THREE.PlaneBufferGeometry(100, 100);
var material = new THREE.MeshStandardMaterial({
color: 0xeeeeee,
roughness: 1.0,
metalness: 0.0
});
var floor = new THREE.Mesh(geometry, material);
floor.rotation.x = -Math.PI / 2;
floor.receiveShadow = true;
scene.add(floor);
scene.add(new THREE.HemisphereLight(0x808080, 0x606060));
var light = new THREE.DirectionalLight(0xffffff);
light.position.set(0, 200, 0); // MODIFIED SIZE OF SCENE AND SHADOW
light.castShadow = true;
light.shadow.camera.top = 200; // MODIFIED FOR LARGER SCENE
light.shadow.camera.bottom = -200; // MODIFIED FOR LARGER SCENE
light.shadow.camera.right = 200; // MODIFIED FOR LARGER SCENE
light.shadow.camera.left = -200; // MODIFIED FOR LARGER SCENE
light.shadow.mapSize.set(4096, 4096);
scene.add(light);
group = new THREE.Group();
scene.add(group);
var geometries = [
new THREE.BoxBufferGeometry(0.2, 0.2, 0.2),
new THREE.ConeBufferGeometry(0.2, 0.2, 64),
new THREE.CylinderBufferGeometry(0.2, 0.2, 0.2, 64),
new THREE.IcosahedronBufferGeometry(0.2, 3),
new THREE.TorusBufferGeometry(0.2, 0.04, 64, 32)
];
for (var i = 0; i < 100; i++) {
var geometry = geometries[Math.floor(Math.random() * geometries.length)];
var material = new THREE.MeshStandardMaterial({
color: Math.random() * 0xffffff,
roughness: 0.7,
side: THREE.DoubleSide, // MODIFIED TO DoubleSide
metalness: 0.0
});
var object = new THREE.Mesh(geometry, material);
object.position.x = Math.random() * 200 - 100; // MODIFIED FOR LARGER SCENE
object.position.y = Math.random() * 100; // MODIFIED FOR LARGER SCENE
object.position.z = Math.random() * 200 - 100; // MODIFIED FOR LARGER SCENE
object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = Math.random() * 2 * Math.PI;
object.scale.setScalar(Math.random() * 20 + 0.5); // MODIFIED FOR LARGER SCENE
object.castShadow = true;
object.receiveShadow = true;
group.add(object);
}
// renderer
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.shadowMap.enabled = true;
renderer.xr.enabled = true;
//the following increases the resolution on Quest
renderer.xr.setFramebufferScaleFactor(2.0);
container.appendChild(renderer.domElement);
document.body.appendChild(VRButton.createButton(renderer));
// controllers
controller1 = renderer.xr.getController(0);
controller1.name="left"; ////MODIFIED, added .name="left"
controller1.addEventListener("selectstart", onSelectStart);
controller1.addEventListener("selectend", onSelectEnd);
scene.add(controller1);
controller2 = renderer.xr.getController(1);
controller2.name="right"; ////MODIFIED added .name="right"
controller2.addEventListener("selectstart", onSelectStart);
controller2.addEventListener("selectend", onSelectEnd);
scene.add(controller2);
var controllerModelFactory = new XRControllerModelFactory();
controllerGrip1 = renderer.xr.getControllerGrip(0);
controllerGrip1.add(
controllerModelFactory.createControllerModel(controllerGrip1)
);
scene.add(controllerGrip1);
controllerGrip2 = renderer.xr.getControllerGrip(1);
controllerGrip2.add(
controllerModelFactory.createControllerModel(controllerGrip2)
);
scene.add(controllerGrip2);
//Raycaster Geometry
var geometry = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 0, -1)
]);
var line = new THREE.Line(geometry);
line.name = "line";
line.scale.z = 50; //MODIFIED FOR LARGER SCENE
controller1.add(line.clone());
controller2.add(line.clone());
raycaster = new THREE.Raycaster();
////////////////////////////////////////
//// MODIFICATIONS FROM THREEJS EXAMPLE
//// create group named 'dolly' and add camera and controllers to it
//// will move dolly to move camera and controllers in webXR
dolly = new THREE.Group();
dolly.position.set(0, 0, 0);
dolly.name = "dolly";
scene.add(dolly);
dolly.add(camera);
dolly.add(controller1);
dolly.add(controller2);
dolly.add(controllerGrip1);
dolly.add(controllerGrip2);
////
///////////////////////////////////
window.addEventListener("resize", onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onSelectStart(event) {
var controller = event.target;
var intersections = getIntersections(controller);
if (intersections.length > 0) {
var intersection = intersections[0];
var object = intersection.object;
object.material.emissive.b = 1;
controller.attach(object);
controller.userData.selected = object;
}
}
function onSelectEnd(event) {
var controller = event.target;
if (controller.userData.selected !== undefined) {
var object = controller.userData.selected;
object.material.emissive.b = 0;
group.attach(object);
controller.userData.selected = undefined;
}
}
function getIntersections(controller) {
tempMatrix.identity().extractRotation(controller.matrixWorld);
raycaster.ray.origin.setFromMatrixPosition(controller.matrixWorld);
raycaster.ray.direction.set(0, 0, -1).applyMatrix4(tempMatrix);
return raycaster.intersectObjects(group.children);
}
function intersectObjects(controller) {
// Do not highlight when already selected
if (controller.userData.selected !== undefined) return;
var line = controller.getObjectByName("line");
var intersections = getIntersections(controller);
if (intersections.length > 0) {
var intersection = intersections[0];
////////////////////////////////////////
//// MODIFICATIONS FROM THREEJS EXAMPLE
//// check if in webXR session
//// if so, provide haptic feedback to the controller that raycasted onto object
//// (only if haptic actuator is available)
const session = renderer.xr.getSession();
if (session) { //only if we are in a webXR session
for (const sourceXR of session.inputSources) {
if (!sourceXR.gamepad) continue;
if (
sourceXR &&
sourceXR.gamepad &&
sourceXR.gamepad.hapticActuators &&
sourceXR.gamepad.hapticActuators[0] &&
sourceXR.handedness == controller.name
) {
var didPulse = sourceXR.gamepad.hapticActuators[0].pulse(0.8, 100);
}
}
}
////
////////////////////////////////
var object = intersection.object;
object.material.emissive.r = 1;
intersected.push(object);
line.scale.z = intersection.distance;
} else {
line.scale.z = 50; //MODIFIED AS OUR SCENE IS LARGER
}
}
function cleanIntersected() {
while (intersected.length) {
var object = intersected.pop();
object.material.emissive.r = 0;
}
}
function animate() {
renderer.setAnimationLoop(render);
}
function render() {
cleanIntersected();
intersectObjects(controller1);
intersectObjects(controller2);
////////////////////////////////////////
//// MODIFICATIONS FROM THREEJS EXAMPLE
//add gamepad polling for webxr to renderloop
dollyMove();
////
//////////////////////////////////////
renderer.render(scene, camera);
}
////////////////////////////////////////
//// MODIFICATIONS FROM THREEJS EXAMPLE
//// New dollyMove() function
//// this function polls gamepad and keeps track of its state changes to create 'events'
function dollyMove() {
var handedness = "unknown";
//determine if we are in an xr session
const session = renderer.xr.getSession();
let i = 0;
if (session) {
let xrCamera = renderer.xr.getCamera(camera);
xrCamera.getWorldDirection(cameraVector);
//a check to prevent console errors if only one input source
if (isIterable(session.inputSources)) {
for (const source of session.inputSources) {
if (source && source.handedness) {
handedness = source.handedness; //left or right controllers
}
if (!source.gamepad) continue;
const controller = renderer.xr.getController(i++);
const old = prevGamePads.get(source);
const data = {
handedness: handedness,
buttons: source.gamepad.buttons.map((b) => b.value),
axes: source.gamepad.axes.slice(0)
};
if (old) {
data.buttons.forEach((value, i) => {
//handlers for buttons
if (value !== old.buttons[i] || Math.abs(value) > 0.8) {
//check if it is 'all the way pushed'
if (value === 1) {
//console.log("Button" + i + "Down");
if (data.handedness == "left") {
//console.log("Left Paddle Down");
if (i == 1) {
dolly.rotateY(-THREE.Math.degToRad(1));
}
if (i == 3) {
//reset teleport to home position
dolly.position.x = 0;
dolly.position.y = 5;
dolly.position.z = 0;
}
} else {
//console.log("Right Paddle Down");
if (i == 1) {
dolly.rotateY(THREE.Math.degToRad(1));
}
}
} else {
// console.log("Button" + i + "Up");
if (i == 1) {
//use the paddle buttons to rotate
if (data.handedness == "left") {
//console.log("Left Paddle Down");
dolly.rotateY(-THREE.Math.degToRad(Math.abs(value)));
} else {
//console.log("Right Paddle Down");
dolly.rotateY(THREE.Math.degToRad(Math.abs(value)));
}
}
}
}
});
data.axes.forEach((value, i) => {
//handlers for thumbsticks
//if thumbstick axis has moved beyond the minimum threshold from center, windows mixed reality seems to wander up to about .17 with no input
if (Math.abs(value) > 0.2) {
//set the speedFactor per axis, with acceleration when holding above threshold, up to a max speed
speedFactor[i] > 1 ? (speedFactor[i] = 1) : (speedFactor[i] *= 1.001);
console.log(value, speedFactor[i], i);
if (i == 2) {
//left and right axis on thumbsticks
if (data.handedness == "left") {
// (data.axes[2] > 0) ? console.log('left on left thumbstick') : console.log('right on left thumbstick')
//move our dolly
//we reverse the vectors 90degrees so we can do straffing side to side movement
dolly.position.x -= cameraVector.z * speedFactor[i] * data.axes[2];
dolly.position.z += cameraVector.x * speedFactor[i] * data.axes[2];
//provide haptic feedback if available in browser
if (
source.gamepad.hapticActuators &&
source.gamepad.hapticActuators[0]
) {
var pulseStrength = Math.abs(data.axes[2]) + Math.abs(data.axes[3]);
if (pulseStrength > 0.75) {
pulseStrength = 0.75;
}
var didPulse = source.gamepad.hapticActuators[0].pulse(
pulseStrength,
100
);
}
} else {
// (data.axes[2] > 0) ? console.log('left on right thumbstick') : console.log('right on right thumbstick')
dolly.rotateY(-THREE.Math.degToRad(data.axes[2]));
}
controls.update();
}
if (i == 3) {
//up and down axis on thumbsticks
if (data.handedness == "left") {
// (data.axes[3] > 0) ? console.log('up on left thumbstick') : console.log('down on left thumbstick')
dolly.position.y -= speedFactor[i] * data.axes[3];
//provide haptic feedback if available in browser
if (
source.gamepad.hapticActuators &&
source.gamepad.hapticActuators[0]
) {
var pulseStrength = Math.abs(data.axes[3]);
if (pulseStrength > 0.75) {
pulseStrength = 0.75;
}
var didPulse = source.gamepad.hapticActuators[0].pulse(
pulseStrength,
100
);
}
} else {
// (data.axes[3] > 0) ? console.log('up on right thumbstick') : console.log('down on right thumbstick')
dolly.position.x -= cameraVector.x * speedFactor[i] * data.axes[3];
dolly.position.z -= cameraVector.z * speedFactor[i] * data.axes[3];
//provide haptic feedback if available in browser
if (
source.gamepad.hapticActuators &&
source.gamepad.hapticActuators[0]
) {
var pulseStrength = Math.abs(data.axes[2]) + Math.abs(data.axes[3]);
if (pulseStrength > 0.75) {
pulseStrength = 0.75;
}
var didPulse = source.gamepad.hapticActuators[0].pulse(
pulseStrength,
100
);
}
}
controls.update();
}
} else {
//axis below threshold - reset the speedFactor if it is greater than zero or 0.025 but below our threshold
if (Math.abs(value) > 0.025) {
speedFactor[i] = 0.025;
}
}
});
}
///store this frames data to compate with in the next frame
prevGamePads.set(source, data);
}
}
}
}
function isIterable(obj) { //function to check if object is iterable
// checks for null and undefined
if (obj == null) {
return false;
}
return typeof obj[Symbol.iterator] === "function";
}
////
/////////////////////////////////////

Threejs Particle System with joining lines. Programming logic?

Based on a previous question I had recently posted:
How to create lines between nearby particles in ThreeJS?
I was able to create individual lines joining nearby particles. However, the lines are being drawn twice because of the logic of the particle system. This is because of how the original 2D particle system worked:
https://awingit.github.io/particles/
This also draws the lines twice. For each pair of particles connecting a line, the line is drawn.
I do not think this is ideal for performance. How would I only draw a line once for each joining points?
P.S. Here is exactly the effect I would like to achieve, but cannot make sense of the code:
http://freelance-html-developer.com/clock/
I would like to understand the fundamental logic.
UPDATE:
I have created a jsfiddle with my progress.
var canvas, canvasDom, ctx, scene, renderer, camera, controls, geocoder, deviceOrientation = false;
var width = 800,
height = 600;
var particleCount = 20;
var pMaterial = new THREE.PointsMaterial({
color: 0x000000,
size: 0.5,
blending: THREE.AdditiveBlending,
//depthTest: false,
//transparent: true
});
var particles = new THREE.Geometry;
var particleSystem;
var line;
var lines = {};
var lineGroup = new THREE.Group();
var lineMaterial = new THREE.LineBasicMaterial({
color: 0x000000,
linewidth: 1
});
var clock = new THREE.Clock();
var maxDistance = 15;
function init() {
canvasDom = document.getElementById('canvas');
setupStage();
setupRenderer();
setupCamera();
setupControls();
setupLights();
clock.start();
window.addEventListener('resize', onWindowResized, false);
onWindowResized(null);
createParticles();
scene.add(lineGroup);
animate();
}
function setupStage() {
scene = new THREE.Scene();
}
function setupRenderer() {
renderer = new THREE.WebGLRenderer({
canvas: canvasDom,
logarithmicDepthBuffer: true
});
renderer.setSize(width, height);
renderer.setClearColor(0xfff6e6);
}
function setupCamera() {
camera = new THREE.PerspectiveCamera(70, width / height, 1, 10000);
camera.position.set(0, 0, -60);
}
function setupControls() {
if (deviceOrientation) {
controls = new THREE.DeviceOrientationControls(camera);
controls.connect();
} else {
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.target = new THREE.Vector3(0, 0, 0);
}
}
function setupLights() {
var light1 = new THREE.AmbientLight(0xffffff, 0.5); // soft white light
var light2 = new THREE.PointLight(0xffffff, 1, 0);
light2.position.set(100, 200, 100);
scene.add(light1);
scene.add(light2);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
animateParticles();
updateLines();
render();
}
function render() {
renderer.render(scene, camera);
}
function onWindowResized(event) {
width = window.innerWidth;
height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
}
function createParticles() {
for (var i = 0; i < particleCount; i++) {
var pX = Math.random() * 50 - 25,
pY = Math.random() * 50 - 25,
pZ = Math.random() * 50 - 25,
particle = new THREE.Vector3(pX, pY, pZ);
particle.diff = Math.random() + 0.2;
particle.default = new THREE.Vector3(pX, pY, pZ);
particle.offset = new THREE.Vector3(0, 0, 0);
particle.velocity = {};
particle.velocity.y = particle.diff * 0.5;
particle.nodes = [];
particles.vertices.push(particle);
}
particleSystem = new THREE.Points(particles, pMaterial);
particleSystem.position.y = 0;
scene.add(particleSystem);
}
function animateParticles() {
var pCount = particleCount;
while (pCount--) {
var particle = particles.vertices[pCount];
var move = Math.sin(clock.getElapsedTime() * (1 * particle.diff)) / 4;
particle.offset.y += move * particle.velocity.y;
particle.y = particle.default.y + particle.offset.y;
detectCloseByPoints(particle);
}
particles.verticesNeedUpdate = true;
particleSystem.rotation.y += 0.01;
lineGroup.rotation.y += 0.01;
}
function updateLines() {
for (var _lineKey in lines) {
if (!lines.hasOwnProperty(_lineKey)) {
continue;
}
lines[_lineKey].geometry.verticesNeedUpdate = true;
}
}
function detectCloseByPoints(p) {
var _pCount = particleCount;
while (_pCount--) {
var _particle = particles.vertices[_pCount];
if (p !== _particle) {
var _distance = p.distanceTo(_particle);
var _connection = checkConnection(p, _particle);
if (_distance < maxDistance) {
if (!_connection) {
createLine(p, _particle);
}
} else if (_connection) {
removeLine(_connection);
}
}
}
}
function checkConnection(p1, p2) {
var _childNode, _parentNode;
_childNode = p1.nodes[particles.vertices.indexOf(p2)] || p2.nodes[particles.vertices.indexOf(p1)];
if (_childNode && _childNode !== undefined) {
_parentNode = (_childNode == p1) ? p2 : p1;
}
if (_parentNode && _parentNode !== undefined) {
return {
parent: _parentNode,
child: _childNode,
lineId: particles.vertices.indexOf(_parentNode) + '-' + particles.vertices.indexOf(_childNode)
};
} else {
return false;
}
}
function removeLine(_connection) {
// Could animate line out
var childIndex = particles.vertices.indexOf(_connection.child);
_connection.parent.nodes.splice(childIndex, 1);
deleteLine(_connection.lineId);
}
function deleteLine(_id) {
lineGroup.remove(lines[_id]);
delete lines[_id];
}
function addLine(points) {
var points = points || [new THREE.Vector3(Math.random() * 10, Math.random() * 10, Math.random() * 10), new THREE.Vector3(0, 0, 0)];
var _lineId = particles.vertices.indexOf(points[0]) + '-' + particles.vertices.indexOf(points[1]);
var lineGeom = new THREE.Geometry();
if (!lines[_lineId]) {
lineGeom.dynamic = true;
lineGeom.vertices.push(points[0]);
lineGeom.vertices.push(points[1]);
var curLine = new THREE.Line(lineGeom, lineMaterial);
curLine.touched = false;
lines[_lineId] = curLine;
lineGroup.add(curLine);
return curLine;
} else {
return false;
}
}
function createLine(p1, p2) {
p1.nodes[particles.vertices.indexOf(p2)] = p2;
addLine([p1, p2]);
}
$(document).ready(function() {
init();
});
I am really close, but I am not sure if its optimized. There seem to be flickering lines, and sometimes a line just stays stuck in place.
So here are my thoughts. I clicked that all I have to do is make the Vector3 points of the lines equal to the relevant particle Vector3 points. I just need to update each lines geometry.verticesNeedUpdate = true;
Also, how I manage the lines is I create a unique ID using the indexes of the 2 points, e.g. lines['8-2'] = line
The problem you're actually trying to solve is that while looping through your list of points, you're doubling the number of successful matches.
Example:
Consider a list of points, [A, B, C, D]. Your looping tests each point against all other points. For this example, A and C are the only points close enough to be considered nearby.
During the first iteration, A vs. all, you find that A and C are nearby, so you add a line. But when you're doing your iteration for C, you also find that A is nearby. This causes the second line, which you want to avoid.
Fixing it:
The solution is simple: Don't re-visit nodes you already checked. This works because the answer of distance from A to C is no different from distance from C to A.
The best way to do this is adjust your indexing for your check loop:
// (Note: This is example code, and won't "just work.")
for(var check = 0, checkLength = nodes.length; check < checkLength; ++check){
for(var against = check + 1, against < checkLength; ++against){
if(nodes[check].distanceTo(nodes[against]) < delta){
buildThatLine(nodes[check], nodes[against]);
}
}
}
In the inner loop, the indexing is set to:
Skip the current node
Skip all nodes before the current node.
This is done by initializing the inner indexing to the outer index + 1.
Caveat:
This particular logic assumes that you discard all your lines for every frame. It's not the most efficient way to achieve the effect, but I'll leave making it more efficient as an exercise for you.

Cannon JS — Position Vector NaN after initiating body with properties

I'm using a simple setup Cannon.js, following the examples online, but when I set any property in the constructor, the position and angular velocity x, y and z are all NaN.
This works, but does not move, as the body has no mass.
const body = new CANNON.Body();
console.log(body.position.x, body.mass); //logs 0, 0
However, this doesn't...
const body = new CANNON.Body({
mass: 1,
});
console.log(body.position.x, body.mass); //logs NaN, 1
Also if I instantiate the body, and then set the mass after, it still doesn't move.
Some more code for context (I am calling the update function in an animation loop, and it's happening A-OK).
export const init = () => {
world = new CANNON.World();
world.gravity.set(0,1,0);
world.broadphase = new CANNON.NaiveBroadphase();
world.solver.iterations = 10;
for (let i = 0; i < BODIES_COUNT; i++) {
const shape = new CANNON.Box(new CANNON.Vec3(4,4,4));
const body = new CANNON.Body({
mass: 1,
});
const body = new CANNON.Body();
body.addShape(shape);
body.position.set(0, 0, 0);
body.mass = 1;
body.angularVelocity.set(0, 2, 0);
body.velocity.set(0, 1, 0);
body.angularDamping = 0.5;
world.addBody(body);
bodies.push(body);
const geometry = new THREE.BoxGeometry(10, 10, 10);
const material = new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true });
const mesh = new THREE.Mesh(geometry, material);
meshes.push(mesh);
}
}
export const update = (delta) => {
world.step(TIMESTEP * delta);
}
The only thing I can think of is that you accidentally pass delta = 0 to world.step. Repro using Cannon.js v0.6.2: JSFiddle
Try changing your code to:
export const update = (delta) => {
if (delta > 0) {
world.step(TIMESTEP * delta);
}
}

Javascript oop instances

I am developing with Javascript oop and Observer pattern.
In the first method model g is put inside mesh and mesh inside scene. We can find now our g model in scene.children. In the second method in intersected[i].object we can find our model g. The problem is that if I modify a property of intersected[i].object it is not reflected to the model g.
g = new GeometryModel();
tjsv = new ThreeJSView(document.getElementById('maincanvas'), g);
GeometryModel.prototype.populateScene = function(scene) {
var i;
for (i = 0; i < this.geometries.length; i++) {
var g = this.geometries[i];//<----- g is the model
var material = new THREE.MeshBasicMaterial( { color: g.color, transparent: g.transparent, opacity: g.opacity });
var mesh = new THREE.Mesh(g, material);
this.addLabels(g, mesh);
scene.add(mesh);
if (g.lineWidth > 0) {
var egh = new THREE.EdgesHelper( mesh, g.lineColor );
egh.material.linewidth = g.lineWidth;
scene.add( egh );
}
}
}
ThreeJSView.prototype.selectByRaycaster = function(x, y){
var i;
var intersected;
var mouse = {x: (x / this.width) * 2 - 1, y: 1 - (y / this.height) * 2};
var raycaster = new THREE.Raycaster();
raycaster.setFromCamera(mouse, this.camera);
intersected = raycaster.intersectObjects(this.scene.children);
console.log();
for ( var i = 0; i < intersected.length; i++ ) {
if (intersected[i].object instanceof THREE.Mesh){
intersected[i].object.selected = true;// I modify my model
changed = true;
console.log( intersected[i].object);
}
}
console.log(this.model);//my model but here there are no modify!
if (changed)
this.model.notifyListeners();
}
I think that g is referring to geometry while intersected[i].object is referring to an Object3D - different objects.
You probably need to write something like this:
intersected[i].object.geometry.selected = true;

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