Stack a cube over another dynamically - javascript

I am working on a project in three.js, where the user can change dynamically the dimension of the objects inside it. The objects are two boxes with different dimensions and one box, should be always located on top of the other one.
For instance, if the height of cube is 10, chimney.position.y should be 10. I tried different possibilities, but it is not working.
Here is a snippet of my code:
var cubeHeight = 0.1;
var boxGeometry = new THREE.BoxGeometry(0.1, cubeHeight, 0.1);
var boxMaterial = new THREE.MeshLambertMaterial({color: 0x000088});
cube = new THREE.Mesh(boxGeometry, boxMaterial);
cube.position.set(0, cubeHeight/2, 0);
scene.add(cube);
var chimneyGeometry = new THREE.BoxGeometry(5, 0.1, 5);
var chimneyMaterial = new THREE.MeshLambertMaterial({color: 0x000088});
chimney = new THREE.Mesh(chimneyGeometry, chimneyMaterial);
chimney.position.set(0,cubeHeight,-12.5);
scene.add(chimney);
// Now the GUI panel for the interaction is defined
gui = new dat.GUI();
parameters = {
length: 1, height: 1, width: 1,
tall: 1
}
// Define the second folder which takes care of the scaling of the cube
var folder1 = gui.addFolder("House dimensions (cm)");
var cubeX = folder1.add(parameters,"length").min(1).max(2000).step(1).listen();
var cubeY = folder1.add(parameters, "height").min(1).max(2000).step(1).listen();
var cubeZ = folder1.add(parameters, "width").min(1).max(2000).step(1).listen();
var chimneyHeight = folder1.add(parameters, "tall").min(1).max(700).step(1).listen();
folder1.open();
// Function taking care of the cube changes
// cubeY has a different value to keep the solid fixed to the floor
cubeX.onChange(function(value){cube.scale.x = value; roof.scale.x = value;});
cubeY.onChange(function(value){cube.scale.y = value; cube.position.y = (cubeHeight * value) / 2;});
cubeZ.onChange(function(value){cube.scale.z = value;});
chimneyHeight.onChange(function(value){chimney.scale.y = value; chimney.position.y = ((cubeHeight * value) / 2) + cubeY;});
Do you have an idea of how to solve this issue? Thanks in advance for your answers!

Here is one solution:
cubeY.onChange(function(value){
cube.scale.y = value;
cube.position.y = (cubeHeight * value) / 2;
chimney.position.y = (chimneyHeight * chimney.scale.y) / 2 + cube.position.y * 2
});
chimneyY.onChange(function(value){
chimney.scale.y = value;
chimney.position.y = (chimneyHeight * value) / 2 + cube.position.y * 2;
});
and here is fiddle for it: http://jsfiddle.net/z1yd342b/
three.js r71

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

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.

Three JS Blank (Black) Canvas On Image To Particles

I am using three.js to draw an image on the canvas, collect data from this image (i.e. pixel color) and redraw the image as a collection of particles using the data collected from the image, such as the colors.
I have zero error messages or warnings, just a blank, black canvas.
The code I am using is below:
var xhr = new XMLHttpRequest();
xhr.open("GET", "http://example.com/assets/css/sl.jpg");
xhr.responseType = "blob";
xhr.onload = function()
{
blob = xhr.response;
P.readAsDataURL(blob);
P.onload = function(){
image = document.createElement("img");
image.src = P.result;
setTimeout(function(){
// split the image
addParticles();
}, 100);
}
}
xhr.send();
addLights();
update();
setTimeout(function(){
holdAtOrigin = "next";
},1000)
function addParticles()
{
// draw in the image, and make sure it fits the canvas size :)
var ratio = 1 / Math.max(image.width/500, image.height/500);
var scaledWidth = image.width * ratio;
var scaledHeight = image.height * ratio;
context.drawImage(image,
0,0,image.width,image.height,
(500 - scaledWidth) * .5, (500 - scaledHeight) *.5, scaledWidth, scaledHeight);
// now set up the particle material
var material = new THREE.MeshPhongMaterial( { } );
var geometry = new THREE.Geometry();
var pixels = context.getImageData(0,0,WIDTH,HEIGHT);
var step = DENSITY * 4;
var x = 0, y = 0;
// go through the image pixels
for(x = 0; x < WIDTH * 4; x+= step)
{
for(y = HEIGHT; y >= 0 ; y -= DENSITY)
{
var p = ((y * WIDTH * 4) + x);
// grab the actual data from the
// pixel, ignoring any transparent ones
if(pixels.data[p+3] > 0)
{
var pixelCol = (pixels.data[p] << 16) + (pixels.data[p+1] << 8) + pixels.data[p+2];
var color = new THREE.Color(pixelCol);
var vector = new THREE.Vector3(-300 + x/4, 240 - y, 0);
// push on the particle
geometry.vertices.push(new THREE.Vector3(vector));
geometry.colors.push(color);
}
}
}
// now create a new system
particleSystem = new THREE.Points(geometry, material);
console.log(particleSystem);
particleSystem.sortParticles = true;
// grab a couple of cacheable vals
particles = particleSystem.geometry.vertices;
colors = particleSystem.geometry.colors;
// add some additional vars to the
// particles to ensure we can do physics
// and so on
var ps = particles.length;
while(ps--)
{
var particle = particles[ps];
particle.velocity = new THREE.Vector3();
particle.mass = 5;
particle.origPos = particle.x.clone();
}
// gc and add
pixels = null;
scene.add(particleSystem);
//test render
}
function addLights()
{
// point
pointLight = new THREE.PointLight( 0xFFFFFF );
pointLight.position.x = 300;
pointLight.position.y = 300;
pointLight.position.z = 600;
scene.add( pointLight );
// directional
directionalLight = new THREE.DirectionalLight( 0xFFFFFF );
directionalLight.position.x = -.5;
directionalLight.position.y = -1;
directionalLight.position.z = -.5;
directionalLight.position.normalize();
directionalLight.intensity = .6;
scene.add( directionalLight );
}
function update(){
var ps = particles.length;
while(ps--)
{
var particle = particles[ps];
// if we are holding at the origin
// values, tween the particles back
// to where they should be
if(holdAtOrigin == "start")
{
particle.velocity = new THREE.Vector3();
//particle.position.x += (particle.origPos.x - particle.position.x) * .2;
//particle.position.y += (particle.origPos.y - particle.position.y) * .2;
//particle.position.z += (particle.origPos.z - particle.position.z) * .2;
particle.x.x += (particle.origPos.x - .0000000000000000001) * 2;
particle.x.y += (particle.origPos.y - .0000000000000000001) * 2;
}
else if (holdAtOrigin == "next")
{
particle.velocity = new THREE.Vector3();
particle.x.x += (particle.origPos.x - particle.x.x) * .2;
particle.x.y += (particle.origPos.y - particle.x.y) * .2;
particle.x.z += (particle.origPos.z - particle.x.z) * .2;
}
else{
// get the particles colour and put
// it into an array
var col = colors[ps];
var colArray = [col.r, col.g, col.b];
// go through each component colour
for(var i = 0; i < colArray.length; i++)
{
// only analyse it if actually
// has some of this colour
if(colArray[i] > 0)
{
// get the target based on where it
// is in the array
var target = i == 0 ? redCentre :
i == 1 ? greenCentre :
blueCentre;
// get the distance of the particle to the centre in question
// and add on the resultant acceleration
var dist = particle.position.distanceToSquared(target.position),
force = ((particle.mass * target.mass) / dist) * colArray[i] * AGGRESSION,
acceleration = (new THREE.Vector3())
.sub(target.position,particle.position)
.normalize()
.multiplyScalar(force);
// if we are attracting we add
// the velocity
if(mode == ATTRACT)
{
// note we only need to check the
// squared radius for the collision :)
if(dist > target.boundRadiusSquared) {
particle.velocity.addSelf(acceleration);
}
else if (bounceParticles) {
// bounce, bounce, bounce
particle.velocity.negate();
}
else {
// stop dead
particle.velocity = new THREE.Vector3();
}
}
else {
// push it away
particle.velocity.subSelf(acceleration);
}
particle.position.addSelf(particle.velocity);
}
}
}
}
// set up a request for a render
requestAnimationFrame(update);
render();
}
function render()
{
// only render if we have
// an active image
if(image) {
if(holdAtOrigin=="start")
{
camera.position.z = 900;
}
if(camera.position.z < 200)
{
//do nothing
}
else{
camera.position.z -= 1.7;
};
renderer.render( scene, camera );
}
}
I checked the console log at various intervals and found that the pixel data is being collected appropriately, so I don't know what is wrong.
Is it the material? When I used a normal (light-independent) material the code worked as expected, I could see my particles.
But I wanted it to be affected by lights, so I changed it to var material = new THREE.MeshPhongMaterial( { } ); without any arguments.
Is this my problem or is it elsewhere in the code?
Thank you!
This may also be pertinent: How to get the absolute position of a vertex in three.js?
Because particle.x.x or particle.x.y doesn't look right to me, even though I wrote that code based on logged object contents.
EDIT: I changed the Phong line to THREE.PointsMaterial and amped up the potency of the light, but still a blank, black canvas.
EDIT 2: So I think it may be a problem with the particle coordinates being misconstrued? When I inspect using console.log(particleSystem); I get the following:
Did I used to be that the x,y,z were wrapped in a position property that newer versions of three.js have removed?
For example I've found example code like:
particle.origPos = particle.position.clone();
But I don't see a position property? How would I clone just the x,y and z bits or should I clone the whole vertex? Sorry if this is confusing or irrelevant just trying to chase down why I have a blank canvas.
EDIT 3: I've removed the update function's position alterations but I still get a weird console log for the particle-system even when all I am doing is cloning said particle using particle.origPos = particle.clone();
Basically I have and x,y and z property but the x property is an object with a subsequent x,y and z. Why is this and how do I fix?

How to animate an object along a bezier curved path in paper.js?

I am trying to build a small slot car racing game with paper.js and I am having trouble with moving the car-object alongside the track I created.
I have searched for other threads, but didnt find explanations for a bezier-curved track.
I have already drawn a racingtrack and a car. The car is positioned on the track, but it's not moving, although I implemented an onFrame-function, which should change its position.
I am guessing that there is something wrong with racingtrack.getPointAt(i*length) in the onFrame-function at the bottom, but I can't figure out what.
The code makes sense to me and above racingtrack.getPointAt(offset) is working.
Could somebody please help me?
Thanks a lot!
Here is my code:
//DRAW A RACING TRACK
var racingtrack = new Path();
racingtrack.strokeColor='#DA0734';
racingtrack.strokeWidth=4;
var handleInTop = new Point(-90, 0);
var handleOutTop = new Point(90, 0);
var handleInSide = new Point(0, -90);
var handleOutSide = new Point(0, 90);
Segment1 = new Segment(new Point(230, 100), handleOutTop, handleInTop);
Segment2 = new Segment(new Point(100, 275), handleInSide, handleOutSide);
Segment3 = new Segment(new Point(230, 450), handleInTop, handleOutTop);
Segment4 = new Segment(new Point(435, 450), handleInTop, handleOutTop);
Segment5 = new Segment(new Point(765, 100), handleInTop, handleOutTop);
Segment6 = new Segment(new Point(970, 100), handleInTop, handleOutTop);
Segment7 = new Segment(new Point(1100, 275), handleInSide, handleOutSide);
Segment8 = new Segment(new Point(970, 450), handleOutTop, handleInTop);
Segment9 = new Segment(new Point(765, 450), handleOutTop, handleInTop);
Segment10 = new Segment(new Point(435, 100), handleOutTop, handleInTop);
racingtrack.add(Segment1, Segment2, Segment3, Segment4, Segment5, Segment6, Segment7, Segment8, Segment9, Segment10);
racingtrack.closed=true;
racingtrack.fullySelected=false;
racingtrack.position = view.center;
//DRAW A RACING CAR
var racingcar = new Path();
racingcar.fillColor = '#DA0734';
var handleInRightCar = new Point(0, 13)
var handleOutRightCar = new Point(0, -13)
FirstCorner = new Point(100, 470);
SecondCorner = new Point(100, 496);
ThirdCorner = new Point(140, 496);
FourthCorner = new Segment(new Point(145, 483), handleInRightCar, handleOutRightCar);
FifthCorner = new Point(140, 470);
racingcar.add(FirstCorner, SecondCorner, ThirdCorner, FourthCorner, FifthCorner);
racingcar.closed = true;
//PUT RACINGCAR ON STARTING POINT
var offset = 0;
var startposition = racingtrack.getPointAt(offset);
racingcar.position = startposition;
//MOVE CAR ALONGSIDE RACINGTRACK
//set the number of parts the track is divided into
var amount = 100;
//calculate the length of one part
var length = racingtrack.length / amount;
//animate the car, moving from position to position alongside the racingtrack
var carposition = new Point();
function onFrame(event){
for(var i=0; i < amount+1; i++){
carposition = racingtrack.getPointAt(i * length);
racingcar.position = carposition;
}
}
Remember that onFrame tries to execute 60 times per second.
That means you're moving 100 carpositions X 60fps == 6000 draws per second == Too Many Draws
This code will send your car around the track about every 1 1/2 seconds.
var currentPosition=0;
function onFrame(event){
carposition = racingtrack.getPointAt(currentPosition * length);
racingcar.position = carposition;
if(++currentPosition>100){currentPosition=0;}
}

setting the view matrix

I am trying to convert my C# XNA project to WebGL using Three.js.
So far its going very well, but I am currently working on my camera. With XNA you can easily send the view matrix to the shader.
I'm sure I'm just not seeing what I am supposed to be seeing in the documentation.
My CameraManager class has a MouseMoved event handler.
CameraManager.prototype.MouseMoved = function( changeVector ) {
var q1 = new THREE.Quaternion();
q1.setFromAxisAngle(this.left, (( Math.PI / 4 ) / 200) * changeVector.y);
var q2 = new THREE.Quaternion();
q2.setFromAxisAngle(this.left, (( -Math.PI / 4 ) / 200) * changeVector.x);
var q = new THREE.Quaternion();
q.multiply(q1, q2);
q.multiplyVector3(this.direction);
q.multiplyVector3(this.left);
}
The CameraManager also has an update method that updates the View matrix.
CameraManager.prototype.CreateLookAt = function() {
var target = this.position.clone();
target.addSelf(this.direction);
this.view = THREE.Matrix4.CreateLookAt(this.position, target, this.up);
}
THREE.Matrix4.CreateLookAt = function(cameraPosition, cameraTarget, upVector) {
var zAxis = new THREE.Vector3();
zAxis.sub(cameraPosition, cameraTarget);
zAxis.normalize();
var xAxis = new THREE.Vector3();
xAxis.cross(upVector, zAxis);
xAxis.normalize();
var yAxis = new THREE.Vector3();
yAxis.cross(zAxis, xAxis);
return new THREE.Matrix4(
xAxis.x, yAxis.x, zAxis.x, 0,
xAxis.y, yAxis.y, zAxis.y, 0,
xAxis.z, yAxis.z, zAxis.z, 0,
-xAxis.dot(cameraPosition), -yAxis.dot(cameraPosition), -zAxis.dot(cameraPosition), l
);
}
Just wondering how I can set the view matrix for the camera.
Thanks!
Why dont you just set your matrix properties by apart like so:
var m = getYourNewMatrix();
camera.position = m.decompose()[ 0 ];
camera.rotation = m.decompose()[ 1 ];
camera.updateMatrix();

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