Adding two indexed geometries to a BufferGeometry - javascript

At the moment I'm using a set of predefined data (containing the indices, vertices and colors) and multiple THREE.Geometry's to add objects to a scene. As you could imagine, this is pretty slow as it requires adding and removing many objects at once or merging many together.
However if I used a single THREE.BufferGeometry this would allow me to use _gl.bufferSubData to add and remove objects and in theory should have minimal affect on the performance.
The trouble I'm having is putting this into practice. I already have the bufferSubData function working, however I'm unable to add two sets of data in the same BufferGeometry. I'm guessing this is because the data does not follow on from each other (as they're two separate objects) so they're both using the same indices. This image shows the result.
I've created a JSFiddle which uses an array named section containing the chunk data. If anyone could take a look and change it so it adds both sets of data I would really appreciate it:
http://jsfiddle.net/dUqwT/
Also, I've been unable to find the purpose of the index offset. If someone could link or explain what it's used for, that would be very helpful.
Thanks for the help!

Alright, worked out how it's done and I've updated the JSFiddle:
http://jsfiddle.net/dUqwT/1/
It was more simple than I thought and it had nothing to do with the index offset (still no idea what that does). I just ensured that it appends to each array correctly so positions, indices and colors aren't overwritten. Did that by using two variables and setting them to the appropriate lengths.
Realistically, as the objects I'm adding to the BufferGeometry will be dynamic, I'll need to give each object a certain amount of the buffer it can use instead of setting two vars to the length. That will allow me to then remove and change each object using _gl.bufferSubData.
for (var chunkID = 0; chunkID < 2; chunkID++) {
var chunkIndices = section[chunkID].indices;
var chunkVertices = section[chunkID].vertices;
var chunkColors = section[chunkID].colors;
var sectionXPos = chunkID * 32;
var sectionYPos = 0;
var sectionZPos = 0;
// Add indices to BufferGeometry
for ( var i = 0; i < chunkIndices.length; i ++ ) {
var q = chunkIndices[i];
var j = i * 3 + iLength;
indices[ j ] = (q[0] + vLength / 3) % chunkSize;
indices[ j + 1 ] = (q[1] + vLength / 3) % chunkSize;
indices[ j + 2 ] = (q[2] + vLength / 3) % chunkSize;
}
// Add vertices to BufferGeometry
for ( var i = 0; i < chunkVertices.length; i ++ ) {
var q = chunkVertices[i];
var j = i * 3 + vLength;
// positions
positions[ j ] = q[0] + sectionXPos;
positions[ j + 1 ] = q[1] + sectionYPos;
positions[ j + 2 ] = q[2] + sectionZPos;
// colors
var hexColor = chunkColors[i / 4];
color.set(hexColor);
colors[ j ] = color.r;
colors[ j + 1 ] = color.g;
colors[ j + 2 ] = color.b;
}
iLength += chunkIndices.length * 3;
vLength += chunkVertices.length * 3;
}

Related

Javascript print square using for loop and conditional statement only

Just started my uni course, struggling a little with javascript. I have been asked to display a square using any character, however, the solution must combine for loops and if statements.
This is what I have so far and I feel pretty close but I just can't get the second line to display. I know this can be done via two for loops, (one for iteration of the variable and another for spaces). But this is not how I have been asked to solve this problem.
Here is my code:
var size = 3;
let i;
for(i = 0; i < size; i++) {
print ("*");
if (size === i){
println ("");
}
}
For context, this is all taking place int he professors homemade learning environment.
You could use nested for loops and take a line break after each filled line.
function print(s) { document.getElementById('out').innerHTML += s; }
function println(s) { document.getElementById('out').innerHTML += s + '\n'; }
var size = 5,
i, j;
for (i = 0; i < size; i++) {
for (j = 0; j < size; j++) {
print("*");
}
println("");
}
<pre id="out"></pre>
Single loop with a check if i is unequal to zero and if the remainder is zero, then add a line break.
Using:
=== identity/strict equality operator checks the type and the value, for example if both are numbers and if the value is the same,
!== non-identity/strict inequality operator it is like above, but it checks the oposite of it,
% remainder operator, which returns a rest of a number which division returns an integer number.
&& logical AND operator, which check both sides and returns the last value if both a truthy (like any array, object, number not zero, a not empty string, true), or the first, if it is falsy (like undefined, null, 0, '' (empty string), false, the oposite of truthy).
function print(s) { document.getElementById('out').innerHTML += s; }
function println(s) { document.getElementById('out').innerHTML += s + '\n'; }
var size = 5,
i;
for (i = 0; i < size * size; i++) {
if (i !== 0 && i % size === 0) {
println("");
}
print("*");
}
<pre id="out"></pre>
Well the for loop is only iterating 3 times, printing the first line. If you want a square you'll have to print 9 stars total, right? So i'm assuming, is this is the approach you'd go for, you would need to iterate not until size, but until size * size.
I'm using console.log to 'print' the square:
var dimension = 10;
var edge = '*';
var inside = ' ';
var printLine;
for (var i = 1; i <= dimension; i++) {
if (i === 1 || i === dimension) {
printline = Array(dimension + 1).join(edge);
} else {
printline = edge + Array(dimension - 1).join(inside) + edge;
}
console.log(printline);
}
Note that in the following example, an array of length 11 gets you only 10 "a"s, since Array.join puts the argument between the array elements:
Array(11).join('a'); // create string with 10 as "aaaaaaaaaa"
You wanna make a square of * where the size is the number of * on its sides?
Let's split a task into 3 parts:
where you print top side like *****
where you print middle (left and right sides) like * *
where you print bottom (same as top)
Now let's code that, I kept the code as simple as possible, this can be done in fewer lines but I think this will be easier to understand for beginners:
var size = 5;
var i = 0;
// top
for (i = 0; i < size; i++)
console.log("*");
//middle
for (var j = 0; j < size - 2; j++){
console.log("\n"); // go to next row
// middle (2 on sides with size-2 in between)
console.log("*");
for (i = 0; i < size-2; i++)
console.log(" ");
console.log("*\n"); // goes to new row as well
}
// same as top
for (i = 0; i < size; i++)
console.log("*");
Full square is even simpler:
var size = 5;
var i = 0;
for (var i = 0; i < size; i++){ // iterates rows
for (var j = 0; j < size; j++) // iterates * in row
console.log("*");
console.log("\n") // moves to new row
}
In order to print a row, you print same sign X times. Well, to print X rows we can use just that 1 more time (only this time we are iterating over a different variable (j is * in a row, i is a number of rows).
After a row is made we go to go to next row with \n.
As for
it must contain if statement
Put this at the end:
if (youCanHandleTheTruth) console.log("It's a terrible practice to tell students their solution MUST CONTAIN CODEWORDS. If you need them to showcase something, write appropriate task that will require them to do so.");

Undefined Element Javascript Array

I have a problem. When I shuffle a array starting from position 1 and ending on position 49, one element seems to be undefined when outputted in the console.
for (var i = 49; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = genNr[i];
genNr[i] = genNr[j];
genNr[j] = temp;
}
Please help me.
I'm thinking that genNr contains 49 elements. The first time the loop runs, i will be 49 so you're trying to access genNr[49]. But, since array indexes start at zero, genNr[49] is undefined.
You need to start the loop with i equal to the length of the array minus 1, and stop when i is less than zero.
for (var i = genNr.length - 1; i >= 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = genNr[i];
genNr[i] = genNr[j];
genNr[j] = temp;
}

Sorting function?

I need to organize an array of strings of random length into the least number of new strings with a max size. Is there a function or something in javascript, or something that can be translated to javascript, that will do this?
For example, the new strings might have max lengths of 1000 characters. The array might have strings of lengths 100, 48, 29, etc. I would want to combine those strings into as few new strings as possible.
edit: Sorry if this doesn't make sense, I tried my best.
No standard method in Javascript, but plenty of theoretical work has been done on this (i.e. the bin packing problem).
http://en.wikipedia.org/wiki/Bin_packing_problem
Some sample pseudo code in the link - should be trivial to translate to javascript.
The algorithm shown isn't going to be optimal in every case. To find the optimal solution to your example you'll just need to iterate over every possibility which might not be that bad depending on how many strings you have.
For my own entertainment, I wrote a simple bin packing algorithm. I picked a simple algorithm which is to sort the input strings by length. Create a new bin. Put the first (longest remaining) string into the bin and then keep filling it up with the longest strings that will fit until no more strings will fit. Create a new bin, repeat. To test it, I allocate an array of strings of random lengths and use that as input. You can see the output visually here: http://jsfiddle.net/jfriend00/FqPKe/.
Running it a bunch of times, it gets a fill percentage of between 91-98%, usually around 96%. Obviously the fill percentage is higher if there are more short strings to fill with.
Here's the code:
function generateRandomLengthStringArrays(num, maxLen) {
var sourceChars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXY1234567890";
var sourceIndex = 0;
var result = [];
var len, temp, fill;
function getNextSourceChar() {
var ch = sourceChars.charAt(sourceIndex++);
if (sourceIndex >= sourceChars.length) {
sourceIndex = 0;
}
return(ch);
}
for (var i = 0; i < num; i++) {
len = Math.floor(Math.random() * maxLen);
temp = new String();
fill = getNextSourceChar();
// create string
for (var j = 0; j < len; j++) {
temp += fill;
}
result.push(temp);
}
return(result);
}
function packIntoFewestBins(input, maxLen) {
// we assume that none of the strings in input are longer than maxLen (they wouldn't fit in any bin)
var result = [];
// algorithm here is to put the longest string into a bin and
// then find the next longest one that will fit into that bin with it
// repeat until nothing more fits in the bin, put next longest into a new bin
// rinse, lather, repeat
var bin, i, tryAgain, binLen;
// sort the input strings by length (longest first)
input.sort(function(a, b) {return(b.length - a.length)});
while (input.length > 0) {
bin = new String(); // create new bin
bin += input.shift(); // put first one in (longest we have left) and remove it
tryAgain = true;
while (bin.length < maxLen && tryAgain) {
tryAgain = false; // if we don't find any more that fit, we'll stop after this iteration
binLen = bin.length; // save locally for speed/convenience
// find longest string left that will fit in the bin
for (i = 0; i < input.length; i++) {
if (input[i].length + binLen <= maxLen) {
bin += input[i];
input.splice(i, 1); // remove this item from the array
tryAgain = true; // try one more time
break; // break out of for loop
}
}
}
result.push(bin);
}
return(result);
}
var binLength = 60;
var numStrings = 100;
var list = generateRandomLengthStringArrays(numStrings, binLength);
var result = packIntoFewestBins(list, binLength);
var capacity = result.length * binLength;
var fillage = 0;
for (var i = 0; i < result.length; i++) {
fillage += result[i].length;
$("#result").append(result[i] + "<br>")
}
$("#summary").html(
"Fill percentage: " + ((fillage/capacity) * 100).toFixed(1) + "%<br>" +
"Number of Input Strings: " + numStrings + "<br>" +
"Number of Output Bins: " + result.length + "<br>" +
"Bin Legnth: " + binLength + "<br>"
);

Append an array's reverse to itself

I have created an array of color values which represents a smooth transition of colors from red to blue.
Now I want this array to take you from red to blue and back again. The obvious solution is to append the reverse of the array to the array.
I have written code to do it, but it isn't working as I understand it should. Instead, it's creating the reversed array, repeated. Instead of "Red to Blue, Blue to Red", it's going "Blue to Red, Blue To Red".
Clearly, there's some behavior of arrays in javascript that I haven't grasped yet.
What should I be doing?
My first attempt is this:
colors = colors.concat(colors.reverse());
Based on the first stackoverflow answer, I tried this:
var arrayCopy = colors;
arrayCopy.reverse();
colors = colors.concat(arrayCopy);
But this produces identical results!
For context, here's the surrounding code:
///////////////////////////////////////////////////////////
// Creating the array which takes you from Red to Blue
//
var colorSteps = 400;
var startColor = [255, 0, 0];
var endColor = [0, 127, 255];
var steps = new Array();
var j = 0;
for (j = 0; j < 3; ++j) {
steps[j] = (endColor[j] - startColor[j]) / colorSteps;
}
var colors = Array();
for (j = 0; j < colorSteps; ++j) {
colors[j] = [
Math.floor(startColor[0] + steps[0] * j),
Math.floor(startColor[1] + steps[1] * j),
Math.floor(startColor[2] + steps[2] * j)
];
}
////////////////////////////////////////////////////////
// Here's the bit where I'm trying to make it a mirror
// of itself!
//
// It ain't working
//
colors = colors.concat(colors.reverse());
///////////////////////////////////////////////////////
// Demonstrating what the colors are
//
j = 0;
var changeColorFunction = function () {
if (++j >= colors.length) {
j = 0;
}
var colorName = "rgb(" + colors[j][0] + ", " + colors[j][1] + ", " + colors[j][2] + ")";
debugText.style.background = colorName;
debugText.innerHTML = j;
}
setInterval(changeColorFunction, 10);
The problem with:
colors = colors.concat(colors.reverse());
... is that colors.reverse() mutates the colors array itself, meaning that you're appending a reversed array to an already-reversed array. Try this instead:
colors = colors.concat(colors.slice().reverse());
Copy your colors array to somewhere first. reverse changes the array itself, not merely returns a reverted one.
UPDATE
Code sample:
colors.concat(colors.slice(0).reverse());

Javascript Random problem?

var swf=["1.swf","2.swf","3.swf"];
var i = Math.floor(Math.random()*swf.length);
alert(swf[i]); // swf[1] >> 2.swf
This case ,Random output One number.
How to Random output two different numbers ?
var swf = ['1.swf', '2.swf', '3.swf'],
// shuffle
swf = swf.sort(function () { return Math.floor(Math.random() * 3) - 1; });
// use swf[0]
// use swf[1]
Even though the above should work fine, for academical correctness and highest performance and compatibility, you may want to shuffle like this instead:
var n = swf.length;
for(var i = n - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var tmp = swf[i];
swf[i] = swf[j];
swf[j] = tmp;
}
Credits to tvanfosson and Fisher/Yates. :)
You can use splice to remove the chosen element, then simply select another randomly. The following leaves the original array intact, but if that's not necessary you can use the original and omit the copy. Shown using a loop to demonstrate how to select an arbitrary number of times upto the size of the original array.
var swf=["1.swf","2.swf","3.swf"];
var elementsToChoose = 2;
var copy = swf.slice(0);
var chosen = [];
for (var j = 0; j < elementsToChoose && copy.length; ++j) {
var i = Math.floor(Math.random()*copy.length);
chosen.push( copy.splice(i,1) );
}
for (var j = 0, len = chosen.length; j < len; ++j) {
alert(chosen[j]);
}
I would prefer this way as the bounds are known (you are not getting a random number and comparing it what you already have. It could loop 1 or 1000 times).
var swf = ['1.swf', '2.swf', '3.swf'],
length = swf.length,
i = Math.floor(Math.random() * length);
firstRandom = swf[i];
// I originally used `delete` operator here. It doesn't remove the member, just
// set its value to `undefined`. Using `splice` is the correct way to do it.
swf.splice(i, 1);
length--;
var j = Math.floor(Math.random() * length),
secondRandom = swf[j];
alert(firstRandom + ' - ' + secondRandom);
Patrick DW informed me of delete operator just leaving the value as undefined. I did some Googling and came up with this alternate solution.
Be sure to check Tvanfosson's answer or Deceze's answer for cleaner/alternate solutions.
This is what I would do to require two numbers to be different (could be better answer out there)
var swf=["1.swf","2.swf","3.swf"];
var i = Math.floor(Math.random()*swf.length);
var j;
do {
j = Math.floor(Math.random()*swf.length);
} while (j === i);
alert(swf[i]);
alert(swf[j]);
Edit: should be j===i

Categories

Resources