I'm trying to implement Stemkoskis excellent particle engine (http://stemkoski.github.io/Three.js/Particle-Engine.html) but with multiple instances of his "class". But the problem is that when adding multiple instances, all other instances gets the last added instances properties regarding tween size (sizeTween)
Here is his source:
http://stemkoski.github.io/Three.js/js/ParticleEngine.js
And instantiation:
http://stemkoski.github.io/Three.js/js/ParticleEngineExamples.js
I've tried to google up my knowledge about so called "classes" in javascript and all seems to make sense with the Tween instantiation class and all "classes" are using the 'this' pointer. But still it doesn't make sense that I cannot instantiate two different objects. I wonder if it has something to do with the shaders, but that doesn't make sense either since I can instantiate two different types of particles but it seems to be the Tween that stays the same.
I just wonder if someone can give me a hint if there are some issues with his code that makes multiple instances fail to be unique? (I've tried with Fireball and Snow (in the demo).
Any hint would be great. Spent 8 hours today and I still don't get it.
Here is my code where I use the code from ParticleEngine.js file.
// Clouds
var cloud = new Cloud();
cloud.Create(0,0,0, 4, scene);
objects.push(cloud); // this makes the Draw function gets called in each instance
// Sun
var sun = new Sun();
sun.Create(0,200,0, scene);
objects.push(sun); // this makes the Draw function gets called in each instance
// My own classes
// Baseclass
function Object3D() {
this.mesh;
Object3D.prototype.GetObject = function() {
return this.mesh;
};
Object3D.prototype.Draw = function() {
//draw object
};
}
// Class that creates the snow
function Cloud() {
Object3D.call(this);
Cloud.prototype.Create = function(x ,y ,z, s, scene) {
var engine = new ParticleEngine();
engine.setValues(
{positionStyle : Type.CUBE,
positionBase : new THREE.Vector3( 0, 0, 0 ),
positionSpread : new THREE.Vector3( 200, 0, 200 ),
positionRadius : 0.1,
velocityStyle : Type.CUBE,
velocityBase : new THREE.Vector3( 0, -300, 0 ),
velocitySpread : new THREE.Vector3( 150, 20, 150 ),
accelerationBase : new THREE.Vector3( 0, -5,0 ),
sizeTween : new Tween( [0, 0.25], [1, 10] ),
colorBase : new THREE.Vector3(0.66, 1.0, 0.9), // H,S,L
opacityTween : new Tween( [2, 3], [0.8, 0] ),
blendStyle : THREE.AdditiveBlending,
angleBase : 0,
angleSpread : 720,
angleVelocityBase : 0,
angleVelocitySpread : 60,
particleTexture : THREE.ImageUtils.loadTexture( 'textures/snowflake.png' ),
particlesPerSecond : Math.random()*50+100,
particleDeathAge : 10.5,
// emitterDeathAge : 60
});
engine.initialize();
this.engine = engine;
};
Cloud.prototype.Draw = function(time) {
this.engine.update(time * 0.00005);
};
}
Cloud.prototype = new Object3D();
Cloud.prototype.constructor = Cloud;
// Class that creates the fireball effect
function Sun() {
Object3D.call(this);
Sun.prototype.Create = function(x, y, z, scene) {
var sunEngine = new ParticleEngine();
sunEngine.setValues(
{
positionStyle : Type.SPHERE,
positionBase : new THREE.Vector3(0, 200, 0),
positionRadius : 2,
sizeTween : new Tween( [0, 0.4], [1, 150] ),
opacityTween : new Tween( [0.7, 1], [1, 0] ),
colorBase : new THREE.Vector3(0.02, 1, 0.4),
blendStyle : THREE.AdditiveBlending,
velocityStyle : Type.SPHERE,
speedBase : 40,
speedSpread : 8,
particleTexture : THREE.ImageUtils.loadTexture( 'textures/smokeparticle.png' ),
particlesPerSecond : 60,
particleDeathAge: 1.5,
//emitterDeathAge : 60
});
sunEngine.initialize();
this.sunEngine = sunEngine;
};
Sun.prototype.Draw = function(time) {
this.sunEngine.update(time * 0.00005 );
};
}
Sun.prototype = new Object3D();
Sun.prototype.constructor = Sun;
In the first instance (Cloud/Snow) I set:
sizeTween : new Tween( [0, 0.25], [1, 10] ),
And then I initiate the "Sun" class with this property:
sizeTween : new Tween( [0, 0.4], [1, 150] ),
And the clouds, initiated first, gets the same values for sizeTween as the last added one. And this is the core problem I've got.
Related
In three.js I have created an ellipseCurve for which I want to extrude and make 3d.
CODE USE TO MAKE THIS:
var curve = new THREE.EllipseCurve(
0, 0, // ax, aY
10, 13.3, // xRadius, yRadius
0, 2 * Math.PI, // aStartAngle, aEndAngle
false, // aClockwise
0 // aRotation
);
var path = new THREE.Path( curve.getPoints( 100 ) );
var geometrycirc = path.createPointsGeometry( 50 );
var materialcirc = new THREE.LineBasicMaterial( {
color : 0xff0000
} );
// Create the final object to add to the scene
var ellipse = new THREE.Line( geometrycirc, materialcirc );
this.scene.add( ellipse );
I want to use this ellipseCurve as a basis to create an extruded shape similar to these examples.
https://threejs.org/examples/#webgl_geometry_extrude_splines
These examples seem to use vectors to do this, so I assume I need to convert the curve into one.
I am not sure how to do this since I have been unable to find references on this matter.
Any help to do this?
UPDATE: 22/03/2017
Right so I tried to implement the same method of extrusion as found on:
https://threejs.org/examples/#webgl_geometry_extrude_splines
I was able to but this spline into my scene:
HERE IS THE CODE TO DO THIS:
/////////////////////////////////////////////////////////////////////////
// My line curve //
/////////////////////////////////////////////////////////////////////////
var curve = new THREE.EllipseCurve(
0, 0, // ax, aY
10, 13.3, // xRadius, yRadius
0, 2 * Math.PI, // aStartAngle, aEndAngle
false, // aClockwise
0 // aRotation
);
var path = new THREE.Path( curve.getPoints( 100 ) );
var geometrycirc = path.createPointsGeometry( 50 );
var materialcirc = new THREE.LineBasicMaterial( {
color : 0xff0000
} );
// Create the final object based on points and material
var ellipse = new THREE.Line( geometrycirc, materialcirc );
this.scene.add( ellipse );
////////////////////////////////////////////////////////////////////////
// Example of sample closed spine //
////////////////////////////////////////////////////////////////////////
var sampleClosedSpline = new THREE.CatmullRomCurve3( [
new THREE.Vector3( 0, -40, -40 ),
new THREE.Vector3( 0, 40, -40 ),
new THREE.Vector3( 0, 140, -40 ),
new THREE.Vector3( 0, 40, 40 ),
new THREE.Vector3( 0, -40, 40 )
] );
sampleClosedSpline.type = 'catmullrom';
sampleClosedSpline.closed = true;
//////////////////////////////////////////////////////////////////////////////
// Extrusion method to covert the spline/vector data into 3d object //
//////////////////////////////////////////////////////////////////////////////
// I used this method and have tried the following properties but these do not work
//
// var tube = new THREE.TubeBufferGeometry( curve, 12, 2, 20, true);
//
// 1. ellipse.clone()
// 2. geometrycirc.clone()
// 3. materialcirc.clone()
// 4. path.clone()
// 5. curve
//
// Therefore I am either doing something wrong or there must be a further process that needs
// to be implemented.
// this works as standard
var tube = new THREE.TubeBufferGeometry( sampleClosedSpline, 12, 2, 20, true);
var tubeMesh = THREE.SceneUtils.createMultiMaterialObject( tube, [
new THREE.MeshLambertMaterial( {
color: 0xffffff
} ),
new THREE.MeshBasicMaterial( {
color: 0xff00ff,
opacity: 0.3,
wireframe: true,
transparent: true
} ) ] );
tubeMesh.scale.set( .2, .2, .2 );
this.scene.add( tubeMesh );
///////////////////////////////////////////////////////////////////////////////
So when I place the spline property for the one that I have created i get a black screen and the following error msgs:
var curve;
and the other variables used (refer to code to see what I have tried)
EDIT: 23/03/2017
WestLangley's method was the ideal solution
You want to create a TubeGeometry or TubeBufferGeometry in the shape of an ellipse.
Here is one way to do it that is general enough for others to use, too.
First, create a new class that defines your path:
// Ellipse class, which extends the virtual base class Curve
class Ellipse extends THREE.Curve {
constructor( xRadius, yRadius ) {
super();
// add radius as a property
this.xRadius = xRadius;
this.yRadius = yRadius;
}
getPoint( t, optionalTarget = new THREE.Vector3() ) {
const point = optionalTarget;
var radians = 2 * Math.PI * t;
return new THREE.Vector3( this.xRadius * Math.cos( radians ),
this.yRadius * Math.sin( radians ),
0 );
}
}
Then create the geometry from the path.
// path
var path = new Ellipse( 5, 10 );
// params
var pathSegments = 64;
var tubeRadius = 0.5;
var radiusSegments = 16;
var closed = true;
var geometry = new THREE.TubeBufferGeometry( path, pathSegments, tubeRadius, radiusSegments, closed );
Super easy. :)
Fiddle: http://jsfiddle.net/62qhxags/
three.js r.129
I'm trying to build a Mesh with holes from an original Shape and then an ExtrudedGeometry. The problem is that the holes I add always go trough the whole height of the resulting Mesh. Is there any way to make the holes shorter in height, so in the end these don't go across the whole shape?
Reference code for the shape to extruded:
var heartShape = new THREE.Shape();
heartShape.moveTo( 25, 25 );
heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
blah
var innerCircle = new THREE.Path();
innerCircle.moveTo(blah);
heartShape.holes.push(innerCircle);
var extrudeSettings = { amount: 8, bevelEnabled: true, bevelSegments: 2, steps: 2, bevelSize: 1, bevelThickness: 1 };
var geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
var mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial() );
Thanks!
There is no separate argument for hole depth in THREE.ExtrudeGeometry. You will need two separate operations to solve it.
One solution could be to "plug" it with another extrude based on your inner circle path (convert to Shape first).
var extrudeSettingsForPlug = { amount: 4, bevelEnabled: true, bevelSegments: 2, steps: 2, bevelSize: 1, bevelThickness: 1 };
var geometry = new THREE.ExtrudeGeometry( innerCircleShape, extrudeSettingsForPlug );
I am currently playing with ThreeJS decals. I have been able to put a beautiful stain on my sphere.
Here is the piece of code I use to "apply" the decal on my sphere. (I have some custom classes, but don't worry about this.
// Create sphere
var mainMesh = new THREE.Mesh(
new THREE.SphereGeometry(7, 16, 16),
new THREE.MeshBasicMaterial({ color: 0x00a1fd })
);
// Declare decal material
var decalMaterial = new THREE.MeshPhongMaterial({
color : 0xff0000,
specular : 0x444444,
map : TextureLoader.instance.getTexture('http://threejs.org/examples/textures/decal/decal-diffuse.png'),
normalMap : TextureLoader.instance.getTexture('http://threejs.org/examples/textures/decal/decal-normal.jpg'),
normalScale : new THREE.Vector2( 1, 1 ),
shininess : 30,
transparent : true,
depthTest : true,
depthWrite : false,
polygonOffset : true,
polygonOffsetFactor : -4,
wireframe : false
});
// Create decal itself
var decal = new THREE.Mesh(
new THREE.DecalGeometry(
mainMesh,
new THREE.Vector3(0, 2.5, 3),
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(8, 8, 8),
new THREE.Vector3(1, 1, 1)
),
decalMaterial.clone()
);
// Add mesh + decal + helpers
scene.add(
mainMesh,
new THREE.HemisphereLight(0xffffff, 0, 1),
decal,
new THREE.WireframeHelper(decal, 0xffff00)
);
decal.add(new THREE.BoxHelper(decal, 0xffff00));
Now, I woud like to move this stain on my sphere, and thus, update the geometry of my decal.
Unfortunately, when I call decal.geometry.computeDecal(), the mesh of the decal does not update. I can't find any solution about this.
function moveDecal()
{
decal.translateX(1);
decal.geometry.computeDecal();
};
According to the DecalGeometry class, the function computeDecal already set to true various members required to update vertices, colors, UVs, ....
this.computeDecal = function() {
// [...]
this.verticesNeedUpdate = true;
this.elementsNeedUpdate = true;
this.morphTargetsNeedUpdate = true;
this.uvsNeedUpdate = true;
this.normalsNeedUpdate = true;
this.colorsNeedUpdate = true;
};
Thank you for your help ! :D
PS : ThreeJS r80
You are trying to update vertices of your geometry.
You can change the value of a vertex componnent,
geometry.vertices[ 0 ].x += 1;
but you can't add new veritices
geometry.vertices.push( new THREE.Vector3( x, y, z ) ); // not allowed
or assign a new vertex array
geometry.vertices = new_array; // not allowed
after the geometry has been rendered at least once.
Similalry, for other attributes, such as UVs.
For more info, see this answer: verticesNeedUpdate in Three.js.
three.js r.80
I'm on r68 and I'm trying to find an example of someone creating a rectangular pyramid which I can apply THREE.MeshFaceMaterial() to, most of the examples seem fairly out of date and throw errors with my current build.
I just need to be able to
Texturise each face
Rotate it so the rectangular face is at the -y position
Thanks in advance!
The accepted answer works only for pyramids with a base that has equal sides. In case you want a pyramid with a rectangular foot you can do like this:
var geometry = new THREE.Geometry();
geometry.vertices = [
new THREE.Vector3( 0, 0, 0 ),
new THREE.Vector3( 0, 1, 0 ),
new THREE.Vector3( 1, 1, 0 ),
new THREE.Vector3( 1, 0, 0 ),
new THREE.Vector3( 0.5, 0.5, 1 )
];
geometry.faces = [
new THREE.Face3( 0, 1, 2 ),
new THREE.Face3( 0, 2, 3 ),
new THREE.Face3( 1, 0, 4 ),
new THREE.Face3( 2, 1, 4 ),
new THREE.Face3( 3, 2, 4 ),
new THREE.Face3( 0, 3, 4 )
];
Now you have a pyramid geometry with a square base of 1 x 1 and a height of 1. By applying a scaling matrix we can make this pyramid to any desired width/length/height combination:
var transformation = new THREE.Matrix4().makeScale( width, length, height );
geometry.applyMatrix( transformation );
This can also be wrapped in a custom Pyramid geometry class so you can use it like this:
new THREE.Pyramid( width, length, height );
As #WestLangley stated, using a THREE.CylinderGeometry() to do this is the correct way, here's how I did mine
var geometry = new THREE.CylinderGeometry( 1, TILE_SIZE*3, TILE_SIZE*3, 4 );
var material = new THREE.MeshBasicMaterial( {color: 0xffff00 , wireframe:true} );
var cylinder = new THREE.Mesh( geometry, material );
this.scene.add( cylinder );
Works perfect!
Use ConeBufferGeometry geometry and change radialSegments to 4
BufferGeometry are faster than normal Geometry
Other parameters you can tweak:
ConeBufferGeometry(radius : Float, height : Float, radialSegments : Integer, heightSegments : Integer, openEnded : Boolean, thetaStart : Float, thetaLength : Float)
Result:
Live Demo:
https://threejs.org/docs/#api/en/geometries/ConeBufferGeometry
I'm having an issue, how can I obtain a kind of "open ring" like the torus but squared?
I tried with a shape plus a path as a hole:
var arcShape = new THREE.Shape();
arcShape.moveTo( 40, 0 );
arcShape.arc( 0, 0, 40, 0, 2*Math.PI, false );
var holePath = new THREE.Path();
holePath.moveTo( 30,0 )
holePath.arc( 0, 0, 30, 0, 2*Math.PI, true );
And until now, making a mesh:
new THREE.Mesh( arcShape.extrude({ amount: 5, bevelEnabled: false }), MATERIAL );
it works, but how to make a middle ring? I mean, with:
var arcShape = new THREE.Shape();
arcShape.moveTo( 40, 0 );
arcShape.arc( 0, 0, 40, 0, Math.PI, false );
var holePath = new THREE.Path();
holePath.moveTo( 30,0 );
holePath.arc( 0, 0, 30, 0, Math.PI, true );
It works, but it remains a subtle face between the terminal parts... is there a way to make it completely open?
Rather than start from square one, try changing the parameters in the Torus geometry constructor:
// Torus geometry parameters:
// radius of entire torus,
// diameter of tube (should be less than total radius),
// segments around radius,
// segments around torus ("sides")
var torusGeom = new THREE.TorusGeometry( 25, 10, 4, 4 );