unable to applyMatrix in three.js - javascript

I am trying to run an animation from a JSON file. I am using a custom JSON loader, (i.e. not the one included with three.js).
So I have an object named frames, which contain many frames, all of them have shape information, and a simulation_matrix, which contains data required for animation in the form of a 4by4 transformation matrix(generated from a python script).
So I am using this code for animation ..
and this is a sample JSON script to load.
// This method is for adding static shapes
// This works perfectly fine ..
parent.add_shape = function(frame)
{
var material = new THREE.MeshLambertMaterial({
color: frame.shape.color,
wireframe: true,
wireframeLinewidth: 0.1,
opacity: 0.5
})
var geometry = new THREE.CylinderGeometry(frame.shape.radius,frame.shape.radius,frame.shape.height,50,50);
// mesh_dict dictionary maps a mesh(shape) to its frame
parent.mesh_dict[frame] = new THREE.Mesh(geometry,material);
var init_orientation = frame.simulation_matrix[0];
var orienter = new THREE.Matrix4();
orienter.elements = [];
//Since simulation_matrix is generated from python, it is a
// list of lists, We need to push it to the elemens of Matrix4 manually ..
for(var i in init_orientation)
{
for(var j in init_orientation[i])
{
orienter.elements.push(init_orientation[i][j]) ;
}
}
parent.mesh_dict[frame].applyMatrix(new THREE.Matrix4());
parent.mesh_dict[frame].applyMatrix(orienter);
parent.scene.add(parent.mesh_dict[frame]);
parent.renderer.render(parent.scene,parent.camera);
}
// This method basically takes the meshes defined in add_shape, and
// applies simulation matrix to it, and requests animation frame for
// animation.
parent.animate = function()
{
for(var frame in JSONObj.frames)
{
// defining simulation_matrix in a var.
var matrix = JSONObj.frames[frame].simulation_matrix[parent.animation_counter];
var animation_matrix = new THREE.Matrix4();
animation_matrix.elements = [];
// pushing it to a Matrix4
for(var i in matrix)
{
for(var j in matrix[i])
{
animation_matrix.elements.push(matrix[i][j]) ;
}
}
console.log(animation_matrix);
console.log(animation_matrix.elements);
// Making sure we are not applying matrix to the earlier transform
//mesh_dict is a dictionary of meshes, used in creating shapes,mapped to the
//frame which contains them
parent.mesh_dict[JSONObj.frames[frame]].applyMatrix(new THREE.Matrix4());
// now applying transform, after setting to identity matrix ...
parent.mesh_dict[JSONObj.frames[frame]].applyMatrix(animation_matrix);
}
console.log(parent.animation_counter);
//update timestep ...
parent.animation_counter++;
// This is to loop over again and again ...
// assuming 10 animations frames
if(parent.animation_counter == 10){ parent.animation_counter = 0; }
requestAnimationFrame(parent.animate);
}
The problem is that I am able to create the multiple shapes, but when I apply simulation matrix to them in the loop, only one of them is animating, that too in very unexpected manner.

Well I have figured out what was wrong. Somehow, all the dictionary parent.mesh_dict[] keys were mapped to a same single object, instead of all objects as required. Now I debugged it, and it is working like a charm. Also your point is valid #WestLangley, as I now use mesh.matrix.identity() to get things done. Thanks, I will close this question now.

Related

Cesium JS - Accessing primitive attributes without using id

So essentially, I have a function that draws a colored rectangle at every globe coordinate point via coordinate and color arrays. (Frequency means new rectangle every x coordinates)
//Given an array of coordinates, respective colors, and level of detail,
//Draws heatmap on the globe
function DrawMapGivenArrays(CoordinateArray, Colors, frequency)
{
var instances = [];
for(var i = 0; i < CoordinateArray.length; i++)
{
var Cartesian1 = new Cesium.Cartesian3.fromDegrees(CoordinateArray[i].lon,
CoordinateArray[i].lat);
var Cartesian2 = new Cesium.Cartesian3.fromDegrees(CoordinateArray[i].lon+frequency,
CoordinateArray[i].lat-frequency);
var CartesianArray = Array();
CartesianArray.push(Cartesian1);
CartesianArray.push(Cartesian2);
var newPrim = new Cesium.GeometryInstance
({
geometry : new Cesium.RectangleGeometry
({
rectangle : Cesium.Rectangle.fromCartesianArray(CartesianArray),
vertexFormat: Cesium.PerInstanceColorAppearance.VERTEX_FORMAT
}),
attributes :
{
color : Cesium.ColorGeometryInstanceAttribute.fromColor(Colors[i])
},
id: "Rectangle" + i,
});
instances.push(newPrim);
numberOfRectangles++;
}
var primitive = new Cesium.Primitive
({
releaseGeometryInstances : false,
geometryInstances : instances,
appearance : new Cesium.PerInstanceColorAppearance(),
});
scene.primitives._primitives[1] = primitive;
}
That works fine.. After I draw the map, I'm using this small function below to individually edit the color of one rectangle. (I call this for every rectangle to change all of them).
//Changes the color of a rectangle primitive given its unique id and a color value
function setPrimitiveRectangle(id, color)
{
var CesiumColor = Cesium.ColorGeometryInstanceAttribute.toValue(color);
scene.primitives._primitives[1].getGeometryInstanceAttributes(id).color = CesiumColor; //this line is 10x slower for every instance after it runs the 1st time
//".getGeometryInstanceAttributes(id)" This specific phrase runs 10x slower after 1st instance
}
That works as well. But, for some reason, it has issues.
For example, when I re-color all of the rectangles the first time, it runs very fast. However, every time I re-fun that function again after the first time, it's 10x slower. I narrowed it down to the phrase that was giving me problems( ".getGeometryInstanceAttributes(id)" ).
I tried to circumvent calling the get function by modifying color values directly with this: (Where i is iterating over every rectangle).
viewer.scene.primitives._primitives[1].geometryInstances[i].attributes.color.value[0] = 0;
viewer.scene.primitives._primitives[1].geometryInstances[i].attributes.color.value[1] = 0;
viewer.scene.primitives._primitives[1].geometryInstances[i].attributes.color.value[2] = 0;
viewer.scene.primitives._primitives[1].geometryInstances[i].attributes.color.value[3] = 0;
Once I do this, I can check in chrome and see that the values located at those areas changed, however, the colors of the rectangles do not update.
I don't understand why ".getGeometryInstanceAttributes(id)" runs 10x slower after it's called the first time, and why I cannot directly modify viewer.scene.primitives._primitives[1].geometryInstances[i].attributes.color.value[0].
Thanks

How can I pass a geometry to the Map function in GEE?

I am trying to use the Map function in Google Earth Engine to clip an ImageCollection to a geometry. I have multiple areas of interest (AOIs) and thus would like to apply a generic clip function multiple times (for each AOI). However, when I create a function with two parameters (the image and the geometry) to map over, I get the error image.clip is not a function. When using the function with just one parameter (the image), it works just fine, but then I need to write two (or possible more) functions to do exactly the same task (i.e. clipping an image to a certain geometry).
I have tried the solutions in this post, but they do not work.
Any ideas on how to solve this issue?
Code:
// Get NTL data
var ntl = ee.ImageCollection("NOAA/VIIRS/DNB/MONTHLY_V1/VCMSLCFG");
// Define start and end year
var startYear = 2015;
var endYear = 2018;
// Filter montly and select 'avg_rad' band
var ntlMonthly = ntl.filter(ee.Filter.calendarRange(startYear, endYear, 'year'))
.filter(ee.Filter.calendarRange(1,12,'month'))
.select(['avg_rad']);
// Create geometries of AOIs
// -- Create a geometry of Venezuela
var geomVenezuela = ee.Geometry.Rectangle([-73.341258, 13.363291, -59.637555, -0.372893]);
// -- Create a geometry of Caracas (Venezuela's capital)
var geomCaracas = ee.Geometry.Rectangle([-67.062383, 10.558489, -66.667078, 10.364908]);
// Functions to crop to Venezuela (nationwide) and Caracas (local) resp.
var clipImageToGeometry = function(image, geom) {
return image.clip(geom);
}
// Apply crop function to the ImageCollection
var ntlMonthly_Venezuela = ntlMonthly.map(clipImageToGeometry.bind(null, geomVenezuela));
var ntlMonthly_Caracas = ntlMonthly.map(clipImageToCaracas.bind(null, geomCaracas));
// Convert ImageCollection to single Image (for exporting to Drive)
var ntlMonthly_Venezuela_image = ntlMonthly_Venezuela.toBands();
var ntlMonthly_Caracas_image = ntlMonthly_Caracas.toBands();
// Check geometry in map
Map.addLayer(geomCaracas, {color: 'red'}, 'planar polygon');
Map.addLayer(ntlMonthly_Caracas_image);
// Store scale (m. per pixel) in variable
var VenezuelaScale = 1000;
var CaracasScale = 100;
// Export the image, specifying scale and region.
Export.image.toDrive({
image: ntlMonthly_Caracas_image,
description: 'ntlMonthly_Caracas_'.concat(startYear, "_to_", endYear),
folder: 'GeoScripting',
scale: CaracasScale,
fileFormat: 'GeoTIFF',
maxPixels: 1e9
});
If I understood your question correctly:
If you want to crop each image in the ImageCollection to a geometry, you could just do
var ntlMonthly_Venezuela = ntlMonthly.map(function(image){return ee.Image(image).clip(geomVenezuela)})
And just repeat for other AOIs.
If you wan to cast it into a function:
var clipImageCollection = function(ic, geom){
return ic.map(function(image){return ee.Image(image).clip(geom)})
}
// Apply crop function to the ImageCollection
var ntlMonthly_Venezuela = clipImageCollection(ntlMonthly, geomVenezuela);
var ntlMonthly_Caracas = clipImageCollection(ntlMonthly, geomCaracas);

Three.js: Looking to spawn objects and animate the objects on a curve

I am trying to spawn a set of objects on a setInterval and give each of these objects their own animation on a path (currently using requestAnimationFrame to do so). I managed to add one object and animate this on a path. With this code:
var psGeometry = new THREE.PlaneGeometry(3,2,10,1);
var psPlane = new THREE.Mesh(psGeometry, new THREE.MeshBasicMaterial({color:0x0000ff}));
scene.add(psPlane);
function animatePaper(obj = psPlane, offset= 0.007)
{
if(counter <=( 1-obj.geometry.vertices.length/2 *offset))
{
for (var i=0; i < obj.geometry.vertices.length/2; i++)
{
obj.geometry.vertices[i].y = curvePath.getPoint(counter + i * offset).y;
obj.geometry.vertices[i].z = -0.5;
obj.geometry.vertices[i + obj.geometry.vertices.length/2].y = curvePath.getPoint(counter + i * offset).y;
obj.geometry.vertices[i + obj.geometry.vertices.length/2].z = -2.5;
obj.geometry.vertices[i].x = curvePath.getPoint(counter + i * offset).x;
obj.geometry.vertices[i + obj.geometry.vertices.length/2].x = curvePath.getPoint(counter + i * offset).x;
}
obj.geometry.verticesNeedUpdate = true;
counter += 0.005;
}
else{
console.log("Removing...");
scene.remove(obj);
}
}
function animate() {
requestAnimationFrame(animate);
animatePaper(psPlane, 0.007);
render();
}
Example can be found here: jsfiddle.net.
Since this animates the object along the curvePath (see jsfiddle example), I figured that spawning these objects on an interval and applying the above code should work. Wrong!.
I tried: creating a function spawning objects and applying the above code:
setInterval(drawSheets, 1000);
function drawSheets()
{
var psGeometry = new THREE.PlaneGeometry(3,2,10,1);
var psPlane = new THREE.Mesh(psGeometry, new THREE.MeshBasicMaterial({color:0x0000ff}));
scene.add(psPlane);
setInterval(function(){animatePaper(psPlane, 0.007);}, 30);
}
I also tried on the basis of this answer:
setInterval(objArray.forEach(function(obj){setInterval(function(){animatePaper(obj);},300);}), 3000);
Expected:
Spawning multiple objects on an interval and animate each of these objects seperately over a curve.
Hopefully anyone could help me out! Cheers.
Version: Three.js r82
** EDIT: ** Small refinement. After another small test (jsfiddle). I found out that when I use setInterval on a function, it shares the same variable (thus speeding up the animation). Since this is part of the problem I would like to ask if someone knows how to make these variables local to an object.
Consider creating an array containing each of your Path and Plane objects (or perhaps one array for Paths and one array for Planes) along with their distinctive offsets or other values, then loop though these in an update function in your animation loop, running each through your animatePaper function.
In pseudo code:
var planesAndMeshesArray = [
{ path1 : (your plane here), plane1 : (your curved mesh here), offset : (an offset value), extrudeSettings : (your settings object here) },
{ path2 : (your plane here), plane2 : (your curved mesh here), offset : (an offset value), extrudeSettings : (your settings object here) },
{ path3 : (your plane here), plane3 : (your curved mesh here), offset : (an offset value), extrudeSettings : (your settings object here) },
...]
- create a loop to write the above array with random values in an appropriate range to suit the effects you're looking for
- loop through the above array to add each of the meshes and planes to the scene
function update() {
- update each object by looping through the above array through your `animatePaper` function. It works as a handy set of pointers to each of the objects in your scene - if you change them in the array, they will change in your scene.
- also update your controls
}
function animate() {
requestAnimationFrame(animate);
update();
render();
}
Going one step further, you can write object-oriented Javascript to create each of your curve-and-paper objects. I'd recommend starting with the array first and adding further complexity as needed.

Efficiently concatenating large serially produced arrays

I am combining many long arrays (80 arrays of 80,000 elements each, eventually more) into several single arrays (8 arrays of 1,600,000 elements each) to be uploaded as attributes in a Three.js BufferGeometry. I struggled to get the process efficient enough not to freeze the browser. I'm past that point, but it is still painfully slow. Is there any approach that might speed this up - optimizations I should consider? I tried using push.apply, which sped the process considerably, but eventually exceeded the call stack. I'm currently working with concat, but wonder if converting the process to strings or another data structure, and then back again might help? Other ideas? I'm all ears.
Here are the code blocks in question:
var motifMinBufferSize = 80000;
function setMinimumBufferSize( pointCloudAttributeArray, itemSize, fillValue ) {
// buffers cannot be resized once they've been sent to the graphics card, so I am emulating resizing by setting a minimum buffer size that exceeds the number of vertex positions in the largest known point cloud.
supplementalArray.fill( fillValue );
var fullArray = pointCloudAttributeArray.concat( supplementalArray );
return fullArray;
}
function flattenVertexArray( array ) {
var flattenedArray = [];
for ( var i = 0; i < array.length; i++ ) {
flattenedArray.push( array[i].x, array[i].y, array[i].z );
}
return flattenedArray;
}
function concatArrays( gridArray, motifArray ) {
var newGridArray = [];
newGridArray = gridArray.concat( motifArray );
return newGridArray;
}
function compileGridOfPointCloudAttributes( ... ) {
...code to compile the attributes for a BufferGeometry representing a grid of point clouds...
// Skipping ahead in the function:
for ( var i = 0; i < 80; i++ ) {
...
// I have 8 of these attributes that gradually accumulate representing 80,000 values each for 80 different particle clouds:
var position = flattenVertexArray( motif.position );
var aGridPosition = flattenVertexArray ( motif.aGridPosition );
pointCloudGridAttributes.aPointCloudIDPerVertex = concatArrays( pointCloudGridAttributes.aMotifIDPerVertex, setMinimumBufferSize( motif.aPointCloudIDPerVertex, 1, 0 ) );
pointCloudGridAttributes.position = concatArrays( pointCloudGridAttributes.position, setMinimumBufferSize( position, 3, gridDimensions.gridWidth ) );
pointCloudGridAttributes.aGridPosition = concatArrays( pointCloudAttributes.aGridPosition, setMinimumBufferSize( motif.aGridPosition, 1, 0 ) );
...continue like this for 5 more attributes...
}
}
Context:
I'm making a visualization with Three.js composed of 80 or so particle clouds, each with a unique number of points (50,000+ points per cloud) and all composed into a single BufferGeometry for efficient rendering. I periodically swap out on point cloud for another, but learned that the buffers in a buffer geometry are not resizable once they are implemented, so I now have a a fixed, oversized section of the array dedicated to each point cloud.

THREE.js line drawn with BufferGeometry not rendering if the origin of the line isn't in the camera's view

I am writing a trace-line function for a visualization project that requires jumping between time step values. My issue is that during rendering, the line created using THREE.js's BufferGeometry and the setDrawRange method, will only be visible if the origin of the line is in the camera's view. Panning away will result in the line disappearing and panning toward the origin of the line (usually 0,0,0) will make it appear again. Is there a reason for this and a way around it? I have tried playing around with render settings.
The code I have included is being used in testing and draws the trace of the object as time progresses.
var traceHandle = {
/* setup() returns trace-line */
setup : function (MAX_POINTS) {
var lineGeo = new THREE.BufferGeometry();
//var MAX_POINTS = 500*10;
var positions = new Float32Array( MAX_POINTS * 3 ); // 3 vertices per point
lineGeo.addAttribute('position', new THREE.BufferAttribute(positions, 3));
var lineMaterial = new THREE.LineBasicMaterial({color:0x00ff00 });
var traceLine = new THREE.Line(lineGeo, lineMaterial);
scene.add(traceLine);
return traceLine;
},
/****
* updateTrace() updates and draws trace line
* Need 'index' saved globally for this
****/
updateTrace : function (traceLine, obj, timeStep, index) {
traceLine.geometry.setDrawRange( 0, timeStep );
traceLine.geometry.dynamic = true;
var positions = traceLine.geometry.attributes.position.array;
positions[index++]=obj.position.x;
positions[index++]=obj.position.y;
positions[index++]=obj.position.z;
// required after the first render
traceLine.geometry.attributes.position.needsUpdate = true;
return index;
}
};
Thanks a lot!
Likely, the bounding sphere is not defined or has radius zero. Since you are adding points dynamically, you can set:
traceLine.frustumCulled = false;
The other option is to make sure the bounding sphere is current, but given your use case, that seems too computationally expensive.
three.js r.73

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