How to access Object3D material after adding the GLTF - colors

I want to duplicate my GLTF models with different positions/colors dynamically, to do so I have done:
const L_4_G = new Object3D();
...
const multiLoad_4 = (result, position) => {
const model = result.scene.children[0];
model.position.copy(position);
model.scale.set(0.05, 0.05, 0.05);
//
L_4_G.add(model.clone())
scene.add(model);
};
...
function duplicateModel4() {
L_4_G.translateX(-1.2)
L_4_G.translateY(0.0)//0.48
L_4_G.translateZ(1.2)
L_4_G.rotateY(Math.PI / 2);
scene.add(L_4_G);
}
I didn't find out how can I change the Object3D color from the documentation, can you please tell me how can I do that? thanks in advance.
Here is the full code that I'm using, and here are the models
Update
I have seen this solution, to store a set of colors in the object's userData and choose the color later:
L_2_G.userData.colors = {green : #00FF00, red : ..., ...}
L_2_G.children[0].material.color(userData.colors["green"])
But I'm getting an error that children[0] undefined, but I can see that this object has a child and a material, and color via the console: console.log(L_2_G.children), console.log(L_2_G.children.length)--> 0
Also I have tried getObjectByName as explained here:
scene.getObjectByName(name).children[0].material.color.set(color);
which also reslts: children[0] is undefined, scene.getObjectByName(name).children.length is 0.

THREE.Object3D is a base class for anything that can go in a scene graph, including lights, cameras, and empty objects. Not all Object3D instances have geometry or materials. You may be looking for the THREE.Mesh subclass which does have materials and colors.
In general, code like getObjectByName(...) and model = result.scene.children[0] is very content-specific. The file might contain many nested objects, and .children[0] just grabs the first part. It's usually best to traverse the scene graph instead, looking for the objects you want to modify (e.g. looking for all Meshes, or Meshes with a particular name).
const model = result.scene;
model.traverse((object) => {
if (object.isMesh) {
object.material.color.setHex( 0x404040 );
}
});
Then you can either add the entire group to your scene (scene.add(model)), or just add parts of it. Keep in mind that adding meshes to a new parent removes them from their previous parent, and you shouldn't do that while traversing the previous parent. Instead you can make a list of meshes, and add them in a second step:
const meshes = [];
result.scene.traverse((object) => {
if (object.isMesh) {
meshes.push(object);
}
});
for (const mesh of meshes) {
scene.add(mesh);
}
Finally, the position of an object is inherited from its parents. By removing the object from its original parents you might change its position in the scene. If you are planing to assign a new position to the object anyway, that is fine.

Related

How to get position of clicked icon on cesium map

I am trying to draw circles around an icon that is selected via clicking. My current code is:
this.handler.setInputAction(function(click) {
var pickedObjects = viewer.scene.drillPick(click.Position);
if(Cesium.defined(pickedObjects)) {
if(pickedObjects.length >=1)
{
var cartesian = thisRef.viewer.camera.pickEllipsoid(click.position, thisRef.viewer.scene.globe.ellipsoid);
thisRef.drawCircle(cartesian);
}
}
}, Cesium.ScreenSpaceEventType.LEFT_CLICK;
};
If the user is zoomed out quite far, the position won't be accurate. It needs to be based on the selected object, not the users click. However I can't figure out how to do this. I have pickedObjects, but I can't figure out how to get their position from those objects. It doesn't seem to be an entity (even though I think the icon was an entity when it was being created) and so I can't use entity.position. Thank you for your help.
To be able to access the standard Cesium entity, it turns out, you must go in the drillPick objects id. So I modified my code to get the first object in the list of objects and get the id from that, and now I can call the member position of a standard entity.
this.handler.setInputAction(function(click) {
var pickedObjects = viewer.scene.drillPick(click.Position);
if(Cesium.defined(pickedObjects)) {
if(pickedObjects.length >=1)
{
var entity = pickedObjects[0].id;
thisRef.drawCircle(entity.position);
}
}
}, Cesium.ScreenSpaceEventType.LEFT_CLICK;
};

Is it possible to recolor a lottie animation programmatically?

If I have a lottie animation in the form of a json file, is there a way to recolor it in code or even within the json itself?
(To be clear, I hope there's a way to do it without involving After Effects. For instance if I decide to change my app's primary color, the whole app will change except the animation unless there's a way to do that.)
I figured it out. For this example, let's say I want to recolor a specific layer to Color.RED.
You'll need your LottieAnimationView, a KeyPath, and a LottieValueCallback
private LottieAnimationView lottieAnimationVIew;
private KeyPath mKeyPath;
private LottieValueCallback<Integer> mCallback;
Then in your onCreate (or onViewCreated for a fragment) you'll get the animation with findViewById, as well as "addLottieOnCompositionLoadedListener" to the lottieAnimationView, in which you will setup the "mKeyPath" and "mCallback":
lottieAnimationVIew = findViewById(R.id.animationView);
lottieAnimationView.addLottieOnCompositionLoadedListener(new LottieOnCompositionLoadedListener() {
#Override
public void onCompositionLoaded(LottieComposition composition) {
mKeyPath = getKeyPath(); // This is your own method for getting the KeyPath you desire. More on that below.
mCallback = new LottieValueCallback<>();
mCallback.setValue(Color.RED);
checkBox.addValueCallback(mKeyPath, LottieProperty.COLOR, mCallback);
}
});
The argument "LottieProperty.COLOR" specifies which property I am changing.
There's probably a better way to do this, but here's my "getKeyPath" method for finding the specific thing I want to change. It will log every KeyPath so you can see which one you want. Then it returns it once you've supplied the correct index. I saw that the one I want is the 5th in the list, hence the hard-coded index of 4.
private KeyPath getKeyPath() {
List<KeyPath> keyPaths = lottieAnimationView.resolveKeyPath(new KeyPath("Fill", "Ellipse 1", "Fill 1"));
for (int i = 0; i < keyPaths.size(); i++) {
Log.i("KeyPath", keyPaths.get(i).toString());
}
if (keyPaths.size() == 5) {
return keyPaths.get(4);
}
else {
return null;
}
}
Note that the "Fill", "Ellipse 1", "Fill 1" are strings I supplied to narrow the list down to just the ones that have those keys, because I know that the layer I want will be among those. There's likely a better way to do this as well.
There is another thread on this topic with the same approach but a bit simplified:
How to add a color overlay to an animation in Lottie?
Here's directly an example (Kotlin):
yourLottieAnimation.addValueCallback(
KeyPath("whatever_keypath", "**"),
LottieProperty.COLOR_FILTER
) {
PorterDuffColorFilter(
Color.CYAN,
PorterDuff.Mode.SRC_ATOP
)
}
You can find the names of the keypaths also in the Lottie editor.

Select and manipulate particular paths within a path group fabric.js

I am making an app that involves shapes like cylinders and boxes, and need to be able to do this with fabric.js. I know about three.js but for my purposes, it must be in 2D.
Initially I thought I would just create them in 3D software and render images which can then be added to the canvas, which I did successfully...
However, I have run into a hurdle where fabric only allows patterns to be filled onto paths or objects (rect, circle etc.)....not images (png).
Since I absolutely need patterns, I now need to create these cylinders in SVG. I have gotten as far as making the cylinders in Illustrator, saving them as SVG's and then using them on the canvas, then adding fill patterns on them. So far so good.
Now I want to be able to fill a different pattern for the top of the cylinder, and a different pattern to the side BUT still have it as one object.
So...How can I select and manipulate particular paths within a path group? Is there anyway to give each path within the group a custom attribute (eg. name) which I can then target? Do I need to create two seperate SVG files and then add them seperately, and if so, how can I do this and still have it as one object?
Here's how I am adding the svg to the canvas...
fabric.loadSVGFromURL("/shapes/50-250R.png", function(objects) {
var oImg = fabric.util.groupSVGElements(objects);
oImg.perPixelTargetFind = true;
oImg.targetFindTolerance = 4;
oImg.componentType = "Shape";
oImg.lockUniScaling = true;
oImg.lockScalingX = true;
oImg.lockScalingY = true;
oImg.setControlsVisibility({'tl': false, 'tr': false, 'bl': false, 'br': false});
canvas.add(oImg);
canvas.renderAll();
});
Here is how I am adding the pattern...
var textureIMG = new Image;
textureIMG.crossOrigin = "anonymous";
textureIMG.src = texture.image;
obj.setFill(); //For some reason, the fill doesn't happen without this line.
var pattern = new fabric.Pattern({
source: textureIMG,
repeat: 'repeat'
});
if (obj instanceof fabric.PathGroup) {
obj.getObjects().forEach(function(o) {
o.setFill(pattern);
});
} else {
obj.setFill(pattern);
}
canvas.renderAll();
Thanks in advance.
So I managed to figure this out. Each path within the path group is stored in the 'paths' array of the object.
I can now add a pattern to the top of the cylinder using...
var obj = canvas.getActiveObject();
obj.paths[0].fill = patternOne;
and to the sides using...
obj.paths[1].fill = patternTwo;

Phaser.io - Load objects from Tiled

I'm new to phaser, and for the past few days I've been trying to make a really simple game, platformer-style, where the player must navigate to certain areas before being able to exit the level.
I have the basics running, but now I can't seem to figure out how to check if the player is in those areas.
The relevant part of the code so far is as follows:
var game = new Phaser.Game(800, 600, Phaser.AUTO, "mygame", {
preload: preload,
create: create,
update: update,
render: render
});
function preload() {
game.load.tilemap("questMap", "assets/quest.json", null, Phaser.Tilemap.TILED_JSON);
game.load.image("tilesheet", "assets/tilesheet.png");
game.load.image("npc", "assets/npc.png");
game.load.spritesheet("player", "assets/player.png", 64, 64);
}
var map;
var tileset;
var groundBg;
var props;
var houses;
var houseProps;
var npc;
var ground;
var areas;
var player;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.stage.backgroundColor = "#A8DBFF";
map = game.add.tilemap("questMap");
map.addTilesetImage("tilesheet");
map.addTilesetImage("npc");
ground = map.createLayer("ground");
groundBg = map.createLayer("groundbg");
props = map.createLayer("props");
houses = map.createLayer("houses");
houseProps = map.createLayer("houseprops");
npc = map.createLayer("npc");
map.setCollisionBetween(1, 5000);
ground.resizeWorld();
Not too pretty, I know.
I've created the map with tiled and there are a lot of small props and decorative tiles, hence the multiple "map.createLayer()" calls. The only one with collision is the ground layer.
Now, on my Tiled file, I've created an Object layer and drawn small rectangles on the areas I want to check if the player is in. I thought this was going to be an easy process but I can't seem to figure out how to load those areas into Phaser, and then check if the player is within bounds.
Googling has given me some results, but none seem to fit, as they usually cover how to add a sprite to an object, which in this case does not apply.
I simply need that small area to exist and check if the player is there. I've also given names to each of those rectangles in Tiled, via the custom properties tab.
I would try using a transparent image as the area you wish to check if your sprite is over and use
if(sprite1.overlap(transparentImage)){
//do something
}

JointJs creating custom shapes and specifying their default link

I'm trying to implement my own shape class with ports. However I want the links that these shapes generate to be smooth. Right now, the only way i know to make smooth links is
link.set('smooth', true).
But how do i do that not through code? How do i get smooth links by just dragging?
I extended Link class (MyLink) but how do i tell JointJS which Link class to use when i drag on the port?
joint.shapes.myclass.Link = joint.dia.Link.extend({
defaults: {
type: 'myclass.Link',
attrs: { '.connection' : { 'stroke-width' : 5 }},
smooth:true
}
});
Links created via the UI by dragging ports are defined in the defaultLink property of the paper. It can either be an object in which case it is a link model or a function that returns a link model:
var paper = new joint.dia.Paper({
defaultLink: new joint.shapes.myclass.Link,
...
})
or:
var paper = new joint.dia.Paper({
defaultLink: function(elementView, magnet) {
if (aCondition) return new joint.dia.Link;
else return joint.shapes.myclass.Link;
}
})
The function gives you flexibility in creating different links on the fly depending on what element is underneath or what magnet (SVG element for port) is being dragged.

Resources