ThreeJS Object rotation - object

Two questions:
1) Why is it so hard to find an example where a 3D object is freely rotating according to mouse movement, for example, if I were to do the following for an object:
object.rotation.x += 1;
object.rotation.y += 1;
The object will not always rotate at the same degree, this seems to be a mathematical problem, does someone have an example or a mathematical explaination for how rotation works, I believe there's something that needs to be implemented for the change in the center of geometry.
When an object has more than 2 center of geometries, for example in the case of an object with different morph targets, why is there only one bounding box, is there an easy way to find the center of geometry for the bounding box at each morph target instead of just an average center of geometry?

Not sure what you're going for, but is it something like this:
https://jsfiddle.net/72p3z0Lh/27/
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var screenX = 0;
var screenY = 0;
var deltaX = 0;
var deltaY = 0;
renderer.domElement.addEventListener('mousemove', function(event) {
deltaX = event.screenX - screenX;
deltaY = event.screenY - screenY;
screenX = event.screenX;
screenY = event.screenY;
});
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshBasicMaterial({
color: 0x00ff00
});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.x = 5;
camera.position.y= 2;
camera.lookAt(new THREE.Vector3(0,0,0));
cube.geometry.translate( -.5, 0, 0 ); //Center Offset
var render = function() {
requestAnimationFrame(render);
cube.rotateOnAxis(cube.worldToLocal(camera.up.clone()).normalize(), deltaX / 20);
cube.rotateOnAxis(cube.worldToLocal(camera.getWorldDirection().clone().cross(camera.up)).normalize(), deltaY / 20);
deltaX = 0;
deltaY = 0;
renderer.render(scene, camera);
};
render();

Related

Turn 3d .obj into a SVG with SVG renderer

Using the WebGLRenderer, successfully loaded an .obj file created in Cinema4d.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.z = 200;
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = true;
var keyLight = new THREE.DirectionalLight(new THREE.Color('hsl(30, 100%, 75%)'), 1.0);
keyLight.position.set(-100, 0, 100);
var fillLight = new THREE.DirectionalLight(new THREE.Color('hsl(240, 100%, 75%)'), 0.75);
fillLight.position.set(100, 0, 100);
var backLight = new THREE.DirectionalLight(0xffffff, 1.0);
backLight.position.set(100, 0, -100).normalize();
scene.add(keyLight);
scene.add(fillLight);
scene.add(backLight);
const material = new THREE.LineBasicMaterial( {
color: 0xffffff,
linewidth: 1,
linecap: 'round', //ignored by WebGLRenderer
linejoin: 'round' //ignored by WebGLRenderer
} );
scene.add(material)
var objLoader = new THREE.OBJLoader();
objLoader.setPath('/examples/3d-obj-loader/assets/');
objLoader.load('Untitled2.obj', function (object) {
object.position.y -= 60;
scene.add(object);
});
var animate = function () {
requestAnimationFrame( animate );
controls.update();
renderer.render(scene, camera);
};
animate();
Aiming to convert this to vector using the SVGRenderer - tried swapping out the THREE.WebGLRenderer for SVGRenderer but there's clearly more to it than this, and can't find any walkthroughs, or breakdowns on here.
Can see that what I'm looking for is technically possible with three.js!
Linked an image of the 3d file I'm looking to vectorise - a simple mountain style scene - aiming for each edges of the vertices to be stroked, with no texture needed (white shape, black edges).
Tried making a JSON with Bodymovin and proved impossible to join al the paths of the vertices without lots of stray lines appearing.
enter image description here

Frame rate drops / efficiency problem in three.js [closed]

Closed. This question is not reproducible or was caused by typos. It is not currently accepting answers.
This question was caused by a typo or a problem that can no longer be reproduced. While similar questions may be on-topic here, this one was resolved in a way less likely to help future readers.
Closed 4 years ago.
Improve this question
Upon running there is a slow but consistent drop in fps. I have tried to identify the responsible function and it seems to be that:
updatepoints() and rotateTriangle() seem to be the main culprits but it's clear I have misunderstood something or used an inefficient means of calculating something somewhere
Upon further inspection using browser tools it seems to be an array and an object that are filling up the memory which I'm guessing is what is causing the frame drops.
I have also noticed that the buffer in the performance tab for the browser tools is filling up
I know bufferGeometry is the more efficient means of creating objects but I'd still like to know the cause the performance issues
Sorry to just dump code but I feel as though it'll be something obvious.
Any advice or ways of going about finding the problem and solution would be greatly appreciated
//every scene needs these
var scene, camera, renderer, controls;
//links div with canvas
var canvas = document.getElementById('canvas');
// What I need are number of particles and the length the curve goes to be uncoupled
// Each part of degree array serves one particles
// If I added a factor so:
// factor * coord *
//creating particles
var particleCount = 360;
var particles = [];
var particles2 = [];
var particles3 = [];
var SPEED = 0.01;
var radians, y, x;
var centerX = 0;
var centerY = 0;
var radius = 231.84;
var pointPositions=[];
var vupdateXvertices, updateYvertices, updateXvertices2, updateYvertices2,
updateXvertices3, updateYvertices3;
var pivot1;
var parent;
var pointsX = [];
var pointsY = [];
var particleMaterial = new THREE.MeshBasicMaterial({
color: 0x7a7a7a,
transparent: true,
opacity: 0.8
});
init();
animate();
function init() {
scene = new THREE.Scene();
//setup camera for scene
//PerspectiveCamera(fov, aspect, near, far [In terms of camera frustum plane])
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
//setup renderer for scene (generation of whatever you've made)
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x31AED1, 1);
renderer.setSize( window.innerWidth, window.innerHeight );
//OrbitControls(Camera, HTMLDOMElement)
controls = new THREE.OrbitControls( camera, renderer.domElement );
// Set to true to enable damping (inertia), which can be used to give a sense
//of weight to the controls. Default is false.
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false;
console.log("Called");
fillSceneWithParticles();
fillSceneWithShapes();
canvas.appendChild( renderer.domElement );
renderer.render( scene, camera );
}
function fillSceneWithParticles() {
var particleGeometry = new THREE.SphereGeometry(3, 32, 32);
parent = new THREE.Object3D();
scene.add(parent);
for (var i = 0; i < particleCount; i++) {
particles[i] = new THREE.Mesh( particleGeometry, particleMaterial );
particles[i].position.x = 0;
particles[i].position.y = 0;
particles[i].position.z = (0);
particles2[i] = new THREE.Mesh( particleGeometry, particleMaterial );
particles2[i].position.x = (200);
particles2[i].position.y = (-115.57);
particles2[i].position.z = (0);
particles3[i] = new THREE.Mesh( particleGeometry, particleMaterial );
particles3[i].position.x = (0);
particles3[i].position.y = (231.84);
particles3[i].position.z = (0);
scene.add(particles[i]);
scene.add(particles2[i]);
scene.add(particles3[i]);
}
}
function fillSceneWithShapes() {
//Add a 2d Triangle W centre = 200, 115.57
var geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3(-200, -115.57, 0));
geometry.vertices.push( new THREE.Vector3( 200, -115.57, 0 ));
geometry.vertices.push( new THREE.Vector3( 0, 231.84, 0 ));
geometry.vertices.push( new THREE.Vector3( -200, -115.57, 0 ));
var material = new THREE.LineBasicMaterial( { color: 0xffffff, linewidth: 10 } );
line = new THREE.Line( geometry, material );
scene.add(line);
}
function rotateTriangle() {
var geom = line.geometry.clone();
geom.applyMatrix(line.matrix);
updateXvertices = geom.vertices[0].x;
//The circle that we use to place our points
var centerX = 0;
var centerY = 0;
var radius = 231.84;
for(var degree = 90; degree < 450; degree++){
var radians = degree * Math.PI/180;
var x = centerX + radius * Math.cos(radians);
var y = centerY + radius * Math.sin(radians);
pointsX[degree - 90] = x;
pointsY[degree - 90] = y;
}
}
function updatePoints() {
//link counter with number of degrees initially created
//These are intialised because V1 = 120 degrees from V0 and V2 = 240 degrees
var counter = 120;
var counter2 = 240;
var zCounter = 0;
var curveFactor = 1;
var material = new THREE.LineBasicMaterial( { color: 0xffffff, linewidth: 10 } );
var secondTriangle = new THREE.Geometry();
for (var i = 0; i < particleCount; i++) {
parent.add(particles[i]);
//Plot points around the circle relative to vertices of triangle
particles[i].position.x = (pointsX[i]);
particles[i].position.y = (pointsY[i]);
particles[i].position.z = zCounter * curveFactor;
//If array index out of bounds then loop back to the start of array
//i.e. Go back around the circle relative to the triangle vertices
parent.add(particles2[i]);
if (counter == 360) {
counter = 0;
}
particles2[i].position.x = (pointsX[counter]);
particles2[i].position.y = (pointsY[counter]);
particles2[i].position.z = zCounter * curveFactor;
counter++;
if (counter2 == 360) {
counter2 = 0;
}
parent.add(particles3[i]);
particles3[i].position.x = (pointsX[counter2]);
particles3[i].position.y = (pointsY[counter2]);
particles3[i].position.z = zCounter * curveFactor;
counter2++;
zCounter++;
}
//Give the second triangle the position of the last particles in array
secondTriangle.vertices.push( new THREE.Vector3(particles[particleCount-1].position.x, particles[particleCount-1].position.y, particles[particleCount-1].position.z ));
secondTriangle.vertices.push( new THREE.Vector3(particles2[particleCount-1].position.x, particles2[particleCount-1].position.y, particles2[particleCount-1].position.z ));
secondTriangle.vertices.push( new THREE.Vector3(particles3[particleCount-1].position.x, particles3[particleCount-1].position.y, particles3[particleCount-1].position.z ));
secondTriangle.vertices.push( new THREE.Vector3(particles[particleCount-1].position.x, particles[particleCount-1].position.y, particles[particleCount-1].position.z ));
line1 = new THREE.Line( secondTriangle, material );
scene.add(line1);
parent.add(line1);
}
function animate() {
requestAnimationFrame( animate );
controls.update();
rotateTriangle();
updatePoints();
line1.rotation.z -= SPEED *2;
line.rotation.z -= SPEED *2;
parent.rotation.z -= SPEED *2;
renderer.render( scene, camera );
}
In retrospect it seems obvious what the problem was.
Since I had geometry.vertices.push inside my animate loop it was continuously pushing new Vectors to a buffer.
I just had to move the pushing of those vertices and that solved any frame rate and memory problems I was having

Three.js shooting bullet

I'm a beginner in three.js. My task is to build a simple FPS game. I'm having many troubles with the gun and the bullets. When I press "spacebar" my weapon shoots but the problem is that the bullets go in the right direction only for a small part of the screen then they start to go in direction that are not the ones I want.
This is an example :
image1
image2
Here is the code I wrote for the bullet :
// SHOOT BULLET
for(var index=0; index<bullets.length; index+=1){
if( bullets[index] === undefined ) continue;
if( bullets[index].alive == false ){
bullets.splice(index,1);
continue;
}
bullets[index].position.add(bullets[index].velocity);
}
if(keyboard[32] && canShoot <= 0){ // spacebar key
// creates a bullet as a Mesh object
var bullet = new THREE.Mesh(
new THREE.SphereGeometry(0.2,8,8),
new THREE.MeshBasicMaterial({color:0x42FFFF})
);
// position the bullet to come from the player's weapon
bullet.position.set(
camera.position.x - 0.7*parseInt(-Math.cos(camera.rotation.z)),
camera.position.y - 0.3,
camera.position.z +1*parseInt(-Math.cos(camera.rotation.z))
);
// set the velocity of the bullet
bullet.velocity = new THREE.Vector3( (-mouse.x - Math.sin(camera.rotation.y + Math.PI/6) * 7),//*parseInt(-Math.cos(camera.rotation.z)) ,
mouse.y,
Math.cos(camera.rotation.y)*parseInt(-Math.cos(camera.rotation.z))
).normalize();
console.info(bullet.velocity);
// after 1000ms, set alive to false and remove from scene
// setting alive to false flags our update code to remove
// the bullet from the bullets array
bullet.alive = true;
setTimeout(function(){
bullet.alive = false;
scene.remove(bullet);
}, 1000);
// add to scene, array, and set the delay to 10 frames
bullets.push(bullet);
scene.add(bullet);
canShoot = 10;
}
if(canShoot > 0) canShoot -= 1;
A rough concept of how you can set direction and movement of bullets:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.01, 10000);
camera.position.set(0, 0, 1);
scene.add(camera);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var background = new THREE.Mesh(new THREE.SphereGeometry(1000, 90, 45), new THREE.MeshBasicMaterial({
color: "gray",
wireframe: true
}));
scene.add(background);
var weapon = new THREE.Mesh(new THREE.BoxGeometry(1, 1, 5), new THREE.MeshBasicMaterial({
color: 0x5555ff
}));
weapon.position.set(2, -1, -2.5);
camera.add(weapon);
var emitter = new THREE.Object3D();
emitter.position.set(2, -1, -5);
camera.add(emitter);
var plasmaBalls = [];
window.addEventListener("mousedown", onMouseDown);
function onMouseDown() {
let plasmaBall = new THREE.Mesh(new THREE.SphereGeometry(0.5, 8, 4), new THREE.MeshBasicMaterial({
color: "aqua"
}));
plasmaBall.position.copy(emitter.getWorldPosition()); // start position - the tip of the weapon
plasmaBall.quaternion.copy(camera.quaternion); // apply camera's quaternion
scene.add(plasmaBall);
plasmaBalls.push(plasmaBall);
}
var speed = 50;
var clock = new THREE.Clock();
var delta = 0;
(function render() {
requestAnimationFrame(render);
delta = clock.getDelta();
plasmaBalls.forEach(b => {
b.translateZ(-speed * delta); // move along the local z-axis
});
renderer.render(scene, camera);
})()
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.115.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.115.0/examples/js/controls/OrbitControls.js"></script>

three.js orbit object around a changing axis

I have a simple 3D object and I am able to rotate i.e., move with my left mouse button, around the centre of axis - works fine. When I pan using the right mouse button the axis also shifts, as such it no longer moves around it’s present axis.
How can I move the object around it’s current axis, no matter where I drag the object?
Below is the complete code of script.js
var scene = new THREE.Scene();
var axisHelper = new THREE.AxisHelper(100);
scene.add(axisHelper);
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.y = -200;
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = true;
var keyLight = new THREE.DirectionalLight(new THREE.Color('hsl(30, 100%, 75%)'), 1.0);
keyLight.position.set(-100, 0, 100);
var fillLight = new THREE.DirectionalLight(new THREE.Color('hsl(240, 100%, 75%)'), 0.75);
fillLight.position.set(100, 0, 100);
var backLight = new THREE.DirectionalLight(0xffffff, 1.0);
backLight.position.set(100, 0, -100).normalize();
scene.add(keyLight);
scene.add(fillLight);
scene.add(backLight);
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setTexturePath('assets/');
mtlLoader.setPath('assets/');
mtlLoader.load('180319_object01.mtl', function (materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath('assets/');
objLoader.load('180319_object01.obj', function (object) {
object.scale.set( 200, 200, 200 );
scene.add(object);
object.position.x = -100;
object.position.y = -100;
object.position.z = 0;
});
});
var animate = function () {
requestAnimationFrame( animate );
controls.update();
renderer.render(scene, camera);
};
animate();
It is because your camera is being moved by the controller and not the object itself, rather than update the cameras position and direction ((ie which is what the orbit controller is doing).in your render method you'll want to update position and Euler angle on the object itself to achieve the desired effect. To do this you'll want to track and update the position and angle of rotation about the (y?) Axis of the object,in the object (model) space.hope that makes sense, let me know if you need me to elaborate.

Make body move at same speed in Phaser+P2 and raw P2

I have a client-server game that uses P2 for some basic physics stuff. I want to run Phaser with P2 on the client and raw P2 on the server. The client will use the local P2 to predict the results from the server. But I'm having trouble getting bodies to move at the same speed in phaser+p2 and raw p2.
Below is a demo of both running at the same time. Any idea what's going on here?
http://jsfiddle.net/ovcrn6bd/2/
<script src='https://cdn.rawgit.com/photonstorm/phaser/master/build/phaser.js'></script>
<script src="https://cdn.rawgit.com/schteppe/p2.js/master/build/p2.js"></script>
<canvas width="600" height="100" id="myCanvas" style='border:solid 1px'></canvas>
<script>
// Init phaser with a circle sprite.
PhaserController = function() {
var controller = this
var game = this.game = new Phaser.Game(600, 100, Phaser.AUTO, '', {
create: function() {
var radius = 20
var bmd = game.make.bitmapData(radius * 2, radius * 2)
bmd.circle(radius, radius, radius, '#ffffff')
var sprite = this.sprite = game.add.sprite(30, 30, bmd)
sprite.anchor.setTo(.5, .5)
game.physics.startSystem(Phaser.Physics.P2JS)
game.physics.p2.enable(sprite, false, false)
game.physics.p2.frameRate = 1/30
sprite.body.setCircle(radius, 0, 0, 0)
sprite.body.friction = 0
game.physics.p2.friction = 0
// Make the circle move at a constant speed.
sprite.update = function() {
console.log('sprite update')
sprite.body.velocity.x = 1
sprite.body.velocity.y = 0
}
}
})
}
P2Controller = function() {
// Create a p2 circle and prepare a canvas.
this.world = new p2.World({gravity:[0,0]})
var circleShape = new p2.Circle(20)
var body = new p2.Body({ mass:1, position:[30, 30] })
body.addShape(circleShape)
this.world.addBody(body)
var canvas, ctx, w, h;
canvas = document.getElementById("myCanvas");
ctx = canvas.getContext("2d");
ctx.lineWidth = 1;
// Animate the circle moving across the canvas.
function animate() {
requestAnimationFrame(animate);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
var x = body.position[0],
y = body.position[1],
radius = body.shapes[0].radius;
ctx.arc(x, y, radius, 0, 2 * Math.PI);
ctx.stroke();
}
animate();
this.frame_rate = 1/30
// Start stepping the cicle.
var controller = this
function step_world() {
console.log('step p2')
body.velocity = [1, 0]
controller.world.step(controller.frame_rate)
setTimeout(step_world, controller.frame_rate)
}
step_world()
}
new PhaserController()
new P2Controller()
</script>
I solved this problem by simply using P2 separately from Phaser. I manually positioned my sprites at the location of the P2 bodies.
Your P2Controller seems to firing more frequently than your PhaserController. Not quite sure why this happening, but to fix the problem you just have to adjust one line.
Change
game.physics.p2.frameRate = 1/30
to
game.physics.p2.frameRate = 10/103

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