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I want to replicate the existent example of loading Collada kinematics and using them with my own model, to do so I have created a class as follows:
iimport { Object3D, MathUtils } from "three";
import { ColladaLoader } from "three/addons/loaders/ColladaLoader.js";
import yumi_path from "../assets/dae/yumi.dae";
import { Tween, Easing, update } from "#tweenjs/tween.js";
export class YuMiMotion {
constructor(scene, joint_vlaues) {
this.scene = scene;
this.tgt_jnt_vals = joint_vlaues;
this.loader = new ColladaLoader();
this.yumi_model = new Object3D();
this.kinematics;
this.kinematicsTween;
this.tweenParameters = {};
this.loadYuMi();
this.startMotion();
}
startMotion = () => {
if (this.kinematics == undefined) {
console.log("Kinematics Still not loaded!");
this.anim_frame_id1 = requestAnimationFrame(this.startMotion);
}
else {
console.log(this.kinematics);
this.setupTween();
cancelAnimationFrame(this.anim_frame_id1);
this.animate();
}
}
animate = () => {
update();
this.anim_frame_id2 = requestAnimationFrame(this.animate);
}
loadYuMi = async() => {
const onLoad = (result, yumi) => {
const model = result.scene.children[0];
yumi.add(model.clone(true));
yumi.traverse(function (child) {
if (child.isMesh) {
child.material.flatShading = true;
}
});
this.kinematics = result.kinematics;
};
await this.loader.load(yumi_path, (collada) =>
onLoad(collada, this.yumi_model, this.kinematics)
),
undefined,
function (error) {
console.log("An error happened", error);
};
this.yumi_model.position.set(0.0, 0.0, -6.0);
this.yumi_model.rotation.set(-Math.PI / 2, 0.0, -Math.PI / 2);
this.yumi_model.scale.set(20, 20, 20);
this.scene.add(this.yumi_model);
}
setupTween =() =>{
const duration = MathUtils.randInt( 1000, 5000 );
const target = {};
for (const prop in this.tgt_jnt_vals) {
const joint = this.kinematics.joints[ prop ];
const old = this.tweenParameters[ prop ];
const position = old ? old : joint.zeroPosition;
this.tweenParameters[ prop ] = position;
target[prop] = this.tgt_jnt_vals[prop]; //MathUtils.randInt( joint.limits.min, joint.limits.max );
// console.log('target:', prop, this.tgt_jnt_vals[prop]);
}
this.kinematicsTween = new Tween( this.tweenParameters ).to( target, duration ).easing( Easing.Quadratic.Out );
this.kinematicsTween.onUpdate( ( object )=> {
for ( const prop in this.kinematics.joints ) {
if ( prop in this.kinematics.joints) {
if ( ! this.kinematics.joints[ prop ].static ) {
this.kinematics.setJointValue( prop, object[ prop ] );
}
}
}
});
// console.log("Tween Parameters", this.tweenParameters);
// console.log("kinematics tween", this.kinematicsTween);
this.kinematicsTween.start();
setTimeout( this.setupTween, duration );
}
}
And I'm calling this class as follows:
let target_position = {
gripper_l_joint: 0.01,
gripper_l_joint_m: 0.01,
gripper_r_joint: 0.01,
gripper_r_joint_m: 0.01,
yumi_joint_1_l: 10.0,
yumi_joint_1_r: 10.0,
yumi_joint_2_l: 20.0,
yumi_joint_2_r: 20.0,
yumi_joint_3_l: 30.0,
yumi_joint_3_r: 30.0,
yumi_joint_4_l: 40.0,
yumi_joint_4_r: 40.0,
yumi_joint_5_l: 50.0,
yumi_joint_5_r: 50.0,
yumi_joint_6_l: 60.0,
yumi_joint_6_r: 60.0,
yumi_joint_7_l: 70.0,
yumi_joint_7_r: 70.0,
};
new YuMiMotion(this.scene, target_position);
I have created a repo to reproduce my example here.
Can you please tell me how can I Move my model properly to the desired joints position using Three.js and Tween.js? thanks in advance.
Related
The created boundary's scale and rotation are totally different with the import fbxmodel.
Hi, I have loaded a fbx model into the scene by fbxLoador.
const addFbxModel = (modelName: string, position: Vector3) => {
const fbxLoader = new FBXLoader();
fbxLoader.load(
`../../src/assets/models/${modelName}.fbx`,
(fbxObject: Object3D) => {
fbxObject.position.set(position.x, position.y, position.z);
console.log(fbxObject.scale);
fbxObject.scale.set(0.01, 0.01, 0.01);
const material = new MeshBasicMaterial({ color: 0x008080 });
fbxObject.traverse((object) => {
if (object instanceof Mesh) {
object.material = material;
}
});
scene.add(fbxObject);
updateRenderer();
updateCamera();
render();
},
(xhr) => {
console.log((xhr.loaded / xhr.total) * 100 + "% loaded");
},
(error) => {
console.log(error);
}
);
};
And now i want to add a click function on this model which will highlight it by showing it's boundary box.
const onclick = (event: MouseEvent) => {
event.preventDefault();
if (renderBox.value) {
const mouse = new Vector2();
mouse.x = (event.offsetX / renderBox.value.clientWidth) * 2 - 1;
mouse.y = -(event.offsetY / renderBox.value.clientHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(scene.children, true);
if (intersects.length > 0) {
const intersect = intersects[0];
const object = intersect.object;
createBoundary(object);
}
}
};
const createBoundary = (object: Object3D) => {
if (object instanceof Mesh) {
console.log(object.geometry, object.scale, object.rotation);
const edges = new EdgesGeometry(object.geometry);
const material = new LineBasicMaterial({ color: 0xffffff });
const wireframe = new LineSegments(edges, material);
wireframe.scale.copy(object.scale);
wireframe.rotation.copy(object.rotation);
console.log(wireframe.scale);
scene.add(wireframe);
}
};
But now the boundary's scale and rotation are totally different with the fbxmodel.
And also the boundary is too complex, is it possible to create one only include the outline and the top point.
Thank you. :)
I downloaded this model from https://sketchfab.com/3d-models/dcb3a7d5b1ad4f948aa4945d6e378c8a , The model scale is appearing normal when open in Windows 3D Viewer, three.js glTF Viewer and Babylon.js View, but when load the model in three.js module, some model's scale is incorrect, for example.
three.js in Website
three.js glTF Viewer
Babylon.js Viewer
This model scale is correct, when open in another application, it scale correctly.
Model name : dog.glb
Source : https://github.com/craftzdog/craftzdog-homepage
three.js in Website
three.js glTF Viewer
Babylon.js Viewer
This model scale is incorrect and so tiny, but when open in another application, it scale correctly
Model name : แมวประเทศไทย
Source : https://sketchfab.com/3d-models/dcb3a7d5b1ad4f948aa4945d6e378c8a
Here is GLTF Loader Code
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
export function loadGLTFModel(
scene,
glbPath,
options = { receiveShadow: true, castShadow: true }
) {
const { receiveShadow, castShadow } = options
return new Promise((resolve, reject) => {
const loader = new GLTFLoader()
loader.load(
glbPath,
gltf => {
const obj = gltf.scene
obj.name = 'persian'
obj.position.x = 0
obj.position.y = 0
obj.receiveShadow = receiveShadow
obj.castShadow = castShadow
scene.add(obj)
obj.traverse(function (child) {
if (child.isMesh) {
child.castShadow = castShadow
child.receiveShadow = receiveShadow
}
})
resolve(obj)
},
undefined,
function (error) {
reject(error)
}
)
})
}
Here is Model Display Code
import { useState, useEffect, useRef, useCallback } from 'react'
import { Box, Spinner } from '#chakra-ui/react'
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import { loadGLTFModel } from '../lib/model'
function easeOutCirc(x) {
return Math.sqrt(1 - Math.pow(x - 1, 4))
}
const PersianCat = () => {
const refContainer = useRef()
const [loading, setLoading] = useState(true)
const [renderer, setRenderer] = useState()
const [_camera, setCamera] = useState()
const [target] = useState(new THREE.Vector3(-0.5, 1.2, 0))
const [initialCameraPosition] = useState(
new THREE.Vector3(
20 * Math.sin(0.2 * Math.PI),
10,
20 * Math.cos(0.2 * Math.PI)
)
)
const [scene] = useState(new THREE.Scene())
const [_controls, setControls] = useState()
// On component mount only one time.
/* eslint-disable react-hooks/exhaustive-deps */
useEffect(() => {
const { current: container } = refContainer
if (container && !renderer) {
const scW = container.clientWidth
const scH = container.clientHeight
const renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
})
renderer.setPixelRatio(window.devicePixelRatio)
renderer.setSize(scW, scH)
renderer.outputEncoding = THREE.sRGBEncoding
container.appendChild(renderer.domElement)
setRenderer(renderer)
// 640 -> 240
// 8 -> 6
const scale = scH * 0.005 + 4.8
const camera = new THREE.OrthographicCamera(
-scale,
scale,
scale,
-scale,
0.01,
50000
)
camera.position.copy(initialCameraPosition)
camera.lookAt(target)
setCamera(camera)
const ambientLight = new THREE.AmbientLight(0xcccccc, 1)
scene.add(ambientLight)
const controls = new OrbitControls(camera, renderer.domElement)
controls.autoRotate = true
controls.target = target
setControls(controls)
loadGLTFModel(scene, '/persian.glb', {
receiveShadow: false,
castShadow: false
}).then(() => {
animate()
setLoading(false)
})
let req = null
let frame = 0
const animate = () => {
req = requestAnimationFrame(animate)
frame = frame <= 100 ? frame + 1 : frame
if (frame <= 100) {
const p = initialCameraPosition
const rotSpeed = -easeOutCirc(frame / 120) * Math.PI * 20
camera.position.y = 10
camera.position.x =
p.x * Math.cos(rotSpeed) + p.z * Math.sin(rotSpeed)
camera.position.z =
p.z * Math.cos(rotSpeed) - p.x * Math.sin(rotSpeed)
camera.lookAt(target)
} else {
controls.update()
}
renderer.render(scene, camera)
}
return () => {
cancelAnimationFrame(req)
renderer.dispose()
}
}
}, [])
return (
<Box
ref={refContainer}
className="persian-cat"
m="auto"
at={['-20px', '-60px', '-120px']}
mb={['-40px', '-140px', '-200px']}
w={[280, 480, 640]}
h={[280, 480, 640]}
position="relative"
>
{loading && (
<Spinner
size="xl"
position="absolute"
left="50%"
top="50%"
ml="calc(0px - var(--spinner-size) / 2)"
mt="calc(0px - var(--spinner-size))"
/>
)}
</Box>
)
}
export default PersianCat
I want to create a game where I have to make my model controllable with keyboard input. I don't know what's the best way to do it and how to implement it properly.
We can implement this with cannon.js
Create a custom hook to listen to user's input.
const usePersonControls = () => {
const keys = {
KeyW: 'forward',
KeyS: 'backward',
KeyA: 'left',
KeyD: 'right',
Space: 'jump',
}
const moveFieldByKey = (key) => keys[key]
const [movement, setMovement] = useState({
forward: false,
backward: false,
left: false,
right: false,
jump: false,
})
useEffect(() => {
const handleKeyDown = (e) => {
setMovement((m) => ({ ...m, [moveFieldByKey(e.code)]: true }))
}
const handleKeyUp = (e) => {
setMovement((m) => ({ ...m, [moveFieldByKey(e.code)]: false }))
}
document.addEventListener('keydown', handleKeyDown)
document.addEventListener('keyup', handleKeyUp)
return () => {
document.removeEventListener('keydown', handleKeyDown)
document.removeEventListener('keyup', handleKeyUp)
}
}, [])
return movement
}
Now use it like so,
const { forward, backward, left, right, jump } = usePersonControls()
Create a body for person in Cannon World.
const [mesh, api] = useSphere(() => ({
mass: 10,
position: [0, 1, 0],
type: 'Dynamic',
}))
Apply velocity to sphere body.
useFrame(() => {
// Calculating front/side movement ...
let frontVector = new Vector3(0,0,0);
let sideVector = new Vector3(0,0,0);
let direction = new Vector3(0,0,0);
frontVector.set(0, 0, Number(forward) - Number(backward))
sideVector.set(Number(right) - Number(left), 0, 0)
direction
.subVectors(frontVector, sideVector)
.normalize()
.multiplyScalar(SPEED)
api.velocity.set(direction.x, 0, direction.z)
})
Now our sphere body is able to move with user's input in Cannon World, so now just update your player model in fiber using sphere's position on each frame, like so
// Setting person model position to sphere body position ...
useFrame(() => {
...
mesh.current.getWorldPosition(playerModelReference.current.position)
})
Sorry for long explanation, hope you find it helpful.
look here for details on the where does frontVector gets defined
Line 24:9: 'frontVector' is not defined
How to make character to move around 3D world in React Three Fiber?
import React from "react";
import { useSphere } from "#react-three/cannon";
import { useThree, useFrame } from "#react-three/fiber";
import { useKeyboardControls } from "../hooks/useKeyboardControls";
import { Vector3 } from "three";
const SPEED = 6;
export function Person(props) {
const { camera } = useThree();
const { moveForward, moveBackward, moveLeft, moveRight } =
useKeyboardControls();
const [ref, api] = useSphere(() => ({
mass: 1,
type: "Dynamic",
...props,
}));
const velocity = React.useRef([0, 0, 0]);
React.useEffect(() => {
api.velocity.subscribe((v) => (velocity.current = v));
}, [api.velocity]);
useFrame(() => {
camera.position.copy(ref.current.position);
const direction = new Vector3();
const frontVector = new Vector3(
0,
0,
Number(moveBackward) - Number(moveForward)
);
const sideVector = new Vector3(
Number(moveLeft) - Number(moveRight),
0,
0
);
direction
.subVectors(frontVector, sideVector)
.normalize()
.multiplyScalar(SPEED)
.applyEuler(camera.rotation);
api.velocity.set(direction.x, velocity.current[1], direction.z);
});
return (
<>
<mesh ref={ref} />
</>
);
}
I'm using SVGloader to load an SVG so I can map it on my OBJ file. But when gave it url to the svg file it generates an error
TypeError:Cannot set property 'getStrokeStyle' of undefined
I'm using Angular 8 and rendering a Obj file using THREE.js. I want to load an svg and map it on the obj file to add texture to that file, but as I told above it is generating an error and I don't know how to solve it.
Here is code file.
import { Component, AfterViewInit, ViewChild, Input, ElementRef } from '#angular/core';
import * as THREE from 'three';
import { OrbitControls } from '#avatsaev/three-orbitcontrols-ts';
import {OBJLoader} from 'three-obj-mtl-loader';
import {SVGLoader} from 'three-svg-loader';
#Component({
selector: 'app-scene',
templateUrl: './scene.component.html',
styleUrls: ['./scene.component.css']
})
export class SceneComponent implements AfterViewInit {
#Input() name: string;
#ViewChild('canvas', {static:true}) canvasRef: ElementRef;
renderer = new THREE.WebGLRenderer;
scene = null;
camera = null;
controls = null;
mesh = null;
light = null;
loader;
svgLoader;
private calculateAspectRatio(): number {
const height = this.canvas.clientHeight;
if (height === 0) {
return 0;
}
return this.canvas.clientWidth / this.canvas.clientHeight;
}
private get canvas(): HTMLCanvasElement {
return this.canvasRef.nativeElement;
}
constructor() {
// this.loader = new OBJLoader();
this.scene = new THREE.Scene();
this.loader = new OBJLoader();
this.svgLoader = new SVGLoader();
this.camera = new THREE.PerspectiveCamera(15, window.innerWidth / window.innerHeight, 0.1, 1000)
}
ngAfterViewInit() {
this.configScene();
this.configCamera();
this.configRenderer();
this.configControls();
this.createLight();
this.createMesh();
this.animate();
}
configScene() {
// this.scene.background = new THREE.Color( 0xdddddd );
}
configCamera() {
this.camera.aspect = this.calculateAspectRatio();
this.camera.updateProjectionMatrix();
this.camera.position.set( 0, 0, 3 );
this.camera.lookAt( this.scene.position );
}
configRenderer() {
this.renderer = new THREE.WebGLRenderer({
canvas: this.canvas,
antialias: true,
alpha: true
});
this.renderer.setPixelRatio(devicePixelRatio);
// setClearColor for transparent background
// i.e. scene or canvas background shows through
this.renderer.setClearColor( 0x000000, 0 );
this.renderer.setSize((window.innerWidth/2), (window.innerHeight/2));
window.addEventListener('resize', ()=>{
this.renderer.setSize((window.innerWidth/2), (window.innerHeight)/2);
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
})
console.log('clientWidth', this.canvas.clientWidth);
console.log('clientHeight', this.canvas.clientHeight);
}
configControls() {
this.controls = new OrbitControls(this.camera);
this.controls.autoRotate = false;
this.controls.enableZoom = false;
// this.controls.maxDistance = 5;
// this.controls.minDistance = 10;
this.controls.enablePan = false;
this.controls.update();
}
createLight() {
this.light = new THREE.PointLight( 0xffffff );
this.light.position.set( -10, 10, 10 );
this.scene.add( this.light );
}
createMesh() {
this.svgLoader.load('../../../../assets/abc.svg')
console.log("SVG Loader", this.svgLoader)
this.loader.load('../../../../assets/nonunified.obj', (object)=>{
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.geometry.center();
}
} );
this.scene.add(object)
},
// called when loading is in progresses
function (xhr) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
},
// called when loading has errors
function ( error ) {
console.log( 'An error happened' );
}
)}
animate() {
window.requestAnimationFrame(() => this.animate());
this.controls.update();
this.renderer.render(this.scene, this.camera);
}
}
The SVGLoader is not for loading svg-files to be used as textures but for loading them as Geometry: https://threejs.org/docs/#examples/en/loaders/SVGLoader
If you want to use an svg-file as a texture, you should be able to use the TextureLoader like this:
obj.material.map = new TextureLoader().load('../../../../assets/abc.svg');
I'm not sure if you actually need to rasterize it to a canvas first, if the above doesn't work, try what is described here: How do you load and display SVG graphics in three.js?
I used the react-vr init App to spin up a sample project and had no problem generating spheres throughout my scene using:
{
data.map(node => return <Sphere key={`node-${node.id}`} radius={1} widthSegments={8} heightSegments={8} lit={true}
style={{color: "red", transform: [{translate: [node.x, node.y, node.z]}]
}}/>
}
But now I am looking to connect the Spheres via a simple Line geometry. I tried doing the below to create the line, but I don't know how to add to the scene. In plain three.js code I would simply scene.add(), but I'm not sure how that works in react-vr.
import {
LineBasicMaterial,
Line,
Geometry,
Vector3
} from 'three';
const lineMaterial = new LineBasicMaterial({color: 0xf0f0f0, transparent: true});
lineMaterial.opacity = .75;
const line = new Line(new Geometry(), lineMaterial);
line.geometry.vertices = [new Vector3(0, 0, 0), new Vector3(0, 0, 0)];
line.renderOrder = 10;
H/T to #cidicles and the react-vr docs! I create a new SceneGroup module in which it takes a three.js Group as an initializing variable and then when I'm ready in ./index.vr.js I call SceneGroupModule.drawLine(); to actually draw the Line and add to the scene.
./client.js
import {VRInstance} from 'react-vr-web';
import {
Scene,
Group
} from 'three';
function init(bundle, parent, options) {
const scene = new Scene();
const sceneGroupModule = new SceneGroupModule();
const vr = new VRInstance(bundle, 'App', parent, {
nativeModules: [sceneGroupModule],
scene: scene,
});
const group = new Group();
scene.add(group);
sceneGroupModule.init(group);
vr.render = () => {};
// Begin the animation loop
vr.start();
return vr;
}
window.ReactVR = {init};
export default class SceneGroupModule extends Module {
constructor() {
super('SceneGroupModule');
}
// Called directly after the module is created.
init(sceneGroup) {
this.sceneGroup = sceneGroup;
}
drawLine() {
const lineMaterial = new LineBasicMaterial({color: 0xf0f0f0, transparent: true});
lineMaterial.opacity = .75;
const line = new Line(new Geometry(), lineMaterial);
line.geometry.vertices = [new Vector3(0, 0, 0), new Vector3(0, 0, 0)];
line.geometry.vertices = [
new Vector3(10, 2, 5),
new Vector3(11, 3, 4)
];
line.geometry.verticesNeedUpdate = true;
this.sceneGroup.add(line);
}
}
./index.vr.js
import React from 'react';
import {
AppRegistry,
View,
NativeModules
} from 'react-vr';
// Native Module defined in vr/client.js
const SceneGroupModule = NativeModules.SceneGroupModule;
class App extends React.Component {
constructor(props) {
super(props);
this.state = {};
SceneGroupModule.drawLine();
}
render() {
return (
<View
style={{
transform: [{translate: [0, 0, -3]}],
layoutOrigin: [0.5, 0, 0],
alignItems: 'center',
}}
>
</View>
);
}
}
AppRegistry.registerComponent('App', () => App);