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pictureim trying to create a particle wave effect in three.js , losing my mind as i tried different methods. anyone have an idea what i could do? my code is down below.
// geomatry, material, mesh
const geometry = new THREE.PlaneBufferGeometry(5, 5, 64, 64)
const material = new THREE.PointsMaterial({color: 'aqua',
size: 0.007})
const particles = new THREE.Points(geometry, material);
particles.rotation.x = 181;
scene.add(particles);
// Lighting
const light = new THREE.PointLight(0xffffff, 2)
light.position.set(2, 3, 4);
scene.add(light);
const render = function() {
requestAnimationFrame(render)
// particles.rotation.z += .005
renderer.render(scene,camera);
}
const positions = geometry.attributes.position.array;
let k = 0;
setInterval(() => {
for (let i = 0; i < positions.length; i += 3) {
positions[i + 2] = Math.sin(((i+2)%(65*3)) / 20+k) * 0.5;
}
k+=0.1;
geometry.attributes.position.needsUpdate = true;
}, 60);
I'm trying to piece together a sphere with individual slices. Basically, I have multiple SphereGeoemtery slices that form a sphere and used to project a panorama. Slices are used for lazy loading very large panoramas.
With the default texture wrapping mode (THREE.ClampToEdgeWrapping) on these slices, from far away the panorama looks fine but if you zoom in it's very clear the edges of the meshes are stretching, causing visible seams. It make sense since it's stretching the last pixel at the edge..
I also tried changing wrapping mode to THREE.RepeatWrapping, however, the seam becomes completely visible:
So my question is, what's the best method here for piecing together meshes? Or is this just unavoidable?
Off the top of my head you'd have to make each texture contain one border row and border column in each direction that's a repeat of the its neighbor, then adjust the UV coordinates appropriately
For example if the big image is 8 pixels wide and 6 pixels tall
ABCDEFGH
IJKLMNOP
QRSTUVWX
YZ123456
789abcde
fghijklm
And you want to divide it into into 4 parts (each 4, 3)
then you'd need these 4 parts
ABCDE DEFGH
IJKLM LMNOP
QRSTU TUVWX
YZ123 23456
QRSTU TUVWX
YZ123 23456
789ab abcde
fghij ijklm
Also to make it easy repeat the edges so
AABCDE DEFGHH
AABCDE DEFGHH
IIJKLM LMNOPP
QQRSTU TUVWXX
YYZ123 234566
QQRSTU TUVWXX
YYZ123 234566
7789ab abcdee
ffghij ijklmm
ffghij ijklmm
Repeating the edges is because I'm assuming you're splitting into more than 2x2 so technically if you were going to split something 50 pixels wide into 5 parts you could do parts that are 11, 12, 12, 12, 11 in width. The edges being only 11 pixels instead of 12 would need a different UV adjustment. But, by repeating the edges we can make them all 12, 12, 12, 12, 12 so everything is consistant.
testing, left is normal split showing the seam. Right is the fixed one, no seam.
body {
margin: 0;
}
#c {
width: 100vw;
height: 100vh;
display: block;
}
<canvas id="c"></canvas>
<script type="module">
import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r115/build/three.module.js';
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 5;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.z = 1;
const scene = new THREE.Scene();
// make our texture using a canvas to test
const bigImage = document.createElement('canvas');
{
const ctx = bigImage.getContext('2d');
const width = 32;
const height = 16;
ctx.canvas.width = width;
ctx.canvas.height = height;
const gradient = ctx.createLinearGradient(0, 0, width, height);
gradient.addColorStop(0, 'red');
gradient.addColorStop(0.5, 'yellow');
gradient.addColorStop(1, 'blue');
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, width, height);
}
const forceTextureInitialization = function() {
const material = new THREE.MeshBasicMaterial();
const geometry = new THREE.PlaneBufferGeometry();
const scene = new THREE.Scene();
scene.add(new THREE.Mesh(geometry, material));
const camera = new THREE.Camera();
return function forceTextureInitialization(texture) {
material.map = texture;
renderer.render(scene, camera);
};
}();
// bad
{
const ctx = document.createElement('canvas').getContext('2d');
// split the texture into 4 parts across 4 planes
const across = 2;
const down = 2;
const pixelsAcross = bigImage.width / across;
const pixelsDown = bigImage.height / down;
ctx.canvas.width = pixelsAcross;
ctx.canvas.height = pixelsDown;
for (let y = 0; y < down; ++y) {
for (let x = 0; x < across; ++x) {
ctx.clearRect(0, 0, pixelsAcross, pixelsDown);
ctx.drawImage(bigImage,
x * pixelsAcross, (down - 1 - y) * pixelsDown, pixelsAcross, pixelsDown,
0, 0, pixelsAcross, pixelsDown);
const texture = new THREE.CanvasTexture(ctx.canvas);
// see https://threejsfundamentals.org/threejs/lessons/threejs-canvas-textures.html
forceTextureInitialization(texture);
const geometry = new THREE.PlaneBufferGeometry(1 / across, 1 / down);
const material = new THREE.MeshBasicMaterial({map: texture});
const plane = new THREE.Mesh(geometry, material);
scene.add(plane);
plane.position.set(-1 + x / across, y / down - 0.25, 0);
}
}
}
// good
{
const ctx = document.createElement('canvas').getContext('2d');
// split the texture into 4 parts across 4 planes
const across = 2;
const down = 2;
const pixelsAcross = bigImage.width / across;
const pixelsDown = bigImage.height / down;
ctx.canvas.width = pixelsAcross + 2;
ctx.canvas.height = pixelsDown + 2;
// just draw the image at all these offsets.
// it would be more efficient to draw the edges
// 1 pixel wide but I'm lazy
const offsets = [
[ 0, 0],
[ 1, 0],
[ 2, 0],
[ 0, 1],
[ 2, 1],
[ 0, 2],
[ 1, 2],
[ 2, 2],
[ 1, 1],
];
for (let y = 0; y < down; ++y) {
for (let x = 0; x < across; ++x) {
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
let srcX = x * pixelsAcross - 1;
let srcY = (down - 1 - y) * pixelsDown - 1;
let dstX = 0;
let dstY = 0;
let width = pixelsAcross + 2;
let height = pixelsDown + 2;
ctx.drawImage(bigImage,
srcX, srcY, width, height,
dstX, dstY, width, height);
// handle edges
if (srcX < 0) {
// repeat left edge
ctx.drawImage(bigImage,
0, srcY, 1, height,
0, dstY, 1, height);
}
if (srcY < 0) {
// repeat top edge
ctx.drawImage(bigImage,
srcX, 0, width, 1,
dstX, 0, width, 1);
}
if (srcX + width > bigImage.width) {
// repeat right edge
ctx.drawImage(bigImage,
bigImage.width - 1, srcY, 1, height,
ctx.canvas.width - 1, dstY, 1, height);
}
if (srcY + height > bigImage.height) {
// repeat bottom edge
ctx.drawImage(bigImage,
srcX, bigImage.height - 1, width, 1,
dstX, ctx.canvas.height - 1, width, 1);
}
// TODO: handle corners
const texture = new THREE.CanvasTexture(ctx.canvas);
texture.minFilter = THREE.LinearFilter;
// offset UV coords 1 pixel to skip the edge pixel
texture.offset.set(1 / ctx.canvas.width, 1 / ctx.canvas.height);
// only textureSize - 2 of the pixels in the texture
texture.repeat.set(pixelsAcross / ctx.canvas.width, pixelsDown / ctx.canvas.height);
// see https://threejsfundamentals.org/threejs/lessons/threejs-canvas-textures.html
forceTextureInitialization(texture);
const geometry = new THREE.PlaneBufferGeometry(1 / across, 1 / down);
const material = new THREE.MeshBasicMaterial({map: texture});
const plane = new THREE.Mesh(geometry, material);
scene.add(plane);
plane.position.set(1 + x / across - 0.5, y / down - 0.25, 0);
}
}
}
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render(time) {
time *= 0.001;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
</script>
Hello I'm trying to move an object to front of camera, and when it reached to target position, I want it to stop. but it doesn't work.
function objectToCamera(mX, mY, object)
{
var vector = new THREE.Vector3(mX, mY, 1);
vector.unproject(camera);
vector.sub(object.position);
var dx = object.position.x - camera.position.x;
var dy = object.position.y - camera.position.y;
var dz = object.position.z - camera.position.z;
var distance = Math.sqrt(dx*dx + dy*dy + dz*dz);
if(lastDistance < distance && lastDistance != -1)
keepOut = -1;
lastDistance = distance;
setTimeout(function(){
if( distance > 200 && keepOut == 1)
{
var amount = (1)*(indexForZoom/3);
amount = (amount>15) ? 15 : (1)*(indexForZoom/3);
if(distance - amount < 200)
amount = (distance-200)+1;
indexForZoom++;
object.translateZ(amount);
controls.target.addVectors(controls.target,vector.setLength(amount));
objectToCamera(mX, mY, object)
}
else
{
// stopForZoom = 1;
keepOut = -1;
objectClickHandler(object.name, object);
}
}, 10);
}
I'm checking the distance between camera and object, and if target distance has reached I'm letting it stop, but it doesn't work.
In coordinates, if i'm in positive X coordinates, distance is decreasing, and otherwise, distance is increasing.
I think, in my codes, distance should be decreasing always, but it is not.
Please help. Thanks.
you can use object.position.lerp(target, amount) to move an object toward target. Amount is a value from 0 to 1 with 1 = 100% all the way to target and 0.5 = 50% way to target.
If you want to move at a fixed speed then you can get the distance to the target
distance = object.position.distanceTo(target);
Say you want a max of 0.1 units per interation. then
moveSpeed = 0.1;
distance = object.position.distanceTo(target);
amount = Math.min(moveSpeed, distance) / distance;
object.position.lerp(target, amount)
All that's left is for you to choose a target.
The position in front of the camera is
const distanceFromCamera = 3; // 3 units
const target = new THREE.Vector3(0, 0, -distanceToCamera);
target.applyMatrix4(camera.matrixWorld);
So for example if you move the camera (drag with mouse, use scrollwheel). Note: in the code the speed is adjusted to be frame rate independent.
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
const fov = 45;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 1000;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 10, 20);
const controls = new THREE.OrbitControls(camera, canvas);
controls.target.set(0, 0, 0);
controls.update();
const scene = new THREE.Scene();
scene.background = new THREE.Color('lightblue');
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(0, 10, 0);
light.target.position.set(-5, 0, 0);
scene.add(light);
scene.add(light.target);
}
const gridHelper = new THREE.GridHelper(100, 10);
scene.add(gridHelper);
gridHelper.position.set(0, -5, 0);
const cube = new THREE.Mesh(
new THREE.BoxBufferGeometry(1, 1, 1),
new THREE.MeshPhongMaterial({color: 'red'}),
);
scene.add(cube);
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
let then = 0;
function render(now) {
now *= 0.001; // convert to seconds
const deltaTime = now - then;
then = now;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
cube.rotation.x = now;
cube.rotation.y = now * 1.1;
// move cube in front of camera
{
const distanceFromCamera = 3; // 3 units
const target = new THREE.Vector3(0, 0, -distanceFromCamera);
target.applyMatrix4(camera.matrixWorld);
const moveSpeed = 15; // units per second
const distance = cube.position.distanceTo(target);
if (distance > 0) {
const amount = Math.min(moveSpeed * deltaTime, distance) / distance;
cube.position.lerp(target, amount);
cube.material.color.set('green');
} else {
cube.material.color.set('red');
}
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
body { margin: 0; }
#c { width: 100vw; height: 100vh; display: block; }
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r112/build/three.min.js"></script>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r112/examples/js/controls/OrbitControls.js"></script>
<canvas id="c"></canvas>
Note, you might want to call camera.updateMatrixWorld() before all that math to make sure the target isn't one frame late.
If the object is in a hierarchy then there's more to do. You can do the math or you can use just attach the object to the scene and then attach it it back to its place in the hierarchy
const parent = object.parent;
// move object to scene without changing it's world orientation
scene.attach(object);
// do stuff above
// move object to parent without changing it's world orientation
parent.attach(object);
I am new to 3js, I have 2 images ie RGB image and Depth image. Can I create a point cloud combining these two using 3js?
if yes then how?
To solve this problem I went the three.js examples and searched for "point". I checked each matching sample for one that had different colors for each particle. Then I clicked the "view source" button to checkout the code. I ended up starting with this example and looked at the source. It made it pretty clear how to make a set of points of different colors.
So after that I just needed to load the 2 images, RGB and Depth, make a grid of points, for each point set the Z position to the depth and the color to the color of the image.
I used my phone to take these RGB and Depth images using this app
To get the data I draw the image into a canvas and then call getImageData. That gives me the data in values from 0 to 255 for each channel, red, green, blue, alpha.
I then wrote a function to get a single pixel out and return the colors in the 0 to 1 range. Just to be safe it checks the boundaries.
// return the pixel at UV coordinates (0 to 1) in 0 to 1 values
function getPixel(imageData, u, v) {
const x = u * (imageData.width - 1) | 0;
const y = v * (imageData.height - 1) | 0;
if (x < 0 || x >= imageData.width || y < 0 || y >= imageData.height) {
return [0, 0, 0, 0];
} else {
const offset = (y * imageData.width + x) * 4;
return Array.from(imageData.data.slice(offset, offset + 4)).map(v => v / 255);
}
}
result
'use strict';
/* global THREE */
function loadImage(url) {
return new Promise((resolve, reject) => {
const img = new Image();
img.crossOrigin = "anonymous";
img.onload = (e) => { resolve(img); };
img.onerror = reject;
img.src = url;
});
}
function getImageData(img) {
const ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = img.width;
ctx.canvas.height = img.height;
ctx.drawImage(img, 0, 0);
return ctx.getImageData(0, 0, ctx.canvas.width, ctx.canvas.height);
}
// return the pixel at UV coordinates (0 to 1) in 0 to 1 values
function getPixel(imageData, u, v) {
const x = u * (imageData.width - 1) | 0;
const y = v * (imageData.height - 1) | 0;
if (x < 0 || x >= imageData.width || y < 0 || y >= imageData.height) {
return [0, 0, 0, 0];
} else {
const offset = (y * imageData.width + x) * 4;
return Array.from(imageData.data.slice(offset, offset + 4)).map(v => v / 255);
}
}
async function main() {
const images = await Promise.all([
loadImage("https://i.imgur.com/UKBsvV0.jpg"), // RGB
loadImage("https://i.imgur.com/arPMCZl.jpg"), // Depth
]);
const data = images.map(getImageData);
const canvas = document.querySelector('canvas');
const renderer = new THREE.WebGLRenderer({canvas: canvas});
const fov = 75;
const aspect = 2; // the canvas default
const near = 1;
const far = 4000;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.z = 2000;
const controls = new THREE.OrbitControls(camera, canvas);
controls.target.set(0, 0, 0);
controls.update();
const scene = new THREE.Scene();
const rgbData = data[0];
const depthData = data[1];
const skip = 20;
const across = Math.ceil(rgbData.width / skip);
const down = Math.ceil(rgbData.height / skip);
const positions = [];
const colors = [];
const color = new THREE.Color();
const spread = 1000;
const depthSpread = 1000;
const imageAspect = rgbData.width / rgbData.height;
for (let y = 0; y < down; ++y) {
const v = y / (down - 1);
for (let x = 0; x < across; ++x) {
const u = x / (across - 1);
const rgb = getPixel(rgbData, u, v);
const depth = 1 - getPixel(depthData, u, v)[0];
positions.push(
(u * 2 - 1) * spread * imageAspect,
(v * -2 + 1) * spread,
depth * depthSpread,
);
colors.push( ...rgb.slice(0,3) );
}
}
const geometry = new THREE.BufferGeometry();
geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
geometry.computeBoundingSphere();
const material = new THREE.PointsMaterial( { size: 15, vertexColors: THREE.VertexColors } );
const points = new THREE.Points( geometry, material );
scene.add( points );
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render(time) {
time *= 0.001;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
body {
margin: 0;
}
canvas {
width: 100vw;
height: 100vh;
display: block;
}
<canvas></canvas>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r94/three.min.js"></script>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r94/js/controls/OrbitControls.js"></script>
I'm working on a Three.js scene that loads 5 meshes, each with a single material that contains a single image texture. Once those images load, I'm attempting to accomplish the following tasks:
load 20 higher resolution images
update the material property of each mesh to load an array of 5 materials (each with 1 image texture) into each mesh
update the faceVertexUvs of each mesh's geometry to point to the appropriate offsets within the new textures.
The documentation on Geometry has little to say about Geometry.faceVertexUvs, but this SO post suggests one can use the following approach to work with multiple materials in a geometry when using faceVertexUvs:
geometry.faceVertexUvs[ materialIndex ][ faceIndex ][ vertexIndex ]
The trouble is that after running through the steps above, I call meshes[meshIdx].geometry.uvsNeedUpdate = true; but my new materials are not appearing and my meshes stay unchanged. Does anyone have any idea why that might be?
I would be tremendously grateful for any pointers or insight others can offer on this question!
Here is my full code sample:
/**
* Globals
**/
// Create a store for all images contained in the visualization
var imageList = null;
// Create a store for the image atlas files. Each key will represent
// the index position of the atlas file, and the value will point
// to the material at that index position
var materials = {32: {}, 64: {}};
// Create global configs for image and atlas sizing
var image, atlas;
// Create a store of meshes
var meshes = [];
/**
* Create Scene
**/
// Create the scene and a camera to view it
var scene = new THREE.Scene();
/**
* Camera
**/
// Specify the portion of the scene visiable at any time (in degrees)
var fieldOfView = 75;
// Specify the camera's aspect ratio
var aspectRatio = window.innerWidth / window.innerHeight;
/*
Specify the near and far clipping planes. Only objects
between those planes will be rendered in the scene
(these values help control the number of items rendered
at any given time)
*/
var nearPlane = 100;
var farPlane = 50000;
// Use the values specified above to create a camera
var camera = new THREE.PerspectiveCamera(
fieldOfView, aspectRatio, nearPlane, farPlane
);
// Finally, set the camera's position
camera.position.z = 12000;
camera.position.y = -2000;
/**
* Renderer
**/
// Create the canvas with a renderer
var renderer = new THREE.WebGLRenderer({ antialias: true });
// Add support for retina displays
renderer.setPixelRatio( window.devicePixelRatio );
// Specify the size of the canvas
renderer.setSize( window.innerWidth, window.innerHeight );
// Add the canvas to the DOM
document.body.appendChild( renderer.domElement );
/**
* Load External Data
**/
// Identify data endpoint
var dataUrl = 'https://s3.amazonaws.com/duhaime/blog/tsne-webgl/data/';
// Create a store for image position information
var imagePositions = null;
// Load the image position JSON file
var fileLoader = new THREE.FileLoader();
fileLoader.load(dataUrl + 'image_tsne_projections.json', function(data) {
imagePositions = JSON.parse(data);
conditionallyBuildGeometries(32)
})
/**
* Load Atlas Textures
**/
// List of all textures to be loaded, the size of subimages
// in each, and the total number of atlas files for each size
var textureSets = {
32: { size: 32, count: 5 },
64: { size: 64, count: 20 }
}
// Create a texture loader so we can load our image files
var textureLoader = new THREE.TextureLoader();
function loadTextures(size) {
for (var i=0; i<textureSets[size].count; i++) {
var url = dataUrl + 'atlas_files/' + size + 'px/atlas-' + i + '.jpg';
textureLoader.load(url, handleTexture.bind(null, size, i));
}
}
// Callback function that adds the texture to the list of textures
// and calls the geometry builder if all textures have loaded
function handleTexture(size, idx, texture) {
var material = new THREE.MeshBasicMaterial({ map: texture });
materials[size][idx] = material;
conditionallyBuildGeometries(size, idx)
}
// If the textures and the mapping from image idx to positional information
// are all loaded, create the geometries
function conditionallyBuildGeometries(size, idx) {
if (size === 32) {
var nLoaded = Object.keys(materials[size]).length;
var nRequired = textureSets[size].count;
if (nLoaded === nRequired && imagePositions) {
document.querySelector('#loading').style.display = 'none';
buildGeometry(size);
loadTextures(64)
}
} else {
updateGeometry(size, idx)
}
}
loadTextures(32)
/**
* Build Image Geometry
**/
// Iterate over the textures in the current texture set
// and for each, add a new mesh to the scene
function buildGeometry(size) {
setImageAndAtlasSize(size);
for (var i=0; i<textureSets[size].count; i++) {
// Create one new geometry per atlas
var geometry = new THREE.Geometry();
for (var j=0; j<atlas.cols*atlas.rows; j++) {
geometry = updateVertices(geometry, i, j);
geometry = updateFaces(geometry);
geometry = updateFaceVertexUvs(geometry, j, 0);
}
buildMesh(geometry, materials[size][i]);
}
}
function setImageAndAtlasSize(size) {
// Identify the subimage size in px (width/height) and the
// size of the image as it will be displayed in the map
image = { width: size, height: size, shownWidth: 64, shownHeight: 64 };
// Identify the total number of cols & rows in the image atlas
atlas = { width: 2048, height: 2048, cols: 2048/size, rows: 2048/size };
}
// Get the x, y, z coords for the subimage at index position j
// of atlas in index position i
function getCoords(i, j) {
var idx = (i * atlas.rows * atlas.cols) + j;
var coords = imagePositions[idx];
coords.x *= 2200;
coords.y *= 1200;
coords.z = (-200 + j/100);
return coords;
}
// Add one vertex for each corner of the image, using the
// following order: lower left, lower right, upper right, upper left
function updateVertices(geometry, i, j) {
// Retrieve the x, y, z coords for this subimage
var coords = getCoords(i, j);
geometry.vertices.push(
new THREE.Vector3(
coords.x,
coords.y,
coords.z
),
new THREE.Vector3(
coords.x + image.shownWidth,
coords.y,
coords.z
),
new THREE.Vector3(
coords.x + image.shownWidth,
coords.y + image.shownHeight,
coords.z
),
new THREE.Vector3(
coords.x,
coords.y + image.shownHeight,
coords.z
)
);
return geometry;
}
// Create two new faces for a given subimage, then add those
// faces to the geometry
function updateFaces(geometry) {
// Add the first face (the lower-right triangle)
var faceOne = new THREE.Face3(
geometry.vertices.length-4,
geometry.vertices.length-3,
geometry.vertices.length-2
)
// Add the second face (the upper-left triangle)
var faceTwo = new THREE.Face3(
geometry.vertices.length-4,
geometry.vertices.length-2,
geometry.vertices.length-1
)
// Add those faces to the geometry
geometry.faces.push(faceOne, faceTwo);
return geometry;
}
function updateFaceVertexUvs(geometry, j, materialIdx) {
// Identify the relative width and height of the subimages
// within the image atlas
var relativeW = image.width / atlas.width;
var relativeH = image.height / atlas.height;
// Identify this subimage's offset in the x dimension
// An xOffset of 0 means the subimage starts flush with
// the left-hand edge of the atlas
var xOffset = (j % atlas.cols) * relativeW;
// Identify this subimage's offset in the y dimension
// A yOffset of 0 means the subimage starts flush with
// the bottom edge of the atlas
var yOffset = 1 - (Math.floor(j/atlas.cols) * relativeH) - relativeH;
// Create an empty list of faceVertexUvs for the given material Idx
// if it doesn't exist yet
if (!geometry.faceVertexUvs[materialIdx]) {
geometry.faceVertexUvs[materialIdx] = [];
}
// Use the xOffset and yOffset (and the knowledge that
// each row and column contains only 32 images) to specify
// the regions of the current image
geometry.faceVertexUvs[materialIdx][j*2] = [
new THREE.Vector2(xOffset, yOffset),
new THREE.Vector2(xOffset + relativeW, yOffset),
new THREE.Vector2(xOffset + relativeW, yOffset + relativeH)
];
// Map the region of the image described by the lower-left,
// upper-right, and upper-left vertices to `faceTwo`
geometry.faceVertexUvs[materialIdx][(j*2) + 1] = [
new THREE.Vector2(xOffset, yOffset),
new THREE.Vector2(xOffset + relativeW, yOffset + relativeH),
new THREE.Vector2(xOffset, yOffset + relativeH)
];
return geometry;
}
function buildMesh(geometry, material) {
// Convert the geometry to a BuferGeometry for additional performance
//var geometry = new THREE.BufferGeometry().fromGeometry(geometry);
// Combine the image geometry and material into a mesh
var mesh = new THREE.Mesh(geometry, [material]);
// Set the position of the image mesh in the x,y,z dimensions
mesh.position.set(0,0,0)
// Add the image to the scene
scene.add(mesh);
// Save this mesh
meshes.push(mesh);
}
/**
* Update Geometries with new VertexUvs and materials
**/
function updateGeometry(size, idx) {
// Update the image and atlas sizes
setImageAndAtlasSize(size)
// Determine how many of the higher resolution atlas files
// it takes to account for all subimages in a lower resolution
// atlas file
var lowResPerAtlas = (2048/32)**2;
var highResPerAtlas = (2048/64)**2;
var atlasRatio = lowResPerAtlas / highResPerAtlas;
// Determine which of the original meshes the newly-loaded high-res
// atlas corresponds to
var meshIdx = Math.floor(idx/atlasRatio);
// Determine the material index position to use in this mesh.
// The mesh's materials array will look like this:
// mesh.material = [32px, 64px_0, 64px_1, 64px_2, 64px_3, 64_px_4];
var materialIdx = (idx % atlasRatio) + 1;
// Add the newly loaded material into the appropriate mesh
meshes[meshIdx].material[materialIdx] = materials[size][idx];
//console.log(meshIdx, materialIdx, idx, meshes[materialIdx].material)
// Pluck out the geometry of this mesh update:
var geometry = meshes[meshIdx].geometry;
for (var j=0; j<highResPerAtlas; j++) {
geometry = updateFaceVertexUvs(geometry, j, materialIdx);
}
geometry.faceVertexUvs[0] = [];
meshes[meshIdx].geometry = geometry;
meshes[meshIdx].geometry.colorsNeedUpdate = true;
meshes[meshIdx].geometry.groupsNeedUpdate = true;
meshes[meshIdx].geometry.lineDistancesNeedUpdate = true;
meshes[meshIdx].geometry.normalsNeedUpdate = true;
meshes[meshIdx].geometry.uvsNeedUpdate = true;
meshes[meshIdx].geometry.verticesNeedUpdate = true;
// Indicate the material needs update
meshes[meshIdx].material.needsUpdate = true;
}
/**
* Lights
**/
// Add a point light with #fff color, .7 intensity, and 0 distance
var light = new THREE.PointLight( 0xffffff, 1, 0 );
// Specify the light's position
light.position.set(1, 1, 100);
// Add the light to the scene
scene.add(light)
/**
* Add Controls
**/
var controls = new THREE.TrackballControls(camera, renderer.domElement);
/**
* Handle window resizes
**/
window.addEventListener('resize', function() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
controls.handleResize();
});
/**
* Render!
**/
// The main animation function that re-renders the scene each animation frame
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
controls.update();
}
animate();
* {
margin: 0;
padding: 0;
background: #000;
color: #fff;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.js"></script>
<script src="https://s3-us-west-2.amazonaws.com/yale-dh-staging/tsne/assets/vendor/js/trackball-controls.js"></script>
<div id='loading'>Loading</div>
This is a known bug: https://github.com/mrdoob/three.js/issues/7179
Instead of changing a faceVertexUv by index accessors, one must use a .set() method on the appropriate vector within the faceVertexUv, e.g.:
if (geometry.faceVertexUvs[0][faceIdx]) {
geometry.faceVertexUvs[0][faceIdx][0].set(xOffset, yOffset)
geometry.faceVertexUvs[0][faceIdx][1].set(xOffset + width, yOffset)
geometry.faceVertexUvs[0][faceIdx][2].set(xOffset + width, yOffset + height)
} else {
geometry.faceVertexUvs[0][faceIdx] = [
new THREE.Vector2(xOffset, yOffset),
new THREE.Vector2(xOffset + width, yOffset),
new THREE.Vector2(xOffset + width, yOffset + height)
]
}
Full example:
/**
* Globals
**/
// Create a store for all images contained in the visualization
var imageList = null;
// Create a store for the image atlas files. Each key will represent
// the index position of the atlas file, and the value will point
// to the material at that index position
var materials = {32: {}, 64: {}};
// Create global configs for image and atlas sizing
var image, atlas;
// Create a store of meshes
var meshes = [];
/**
* Create Scene
**/
// Create the scene and a camera to view it
var scene = new THREE.Scene();
/**
* Camera
**/
// Specify the portion of the scene visiable at any time (in degrees)
var fieldOfView = 75;
// Specify the camera's aspect ratio
var aspectRatio = window.innerWidth / window.innerHeight;
/*
Specify the near and far clipping planes. Only objects
between those planes will be rendered in the scene
(these values help control the number of items rendered
at any given time)
*/
var nearPlane = 100;
var farPlane = 50000;
// Use the values specified above to create a camera
var camera = new THREE.PerspectiveCamera(
fieldOfView, aspectRatio, nearPlane, farPlane
);
// Finally, set the camera's position
camera.position.z = 12000;
camera.position.y = -2000;
/**
* Lights
**/
// Add a point light with #fff color, .7 intensity, and 0 distance
var light = new THREE.PointLight( 0xffffff, 1, 0 );
// Specify the light's position
light.position.set(1, 1, 100);
// Add the light to the scene
scene.add(light)
/**
* Renderer
**/
// Create the canvas with a renderer
var renderer = new THREE.WebGLRenderer({ antialias: true });
// Add support for retina displays
renderer.setPixelRatio( window.devicePixelRatio );
// Specify the size of the canvas
renderer.setSize( window.innerWidth, window.innerHeight );
// Add the canvas to the DOM
document.body.appendChild( renderer.domElement );
/**
* Load External Data
**/
// Identify data endpoint
var dataUrl = 'https://s3.amazonaws.com/duhaime/blog/tsne-webgl/data/';
// Create a store for image position information
var imagePositions = null;
// Load the image position JSON file
var fileLoader = new THREE.FileLoader();
fileLoader.load(dataUrl + 'image_tsne_projections.json', function(data) {
imagePositions = JSON.parse(data);
conditionallyBuildGeometries(32)
})
/**
* Load Atlas Textures
**/
// List of all textures to be loaded, the size of subimages
// in each, and the total count of atlas files for each size
var textureSets = {
32: { size: 32, count: 5 },
64: { size: 64, count: 20 }
}
// Create a texture loader so we can load our image files
var textureLoader = new THREE.TextureLoader();
function loadTextures(size) {
for (var i=0; i<textureSets[size].count; i++) {
var url = dataUrl + 'atlas_files/' + size + 'px/atlas-' + i + '.jpg';
textureLoader.load(url, handleTexture.bind(null, size, i));
}
}
// Create a material from the new texture and call
// the geometry builder if all textures have loaded
function handleTexture(size, idx, texture) {
var material = new THREE.MeshBasicMaterial({ map: texture });
materials[size][idx] = material;
conditionallyBuildGeometries(size, idx)
}
// If the textures and the mapping from image idx to positional information
// are all loaded, create the geometries
function conditionallyBuildGeometries(size, idx) {
if (size === 32) {
var nLoaded = Object.keys(materials[size]).length;
var nRequired = textureSets[size].count;
if (nLoaded === nRequired && imagePositions) {
document.querySelector('#loading').style.display = 'none';
buildGeometry(size);
loadTextures(64)
}
} else {
updateGeometry(size, idx)
}
}
loadTextures(32)
/**
* Build Image Geometry
**/
// Iterate over the textures in the current texture set
// and for each, add a new mesh to the scene
function buildGeometry(size) {
setImageAndAtlasSize(size);
for (var i=0; i<textureSets[size].count; i++) {
// Create one new geometry per set of 1024 images
var geometry = new THREE.Geometry();
geometry.faceVertexUvs[0] = [];
for (var j=0; j<atlas.cols*atlas.rows; j++) {
geometry = updateVertices(geometry, i, j);
geometry = updateFaces(geometry);
geometry = updateFaceVertexUvs(geometry, j);
if ((j+1)%1024 === 0) {
buildMesh(geometry, materials[size][i]);
var geometry = new THREE.Geometry();
}
}
}
}
function setImageAndAtlasSize(size) {
// Identify the subimage size in px (width/height) and the
// size of the image as it will be displayed in the map
image = { width: size, height: size, shownWidth: 64, shownHeight: 64 };
// Identify the total number of cols & rows in the image atlas
atlas = { width: 2048, height: 2048, cols: 2048/size, rows: 2048/size };
}
// Get the x, y, z coords for the subimage at index position j
// of atlas in index position i
function getCoords(i, j) {
var idx = (i * atlas.rows * atlas.cols) + j;
var coords = imagePositions[idx];
coords.x *= 2200;
coords.y *= 1200;
coords.z = (-200 + j/100);
return coords;
}
// Add one vertex for each corner of the image, using the
// following order: lower left, lower right, upper right, upper left
function updateVertices(geometry, i, j) {
// Retrieve the x, y, z coords for this subimage
var coords = getCoords(i, j);
geometry.vertices.push(
new THREE.Vector3(
coords.x,
coords.y,
coords.z
),
new THREE.Vector3(
coords.x + image.shownWidth,
coords.y,
coords.z
),
new THREE.Vector3(
coords.x + image.shownWidth,
coords.y + image.shownHeight,
coords.z
),
new THREE.Vector3(
coords.x,
coords.y + image.shownHeight,
coords.z
)
);
return geometry;
}
// Create two new faces for a given subimage, then add those
// faces to the geometry
function updateFaces(geometry) {
// Add the first face (the lower-right triangle)
var faceOne = new THREE.Face3(
geometry.vertices.length-4,
geometry.vertices.length-3,
geometry.vertices.length-2
)
// Add the second face (the upper-left triangle)
var faceTwo = new THREE.Face3(
geometry.vertices.length-4,
geometry.vertices.length-2,
geometry.vertices.length-1
)
// Add those faces to the geometry
geometry.faces.push(faceOne, faceTwo);
return geometry;
}
function updateFaceVertexUvs(geometry, j) {
// Identify the relative width and height of the subimages
// within the image atlas
var relativeW = image.width / atlas.width;
var relativeH = image.height / atlas.height;
// Identify this subimage's offset in the x dimension
// An xOffset of 0 means the subimage starts flush with
// the left-hand edge of the atlas
var xOffset = (j % atlas.cols) * relativeW;
// Identify this subimage's offset in the y dimension
// A yOffset of 0 means the subimage starts flush with
// the bottom edge of the atlas
var yOffset = 1 - (Math.floor(j/atlas.cols) * relativeH) - relativeH;
// Determine the faceVertexUvs index position
var faceIdx = 2 * (j%1024);
// Use the xOffset and yOffset (and the knowledge that
// each row and column contains only 32 images) to specify
// the regions of the current image. Use .set() if the given
// faceVertex is already defined, due to a bug in updateVertexUvs:
// https://github.com/mrdoob/three.js/issues/7179
if (geometry.faceVertexUvs[0][faceIdx]) {
geometry.faceVertexUvs[0][faceIdx][0].set(xOffset, yOffset)
geometry.faceVertexUvs[0][faceIdx][1].set(xOffset + relativeW, yOffset)
geometry.faceVertexUvs[0][faceIdx][2].set(xOffset + relativeW, yOffset + relativeH)
} else {
geometry.faceVertexUvs[0][faceIdx] = [
new THREE.Vector2(xOffset, yOffset),
new THREE.Vector2(xOffset + relativeW, yOffset),
new THREE.Vector2(xOffset + relativeW, yOffset + relativeH)
]
}
// Map the region of the image described by the lower-left,
// upper-right, and upper-left vertices to `faceTwo`
if (geometry.faceVertexUvs[0][faceIdx+1]) {
geometry.faceVertexUvs[0][faceIdx+1][0].set(xOffset, yOffset)
geometry.faceVertexUvs[0][faceIdx+1][1].set(xOffset + relativeW, yOffset + relativeH)
geometry.faceVertexUvs[0][faceIdx+1][2].set(xOffset, yOffset + relativeH)
} else {
geometry.faceVertexUvs[0][faceIdx+1] = [
new THREE.Vector2(xOffset, yOffset),
new THREE.Vector2(xOffset + relativeW, yOffset + relativeH),
new THREE.Vector2(xOffset, yOffset + relativeH)
]
}
return geometry;
}
function buildMesh(geometry, material) {
// Convert the geometry to a BuferGeometry for additional performance
//var geometry = new THREE.BufferGeometry().fromGeometry(geometry);
// Combine the image geometry and material into a mesh
var mesh = new THREE.Mesh(geometry, material);
// Set the position of the image mesh in the x,y,z dimensions
mesh.position.set(0,0,0)
// Add the image to the scene
scene.add(mesh);
// Save this mesh
meshes.push(mesh);
return mesh;
}
/**
* Update Geometries with new VertexUvs and materials
**/
function updateGeometry(size, idx) {
// Update the image and atlas sizes
setImageAndAtlasSize(size)
// Update the appropriate material
meshes[idx].material = materials[size][idx];
meshes[idx].material.needsUpdate = true;
// Update the facevertexuvs
for (var j=0; j<atlas.cols*atlas.rows; j++) {
meshes[idx].geometry = updateFaceVertexUvs(meshes[idx].geometry, j);
}
meshes[idx].geometry.uvsNeedUpdate = true;
meshes[idx].geometry.verticesNeedUpdate = true;
}
/**
* Add Controls
**/
var controls = new THREE.TrackballControls(camera, renderer.domElement);
/**
* Handle window resizes
**/
window.addEventListener('resize', function() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
controls.handleResize();
});
/**
* Render!
**/
// The main animation function that re-renders the scene each animation frame
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
controls.update();
}
animate();
* {
margin: 0;
padding: 0;
background: #000;
color: #fff;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.js"></script>
<script src="https://s3-us-west-2.amazonaws.com/yale-dh-staging/tsne/assets/vendor/js/trackball-controls.js"></script>
<div id='loading'>Loading</div>