Rotate at specific pivot point - three.js

I'm trying to pivot a piece of a headphone set. It's capable of doing such in my model (in Maya).. but I can't seem to figure it out in threejs.
I know I can rotate my objects X Y and Z by doing something like this:
object.rotateX(THREE.Math.degToRad(degreeX));
object.rotateY(THREE.Math.degToRad(degreeY));
object.rotateZ(THREE.Math.degToRad(degreeZ));
But how do I keep the pivot point stationary while the rests rotates/moves? So in my example, I'd want the ear piece to be able to move left and right based off of the black-ish screw you see in my picture.

You could nest your headphones Mesh inside another THREE.Group, reposition the headphones inside this group so the pivot is in the desired position, then rotate the parent.
// You take your headphones and nest them inside a Group
var headphones = new THREE.Mesh(geom, material);
var parent = new THREE.Group();
parent.add(headphones);
// Then you move your headphones to the desired pivot position
headphones.position.set(-5, 0.1, 0);
// Parent is going to rotate around it origin
parent.rotateX(THREE.Math.degToRad(degreeX));
Note that if you want the pivot to be at (5, -0.1, 0), you should move headphones in the opposite direction: (-5, 0.1, 0).

Parent your model to another THREE.Object3D but to make it easy use the SceneUtils.attach function.
Example:
Click then drag, each time you click the pivot object will be moved to that location and then the model (the cube) will be attached to the pivot by calling THREE.SceneUtils.attach(model, scene, pivot). When you let off the mouse the model is detached using THREE.SceneUtils.detach(model, pivot, scene).
'use strict';
/* global THREE */
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas: canvas});
const fov = 45;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 100;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
// make the camera look down
camera.position.set(0, 10, 0);
camera.up.set(0, 0, -1);
camera.lookAt(0, 0, 0);
const scene = new THREE.Scene();
scene.background = new THREE.Color('black');
scene.add(new THREE.GridHelper(40, 40));
let model;
{
const cubeSize = 3;
const cubeGeo = new THREE.BoxBufferGeometry(cubeSize, cubeSize, cubeSize);
const cubeMat = new THREE.MeshBasicMaterial({color: 'red'});
model = new THREE.Mesh(cubeGeo, cubeMat);
model.position.set(.5, .5, .5);
scene.add(model);
}
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() {
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
}
render();
let rotate = false;
const startPos = {x:0, y:0};
const raycaster = new THREE.Raycaster();
const pivot = new THREE.Object3D();
scene.add(pivot);
pivot.add(new THREE.AxesHelper(.5));
function setPivotPoint(e) {
startPos.x = e.clientX;
startPos.y = e.clientY;
const normalizedPosition = {
x: e.clientX / canvas.clientWidth * 2 - 1,
y: e.clientY / canvas.clientHeight * -2 + 1,
};
// this part is NOT important to the answer. The question
// is how to rotate from some point. This code is picking
// a point. Which point to pick was not part of the question
// but to demo the solution it's important to pick a point
// put the pivot where the mouse was clicked
raycaster.setFromCamera(normalizedPosition, camera);
const intersection = raycaster.intersectObjects(scene.children)[0];
if (intersection) {
if (rotate) {
removeFromPivot();
}
pivot.position.copy(intersection.point);
pivot.rotation.set(0,0,0);
pivot.updateMatrixWorld();
rotate = true;
// this the important part. We're making the cube
// a child of 'pivot' without it moving in world space
THREE.SceneUtils.attach(model, scene, pivot);
render();
}
}
function rotatePivot(e) {
e.preventDefault();
if (rotate) {
const dx = e.clientX - startPos.x;
const dy = e.clientY - startPos.y;
const maxDelta = Math.abs(dx) > Math.abs(dy) ? dx : dy;
pivot.rotation.y = maxDelta * 0.01;
render();
}
}
function removeFromPivot() {
if (rotate) {
rotate = false;
THREE.SceneUtils.detach(model, pivot, scene);
window.removeEventListener('mousemove', rotatePivot);
window.removeEventListener('mouseup', removeFromPivot);
}
}
canvas.addEventListener('mousedown', (e) => {
e.preventDefault();
setPivotPoint(e);
if (rotate) {
window.addEventListener('mousemove', rotatePivot);
window.addEventListener('mouseup', removeFromPivot);
}
});
}
main();
html, body {
margin: 0;
height: 100%;
}
#c {
width: 100%;
height: 100%;
display: block;
}
<canvas id="c"></canvas>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r98/three.min.js"></script>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r98/js/utils/SceneUtils.js"></script>

Related

How to remove Box3 in ThreeJS?

I'm using Box3 to detect intersections so player could collect coins. I'd like the coin to be removed after detecting that it's intersecting with player but for some reason, I can't remove its (coin's) Box3.
I've read the documentation and deduced that Box3 is connected to the item's geometry, but removing the geometry and removing the item from the scene doesn't seem to remove Box3; it just stays in place, still interacting with player.
My code fiddle: https://jsfiddle.net/ImLost/g3mu1fqe/2/
Code:
function main() {
const canvas = document.querySelector('#canva');
const renderer = new THREE.WebGLRenderer({ canvas });
renderer.setSize(window.innerWidth, window.innerHeight);
/* Camera */
const fov = 40;
const aspect = window.innerWidth / window.innerHeight;
const near = 0.1;
const far = 1000;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 65, -45);
camera.up.set(0, 0, 1);
camera.lookAt(0, 0, 0);
const scene = new THREE.Scene();
/* Lights */
const mainLight = new THREE.DirectionalLight(0xffffff, .85);
mainLight.position.set(0, 20, 0);
scene.add(mainLight);
mainLight.castShadow = true;
mainLight.shadow.mapSize.width = 2048;
mainLight.shadow.mapSize.height = 2048;
/* Board */
const boardGeometry = new THREE.PlaneGeometry(50, 50);
const boardMaterial = new THREE.MeshToonMaterial({ color: 0xEEEEEE, side: THREE.DoubleSide });
const board = new THREE.Mesh(boardGeometry, boardMaterial);
board.rotation.x = Math.PI / 2; //The board must be placed flat on the x axis
scene.add(board);
/* Player */
const playerBox = new THREE.Box3() // Used to determine collisions
const playerGeometry = new THREE.BoxGeometry(1, 1, 1.5);
const playerMaterial = new THREE.MeshToonMaterial({ color: 0xAAAAAA });
const player = new THREE.Mesh(playerGeometry, playerMaterial);
player.geometry.computeBoundingBox(playerBox);
scene.add(player);
/* Box helper */
const playerHelper = new THREE.Box3Helper(playerBox, 0xffff00);
scene.add(playerHelper);
/* Coin */
const smallCollectibleRadius = .4
const bigCollectibleRadius = .6
const coinBox = new THREE.Box3();
const coinGeometry = new THREE.SphereGeometry(smallCollectibleRadius, 100, 100);
const coinMaterial = new THREE.MeshToonMaterial({ color: 0xffff00, emissive: 0xffff00 });
const coin = new THREE.Mesh(coinGeometry, coinMaterial);
coin.position.set(0, 0, 3)
scene.add(coin);
coin.geometry.computeBoundingBox(coinBox);
const coinHelper = new THREE.Box3Helper(coinBox, 0xffff00);
scene.add(coinHelper);
function checkCollision(box) {
var collision = playerBox.intersectsBox(box);
if (collision == true) {
return true
}
}
document.addEventListener("keypress", function (event) {
if (checkCollision(coinBox)) {
console.log("Yummy coin!")
coinGeometry.dispose()
coin.geometry.dispose()
scene.remove(coin)
}
});
function render(time) {
time *= 0.001;
const speed = 0.0005
const rotSpeed = 0.00005
const dir = new THREE.Vector3();
playerBox.copy(player.geometry.boundingBox).applyMatrix4(player.matrixWorld);
coinBox.copy(coin.geometry.boundingBox).applyMatrix4(coin.matrixWorld);
document.addEventListener("keypress", function (event) {
if (event.keyCode == 119) {
player.getWorldDirection(dir);
player.position.addScaledVector(dir, speed);
}
if (event.keyCode == 115) {
player.getWorldDirection(dir);
player.position.addScaledVector(dir, -speed);
}
if (event.keyCode == 97) {
player.rotation.y += rotSpeed
}
if (event.keyCode == 100) {
player.rotation.y -= rotSpeed
}
});
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
coinGeometry.dispose()
coin.geometry.dispose()
scene.remove(coin)
The code above does not invalidate your coin object, nor its .geometry property--it simply discards the buffer and attribute data from memory. Other properties, like boundingBox still exist. Otherwise, you would be getting errors when you copy the bounding box into coinBox after the coin has been "consumed."
Now, you can invalidate the whole coin by setting it to null:
scene.remove(coin)
coin = null
However, JavaScript is garbage-collected, and you may still be able to access the object before it is actually removed from the heap. I would recommend a simple logical workaround:
scene.remove(coin)
coin.userData.consumed = true
coin = null
Then in your renderer and key event listener, add checks for the new property:
document.addEventListener("keypress", function (event) {
if (coin !== null && !('consumed' in coin.userData) && checkCollision(coinBox)) {
playerBox.copy(player.geometry.boundingBox).applyMatrix4(player.matrixWorld);
if( coin !== null && !('consumed' in coin.userData) ){
coinBox.copy(coin.geometry.boundingBox).applyMatrix4(coin.matrixWorld);
}

Three.js Move an object to front of camera

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);

GLTF model and interaction in Three.js

My js skills could be improved to say the least! But struggling with this
I can get my model to load ok into the scene but cannot seem to get the interaction working.
It's like i need to tie in the GLTF file into the raycaster, the below code is part of it. The full Codepen link is below this code.
class PickHelper {
constructor() {
this.raycaster = new THREE.Raycaster();
this.pickedObject = null;
this.pickedObjectSavedColor = 0;
}
pick(normalizedPosition, scene, camera, time) {
if (this.pickedObject) {
this.pickedObject.material.emissive.setHex(this.pickedObjectSavedColor);
this.pickedObject = undefined;
}
this.raycaster.setFromCamera(normalizedPosition, camera);
const intersectedObjects = this.raycaster.intersectObjects(scene.children);
if (intersectedObjects.length) {
this.pickedObject = intersectedObjects[0].object;
this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
this.pickedObject.material.emissive.setHex((time * 8) % 2 > 1 ? 0xFFFF00 : 0xFF0000);
this.pickedObject.rotation.y += 0.1 ;
}
}
https://codepen.io/johneemac/pen/abzqdye << FULL Code
Sorry: Cross origin issue with the gltf file on CodePen though! It won't load but you get the idea hopefully.
Super appreciate any help, thanks!
You have to perform the intersection test like so:
const intersectedObjects = this.raycaster.intersectObjects(scene.children, true);
Notice the second argument of intersectObjects(). It indicates that the raycaster should process the entire hierarchy of objects which is necessary in context of a loaded glTF asset.
three.js R112
It's not clear what you're trying to do. GLTF files are collection of materials, animations, geometries, meshes, etc.. so you can't "pick" a GLTF file. You can "pick" individual elements inside. You could write some code that if something is picked, checks of the thing that was picked is one of the meshes loaded in the GLTF scene and then pick every other thing that was loaded in the GLTF scene.
In any case,
You need to give the RayCaster a list of objects to select from. In the original example that was scene.children which is just the list of Boxes added to the root of the scene. But when loading a GLTF, unless you already know the structure of the GLTF because you created the scene yourself you'll need to go find the things you want to be able to select and add them to some list that you can pass to RayCaster.intersectObjects
This code gets all the Mesh objects from the loaded GLTF file
let pickableMeshes = [];
// this is run after loading the gLTT
// get a list of all the meshes in the scene
root.traverse((node) => {
if (node instanceof THREE.Mesh) {
pickableMeshes.push(node);
}
});
Note that you could also pass true as the second argument to RayCaster.intersectObjects as in rayCaster.intersectObjects(scene.children, true). That's probably rarely what you want though as likely you have things in the scene you don't want the user to be able to select. For example if you only wanted the user to be able to select the cars then something like
// get a list of all the meshes in the scene who's names start with "car"
root.traverse((node) => {
if (node instanceof THREE.Mesh && (/^car/i).test(node.name)) {
pickableMeshes.push(node);
}
});
Then, PickHelper class you used was changing the color of the material on each Box but that only works because each Box has its own material. If the Boxes shared materials then changing the material color would change all the boxes.
Loading a different GLTF most the objects shared the same material so to be able to highlight one requires changing the material used with that object or choosing some other method to highlight the selected thing.
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
const fov = 60;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 200;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.z = 30;
const scene = new THREE.Scene();
scene.background = new THREE.Color('white');
// put the camera on a pole (parent it to an object)
// so we can spin the pole to move the camera around the scene
const cameraPole = new THREE.Object3D();
scene.add(cameraPole);
cameraPole.add(camera);
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(-1, 2, 4);
camera.add(light);
}
function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
const halfFovY = THREE.Math.degToRad(camera.fov * .5);
const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
// compute a unit vector that points in the direction the camera is now
// in the xz plane from the center of the box
const direction = (new THREE.Vector3())
.subVectors(camera.position, boxCenter)
.multiply(new THREE.Vector3(1, 0, 1))
.normalize();
// move the camera to a position distance units way from the center
// in whatever direction the camera was from the center already
camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
// pick some near and far values for the frustum that
// will contain the box.
camera.near = boxSize / 100;
camera.far = boxSize * 100;
camera.updateProjectionMatrix();
// point the camera to look at the center of the box
camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
}
let pickableMeshes = [];
{
const gltfLoader = new THREE.GLTFLoader();
gltfLoader.load('https://threejsfundamentals.org/threejs/resources/models/cartoon_lowpoly_small_city_free_pack/scene.gltf', (gltf) => {
const root = gltf.scene;
scene.add(root);
// compute the box that contains all the stuff
// from root and below
const box = new THREE.Box3().setFromObject(root);
const boxSize = box.getSize(new THREE.Vector3()).length();
const boxCenter = box.getCenter(new THREE.Vector3());
// set the camera to frame the box
frameArea(boxSize * 0.7, boxSize, boxCenter, camera);
// get a list of all the meshes in the scen
root.traverse((node) => {
if (node instanceof THREE.Mesh) {
pickableMeshes.push(node);
}
});
});
}
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;
}
class PickHelper {
constructor() {
this.raycaster = new THREE.Raycaster();
this.pickedObject = null;
this.pickedObjectSavedMaterial = null;
this.selectMaterial = new THREE.MeshBasicMaterial();
this.infoElem = document.querySelector('#info');
}
pick(normalizedPosition, scene, camera, time) {
// restore the color if there is a picked object
if (this.pickedObject) {
this.pickedObject.material = this.pickedObjectSavedMaterial;
this.pickedObject = undefined;
this.infoElem.textContent = '';
}
// cast a ray through the frustum
this.raycaster.setFromCamera(normalizedPosition, camera);
// get the list of objects the ray intersected
const intersectedObjects = this.raycaster.intersectObjects(pickableMeshes);
if (intersectedObjects.length) {
// pick the first object. It's the closest one
this.pickedObject = intersectedObjects[0].object;
// save its color
this.pickedObjectSavedMaterial = this.pickedObject.material;
this.pickedObject.material = this.selectMaterial;
// flash select material color to flashing red/yellow
this.selectMaterial.color.setHex((time * 8) % 2 > 1 ? 0xFFFF00 : 0xFF0000);
this.infoElem.textContent = this.pickedObject.name;
}
}
}
const pickPosition = {x: 0, y: 0};
const pickHelper = new PickHelper();
clearPickPosition();
function render(time) {
time *= 0.001; // convert to seconds;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
cameraPole.rotation.y = time * .1;
pickHelper.pick(pickPosition, scene, camera, time);
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
function getCanvasRelativePosition(event) {
const rect = canvas.getBoundingClientRect();
return {
x: event.clientX - rect.left,
y: event.clientY - rect.top,
};
}
function setPickPosition(event) {
const pos = getCanvasRelativePosition(event);
pickPosition.x = (pos.x / canvas.clientWidth ) * 2 - 1;
pickPosition.y = (pos.y / canvas.clientHeight) * -2 + 1; // note we flip Y
}
function clearPickPosition() {
// unlike the mouse which always has a position
// if the user stops touching the screen we want
// to stop picking. For now we just pick a value
// unlikely to pick something
pickPosition.x = -100000;
pickPosition.y = -100000;
}
window.addEventListener('mousemove', setPickPosition);
window.addEventListener('mouseout', clearPickPosition);
window.addEventListener('mouseleave', clearPickPosition);
window.addEventListener('touchstart', (event) => {
// prevent the window from scrolling
event.preventDefault();
setPickPosition(event.touches[0]);
}, {passive: false});
window.addEventListener('touchmove', (event) => {
setPickPosition(event.touches[0]);
});
window.addEventListener('touchend', clearPickPosition);
}
main();
body { margin: 0; }
#c { width: 100vw; height: 100vh; display: block; }
#info { position: absolute; left: 0; top: 0; background: black; color: white; padding: 0.5em; font-family: monospace; }
<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/loaders/GLTFLoader.js"></script>
<canvas id="c"></canvas>
<div id="info"></div>

How many times is gl.DrawElements called?

Tell me how many times THREEjs calls the function gl.DrawElements in one frame. Once ?, or on each object the function is caused.
// Render at once //
ONE gl.DrawElements ( box + sphere + plane ) = SCENE
OR
// Render each object independently //
gl.DrawElements ( box ) + gl.DrawElements ( sphere ) + gl.DrawElements ( plane ) = SCENE
I bad write in English, I’m sorry. I hope my question is clear. Thanks for the answer.
You can look up how many times three.js called gl.drawXXX by looking at renderer.info.render.calls
From the example below we see that each "Mesh" has a draw call. If we added shadows it would likely be one draw call per mesh per light drawing shadows. Three.js has optional culling so if something is not visible it might not try to draw it.
'use strict';
/* global THREE */
function main() {
const infoElem = document.querySelector('#info');
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas: 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 = 2;
const scene = new THREE.Scene();
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(-1, 2, 4);
scene.add(light);
}
const boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
function makeInstance(geometry, color, x) {
const material = new THREE.MeshPhongMaterial({color});
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
cube.position.x = x;
return cube;
}
const cubes = [
makeInstance(geometry, 0x44aa88, 0),
makeInstance(geometry, 0x8844aa, -2),
makeInstance(geometry, 0xaa8844, 2),
];
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();
}
cubes.forEach((cube, ndx) => {
const speed = 1 + ndx * .1;
const rot = time * speed;
cube.rotation.x = rot;
cube.rotation.y = rot;
});
renderer.render(scene, camera);
infoElem.textContent = JSON.stringify(renderer.info, null, 2);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
body {
margin: 0;
}
#c {
width: 100vw;
height: 100vh;
display: block;
}
#info {
position: absolute;
left: 0;
top: 0;
color: white;
font-size: x-small;
}
<canvas id="c"></canvas>
<pre id="info"></pre>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r94/three.min.js"></script>
Another way is to use a tool such as this:
https://spector.babylonjs.com
Or the built in inspector that comes with Firefox (nightly?). It will give you more information on the draw call.

decay and distance with physically correct lighting in three.js

What does the distance setting mean in three.js in relation to physically based lighting?
For non physically based lighting the distance setting is a setting where the light's influence fades out linearly. Effectively
lightAffect = 1 - min(1, distanceFromLight / distance)
I don't know physically based lighting well but it seems to me real lights don't have a distance setting, they just have a power output (lumens) and decay based on the atmosphere density. Three.js has both a power setting and a decay setting although it's not clear at all what decay should be set to as the docs effectively just say to set it to 2.
What should I be setting distance for a physically based PointLight for example if I want physically based lighting?
'use strict';
/* global dat */
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas: canvas});
renderer.physicallyCorrectLights = true;
const fov = 45;
const aspect = 2; // the canvas default
const zNear = 0.1;
const zFar = 100;
const camera = new THREE.PerspectiveCamera(fov, aspect, zNear, zFar);
camera.position.set(0, 10, 20);
camera.lookAt(0, 5, 0);
const scene = new THREE.Scene();
scene.background = new THREE.Color('black');
{
const planeSize = 40;
const planeGeo = new THREE.PlaneBufferGeometry(planeSize, planeSize);
const planeMat = new THREE.MeshPhongMaterial({
color: '#A86',
side: THREE.DoubleSide,
});
const mesh = new THREE.Mesh(planeGeo, planeMat);
mesh.rotation.x = Math.PI * -.5;
scene.add(mesh);
} {
const cubeSize = 4;
const cubeGeo = new THREE.BoxBufferGeometry(cubeSize, cubeSize, cubeSize);
const cubeMat = new THREE.MeshPhongMaterial({color: '#8AC'});
const mesh = new THREE.Mesh(cubeGeo, cubeMat);
mesh.position.set(cubeSize + 1, cubeSize / 2, 0);
scene.add(mesh);
}
{
const sphereRadius = 3;
const sphereWidthDivisions = 32;
const sphereHeightDivisions = 16;
const sphereGeo = new THREE.SphereBufferGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
const sphereMat = new THREE.MeshPhongMaterial({color: '#CA8'});
const mesh = new THREE.Mesh(sphereGeo, sphereMat);
mesh.position.set(-sphereRadius - 1, sphereRadius + 2, 0);
scene.add(mesh);
}
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.PointLight(color, intensity);
light.power = 800;
light.distance = 20;
light.position.set(0, 10, 5);
scene.add(light);
light.decay = 2;
const helper = new THREE.PointLightHelper(light);
scene.add(helper);
const onChange = () => {
helper.update();
render();
};
setTimeout(onChange);
window.onresize = onChange;
const gui = new dat.GUI();
gui.add(light, 'distance', 0, 100).onChange(onChange);
gui.add(light, 'decay', 0, 4).onChange(onChange);
gui.add(light, 'power', 0, 3000).onChange(onChange);
}
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() {
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
}
}
main();
html, body {
margin: 0;
height: 100%;
}
#c {
width: 100%;
height: 100%;
display: block;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.2/dat.gui.min.js"></script>
<canvas id="c"></canvas>
Reading through three.js source and the paper it's linked to, at least as of r95 the distance setting should basically be Infinity for physically based lights.
In the paper they point out physically based lights shine to infinity but of course in a 3D engine that's no good. Most 3D engines need to compute the minimum number of lights per object drawn so a lightDistance setting was added, if the light is further way than lightDistance they can ignore the light. The problem is there will be sharp edge if they just stop using the light past lightDistance so they hacked in a falloff.
three.js copied that lightDistance and falloff setting from the paper but three.js does not cull lights from calculations when lights are far away so there seems to be no reason not to set distance to infinity AFAICT, at least as of r95.

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