Improving THREE js loading time - performance

I'm new to webgl and three js but I managed to finished a small project in a few weeks. But what I want to ask is, what can I do do improve loading times of the app? I'm not complaining about the fps's because the interaction with it is smooth, but it takes quite a while to load everything. Do you guys have any tips or resources that I can check to improve the bundle js loading times?
Im using d3, topojson and three js. The project is a 3d globe with a background image. The globe has a texture and it shows the overlay of the country you're hovering with (so it has mousemove and click events). It also has 3d markers (spheres and cylinders) and interact when you click them.
I tried removing all the code i could, avoid heavy computations, and use BufferGeometry everywhere I could. It also has particles. Since it uses click events I needed Projector.js and I needed OrbitControls.js for the controls logic. Im using debounce on the events also. I'm just asking about general three js tips, some guidelines to avoid waiting 6-9seconds for whole scene to load. Thanks!

shrink your 3D model data;
use compressed texture format such as dds or crunch;
cut big scene into small ones and load them by lods;
Hope this helpful.

Related

Sprite sheet used for diffuse animation

I'm trying to use a sprite sheet in my background animation. The sprite sheet is made up of multiple objects of varying sizes and shapes. I want the sizes/shapes to be used consecutively in a "floating" type backgound animation. I have no clue how to start the code. Can't seem to find anything like this on the Stack Overflow site. Ps. I'm not trying to animate one (1) object (such as a running man). Please HELP!!
I tried using JS code for animating bubbles and just replacing with my script.png. It didn't work. The example background that I'm trying to duplicate is found at https://lusion.co - If you page down until you reach about the third page, you will find a colored background with floating objects, along with a scattered light and fog. Lusion used a sprite sheet for the objects. I have a copy of the sprite sheet. They seem to hide their code, so I can't use their site for learning.

The best approach to use only ThreeJS for building interactive UI without HTML DOM overlays

May I have a 2D layer for UI, Text, Buttons, etc over the 3D scene in ThreeJS?
Ideally something like engine from PixiJS inside ThreeJS? I've seen PixiJS offers some 3D features so why not combine both libraries in something super-powerful? I just do not want to place any HTML Dom elements over WebGL canvas as this will probably slow down performance on Mobile devices.
One way to solve this issue is to implement the UI as screen space sprites like demonstrated in the following official example (check out how the red sprites are rendered):
https://threejs.org/examples/webgl_sprites
The idea is to render them with a separate orthographic camera and an additional call of WebGLRenderer.render(). Besides, instances of THREE.Sprite do support raycasting which is of course useful when implementing interaction.
Building up on Mugen87's answer, you can also use THREE.Shape to make visual containers adapted to the user screen size :
https://threejs.org/docs/#api/en/extras/core/Shape
You can use THREE.Shape to make mesh-based text, is illustrated in this example :
https://threejs.org/examples/?q=text#webgl_geometry_text_shapes
You should also have a look at three-mesh-ui, an add-on for building mesh-based user interface with three.js :
https://github.com/felixmariotto/three-mesh-ui

Three.js transform controls not interactive (won't click or hover)

I'm playing about with three.js and webGL with an attempt to get html objects overlaid on a webGL model.
I intend to use three.js object loaders to render a 3D model, where I can then allow users to overlay HTML DOM objects in 3D space via a custom UI.
I've mainly been using the various different examples in the three.js docs (https://threejs.org/examples/ and https://codepen.io/AdamEDGE/pen/RRjEwz).
In order to allow the user to move the overlaid HTML objects via the UI, I've added the transform controls (https://threejs.org/examples/misc_controls_transform.html).
Things seemed to be going relatively well up to this point, but now I see that the controls are not hoverable or clickable to move the element.
I suspect I'm either missing code or an issue with the camera not aligning correctly, but I'm very new to this so I'm guessing.
I have also experimented with Jerome Etienne's blending tutorials, but on testing that caused other issues and I think may not be worth the trouble for what I'm going for (http://learningthreejs.com/blog/2013/04/30/closing-the-gap-between-html-and-webgl/index.html).
I have created an example that shows the problem (click on an object and the controls should show).
Its a simple webGL torus with two HTML images overlaid and mapped to a Mesh so I can link the controls to the HTML elements which are on a different scene.
https://jsfiddle.net/mattscotty/h5wuq86y/
control = new THREE.TransformControls(camera, glRenderer.domElement);
control.addEventListener('change', render);
The controls show on all the correct places when clicked as expected and I can use the keyboard to change the transform type (again see https://threejs.org/examples/misc_controls_transform.html for how it should work).
As I can't click or hover, I can't hook up to the relevant events.
I'm brand new to this and I'm quite sure I'm missing something obvious, so any help is appreciated.

Three.js Skeletal Animation Export Issue

I've been working with an animator to help with my game. The animations all work fine using morph targets, but the file size just gets way too large. Skeletal animations are the answer. We've spent a week working to get the animations exported from blender correctly.
After reading many many articles we were able to get basic animations working correctly. I make sure to set the armature to rest pose and export on the first frame and all that, but the more complicated animations are off.
You can see in this example here (click to cycle animations):
http://www.titansoftime.com/beta/animation2.html
My animator said the problems are related to bone constraints using his controllers. He said his technique is called "Inverse Kinematics".
Anyone have any ideas?
I have found the answer. For one you can not scale the geometry in the json loader (however you can scale the mesh object once created).
The main thing is that my animator was using inverse kinematics, which apparently three.js does not play nice with.

Region selection in canvas

I'm setting up an experimental html5 website using canvas.
I am drawing 3 circles all next to each other and all I want to know is how to be able to select them.
I'd like them to become links, in a way. Not tags, since everything's gonna be created using javascript.
Something like kinetic JS : http://www.kineticjs.com/, but without the extra library.
I have found some scripts that are using ghost canvas and contexts, but the examples are for dragging and stuff. I only want to be able to select my shape and execute some code.
Thank you!
I am thinking you might want to look into the IsPointInPath() method. It will help you figure out whether or not the mouse clicked on your canvas object.
See Detect mouseover of certain points within an HTML canvas?
if you are talented in xml i suggest you to use canvas + SVG (http://www.w3schools.com/svg/)
And follow this simple example.
http://jsvectoreditor.googlecode.com/svn/trunk/index.html
regarding to SVG and Canvas , the differences are obvious, as you can load bitmaps in SVG, and you can draw lines using the canvas API. However, creating the image may be easier using one technology over the other, depending on whether your graphic is mainly line-based or more image-like.

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