React Native animations - translateX and translateY while scaling - animation

My Animated.View has the following style:
{
transform: [
{
scale: this.animatedValue.interpolate({
inputRange: [0, 1],
outputRange: [initialScale, 1]
})},
{
translateX: this.animatedValue.interpolate({
inputRange: [0, 1],
outputRange: [startX, endX]
})},
{
translateY: this.animatedValue.interpolate({
inputRange: [0, 1],
outputRange: [startY, endY]
})},
]
}
When initialScale is 1 and the animation starts, I see the expected behavior: Animated.View starts at (startX, startY) and linearly moves to (endX, endY). However, when initialScale is 0.5 for example, the starting point of the view is not (startX, startY), the movement is not linear (a bit spheric) and the end point is still as expected - (endX, endY).
How can I scale my View while keeping a linear movement and expected start position?

Like the user #ArneHugo pointed out in the comments, the non-linear movement can be solved by positioning the full-size container element and scaling another element within it.
The position of the element is not as expected, because the origin for the scale transform is the center point of the element. React Native doesn't (yet) support specifying the transform origin, but if the width and height of the scaled element are known in advance, it's easy to calculate the offset as follows:
const width = 100;
const height = 20;
const scale = {
transform: [
{
scale: this.animatedValue.interpolate({
inputRange: [0, 1],
outputRange: [initialScale, 1]
})
}
]
};
const position= {
transform: [
{
translateX: this.animatedValue.interpolate({
inputRange: [0, 1],
outputRange: [startX - (width / 2) - (width * initialScale / 2), endX]
})
},
{
translateY: this.animatedValue.interpolate({
inputRange: [0, 1],
outputRange: [startY - (height / 2) - (height * initialScale / 2), endY]
})
}
]
};
return (
<Animated.View style={position}>
<Animated.View style={[styles.thing, scale]} />
</Animated.View>
);

I've solved this problem by using scale factor for positioning:
imageScale = new Animated.Value(1);
imageX = new Animated.Value(0);
imageX = new Animated.Value(0);
...
<Animated.Image source={item} style={[styles.image, {
transform:[
{scale: this.imageScale},
{translateX: Animated.divide(this.imageX,this.imageScale)},
{translateY: Animated.divide(this.imageY,this.imageScale)},
]
}]}/>
If you use interpolation, this looks a bit complicated but the idea remains the same:
transform: [
{
scale: this.animatedValue.interpolate({
inputRange: [0, 1],
outputRange: [initialScale, 1]
})},
{
translateX: Animated.divide(
this.animatedValue.interpolate({
inputRange: [0, 1],
outputRange: [startX, endX]
}),
this.animatedValue.interpolate({
inputRange: [0, 1],
outputRange: [initialScale, 1]
})
)
}]

Related

Change edges/triangulation of plane geometry

I am trying to edit the edges/triangulation of a planebuffer geometry in three js.
Example of problem
I want to change the corners in red to be triangulated like the corner in green.
Is this possible via editing a plane, or do I have to start building my own custom mesh buffer.
Here is a fiddle for an example of the kind of manipulation I am doing on the plane. (can click and drag to rotate it)
var camera, scene, renderer;
var geometry, material, mesh;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 5;
scene = new THREE.Scene();
geometry = new THREE.PlaneBufferGeometry( 10, 10, 10, 10 );
const pointLight = new THREE.PointLight(0xFFFFFF, 1);
const ambientLight = new THREE.AmbientLight(0xFFFFFF, 0.1);
pointLight.position.y += 2;
pointLight.position.x = -1;
scene.add(pointLight);
scene.add(ambientLight);
const grid = [
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 2, 2, 2, 2, 2, 1, 1, 0],
[0, 1, 1, 2, 2, 2, 2, 2, 1, 1, 0],
[0, 1, 1, 2, 2, 2, 2, 2, 1, 1, 0],
[0, 1, 1, 2, 2, 2, 2, 2, 1, 1, 0],
[0, 1, 1, 2, 2, 2, 2, 2, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
];
const planePos = geometry.attributes.position;
for (let x = 0; x < grid.length; x++) {
const row = grid[x];
for (let y = 0; y < row.length; y++) {
const h = row[y];
const i = (x * row.length) + y;
planePos.setZ(i, h * 0.5);
}
}
//
material = new THREE.MeshPhongMaterial({flatShading:true});
mesh = new THREE.Mesh( geometry, material );
mesh.rotateX(Math.PI * -0.5);
mesh.translateZ(-1);
scene.add( mesh );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var controls = new THREE.OrbitControls( camera, renderer.domElement );
}
function animate(t) {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
body {
margin: 0;
}
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
Ok, as #prisoner849 commented, buffergeometryies index property was the answer.
I redid the triangulation of the mesh by looping over the "squares" of my mesh, getting their corners and then changing the indexes for each squares triangles to one of a pre calculated set, based on which corner had a unique height. It also seems that you want the indexes to go in a specific order to control which side is "up", it seems to be that counter clockwise or so.
const size = 10;
const vertMap = [0, 3, 1, 3, 2, 1];
const triSets = [
[0, 3, 2, 0, 2, 1],
[1, 3, 2, 1, 0, 3],
[0, 3, 2, 0, 2, 1],
[1, 3, 2, 1, 0, 3],
];
const getSquareVerts = (x, y) => {
const i = (y * size) + x + y;
return [i, i + 1, i + (size + 2), i + (size + 1)];
}
const getUniqueHeightPoint = (verts) => {
let unique = -1;
const set = verts.reduce((p, n) => {
const c = p[n.toString()] || 0;
p[n.toString()] = c + 1;
return p;
}, {});
const keys = Object.keys(set);
if (keys.length == 2 && (set[keys[0]] == 1 || set[keys[0]] == 3)) {
for (const key of keys) {
if (set[key] == 1) {
unique = verts.findIndex((v) => v == parseFloat(key));
break;
}
}
}
return unique;
}
const reworkTris = (plane) => {
let indexOffset = 0;
const planeIdx = plane.geometry.index;
for (let y = 0; y < this.size; y++) {
for (let x = 0; x < this.size; x++) {
const verts = this.getSquareVerts(x, y);
const heights = verts.map((v) => this.planePos.getZ(v));
const uniqueHeight = this.getUniqueHeightPoint(heights);
let tris = vertMap.map((i) => verts[i]);
if (uniqueHeight >= 0) {
tris = triSets[uniqueHeight].map((i) => verts[i]);
}
planeIdx.set(tris, indexOffset);
indexOffset += 6;
}
}
planeIdx.needsUpdate = true;
}
const plane = new THREE.Mesh(new THREE.PlaneBufferGeometry());
reqorkTris(plane);

In WebGL, can I use a matrix to draw an object offset in screen space?

I have a simple object that draws a 3d gizmo at 0, 0, 0. If the camera is centered on 0, 0, 0, then it draws the gizmo at the center of the screen.
I would like to "lift" this gizmo and render it at the bottom right of the screen in screen coordinates, without rotating it. Basically, I want the gizmo to show the rotation of the center of the screen without blocking the view and without having to focus on a specific point. So I want to do away with the model matrix, or something.
I got the following to work by translating the projection matrix:
this.gl.uniformMatrix4fv(this.modelMatrixUniform, false, modelMatrix);
this.gl.uniformMatrix4fv(this.viewMatrixUniform, false, viewMatrix);
const bottomRightMat = mat4.create();
mat4.translate(bottomRightMat, projectionMatrix, [5, -3, 0]);
this.gl.uniformMatrix4fv(this.projectionMatrixUniform, false, bottomRightMat);
this.gl.drawElements(this.gl.LINES, this.indexBuffer.getLength(), this.gl.UNSIGNED_SHORT, 0);
But the gizmo has been rotated into its new position. The red line should still point down and to the left, since that's the direction of the positive X axis at the center of the screen. Also, the numbers 5 and 3 are arbitrary, and I don't think they would work at different zooms or camera locations.
Is there a way to specify a matrix transform that takes the center of the screen and translates it in screen space?
One way would be to change the viewport when rendering that object.
// size of area in bottom right
const miniWidth = 150;
const miniHeight = 100;
gl.viewport(gl.canvas.width - miniWidth, gl.canvas.height - miniHeight, miniWidth, miniHeight);
// now draw. you'll need to zoom in, like set the camera closer
// or move the object closer or add a scale matrix after the projection
// matrix as in projection * scale * view * ...
you'll need a projection matrix that matches the aspect ratio of the new viewport and you'll either need to scale the object, put the camera closer, or add a 2D scale between the projection and view matrices.
Remember to put the viewport back to the full canvas to render the rest of the scene.
const vs = `
attribute vec4 position;
uniform mat4 u_worldViewProjection;
void main() {
gl_Position = u_worldViewProjection * position;
}
`;
const fs = `
precision mediump float;
void main() {
gl_FragColor = vec4(vec3(0), 1);
}
`
const gl = document.querySelector("canvas").getContext("webgl");
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
const bufferInfo = twgl.createBufferInfoFromArrays(gl, {
position: [
-1, -1, -1,
1, -1, -1,
1, 1, -1,
-1, 1, -1,
-1, -1, 1,
1, -1, 1,
1, 1, 1,
-1, 1, 1,
],
indices: {
numComponents: 2,
data: [
0, 1,
1, 2,
2, 3,
3, 0,
4, 5,
5, 6,
6, 7,
7, 4,
0, 4,
1, 5,
2, 6,
3, 7,
],
},
});
function render(time) {
time *= 0.001;
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
const fov = 90 * Math.PI / 180;
const zNear = 0.5;
const zFar = 100;
const projection = mat4.perspective(mat4.create(),
fov, gl.canvas.clientWidth / gl.canvas.clientHeight, zNear, zFar);
const eye = [0, 0, 10];
const target = [0, 0, 0];
const up = [0, 1, 0];
const view = mat4.lookAt(mat4.create(), eye, target, up);
drawCube([-8, 0, 0], projection, view);
drawCube([-4, 0, 0], projection, view);
drawCube([ 0, 0, 0], projection, view);
drawCube([ 4, 0, 0], projection, view);
drawCube([ 8, 0, 0], projection, view);
const iconAreaWidth = 100;
const iconAreaHeight = 75;
gl.viewport(
gl.canvas.width - iconAreaWidth, 0,
iconAreaWidth, iconAreaHeight);
const iconProjection = mat4.perspective(mat4.create(),
fov, iconAreaWidth / iconAreaHeight, zNear, zFar);
// compute the zoom size need to make things the sngs
const scale = gl.canvas.clientHeight / iconAreaHeight;
mat4.scale(iconProjection, iconProjection, [scale, scale, 1]);
drawCube([ 0, 0, 0], iconProjection, view);
function drawCube(translation, projection, view) {
const viewProjection = mat4.multiply(mat4.create(), projection, view);
const world = mat4.multiply(
mat4.create(),
mat4.fromTranslation(mat4.create(), translation),
mat4.fromRotation(mat4.create(), time, [0.42, 0.56, 0.70]));
const worldViewProjection = mat4.multiply(mat4.create(), viewProjection, world);
gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
twgl.setUniforms(programInfo, {
u_worldViewProjection: worldViewProjection,
});
twgl.drawBufferInfo(gl, bufferInfo, gl.LINES);
}
requestAnimationFrame(render);
}
requestAnimationFrame(render);
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; background: #CDE; }
<canvas></canvas>
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix.js"></script>
Another is to compute an off center frustum projection matrix. Instead of mat4.perspective use mat4.frustum
function perspectiveWithCenter(
fieldOfView, width, height, near, far, centerX = 0, centerY = 0) {
const aspect = width / height;
// compute the top and bottom of the near plane of the view frustum
const top = Math.tan(fieldOfView * 0.5) * near;
const bottom = -top;
// compute the left and right of the near plane of the view frustum
const left = aspect * bottom;
const right = aspect * top;
// compute width and height of the near plane of the view frustum
const nearWidth = right - left;
const nearHeight = top - bottom;
// convert the offset from canvas units to near plane units
const offX = centerX * nearWidth / width;
const offY = centerY * nearHeight / height;
const m = mat4.create();
mat4.frustum(
m,
left + offX,
right + offX,
bottom + offY,
top + offY,
near,
far);
return m;
}
So to draw your gizmo set call something like
const gizmoCenterX = -gl.canvas.clientWidth / 2 + 50;
const gizmoCenterY = gl.canvas.clientHeight / 2 - 50;
const offsetProjection = perspectiveWithCenter(
fov, gl.canvas.clientWidth, gl.canvas.clientHeight, zNear, zFar,
gizmoCenterX, gizmoCenterY);
const vs = `
attribute vec4 position;
uniform mat4 u_worldViewProjection;
void main() {
gl_Position = u_worldViewProjection * position;
}
`;
const fs = `
precision mediump float;
void main() {
gl_FragColor = vec4(vec3(0), 1);
}
`
const gl = document.querySelector("canvas").getContext("webgl");
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
const bufferInfo = twgl.createBufferInfoFromArrays(gl, {
position: [
-1, -1, -1,
1, -1, -1,
1, 1, -1,
-1, 1, -1,
-1, -1, 1,
1, -1, 1,
1, 1, 1,
-1, 1, 1,
],
indices: {
numComponents: 2,
data: [
0, 1,
1, 2,
2, 3,
3, 0,
4, 5,
5, 6,
6, 7,
7, 4,
0, 4,
1, 5,
2, 6,
3, 7,
],
},
});
function perspectiveWithCenter(
fieldOfView, width, height, near, far, centerX = 0, centerY = 0) {
const aspect = width / height;
// compute the top and bottom of the near plane of the view frustum
const top = Math.tan(fieldOfView * 0.5) * near;
const bottom = -top;
// compute the left and right of the near plane of the view frustum
const left = aspect * bottom;
const right = aspect * top;
// compute width and height of the near plane of the view frustum
const nearWidth = right - left;
const nearHeight = top - bottom;
// convert the offset from canvas units to near plane units
const offX = centerX * nearWidth / width;
const offY = centerY * nearHeight / height;
const m = mat4.create();
mat4.frustum(
m,
left + offX,
right + offX,
bottom + offY,
top + offY,
near,
far);
return m;
}
function render(time) {
time *= 0.001;
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
const fov = 90 * Math.PI / 180;
const zNear = 0.5;
const zFar = 100;
const projection = perspectiveWithCenter(
fov, gl.canvas.clientWidth, gl.canvas.clientHeight, zNear, zFar);
const eye = [0, 0, 10];
const target = [0, 0, 0];
const up = [0, 1, 0];
const view = mat4.lookAt(mat4.create(), eye, target, up);
drawCube([-8, 0, 0], projection, view);
drawCube([-4, 0, 0], projection, view);
drawCube([ 0, 0, 0], projection, view);
drawCube([ 4, 0, 0], projection, view);
drawCube([ 8, 0, 0], projection, view);
const gizmoCenterX = -gl.canvas.clientWidth / 2 + 50;
const gizmoCenterY = gl.canvas.clientHeight / 2 - 50;
const offsetProjection = perspectiveWithCenter(
fov, gl.canvas.clientWidth, gl.canvas.clientHeight, zNear, zFar,
gizmoCenterX, gizmoCenterY);
drawCube([ 0, 0, 0], offsetProjection, view);
function drawCube(translation, projection, view) {
const viewProjection = mat4.multiply(mat4.create(), projection, view);
const world = mat4.multiply(
mat4.create(),
mat4.fromTranslation(mat4.create(), translation),
mat4.fromRotation(mat4.create(), time, [0.42, 0.56, 0.70]));
const worldViewProjection = mat4.multiply(mat4.create(), viewProjection, world);
gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
twgl.setUniforms(programInfo, {
u_worldViewProjection: worldViewProjection,
});
twgl.drawBufferInfo(gl, bufferInfo, gl.LINES);
}
requestAnimationFrame(render);
}
requestAnimationFrame(render);
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; background: #CDE; }
<canvas></canvas>
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix.js"></script>

Autodesk Forge Element Rotation relative to World Coordination System

How do I get the rotation of an element relative to the world coordination system?
I'm getting the information of an element by the following:
this.viewerComponent.viewer.impl.hitTest(event.layerX, event.layerY, false);
The result of this function is the following
{distance: 186476.22640731235, point: X.Vector3, face: X.Face3, faceIndex: 0, fragId: 372, …}
distance: 186476.22640731235
point: X.Vector3 {x: 70297.79662079967, y: 8922.73091035225, z: 9109.446866256267}
face: X.Face3 {a: 0, b: 1, c: 2, normal: X.Vector3, vertexNormals: Array(0), …}
faceIndex: 0
fragId: 372
dbId: 1959
object: X.Mesh
eulerOrder: (...)
useQuaternion: (...)
uuid: "A3D04442-BB20-4E0C-B371-3A987D212255"
name: ""
type: "Mesh"
parent: undefined
children: []
up: X.Vector3 {x: 0, y: 1, z: 0}
position: X.Vector3 {x: 0, y: 0, z: 0}
rotation: X.Euler {_x: 0, _y: 0, _z: 0, _order: "XYZ", onChangeCallback: ƒ}
quaternion: X.Quaternion {_x: 0, _y: 0, _z: 0, _w: 1, onChangeCallback: ƒ}
scale: X.Vector3 {x: 1, y: 1, z: 1}
rotationAutoUpdate: true
matrix: X.Matrix4
elements: Float32Array(16) [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
__proto__: Object
matrixWorld: X.Matrix4
elements: Float32Array(16) [10, 0, 0, 0, 0, 10, 0, 0, 0, 0, 10, 0, 79719.9609375, -6109.12646484375,
1962.4998779296875, 1]
__proto__: Object
matrixAutoUpdate: true
matrixWorldNeedsUpdate: false
visible: true
castShadow: false
receiveShadow: false
frustumCulled: true
renderOrder: 0
userData: {}
geometry: h {id: 2265, attributes: {…}, __webglInit: undefined, byteSize: 28, vb: Float32Array(6),
…}
material: X.LineBasicMaterial {uuid: "E36F7B3D-C885-475C-9AA6-A3D1024F7687", name: "", type:
"LineBasicMaterial", side: 0, opacity: 1, …}
isTemp: true
dbId: 529
modelId: 1
fragId: 2264
hide: false
isLine: true
isWideLine: false
isPoint: false
themingColor: undefined
id: 1
__proto__: X.Object3D
As seen, we have the information matrix (local coordination system which is connected to the element coordination system) and matrixWorld which should be the transformation matrix for element -> global coordination system. How do I now get the angles out of the matrixWorld to know what is the rotation by the elmenent in relation to the world coordination system.
Hope it is clear what i want, thank you in advance.
If I understand you correctly you may try:
//Getting fragment info by fragId if necessary
//const matrixWorld = new THREE.Matrix4();
//const fragProxy = NOP_VIEWER.impl.getFragmentProxy(NOP_VIEWER.model, fragId)
//fragProxy.getWorldMatrix(matrixWorld);
const position = new THREE.Vector3();
const quaternion = new THREE.Quaternion();
const scale = new THREE.Vector3();
matrixWorld.decompose( position, quaternion, scale );
See more on extracting rotation here
Thank you. It's a similar approach I've taken. Your solution would probably work, too.
public onMouseMove(event) {
var snapper = new
Autodesk.Viewing.Extensions.Snapping.Snapper(this.viewerComponent.viewer, {});
const hitTestResult = this.viewerComponent.viewer.impl.snappingHitTest(event.layerX,
event.layerY);
snapper.snapping3D(hitTestResult);
// Arrow
const geometry = new THREE.CylinderGeometry(1, 800, 2000, 100);
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 });
const mesh = new THREE.Mesh(geometry, material);
mesh.rotateZ(this.arcSinFunction(normal.x, normal.y, normal.z, 0, 1, 0)[0]);
mesh.name = 'section-mesh';
mesh.position.set(snapper.getSnapResult().intersectPoint.x,
snapper.getSnapResult().intersectPoint.y, snapper.getSnapResult().intersectPoint.z);
if (!this.viewerComponent.viewer.overlays.hasScene('section-scene')) {
this.viewerComponent.viewer.overlays.addScene('section-scene');
}
this.viewerComponent.viewer.overlays.addMesh([mesh, mesh_test], 'section-scene');
}
public arcSinFunction(n1: number, n2: number, n3: number, u1: number, u2: number,
u3:
number): Array<number> {
var zähler: number = Math.abs(n1 * u1 + n2 * u2 + n3 * u3);
// console.log(zähler);
var nenner: number = (Math.sqrt(n1 * n1 + n2 * n2 + n3 * n3)) * (Math.sqrt(u1 * u1 +
u2 * u2 + u3 * u3));
// console.log(nenner);
var resultRadian: number = Math.asin(zähler / nenner);
// console.log(resultRadian);
var pi = Math.PI;
var resultDegree = resultRadian * (180 / pi);
// console.log(resultDegree);
var res: Array<number> = [resultRadian, resultDegree];
// console.log(res);
return res;
}
Best regards

GSAP + three js

I was trying to get smooth effect while rotating or increasing in size a figure.
welcomeWrapper.addEventListener('mousedown', () => {
cube.scale.set(1.5, 1.5, 1.5);
TweenMax.to(cube.scale, 1, { ease: Power4.easeInOut });
});
//or
welcomeWrapper.addEventListener('mousemove', e => {
TweenLite.to(cube.scale, 1, {
css: {
x: e.movementX,
y: e.movementY,
z: e.movementX
}
});
cube.rotation.x += e.movementX / 250;
cube.rotation.y += e.movementY / 250;
cube.rotation.z += e.movementX / 250;
});
//tried this but it won't work
controls.enableDamping = true;
controls.minPolarAngle = 0.8;
controls.maxPolarAngle = 2.4;
controls.dampingFactor = 0.07;
controls.rotateSpeed = 0.07;
But every time I get:
Invalid property css set to {x: 0, y: 0, z: 0} Missing plugin? gsap.registerPlugin()
In order to scale the cube, for example to (2, 2, 2), you'll need to do something like this:
TweenMax.to(cube.scale, 1, { x: 2, y: 2, z: 2, ease: Power4.easeInOut });
There's no reason to use css:{} with a cube, since 3D objects in THREE.js don't follow CSS attributes.

Groups & THREE.MultiMaterial

As part of prototyping some debugger objects and methods, I created a simple cube with a different color on each side. Rather than creating multiple meshes, I decided to use draw groups and THREE.Multimaterial. Unfortunately, it's only half-working, and I don't understand why.
What IS working is the first two sides (4 triangles). What's NOT working is any of the other sides. None of the other sides are visible. I've added debug code to draw the (index-based) vertex normals, the (index-based, manually calculated) face normals, and the wireframe (THREE.WireframeHelper).
If I increase the count for the second group to 9, nothing happens. If I change the groups to reference different start/count values within the first 8 vertices, those changes work as expected. Doing anything above 8th vertex has no effect.
I've also checked that the drawRange is set to draw from 0 to Infinity. I've also ruled out typos in my data, because otherwise the normals and wireframe wouldn't work. Is there anything else I'm missing? Thanks!
(I found the issue in r76. Code below referenced r79 at the time of writing.)
jsfiddle: http://jsfiddle.net/TheJim01/gumftkm4/
HTML:
<script src="http://threejs.org/build/three.js"></script>
<script src="http://threejs.org/examples/js/controls/TrackballControls.js"></script>
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>
<div id="host"></div>
<script>
// INITIALIZE
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight,
FOV = 35,
NEAR = 1,
FAR = 1000;
var renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(WIDTH, HEIGHT);
document.getElementById('host').appendChild(renderer.domElement);
var stats= new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0';
document.body.appendChild(stats.domElement);
var camera = new THREE.PerspectiveCamera(FOV, WIDTH / HEIGHT, NEAR, FAR);
camera.position.z = 250;
var trackballControl = new THREE.TrackballControls(camera, renderer.domElement);
trackballControl.rotateSpeed = 5.0; // need to speed it up a little
var scene = new THREE.Scene();
var light = new THREE.PointLight(0xffffff, 1, Infinity);
light.position.copy(camera.position);
scene.add(light);
function draw(){
light.position.copy(camera.position);
renderer.render(scene, camera);
stats.update();
}
trackballControl.addEventListener('change', draw);
function navStartHandler(e) {
renderer.domElement.addEventListener('mousemove', navMoveHandler);
renderer.domElement.addEventListener('mouseup', navEndHandler);
}
function navMoveHandler(e) {
trackballControl.update();
}
function navEndHandler(e) {
renderer.domElement.removeEventListener('mousemove', navMoveHandler);
renderer.domElement.removeEventListener('mouseup', navEndHandler);
}
renderer.domElement.addEventListener('mousedown', navStartHandler);
renderer.domElement.addEventListener('mousewheel', navMoveHandler);
</script>
CSS:
html *{
padding: 0;
margin: 0;
width: 100%;
overflow: hidden;
}
#host {
width: 100%;
height: 100%;
}
JavaScript:
// New Color Cube
(function () {
var pos = new Float32Array([
// front
-1, 1, 1,
-1, -1, 1,
1, 1, 1,
1, -1, 1,
// right
1, 1, 1,
1, -1, 1,
1, 1, -1,
1, -1, -1,
// back
1, 1, -1,
1, -1, -1,
-1, 1, -1,
-1, -1, -1,
// left
-1, 1, -1,
-1, -1, -1,
-1, 1, 1,
-1, -1, 1,
// top
-1, 1, -1,
-1, 1, 1,
1, 1, -1,
1, 1, 1,
// bottom
-1, -1, 1,
-1, -1, -1,
1, -1, 1,
1, -1, -1
]),
nor = new Float32Array([
// front
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1,
// right
1, 0, 0,
1, 0, 0,
1, 0, 0,
1, 0, 0,
// back
0, 0, -1,
0, 0, -1,
0, 0, -1,
0, 0, -1,
// left
-1, 0, 0,
-1, 0, 0,
-1, 0, 0,
-1, 0, 0,
// top
0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0,
// bottom
0, -1, 0,
0, -1, 0,
0, -1, 0,
0, -1, 0
]),
idx = new Uint32Array([
// front
0, 1, 2,
3, 2, 1,
// right
4, 5, 6,
7, 6, 5,
// back
8, 9, 10,
11, 10, 9,
// left
12, 13, 14,
15, 14, 13,
// top
16, 17, 18,
19, 18, 17,
// bottom
20, 21, 22,
23, 22, 21
]);
var sideColors = new THREE.MultiMaterial([
new THREE.MeshLambertMaterial({ color: 'red' }), // front
new THREE.MeshLambertMaterial({ color: 'green' }), // right
new THREE.MeshLambertMaterial({ color: 'orange' }), // back
new THREE.MeshLambertMaterial({ color: 'blue' }), // left
new THREE.MeshLambertMaterial({ color: 'white' }), // top
new THREE.MeshLambertMaterial({ color: 'yellow' }) // bottom
]);
var cubeGeometry = new THREE.BufferGeometry();
cubeGeometry.addAttribute("position", new THREE.BufferAttribute(pos, 3));
cubeGeometry.addAttribute("normal", new THREE.BufferAttribute(nor, 3));
cubeGeometry.setIndex(new THREE.BufferAttribute(idx, 3));
cubeGeometry.clearGroups();
cubeGeometry.addGroup(0, 6, 0);
cubeGeometry.addGroup(6, 6, 1);
cubeGeometry.addGroup(12, 6, 2);
cubeGeometry.addGroup(18, 6, 3);
cubeGeometry.addGroup(24, 6, 4);
cubeGeometry.addGroup(30, 6, 5);
THREE.ColorCube = function (scaleX, scaleY, scaleZ) {
THREE.Mesh.call(this, cubeGeometry, sideColors);
var scaler = new THREE.Matrix4().makeScale(scaleX, scaleY, scaleZ);
this.applyMatrix(scaler);
};
THREE.ColorCube.prototype = Object.create(THREE.Mesh.prototype);
THREE.ColorCube.prototype.constructor = THREE.ColorCube;
THREE.ColorCube.prototype.clearVertexNormals = function () {
if (this.vNormals === undefined) {
this.vNormals = [];
}
for (var i = 0, len = this.vNormals.length; i < len; ++i) {
this.parent.remove(this.vNormals[i]);
}
this.vNormals.length = 0;
}
THREE.ColorCube.prototype.drawVertexNormals = function (scale, color) {
this.clearVertexNormals();
scale = (scale === undefined) ? 1 : scale;
color = (color === undefined) ? 0xff : color;
var origin = new THREE.Vector3(),
normalArrow = null,
vert = null,
norm = null,
index = null,
vertexArray = this.geometry.attributes.position.array,
normalArray = this.geometry.attributes.normal.array,
indexArray = this.geometry.index.array;
for (var i = 0, len = indexArray.length; i < len; ++i) {
index = indexArray[i];
vert = new THREE.Vector3(...vertexArray.slice((index * 3), (index * 3) + 3)).applyMatrix4(this.matrix);
norm = new THREE.Vector3(...normalArray.slice((index * 3), (index * 3) + 3));
normalArrow = new THREE.ArrowHelper(
norm,
origin,
1 * scale,
color,
0.2 * scale,
0.1 * scale
);
normalArrow.position.copy(vert);
this.vNormals.push(normalArrow);
this.parent.add(normalArrow);
}
};
THREE.ColorCube.prototype.clearFaceNormals = function () {
if (this.fNormals === undefined) {
this.fNormals = [];
}
for (var i = 0, len = this.fNormals.length; i < len; ++i) {
this.parent.remove(this.fNormals[i]);
}
this.fNormals.length = 0;
}
THREE.ColorCube.prototype.drawFaceNormals = function (scale, color) {
this.clearFaceNormals();
scale = (scale === undefined) ? 1 : scale;
color = (color === undefined) ? 0xffaa00 : color;
var origin = new THREE.Vector3(),
normalArrow = null,
vertices = [new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3()],
normals = [new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3()],
indices = [0, 0, 0],
centroid = new THREE.Vector3(),
faceNormal = new THREE.Vector3(),
vertexArray = this.geometry.attributes.position.array,
normalArray = this.geometry.attributes.normal.array,
indexArray = this.geometry.index.array;
for (var i = 0, len = indexArray.length; i < len; i += 3) {
indices = indexArray.slice(i, i + 3);
vertices[0].set(...vertexArray.slice((indices[0] * 3), (indices[0] * 3) + 3)).applyMatrix4(this.matrix);
vertices[1].set(...vertexArray.slice((indices[1] * 3), (indices[1] * 3) + 3)).applyMatrix4(this.matrix);
vertices[2].set(...vertexArray.slice((indices[2] * 3), (indices[2] * 3) + 3)).applyMatrix4(this.matrix);
normals[0].set(...normalArray.slice((indices[0] * 3), (indices[0] * 3) + 3));
normals[1].set(...normalArray.slice((indices[1] * 3), (indices[1] * 3) + 3));
normals[2].set(...normalArray.slice((indices[2] * 3), (indices[2] * 3) + 3));
centroid.set(
(vertices[0].x + vertices[1].x + vertices[2].x) / 3,
(vertices[0].y + vertices[1].y + vertices[2].y) / 3,
(vertices[0].z + vertices[1].z + vertices[2].z) / 3
);
faceNormal.set(
(normals[0].x + normals[1].x + normals[2].x) / 3,
(normals[0].y + normals[1].y + normals[2].y) / 3,
(normals[0].z + normals[1].z + normals[2].z) / 3
);
faceNormal.normalize();
normalArrow = new THREE.ArrowHelper(
faceNormal,
origin,
1 * scale,
color,
0.2 * scale,
0.1 * scale
);
normalArrow.position.copy(centroid);
this.fNormals.push(normalArrow);
this.parent.add(normalArrow);
}
};
THREE.ColorCube.prototype.clearAllNormals = function () {
THREE.ColorCube.prototype.clearVertexNormals();
THREE.ColorCube.prototype.clearFaceNormals();
}
THREE.ColorCube.prototype.drawWireframe = function (color) {
if (this.wireframe === undefined) {
color = (color === undefined) ? 0 : color;
this.wireframe = new THREE.WireframeHelper(this, color);
this.parent.add(this.wireframe);
}
}
THREE.ColorCube.prototype.clearWireframe = function () {
if (this.wireframe) {
this.parent.remove(this.wireframe);
delete this.wireframe;
}
}
})();
var cc = new THREE.ColorCube(25, 25, 25);
scene.add(cc);
cc.drawVertexNormals(25);
cc.drawFaceNormals(25);
cc.drawWireframe(0xffffff);
draw();
You are setting indices wrong. You have 1 index per vertex. However your code shows 3 index per vertex which does not make sense.
if you change
cubeGeometry.setIndex(new THREE.BufferAttribute(idx, 3));
to
cubeGeometry.setIndex(new THREE.BufferAttribute(idx, 1));
your problem is solved.
Here is the working jsfiddle

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