Three.js - any problems with cloning a clone? - three.js

I want to clone objects in quite a complex hierarchy and give each a unique xyz to assemble an even more complex hierarchy. It would be simpler to clone the last clone instance rather than pick out the originally cloned object. Recursion is handled by separate Javascript. Any foreseeable problems here?

No problem, matrices. Pseudo-code
<code>
srcRootObj.updateMatrixWorld(true);
for(var i = 0; i < srcRootObj.childrens.lenght; i++)
{
var obj = srcRootObj.childrens[i];
var m = obj.matrixWorld.clone(); // or matrix
m.applyYouTransform();
//dst[i].applyMatrix(m); // this d`t correct
dst[i].matrix.copy(m);
// & add recursive if needed
}
</code>
Simply. Why does not approach?

Related

AS3 Particle Explosion Crash

Hellooooo, hope y'all are doing great.
A while ago, I asked a question about how to do particle explosions in AS3 when I was coming from AS2. Luckily, I got help from Organis (thank you so much btw), but every time I try export the animation in SWF, it keeps crashing my file and I'm not sure why?
I should probably preface that what I'm doing is specifically for animation. I'm not trying to make a game, just a simple script where the movieclip I created can explode into different objects in its timeline...if that made any sense.
In case anyone needs the actual file itself, you can download it right here: https://sta.sh/018lqswjfmp2
Here is the AS2 version in case anyone needs it: https://sta.sh/02fzsqon3ohw
Here is the code given to me by Organis:
// Allows the script to interact with the Particle class.
import Particle;
// Number of particles.
var maxparticles:int = 200;
// I imagine you will need to access the particles somehow
// in order to manipulate them, you'd better put them into
// an Array to do so rather then address them by their names.
var Plist:Array = new Array;
// Counter, for "while" loop.
var i:int = 0;
// The loop.
while (i < maxparticles)
{
// Let's create a new particle.
// That's how it is done in AS3.
var P:Particle = new Particle;
// The unique name for the new particle. Whatever you want it for.
P.name = "particle" + i;
// Enlist the newly created particle.
Plist.push(P);
// At the moment, the P exists but is not yet attached to the display list
// (or to anything). It's a new concept, there wasn't such thing in AS2.
// Let's make it a part of the display list so that we can see it.
addChild(P);
i++;
}
And in case anyone needs it, here is the code I used for AS2:
maxparticles = 200; //number of particles
i = 0; //counter, for "while" loop
while(i < maxparticles){
newparticlename = "particle" + i; //creates a new name for a new particle instance
particle.duplicateMovieClip(newparticlename, i); //duplicates our particle mc
i++;
}

Terminal dashboard in golang using "termui"

I am working on drawing graphs on the terminal itself from inside a go code.I found this (https://github.com/gizak/termui) in golang. And used this(https://github.com/gizak/termui/blob/master/_example/gauge.go) to draw graph in my code.
Problem is this , as we can see in the code( https://github.com/gizak/termui/blob/master/_example/gauge.go ), they are passing g0,g1,g2,g3 all together in the end "termui.Render(g0, g1, g2, g3, g4)".
In my case I don't know how many gauges to draw before hand so I used a list to store gauge objects and then tried to pass list to render.
termui.Render(chartList...)
But it creates only one gauge.
This is how I am appending elements in the list.
for i := 0; i < 5; i++ {
g0 := termui.NewGauge()
g0.Percent = i
g0.Width = 50
g0.Height = 3
g0.BorderLabel = "Slim Gauge"
chartList = append(chartList, g0)
}
what I am getting is a gauge for i=4 only. when I am doing termui.Render(chartList...)
Am I doing something wrong?
PS - I have modified question based on the answer I got in this question.
Here is a good read on Variadic Functions
Take a look at the function signature of Render, https://github.com/gizak/termui/blob/master/render.go#L161
func Render(bs ...Bufferer) {
All you need to do is
termui.Render(chatList...)
assuming chartList is a []Bufferer
Edit
You are only seeing one because they are stacking on top of one-another. To see this add
g0.Height = 3
g0.Y = i * g0.Height // <-- add this line
g0.BorderLabel = "Slim Gauge"
From a quick review of the project, it appears there are ways for auto-arranging that have to do with creating rows (and probably columns). So you might want to explore that, or you will need to manually position your elements.

How to remove a body in Processing

This should be easy but I may be misunderstanding something fundamental.
I have ellipses (called movers) on a screen in box2d. The ellipse is represented by a body. The body has a variable r which I use to make the ellipse size.
I want to destroy the ellipse when the r=0.
This is what i have written:
for (int i = 0; i < movers.length; i++) {
if(movers[i].r<0){
box2d.destroyBody(movers[i].body);
}
}
However this gives me an assertion error at the line box2d.destroyBody(movers[i].body);
How do I correct this? Is this because I am destroying the body but not the ellipse possibly or some other subtlety?
So the answer is not intuituitive but for future reference the problem is that box2d gets confused when trying to kill bodies if it is done inside of a world timestep.
What does this mean?
It means that you have to add all the bodies you are using to an arrayList rather than an array and your code should work from that. If you do that then at the end of void draw you can add the following (where movers is an arrayList of objects which have bodies and r is an attribute which defines whether a body should be destroyed or not):
for (int i = movers.size()-1; i >= 0; i--) {
Mover p = movers.get(i);
if (p.r<0) { //r is whatever attribute of your body
movers.remove(i);
}
}
This will destroy the bodies by removing them from the arrayList you are working from

How to identify clipping masks in Photoshop using JavaScript

I've currently butchered a script I was reading that loops through a list of layers, and then looks for layers with a certain name (3/2, 4/3 etc). The next step is to check for layer masks that are clipped to the base layer, and merge them to it. I've read through the reference docs, and can't find anything about identifying clipping masks. I've attached an image as an example of how the document is structured.
And here is the code I have so far:
var doc = app.activeDocument
var ratios = ["1/1", "4/3", "3/4", "3/2", "2/3", "16/9", "9/3", "7/2", "11/5"];
for (var i = 0, il = doc.layers.length; i < il; i++) {
var curLayer = doc.layers[i];
for (var j = 0, jl = ratios.length; j < jl; j++) {
if (curLayer.name == ratios[j]) {
alert(curLayer.name);
// Check for clipping masks attached to this layer
}
}
}
I am using Photoshop CS5. Thanks!
I ended up working out another way to do it. I instead grouped the layers into a layerset, and exported them out of the document that way. For those that would like to see it, have a look here:
https://gist.github.com/BeauAgst/4da366b933cc75a0606a

Unable to create accurate copy of a Kinetic.js stage / layer

I'm trying to build in a change history, rather than a diff style history, I've opted to save the entire object.
This becomes problematic because each copy of the object updates along side the original object.
The Kinetic.Node.clone method seemed like the right thing for me, but it doesn't seem to do what I expect it to do.
Pseudocode:
var History = function(){
var h = this;
h.history = [];
h.pointer = -1;
h.save = function() {
h.history = h.history.slice(0,h.pointer);
h.history.push(im.Stage.createCopy());
h.movePointer(1);
};
h.movePointer = function(diff) {
h.pointer += diff;
(h.pointer < 0 && (h.pointer = 0));
(h.pointer >= h.history.length && (h.pointer = h.history.length-1));
return h.pointer;
};
h.render = function() {
im.Stage = h.history[h.pointer].createCopy();
im.Stage.draw();
};
h.undo = function() {
h.movePointer(-1);
h.render();
};
h.redo = function() {
h.movePointer(1);
h.render();
};
};
How can I create an accurate copy of the stage?
The best method to build up a history system is to store your layers/elements after each operation into an array as serialized values, using layer.toJSON() .
If you use images on layers and eventhandlers that you want to display/work after you restore anything from the history then you will have to reattache images and eventhandlers to the objects/layers/etc because toJSON() does not store images and eventhandlers as it would have been too large data stored. Build up your history like this:
first, try to use projeqht's answer on this question .
second you will have to reattach the images and eventhandlers. With a trick given by markE on this question you can easily handle it.
The best thing for an accurate representation is to do:
var layers = stage.getChildren();
to get the layers. Then do:
var layerChildren = new Array();
for(var i=0; i<layers.length; i++)
layerChildren[i] = layers.getChildren();
each time you want to save a state.
This will store all your layers and their children in an array. Fairly efficient and accurate.
Now you just have to save the list of layers and list of children somewhere and then you can move back and forth between states.

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