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
Related
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);
I'm trying to rotate objects on a different axis than the default one, and with animation.
Here is actually how i am doing it. You can click on buttons L and Li that actually work. But as you can see for the R button the axis of rotation should be changed. I can't figure how to do this. Am I doing things right about this kind of rotation animation ?
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(-2, 1, 3);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight - 60); // -60 to see buttons below
const divid = document.getElementById('myid');
divid.appendChild(renderer.domElement);
// show axis
scene.add(new THREE.AxesHelper(2))
let controls = new THREE.OrbitControls(camera, renderer.domElement);
// one triangle equilateral
const sideLength = 1
const x = 0
const y = 0
const geometry = new THREE.Geometry()
geometry.vertices.push(new THREE.Vector3(x, (Math.sqrt(3) / 2 * sideLength) - (sideLength / 2), 0))
geometry.vertices.push(new THREE.Vector3(x - (sideLength / 2), y - (sideLength / 2), 0))
geometry.vertices.push(new THREE.Vector3(x + (sideLength / 2), y - (sideLength / 2), 0))
geometry.faces.push(new THREE.Face3(0, 1, 2))
const facesColors = [
0xFFFF00, // yellow
0xFF0000, // red
0x0000FF, // blue
0x008000 // green
]
const pos = [
0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 3, 1, 1, 1, 2, 2, 2, 3, 3, 3, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3
]
const d = 0.05 // écart entre les triangles
let face
const facesVectors = [
[0, 1, 2],
[0, 2, 3],
[0, 3, 1],
[1, 3, 2]
]
// https://stackoverflow.com/questions/60774560/drawing-a-pyraminx-with-triangles
// coords des points d'un tétrahèdre
const s89 = Math.sqrt(8 / 9)
const s29 = Math.sqrt(2 / 9)
const s23 = Math.sqrt(2 / 3)
const v = [
new THREE.Vector3(0, 0, 1),
new THREE.Vector3(s89, 0, -1 / 3),
new THREE.Vector3(-s29, s23, -1 / 3),
new THREE.Vector3(-s29, -s23, -1 / 3)
]
const computeMidPts = (pts) => {
const midPts = []
for (let i = 0; i < pts.length; ++i) {
midPts.push(new THREE.Vector3().lerpVectors(pts[i], pts[(i + 1) % 3], 0.5))
}
return midPts
}
const computeInnerPts = (pts, d) => {
const innerPts = []
for (let i = 0; i < pts.length; ++i) {
const va = new THREE.Vector3().lerpVectors(pts[i], pts[(i + 1) % 3], d)
const vb = new THREE.Vector3().lerpVectors(pts[i], pts[(i + 2) % 3], d)
innerPts.push(new THREE.Vector3().lerpVectors(va, vb, 0.5))
}
return innerPts
}
let allfaces = [];
for (let i = 0; i < 4; ++i) {
const pts = [v[facesVectors[i][0]], v[facesVectors[i][1]], v[facesVectors[i][2]]]
const outerPts = computeInnerPts(pts, d)
for (let j = 0; j < 3; ++j) {
const geometry = new THREE.Geometry()
geometry.vertices.push(outerPts[j])
geometry.vertices.push(new THREE.Vector3().lerpVectors(outerPts[j], outerPts[(j + 1) % 3], 0.5 - d / 2))
geometry.vertices.push(new THREE.Vector3().lerpVectors(outerPts[j], outerPts[(j + 2) % 3], 0.5 - d / 2))
geometry.faces.push(new THREE.Face3(0, 1, 2))
const material = new THREE.MeshBasicMaterial({ color: facesColors[i] })
face = new THREE.Mesh(geometry, material)
allfaces.push(face)
scene.add(face)
}
const midPts = computeMidPts(outerPts)
const innerPts = computeInnerPts(midPts, d / 2)
const geometry = new THREE.Geometry()
geometry.vertices.push(...innerPts)
geometry.faces.push(new THREE.Face3(0, 1, 2))
const material = new THREE.MeshBasicMaterial({ color: facesColors[i] })
face = new THREE.Mesh(geometry, material)
allfaces.push(face)
scene.add(face)
}
let movingL = false
let movingLi = false
let movingR = false
let pivot = null
renderer.setAnimationLoop(() => {
if (movingL) {
pivot.rotation.z += 0.05
if (pivot.rotation.z >= (2 * Math.PI) / 3) {
movingL = false
}
} else if (movingLi) {
pivot.rotation.z -= 0.05
if (pivot.rotation.z <= -(2 * Math.PI) / 3) {
movingLi = false
}
} else if (movingR) {
pivot.rotation.x -= 0.05
if (pivot.rotation.x <= -(2 * Math.PI) / 3) {
movingR = false
}
}
renderer.render(scene, camera);
});
document.getElementById("L").addEventListener("click", function(){
pivot = new THREE.Group();
scene.add(pivot);
// faces to move
pivot.attach(allfaces[0]);
pivot.attach(allfaces[4]);
pivot.attach(allfaces[8]);
movingL = true
});
document.getElementById("Li").addEventListener("click", function(){
pivot = new THREE.Group();
scene.add(pivot);
pivot.attach(allfaces[0]);
pivot.attach(allfaces[4]);
pivot.attach(allfaces[8]);
movingLi = true
});
document.getElementById("R").addEventListener("click", function(){
pivot = new THREE.Group();
scene.add(pivot);
pivot.attach(allfaces[1]);
pivot.attach(allfaces[10]);
pivot.attach(allfaces[12]);
movingR = true
});
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<div id="myid"></div>
<button id="L">L</button>
<button id="Li">Li</button>
<button id="R">R</button>
<button id="Ri">Ri</button>
...
You're going to have to use Quaternions, which are a much more robust method to apply rotations to objects.
Quaternions have a method called .setFromAxisAngle() that you can use to set whatever axis of rotation you want.
In the example below, each time you click a button, I set the axis of rotation and reset the angle of rotation with:
axisVector.set(x, y, z).normalize();
quatAngle = 0;
(normalize ensures the axis always has a total length of 1. Using an axis vector of (2, 0, 0) would break the rotation)
Once you have your axis established, you can rotate the pivot with
quatAngle += 0.05;
pivot.quaternion.setFromAxisAngle(axisVector, quatAngle);
I wasn't exactly sure where the axis of rotation is for R or U, so I just visually estimated them at (1, 0, -0.33) and (-0.4, 0.7, -0.3), then I used .normalize() to make its length 1.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(-2, 1, 3);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight - 60); // -60 to see buttons below
const divid = document.getElementById('myid');
divid.appendChild(renderer.domElement);
// show axis
scene.add(new THREE.AxesHelper(2))
let controls = new THREE.OrbitControls(camera, renderer.domElement);
// one triangle equilateral
const sideLength = 1
const x = 0
const y = 0
const geometry = new THREE.Geometry()
geometry.vertices.push(new THREE.Vector3(x, (Math.sqrt(3) / 2 * sideLength) - (sideLength / 2), 0))
geometry.vertices.push(new THREE.Vector3(x - (sideLength / 2), y - (sideLength / 2), 0))
geometry.vertices.push(new THREE.Vector3(x + (sideLength / 2), y - (sideLength / 2), 0))
geometry.faces.push(new THREE.Face3(0, 1, 2))
const facesColors = [
0xFFFF00, // yellow
0xFF0000, // red
0x0000FF, // blue
0x008000 // green
]
const pos = [
0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 3, 1, 1, 1, 2, 2, 2, 3, 3, 3, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3
]
const d = 0.05 // écart entre les triangles
let face
const facesVectors = [
[0, 1, 2],
[0, 2, 3],
[0, 3, 1],
[1, 3, 2]
]
// https://stackoverflow.com/questions/60774560/drawing-a-pyraminx-with-triangles
// coords des points d'un tétrahèdre
const s89 = Math.sqrt(8 / 9)
const s29 = Math.sqrt(2 / 9)
const s23 = Math.sqrt(2 / 3)
const v = [
new THREE.Vector3(0, 0, 1),
new THREE.Vector3(s89, 0, -1 / 3),
new THREE.Vector3(-s29, s23, -1 / 3),
new THREE.Vector3(-s29, -s23, -1 / 3)
]
const computeMidPts = (pts) => {
const midPts = []
for (let i = 0; i < pts.length; ++i) {
midPts.push(new THREE.Vector3().lerpVectors(pts[i], pts[(i + 1) % 3], 0.5))
}
return midPts
}
const computeInnerPts = (pts, d) => {
const innerPts = []
for (let i = 0; i < pts.length; ++i) {
const va = new THREE.Vector3().lerpVectors(pts[i], pts[(i + 1) % 3], d)
const vb = new THREE.Vector3().lerpVectors(pts[i], pts[(i + 2) % 3], d)
innerPts.push(new THREE.Vector3().lerpVectors(va, vb, 0.5))
}
return innerPts
}
let allfaces = [];
for (let i = 0; i < 4; ++i) {
const pts = [v[facesVectors[i][0]], v[facesVectors[i][1]], v[facesVectors[i][2]]]
const outerPts = computeInnerPts(pts, d)
for (let j = 0; j < 3; ++j) {
const geometry = new THREE.Geometry()
geometry.vertices.push(outerPts[j])
geometry.vertices.push(new THREE.Vector3().lerpVectors(outerPts[j], outerPts[(j + 1) % 3], 0.5 - d / 2))
geometry.vertices.push(new THREE.Vector3().lerpVectors(outerPts[j], outerPts[(j + 2) % 3], 0.5 - d / 2))
geometry.faces.push(new THREE.Face3(0, 1, 2))
const material = new THREE.MeshBasicMaterial({ color: facesColors[i] })
face = new THREE.Mesh(geometry, material)
allfaces.push(face)
scene.add(face)
}
const midPts = computeMidPts(outerPts)
const innerPts = computeInnerPts(midPts, d / 2)
const geometry = new THREE.Geometry()
geometry.vertices.push(...innerPts)
geometry.faces.push(new THREE.Face3(0, 1, 2))
const material = new THREE.MeshBasicMaterial({ color: facesColors[i] })
face = new THREE.Mesh(geometry, material)
allfaces.push(face)
scene.add(face)
}
let movingL = false
let movingLi = false
let movingR = false
let movingU = false
let pivot = null
let quatAngle = 0;
let axisVector = new THREE.Vector3();
renderer.setAnimationLoop(() => {
if (movingL) {
quatAngle += 0.05
pivot.quaternion.setFromAxisAngle(axisVector, quatAngle);
if (quatAngle >= (2 * Math.PI) / 3) {
movingL = false
}
} else if (movingLi) {
quatAngle -= 0.05
pivot.quaternion.setFromAxisAngle(axisVector, quatAngle);
if (quatAngle <= -(2 * Math.PI) / 3) {
movingLi = false
}
} else if (movingR) {
quatAngle -= 0.05
pivot.quaternion.setFromAxisAngle(axisVector, quatAngle);
if (quatAngle <= -(2 * Math.PI) / 3) {
movingR = false
}
} else if (movingU) {
quatAngle -= 0.05
pivot.quaternion.setFromAxisAngle(axisVector, quatAngle);
if (quatAngle <= -(2 * Math.PI) / 3) {
movingU = false
}
}
renderer.render(scene, camera);
});
document.getElementById("L").addEventListener("click", function(){
pivot = new THREE.Group();
axisVector.set(0, 0, 1);
quatAngle = 0;
scene.add(pivot);
// faces to move
pivot.attach(allfaces[0]);
pivot.attach(allfaces[4]);
pivot.attach(allfaces[8]);
movingL = true
});
document.getElementById("Li").addEventListener("click", function(){
pivot = new THREE.Group();
axisVector.set(0, 0, 1);
quatAngle = 0;
scene.add(pivot);
pivot.attach(allfaces[0]);
pivot.attach(allfaces[4]);
pivot.attach(allfaces[8]);
movingLi = true
});
document.getElementById("R").addEventListener("click", function(){
pivot = new THREE.Group();
axisVector.set(1, 0, -0.33).normalize();
quatAngle = 0;
scene.add(pivot);
pivot.attach(allfaces[1]);
pivot.attach(allfaces[10]);
pivot.attach(allfaces[12]);
movingR = true
});
document.getElementById("U").addEventListener("click", function(){
pivot = new THREE.Group();
axisVector.set(-0.4, 0.7, -0.3).normalize();
quatAngle = 0;
scene.add(pivot);
pivot.attach(allfaces[2]);
pivot.attach(allfaces[5]);
pivot.attach(allfaces[14]);
movingU = true
});
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<div id="myid"></div>
<button id="L">L</button>
<button id="Li">Li</button>
<button id="R">R</button>
<button id="U">U</button>
Code: https://plnkr.co/edit/QNA31hMYnIJwotwbaDhT?p=preview
Question: How can I interpolate all properties of fromRotationTranslationScaleOrigin from gl-matrixin draw function of this cube?
Let's interpolate over 3 seconds:
from:
q = quat.create(),
translate =[-3, 0, -10],
scale = [1,1,1],
pivot = [0,0,0]
to:
q = quat.create(),
translate =[0, 0, -8],
scale = [3,3,3],
pivot = [1,1,1]
Program:
var gl,
shaderProgram,
vertices,
matrix = mat4.create(),
vertexCount,
indexCount,
q = quat.create(),
translate =[-3, 0, -10],
scale = [1,1,1],
pivot = [0,0,0];
initGL();
createShaders();
createVertices();
createIndices();
draw();
function initGL() {
var canvas = document.getElementById("canvas");
gl = canvas.getContext("webgl");
gl.enable(gl.DEPTH_TEST);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1, 1, 1, 1);
}
function createShaders() {
var vertexShader = getShader(gl, "shader-vs");
var fragmentShader = getShader(gl, "shader-fs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
}
function createVertices() {
vertices = [
-1, -1, -1, 1, 0, 0, 1, // 0
1, -1, -1, 1, 1, 0, 1, // 1
-1, 1, -1, 0, 1, 1, 1, // 2
1, 1, -1, 0, 0, 1, 1, // 3
-1, 1, 1, 1, 0.5, 0, 1, // 4
1, 1, 1, 0.5, 1, 1, 1, // 5
-1, -1, 1, 1, 0, 0.5, 1, // 6
1, -1, 1, 0.5, 0, 1, 1, // 7
];
vertexCount = vertices.length / 7;
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
var coords = gl.getAttribLocation(shaderProgram, "coords");
gl.vertexAttribPointer(coords, 3, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, 0);
gl.enableVertexAttribArray(coords);
var colorsLocation = gl.getAttribLocation(shaderProgram, "colors");
gl.vertexAttribPointer(colorsLocation, 4, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, Float32Array.BYTES_PER_ELEMENT * 3);
gl.enableVertexAttribArray(colorsLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var pointSize = gl.getAttribLocation(shaderProgram, "pointSize");
gl.vertexAttrib1f(pointSize, 20);
// var color = gl.getUniformLocation(shaderProgram, "color");
// gl.uniform4f(color, 0, 0, 0, 1);
var perspectiveMatrix = mat4.create();
mat4.perspective(perspectiveMatrix, 1, canvas.width / canvas.height, 0.1, 11);
var perspectiveLoc = gl.getUniformLocation(shaderProgram, "perspectiveMatrix");
gl.uniformMatrix4fv(perspectiveLoc, false, perspectiveMatrix);
}
function createIndices() {
var indices = [
0, 1, 2, 1, 2, 3,
2, 3, 4, 3, 4, 5,
4, 5, 6, 5, 6, 7,
6, 7, 0, 7, 0, 1,
0, 2, 6, 2, 6, 4,
1, 3, 7, 3, 7, 5
];
indexCount = indices.length;
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl.STATIC_DRAW);
}
function draw() {
mat4.fromRotationTranslationScaleOrigin(
matrix,
q,
translate,
scale,
pivot
);
var transformMatrix = gl.getUniformLocation(shaderProgram, "transformMatrix");
gl.uniformMatrix4fv(transformMatrix, false, matrix);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_BYTE, 0);
requestAnimationFrame(draw);
}
/*
* https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
*/
function getShader(gl, id) {
var shaderScript, theSource, currentChild, shader;
shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
theSource = "";
currentChild = shaderScript.firstChild;
while (currentChild) {
if (currentChild.nodeType == currentChild.TEXT_NODE) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
// Unknown shader type
return null;
}
gl.shaderSource(shader, theSource);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
<canvas id="canvas" width="600" height="600"></canvas>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec4 coords;
attribute float pointSize;
uniform mat4 transformMatrix;
attribute vec4 colors;
varying vec4 varyingColors;
uniform mat4 perspectiveMatrix;
void main(void) {
gl_Position = perspectiveMatrix * transformMatrix * coords;
gl_PointSize = pointSize;
varyingColors = colors;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 color;
varying vec4 varyingColors;
void main(void) {
gl_FragColor = varyingColors;
}
</script>
To the call back function of requestAnimationFrame is passe one single argument, which is a time value.
This time can be used to calculate a matrix by a function of time.
function draw(timeMs) {
requestAnimationFrame(draw);
let interval = timeMs / 3000; // 3000 ms are 3 seconds
let t = interval - Math.floor(interval);
// [...]
}
Use vec3.lerp to interpolate the translation, pivot and scale, dependent on the time interval t:
function draw(timeMs) {
// [...]
let trans_t = vec3.lerp([], translate, translate2, t);
let scale_t = vec3.lerp([], scale, scale2, t);
let pivot_t = vec3.lerp([], pivot, pivot2, t);
mat4.fromRotationTranslationScaleOrigin(matrix, q, trans_t, scale_t, pivot_t);
// [...]
}
See the example, where I applied the suggestions to the code of the question:
var gl,
shaderProgram,
vertices,
matrix = mat4.create(),
vertexCount,
indexCount,
q = quat.create(),
translate =[-3, 0, -10],
scale = [1,1,1],
pivot = [0,0,0];
translate2 = [0, 0, -8],
scale2 = [3,3,3],
pivot2 = [1,1,1]
initGL();
createShaders();
createVertices();
createIndices();
draw();
function initGL() {
var canvas = document.getElementById("canvas");
gl = canvas.getContext("webgl");
gl.enable(gl.DEPTH_TEST);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1, 1, 1, 1);
}
function createShaders() {
var vertexShader = getShader(gl, "shader-vs");
var fragmentShader = getShader(gl, "shader-fs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
}
function createVertices() {
vertices = [
-1, -1, -1, 1, 0, 0, 1, // 0
1, -1, -1, 1, 1, 0, 1, // 1
-1, 1, -1, 0, 1, 1, 1, // 2
1, 1, -1, 0, 0, 1, 1, // 3
-1, 1, 1, 1, 0.5, 0, 1, // 4
1, 1, 1, 0.5, 1, 1, 1, // 5
-1, -1, 1, 1, 0, 0.5, 1, // 6
1, -1, 1, 0.5, 0, 1, 1, // 7
];
vertexCount = vertices.length / 7;
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
var coords = gl.getAttribLocation(shaderProgram, "coords");
gl.vertexAttribPointer(coords, 3, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, 0);
gl.enableVertexAttribArray(coords);
var colorsLocation = gl.getAttribLocation(shaderProgram, "colors");
gl.vertexAttribPointer(colorsLocation, 4, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, Float32Array.BYTES_PER_ELEMENT * 3);
gl.enableVertexAttribArray(colorsLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var pointSize = gl.getAttribLocation(shaderProgram, "pointSize");
gl.vertexAttrib1f(pointSize, 20);
// var color = gl.getUniformLocation(shaderProgram, "color");
// gl.uniform4f(color, 0, 0, 0, 1);
var perspectiveMatrix = mat4.create();
mat4.perspective(perspectiveMatrix, 1, canvas.width / canvas.height, 0.1, 11);
var perspectiveLoc = gl.getUniformLocation(shaderProgram, "perspectiveMatrix");
gl.uniformMatrix4fv(perspectiveLoc, false, perspectiveMatrix);
}
function createIndices() {
var indices = [
0, 1, 2, 1, 2, 3,
2, 3, 4, 3, 4, 5,
4, 5, 6, 5, 6, 7,
6, 7, 0, 7, 0, 1,
0, 2, 6, 2, 6, 4,
1, 3, 7, 3, 7, 5
];
indexCount = indices.length;
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl.STATIC_DRAW);
}
function draw(timeMs) {
requestAnimationFrame(draw);
let interval = timeMs / 3000
let t = interval - Math.floor(interval);
let trans_t = vec3.lerp([], translate, translate2, t);
let scale_t = vec3.lerp([], scale, scale2, t);
let pivot_t = vec3.lerp([], pivot, pivot2, t);
mat4.fromRotationTranslationScaleOrigin(matrix, q, trans_t, scale_t, pivot_t);
var transformMatrix = gl.getUniformLocation(shaderProgram, "transformMatrix");
gl.uniformMatrix4fv(transformMatrix, false, matrix);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_BYTE, 0);
}
/*
* https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
*/
function getShader(gl, id) {
var shaderScript, theSource, currentChild, shader;
shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
theSource = "";
currentChild = shaderScript.firstChild;
while (currentChild) {
if (currentChild.nodeType == currentChild.TEXT_NODE) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
// Unknown shader type
return null;
}
gl.shaderSource(shader, theSource);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec4 coords;
attribute float pointSize;
uniform mat4 transformMatrix;
attribute vec4 colors;
varying vec4 varyingColors;
uniform mat4 perspectiveMatrix;
void main(void) {
gl_Position = perspectiveMatrix * transformMatrix * coords;
gl_PointSize = pointSize;
varyingColors = colors;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 color;
varying vec4 varyingColors;
void main(void) {
gl_FragColor = varyingColors;
}
</script>
<canvas id="canvas" width="600" height="600"></canvas>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
I don't understand why I only see half of crate. I recall that it happened to me before, with other graphics pipelines.
Here is the fiddle link: https://jsfiddle.net/20azohgc/10/
Here is the code:
//Basic THREE setup:
const canvas = document.getElementById("canvasThree");
const scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, 1, 1, 500);
camera.position.set( 0, 0, 100 );
camera.lookAt( new THREE.Vector3( 0, 0, 0 ));
camera.position.set( 0, 0, 100 )
camera.lookAt( new THREE.Vector3( 0, 0, 0 ) )
const renderer = new THREE.WebGLRenderer({ canvas });
const light = new THREE.PointLight(0xFFFFFF);
light.position.set(0, 1, 2);
scene.add(light);
var texture = new THREE.TextureLoader().load( "https://raw.githubusercontent.com/mrdoob/three.js/master/examples/textures/crate.gif" );
var material = new THREE.MeshBasicMaterial({ color: "white", map: texture });
const pos = new Float32Array([0, 0, 0, 0, 10, 0, 10, 10, 0, 0, 0, 0, 10, 0, 0, 10, 10, 0]);
const nrm = new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]);
const tex = new Float32Array([0,0, 1,0, 1,1, 0,0, 0,1, 1,1]);
const geo = new THREE.BufferGeometry();
geo.addAttribute("position", new THREE.BufferAttribute(pos, 3));
geo.addAttribute("normal", new THREE.BufferAttribute(nrm, 3));
geo.addAttribute("uv", new THREE.BufferAttribute(tex, 2));
//This is a drawing group, each square is 6 indices (2 triangles with 3 vertices each).
geo.addGroup(0 ,6,0);
const mesh = new THREE.Mesh(geo, [material]);
mesh.position.set(-2,-0.5,0);
scene.add(mesh);
function update(){
scene.rotation.y = 0.25 * Math.cos(performance.now() * 0.001)
renderer.render(scene, camera);
requestAnimationFrame(update);
}
update();
I'm playing with draw groups in THREE.TriangleStripDrawMode draw mode, and I'm seeing some odd artifacts. I think it might be a bug, but I'd like someone else to confirm that I'm not doing something wrong before submitting a report.
In the snippet below, I create 4 squares composed of 4 triangles each. They're all indexed for right-hand rendering. (I realize that triangle strips don't technically need indexing, but I could potentially have complex shapes with re-used vertices.) Their other properties and results are as follows:
Red Square
Two groups: 0-9 and 9-12
Standard front-side rendering
Black artifact on the back-face of triangle index 1
Green Square
One group: 0-12
Standard front-side rendering
Black artifacts on the back-face of triangles index 1 & 3
The same thing happens when I don't use grouping at all
Blue Square
Two groups: 0-9 and 9-12
Double-side rendering
Renders as expected
Yellow Square
One group: 0-12
Double-side rendering
Triangle index 3 renders black on both sides
So did I miss something, or should I submit this as a bug in three.js?
var renderer, scene, camera, controls, stats;
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight,
FOV = 35,
NEAR = 1,
FAR = 1000;
function createShapes(){
var bg = new THREE.BufferGeometry();
bg.addAttribute("position", new THREE.BufferAttribute(new Float32Array([
-1, 1, 0,
-1, -1, 0,
0, 1, 0,
0, -1, 0,
1, 1, 0,
1, -1, 0
]), 3));
bg.addAttribute("normal", new THREE.BufferAttribute(new Float32Array([
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1
]), 3));
bg.setIndex(new THREE.BufferAttribute(new Uint32Array([
0, 1, 2,
3, 2, 1,
2, 3, 4,
5, 4, 3
]), 1));
var group1 = bg.clone(),
group2 = bg.clone(),
group3 = bg.clone(),
group4 = bg.clone();
/**/
group1.clearGroups();
group1.addGroup(0, 9, 0);
group1.addGroup(9, 3, 0);
group2.clearGroups();
group2.addGroup(0, 12, 0);
group3.clearGroups();
group3.addGroup(0, 9, 0);
group3.addGroup(9, 3, 0);
group4.clearGroups();
group4.addGroup(0, 12, 0);
/**/
var mat1 = new THREE.MeshPhongMaterial({color: "red"}),
mat2 = new THREE.MeshPhongMaterial({color: "green"}),
mat3 = new THREE.MeshPhongMaterial({color: "blue", side: THREE.DoubleSide}),
mat4 = new THREE.MeshPhongMaterial({color: "yellow", side: THREE.DoubleSide});
var m1 = new THREE.Mesh(group1, [mat1]),
m2 = new THREE.Mesh(group2, [mat2]),
m3 = new THREE.Mesh(group3, [mat3]),
m4 = new THREE.Mesh(group4, [mat4]);
m1.drawMode = THREE.TriangleStripDrawMode;
m2.drawMode = THREE.TriangleStripDrawMode;
m3.drawMode = THREE.TriangleStripDrawMode;
m4.drawMode = THREE.TriangleStripDrawMode;
m1.position.set(-2, 2, 0);
m2.position.set(2, 2, 0);
m3.position.set(-2, -2, 0);
m4.position.set(2, -2, 0);
scene.add(m1, m2, m3, m4);
}
function init() {
document.body.style.backgroundColor = "slateGray";
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
document.body.appendChild(renderer.domElement);
document.body.style.overflow = "hidden";
document.body.style.margin = "0";
document.body.style.padding = "0";
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(FOV, WIDTH / HEIGHT, NEAR, FAR);
camera.position.z = 20;
scene.add(camera);
controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.dynamicDampingFactor = 0.5;
controls.rotateSpeed = 3;
var light = new THREE.PointLight(0xffffff, 1, Infinity);
camera.add(light);
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0';
document.body.appendChild(stats.domElement);
resize();
window.onresize = resize;
// POPULATE EXAMPLE
createShapes();
animate();
}
function resize() {
WIDTH = window.innerWidth;
HEIGHT = window.innerHeight;
if (renderer && camera && controls) {
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
controls.handleResize();
}
}
function render() {
renderer.render(scene, camera);
}
function animate() {
requestAnimationFrame(animate);
render();
controls.update();
stats.update();
}
function threeReady() {
init();
}
(function () {
function addScript(url, callback) {
callback = callback || function () { };
var script = document.createElement("script");
script.addEventListener("load", callback);
script.setAttribute("src", url);
document.head.appendChild(script);
}
addScript("https://threejs.org/build/three.js", function () {
addScript("https://threejs.org/examples/js/controls/TrackballControls.js", function () {
addScript("https://threejs.org/examples/js/libs/stats.min.js", function () {
threeReady();
})
})
})
})();
r86 (the problem has actually been around for a while)
I had an "AHA!" moment while looking at some other examples. My indexing was off, which is also throwing off my grouping.
The indexing should be:
bg.setIndex(new THREE.BufferAttribute(new Uint32Array([
0, 1, 2, 3, 4, 5
]), 1));
Which makes sense, because that's how the triangle strip defines the steps of its vertices.
Then to draw a full square, I needed a single group:
group1.addGroup(0, 6, 0);
Which means start at the group index of 0, for 6 group indices (which covers all of them).
There's still a problem when trying to render an (odd index) individual triangle. Because the winding order for odd triangles is backwards, creating a group that starts with an odd triangle will not be lit correctly (renders black). But that's for another question...