I need to selectively show/hide 1000+ lines of different sizes, positions and colors.
My first attempt made a THREE.Geometry with a name for each. To hide/show I iterate over scene and hide/show on each based on name and my heuristic. That seemed very slow - around 50Hz for ~1000 lines.
I made a test using a similar approach but using only a single THREE.Geometry to hold all of the lines. That was much faster but of course but I can only apply one material to all the lines which is no good. I was able to set the right flags and update the positions of the lines while the app was running though.
The best approach seems to be to use THREE.BufferGeometry. I made a test which was very fast and worked as expected for the initial set up but I was unable to change the position/visibility and color of each line afterwards. I made a JS fiddle that illustrates it - http://jsfiddle.net/SSnKk/ - but calling buffer_geometry.dynamic = true; and buffer_geometry.verticesNeedUpdate = true; didn't appear to help.
If you update the contents of the attribute buffers, you need to set the needsUpdate flag. For example:
buffer_geometry.attributes.position.needsUpdate = true;
buffer_geometry.attributes.color.needsUpdate = true;
three.js r.143
Related
In Three.js, Calling action.play() makes objects just vanish, without any error or warning on the console.
I use THREE.ObjectLoader to load a JSON file created in blender. The srt (position/scale/quaternion) animation is in the generated file. As are the morphtargets. To optimise filesize I animated the srt as a series of null objects. The morphtargets tracks are in the main object, which I clone 5 times to build the characters (balloons to be exact).
I previously did extensive testing to introduce shape/morph animation. After being succesfull I finalised all the animations. Only to be trumped by the disappearing models. The srt (position/scale/quaternion) animation was working fine before. But after refactoring the code, to be less spagettied, upon calling action.play(). The objects just vanish, exactly then. Echoeing the mixers and the array containing the clips, everything looks correct (ie I see the tracks, the names are right etc). Also examining the newly generated JSON, it seems the same and correct (also I have not changed the SRT animations, only introduced shapeanimation)
So I am lost, and think this looks more and more like a bug. From previous experience I do know it works (or has worked).
I created a jsfiddle: https://jsfiddle.net/oompol/3ya6sqed/
[edit] I turned on the action.play and call the function from the link in the div [/edit] please note I commented out calling action.play(). So you see the load and init work. See the function listed below
function playScene(scene) {
for (parentName in srtMixers) {
var clpName = "balloon1_fly";
var clp = THREE.AnimationClip.findByName(animLib, clpName);
var action = srtMixers[parentName].clipAction(clp);
action.clampWhenFinished = true;
console.log("playScene:", clpName, clp, parentName, srtMixers);
//this is when the problem happens
action.play();
}
}
This is the JSON I am loading:
https://rawgit.com/bakajin/2e3d2f6a722103ed4aefd76f6250ec08/raw/28cad35c20060d478499c0cd40a2753611993720/oomp-scene_balloons-oomp-6.9.4.json
Ok,
there was something very wrong with the scaling indeed.
The io_three JSON exporter for Blender (r87 dev) writes incorrect matrix transformation data in the geometry object (really tiny scaling values). The animation track with the scaling keys were correctly written as 1,1,1. So all the objects just scaled out of view immediately.
Hard to see because the geometry has no separate scaling value but a matrix. Seems to happen when you set "Scene" to true on export.
Worked around the problem by entering the scaling value in the keyframe tracks. But this will only work if you have no scaling animation (so the keys are all one).
Meanwhile I have extensively edited the JSON by hand. Because this is not the only incorrect data. The formatting of the animation object is also wrong. The durations for the morphTargetInfluence Keys is also incorrect. The formatting of these keys is also not always correct.
Hope this helps some other ppl
This answer provides a nice way to make smooth animations in SciLab. I now have to write a simulation of a body attached to two strings (and therefore its movement regarding some additional forces).
The code in the link works well to render movement of a single point and, unfortunately, I didn't manage to make an animation of a point + two lines using this method. If someone is curious, I tried this code to do it:
frametime=(tk-t0)/Nt//defining the waitnig time
plot(Y(1,1),Y(2,1),"o")//plotting the point
plot([0;Y(1,1)],[0;Y(2,1)],style=1)
plot([D;Y(1,1)],[0;Y(2,1)],style=1)//plotting the two initial lines
h1_compound = gce();
h_point=h1_compound.children
h_point.mark_size = 20;
h_point.mark_background = 2;
h_line1=h_compound.children
h_line2=h_compound.children
//h_axes = gca();
//h_axes.data_bounds = [0,-1;10,1];
realtimeinit(frametime);
for i=1:Nt//my vectors have Nt points
realtime(i);//wait "frametime" seconds before drawing the new position
h_point.data=[Y(1,i),Y(2,i)];
h_line1.data=[[0;Y(1,i)],[0;Y(2,i)]]
h_line2.data=[[D;Y(1,i)],[0;Y(2,i)]]
end
The question is: is there any way to make an animation of three shapes without making axes blink (as it is with the window refreshment) or other wierd stuff?
Since you didn't create a MCVE I can't reproduce your exact problem. But you may try to add drawlater(); before, and drawnow(); after your data modification to see if it does help with blinking or not.
Or you may get much better looking result by saving your plots in every round with xs2gif and assemble the animation with another gifmaker progam (there are free online sites to do this, however with some limitations). If you need to present your result, you should do this step anyway.
So I have another issue with Fabric.js that's once again probably down to my own ignorance.
Imagine using free draw to scribble some line paths on to a canvas. When finished, we disable free draw and at this point I want to take all the objects drawn and group them in to a single entity.
I've created a fiddle here that shows the grouping stage.
var grp=new fabric.Group();
canvas.getObjects().map(function(o){
if(o.type=="path"){
o.hasControls=o.hasBorders=false;
grp.addWithUpdate(o);
//canvas.clear(); // this seems to break grouping
}
});
canvas.add(grp);
canvas._activeObject = null;
canvas.setActiveGroup(grp.setCoords()).renderAll();
This appears to work well enough (even if the paths themselves appear to darken once the group has been created).
I now want to export this to JSON, save at a DB, and in the future reload and replicate the whole layout.
In the fiddle above I reproduce this sort of behaviour by first saving the canvas to JSON after the group has been created, and then attempt to reload it.
As you'll see, the reload itself works fine and the positioning is good but the item that was previously grouped has been loaded in to it's constituent parts, rather than being maintained as a group.
Am I doing something dumb here?
Thanks for any help!
I want to display a lot of cubes. Their position is calculated during runtime, one more per frame. Just doing scene.add(cube) each time works but is too slow. So I want to merge their geometries each time. But when I try to add the merged geometry to the scene, it still shows the old version! I tried all kinds of .updateMatrix() and .verticesNeedUpdate=true things.
Interestingly the problem only comes up if I try to change things I have already added to the scene. It does work if I just do my merging in the background and add the result to the scene at some point! But After it has been added, merging it and adding the result still displays the old version. I've tried removing the Object from the scene first, but that doesn't change anything.
Finally came across the right command: group.geometry.groupsNeedUpdate = true;. Still can't find any good documentation on it, but it works
I'm drawing a handful of lines (THREE.Line). Under some conditions, the line suddenly disappears from the screen. This happens frequently when one endpoint is far outside the camera's field of view, but the other one is definitely within the field of view. This also happens when the line crosses the camera's field of view, but both endpoints are far outside it.
I can temporarily fix it by setting frustumCulled to false for each line, but this isn't optimal since I might have thousands of lines in the scene.
Is this working as expected?
BTW, I'm using r68. I haven't had time to refactor my app to work with r69. I'm using the WebGLRenderer.
I needed avoiding lines to dissapear too.
Following Justin idea of frustumCulled I had to do
line.frustumCulled = false;
I thought it was
line.geometry.frustumCulled = false;
but I was wrong, you've to apply it on the line not on its geometry.
This works for me on version 0.70