I run quite a simple loop creating 30 new Cube meshes:
for(i=0; i<30; i++){
var zPos = 0 + i * (cubeHeight+ySpace) + cubeHeight/2;
cube = new THREE.Mesh(new THREE.CubeGeometry(cubeWidth, cubeWidth, cubeHeight), material);
cube.position.z = zPos;
cube.castShadow = true;
cube.recieveShadow = true;
parent.add(cube);
}
This runs terribly slow. What could the causes be?
(I assume I should be able to re-render 30 boxes continuously without performance issues?)
We need a few more details to completely answer your question:
What version of three.js are you using?
What else is going on in the scene?
What render timer method are you using? (setInterval, setTimeout, or requestAnimationFrame)
My guesses as to why it could be slow:
Some other section of code is actually using up more of the time before this code executes.
Your render isn't being called often enough and it looks choppy.
Your computer doesn't support some function of three.js and it is using a work around to make up for it.
Your computer javascript timer may be slow. (Depends on platform and browser.)
You are creating and destroying these blocks without caching techniques. (You should overwrite old values without using the new operator as much as possible. Requesting memory can be expensive in timing.)
new THREE.CubeGeometry(...); should be initalized once for all outside the for-loop, you need just 1 geometry for all cubes -> because they are all the same, you have to share the instace of this geometry. I hope it helps.
You could also check how many instances of three.js you have running on your computer. Maybe you run some demos from their website in the background (also in other browsers).
Close them will give you more performance.
Related
I have this project:
my codepen
I want to be able to move forward when the user walks, so it feels like they are walking thru the floor plan in VR as they are in real life.
my goal is get the geolocation of the user and show them the room matching theirs location and have them walk around the room while viewing the AR on the phone they would see paintings on the walls.
my challenges are:
walk in real life and move in VR (right now I have it auto walking forward in the meantime)
var speed = 0.0;
var iMoving = false;
var velocityDelta;
AFRAME.registerComponent("automove-controls", {
init: function() {
this.speed = 0.1;
this.isMoving = true;
this.velocityDelta = new THREE.Vector3();
},
isVelocityActive: function() {
return this.isMoving;
},
getVelocityDelta: function() {
this.velocityDelta.z = this.isMoving ? -this.speed : 0;
return this.velocityDelta.clone();
}
});
capture the user geo location so the moment they open the site they are placed relative to their location on the floor plan
this is my first attempt so any feed back would be appreciated.
As far as i know argon.js is more about geoposition than spatial/marker based augmented reality.
moreover It's quite worrying, that their repo for aframe was not touched for a while.
Argon seems like a library for creating scenes in certain points around the user, even their examples base on positioning stuff around, reason being the GPS/phone accelerometers are way too bad to provide useful data for providing spatial positioning. Thats why VIVE needs two towers, and other devices at least a camera/IR device, to get information about the HMD device.
Positioning the person inside a point depending where are they in a room is quite a difficult task, You would need to get a point of reference and position the user accordingly. It seems impossible, since the user can be anywhere in the world.
I would try to do this using jerome-etienne's marker based AR.js. The markers would be the points of reference You need, and although image processing seems like a difficult task, AR.js is surprisingly stable with multiple markers, which help in creating complex scenes.
The markers seems like a good idea, for they can help You with the positioning, moreover simple scenes have no problem with achieving 60+fps, making the experience quite comfortable.
I would start there, since AR.js seems to be updated frequently.
I'm spending some time in the evenings trying to learn Apple's Metal graphics API. I've run into a frustrating problem and so must be missing something pretty fundamental: I can only get rendered objects to appear on screen when depth testing is disabled, or when the depth function is changed to "Greater". What could possibly be going wrong? Also, what kinds of things can I check in order to debug this problem?
Here's what I'm doing:
1) I'm using SDL to create my window. When setting up Metal, I manually create a CAMetalLayer and insert it into the layer hierarchy. To be clear, I am not using MTKView and I don't want to use MTKView. Staying away from Objective-C and Cocoa as much as possible seems to be the best strategy for writing this application to be cross-platform. The intention is to write in platform-agnostic C++ code with SDL and a rendering engine which can be swapped at run-time. Behind this interface is where all Apple-specific code will live. However, I strongly suspect that part of what's going wrong is something to do with setting up the layer:
SDL_SysWMinfo windowManagerInfo;
SDL_VERSION(&windowManagerInfo.version);
SDL_GetWindowWMInfo(&window, &windowManagerInfo);
// Create a metal layer and add it to the view that SDL created.
NSView *sdlView = windowManagerInfo.info.cocoa.window.contentView;
sdlView.wantsLayer = YES;
CALayer *sdlLayer = sdlView.layer;
CGFloat contentsScale = sdlLayer.contentsScale;
NSSize layerSize = sdlLayer.frame.size;
_metalLayer = [[CAMetalLayer layer] retain];
_metalLayer.contentsScale = contentsScale;
_metalLayer.drawableSize = NSMakeSize(layerSize.width * contentsScale,
layerSize.height * contentsScale);
_metalLayer.device = device;
_metalLayer.pixelFormat = MTLPixelFormatBGRA8Unorm;
_metalLayer.frame = sdlLayer.frame;
_metalLayer.framebufferOnly = true;
[sdlLayer addSublayer:_metalLayer];
2) I create a depth texture to use as a depth buffer. My understanding is that this step is necessary in Metal. Though, in OpenGL, the framework creates a depth buffer for me quite automatically:
CGSize drawableSize = _metalLayer.drawableSize;
MTLTextureDescriptor *descriptor =
[MTLTextureDescriptorr texture2DDescriptorWithPixelFormat:MTLPixelFormatDepth32Float_Stencil8 width:drawableSize.width height:drawableSize.height mipmapped:NO];
descriptor.storageMode = MTLStorageModePrivate;
descriptor.usage = MTLTextureUsageRenderTarget;
_depthTexture = [_metalLayer.device newTextureWithDescriptor:descriptor];
_depthTexture.label = #"DepthStencil";
3) I create a depth-stencil state object which will be set at render time:
MTLDepthStencilDescriptor *depthDescriptor = [[MTLDepthStencilDescriptor alloc] init];
depthDescriptor.depthWriteEnabled = YES;
depthDescriptor.depthCompareFunction = MTLCompareFunctionLess;
_depthState = [device newDepthStencilStateWithDescriptor:depthDescriptor];
4) When creating my render pass object, I explicitly attach the depth texture:
_metalRenderPassDesc = [[MTLRenderPassDescriptor renderPassDescriptor] retain];
MTLRenderPassColorAttachmentDescriptor *colorAttachment = _metalRenderPassDesc.colorAttachments[0];
colorAttachment.texture = _drawable.texture;
colorAttachment.clearColor = MTLClearColorMake(0.2, 0.4, 0.5, 1.0);
colorAttachment.storeAction = MTLStoreActionStore;
colorAttachment.loadAction = desc.clear ? MTLLoadActionClear : MTLLoadActionLoad;
MTLRenderPassDepthAttachmentDescriptor *depthAttachment = _metalRenderPassDesc.depthAttachment;
depthAttachment.texture = depthTexture;
depthAttachment.clearDepth = 1.0;
depthAttachment.storeAction = MTLStoreActionDontCare;
depthAttachment.loadAction = desc.clear ? MTLLoadActionClear : MTLLoadActionLoad;
MTLRenderPassStencilAttachmentDescriptor *stencilAttachment = _metalRenderPassDesc.stencilAttachment;
stencilAttachment.texture = depthAttachment.texture;
stencilAttachment.storeAction = MTLStoreActionDontCare;
stencilAttachment.loadAction = desc.clear ? MTLLoadActionClear : MTLLoadActionLoad;
5) Finally, at render time, I set the depth-stencil object before drawing my object:
[_encoder setDepthStencilState:_depthState];
Note that if I go into step 3 and change depthCompareFunction to MTLCompareFunctionAlways or MTLCompareFunctionGreater then I see polygons on the screen, but ordering is (expectedly) incorrect. If I leave depthCompareFunction set to MTLCompareFunctionLess then I see nothing but the background color. It acts AS IF all fragments fail the depth test at all times.
The Metal API validator reports no errors and has no warnings...
I've tried a variety of combinations of settings for things like the depth-stencil texture format and have not made any forward progress. Honestly, I'm not sure what to try next.
EDIT: GPU Frame Capture in Xcode displays a green outline of my polygons, but none of those fragments are actually drawn.
EDIT 2: I've learned that the Metal API validator has an "Extended" mode. When this is enabled, I get these two warnings:
warning: Texture Usage Should not be Flagged as MTLTextureUsageRenderTarget: This texture is not a render target. Clear the MTLTextureUsageRenderTarget bit flag in the texture usage options. Texture = DepthStencil. Texture is used in the Depth attachment.
warning: Resource Storage Mode Should be MTLStorageModePrivate and it Should be Initialized with a Blit: This resource is rarely accessed by the CPU. Changing the storage mode to MTLStorageModePrivate and initializing it with a blit from a shared buffer may improve performance. Texture = 0x102095000.
When I head these two warnings, I get these two errors. (The warnings and errors seem to contradict one another.)]
error 'MTLTextureDescriptor: Depth, Stencil, DepthStencil, and Multisample textures must be allocated with the MTLResourceStorageModePrivate resource option.'
failed assertion `MTLTextureDescriptor: Depth, Stencil, DepthStencil, and Multisample textures must be allocated with the MTLResourceStorageModePrivate resource option.'
EDIT 3: When I run a sample Metal app and use the GPU frame capture tool then I see a gray scale representation of the depth buffer and the rendered object is clearly visible. This doesn't happen for my app. There, the GPU frame capture tool always shows my depth buffer as a plain white image.
Okay, I figured this out. I'm going to post the answer here to help the next guy. There was no problem writing to the depth buffer. This explains why spending time mucking with depth texture and depth-stencil-state settings was getting me nowhere.
The problem is differences in the coordinate systems used for Normalized Device Coordinates in Metal versus OpenGL. In Metal, NDC are in the space [-1,+1]x[-1,+1]x[0,1]. In OpenGL, NDC are [-1,+1]x[-1,+1]x[-1,+1]. If I simply take the projection matrix produced by glm::perspective and shove it through Metal then results will not be as expected. In order to compensate for the NDC space differences when rendering with Metal, that projection matrix must be left-multiplied by a scaling matrix with (1, 1, 0.5, 1) on the diagonal.
I found these links to be helpful:
1. http://blog.athenstean.com/post/135771439196/from-opengl-to-metal-the-projection-matrix
2. http://www.songho.ca/opengl/gl_projectionmatrix.html
EDIT: Replaced explanation with a more complete and accurate explanation. Replace solution with a better solution.
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.
I'm loading an .obj file into a Object3D object. That's working well and I can see it on the screen. However, I would like to create the impression of spinning sprites (fireflies, lightning globes, that sort of thing) at certain points above the object.
I've been looking over the three.js documentation on sprites and other things, and am very impressed with the capabilities. But I need a little help on how to create a standalone sprite 'globe' as it were, with sprites flying about in their own local coordinate system, then moving that standalone 'globe' to a point above the obj file. Could someone help me get started with this? (I guess it comes down to, how do you position one object relative to another in threejs?)
You should be able to simply attach the spinnning sprites to using the add() function:
//create an empty 'container'/Object3D
var spinningSprites = new Object3D();
//add elements to it:
for(var i = 0 ; i < numSprites; i++) spinningSprites.add(yourParticleObjectInstsance);
//lastly add the whole container to the loaded model:
youLoadedModel.add(spinningSprites);
The above is an example, you would proably use different variable names, etc., but the idea is simple: use add().
This is the first time I've ever posted in a forum, so thanks in advance for anyone who takes the time to read/answer this question.
What I'm trying to create is basically a flipping coin animation, which starts off turning very fast and then slows down to stop with a (randomly generated) side facing upwards after about 8 seconds.
I've done the animation of a complete flip, which lasts about half a second, and made it in to a movieclip... now I'm stuck!
Any ideas how I might go about doing this in actionscript3?
The fastest way around this would be to use some very basic actionscript. First, create 2 animations (One heads, one tails). Now, you only need a single frame for this and don't need to place the movieclips on the stage. Use the following or similar code:
var whichSide:int = 0;
var coin1:coinAnimation1 = new coinAnimation1();
var coin2:coinAnimation2 = new coinAnimation2();
whichSide = math.Round(math.Random(1));
if(whichSide == 1)
{
addChild(coin1);
}
else
{
addChild(coin2);
}
Just don't forget to right click the movieclip and export for actionscript, giving the movieclips the class of: coinAnimation1 and coinAnimation2.
Hope this helps.
I've accomplished such animation on ´Keyframes´ using the Tweener class. You can easily tween on the keyframe parameter with specific transition...
Basic example:
Tweener.addTween(myMovieClip, {_frame:10, time:2.5});
More information about Tweener here