three js spotlight above r73 - javascript

I have a problem with spotlight. I was using r.73 and had 50x simple Spotlights without shadows etc.. it works without problems, still 60fps also on mobile.
Now i was changed to r84 (The problem occurs above r73), and the spotlights are much better quality but also drop my frames. I know there was some changes with adding penumbra options in r74.. i not really understand how can i set down the quality..
On fiddle , you dont see qualityChanges, dont matter. but Frames will drope.
So my Question, is it possible to set up the spotlight of a way, i still have 60frames?
The mistake occurs only when the mesh (floor) is big enough.
var spotLightSize=50;
var spotLight=[];
var geometry = new THREE.BoxGeometry( 500, 1, 500 );
var material = new THREE.MeshPhongMaterial( {color: "blue"} );
var floor = new THREE.Mesh( geometry, material );
var renderer = new THREE.WebGLRenderer({precision:"lowp",alpha:true});
for (var i=0;i<spotLightSize;i++){
spotLight.push(new THREE.SpotLight("green" ,2,20,0.1,0,1));
spotLight[spotLight.length-1].position.set( 0, 5, 0 );
scene.add(spotLight[spotLight.length-1]);
var spotLightHelper = new THREE.SpotLightHelper( spotLight[spotLight.length-1] );
scene.add( spotLightHelper );
}
http://jsfiddle.net/killerkarnikel/hyqgjLLz/19/

Related

Three.js shadows acting weirdly

I am trying to create a little solar system but found a bug... or a feature. I'd like for all of my planets to be able to cast and receive shadows from all other planets. However, it seems as if it depends on instancing order if shadows are cast or not.
Code for the light and shadows:
const sunLight = new THREE.PointLight(0xffffff, 3, 100);
sunLight.position.set(0, 0, 0);
sunLight.castShadow = true
scene.add(sunLight);
//Set up shadow properties for the light
sunLight.shadow.mapSize.width = 512; // default
sunLight.shadow.mapSize.height = 512; // default
sunLight.shadow.camera.near = 0.5; // default
sunLight.shadow.camera.far = 500; // default
const sphereSize = 1;
const pointLightHelper = new THREE.PointLightHelper(sunLight, sphereSize);
scene.add(pointLightHelper);
const shadowHelper = new THREE.CameraHelper( sunLight.shadow.camera );
scene.add( shadowHelper );
Basic code for the code objects:
var earth = new THREE.Mesh(
new THREE.SphereGeometry(1, 32, 16),
new THREE.MeshStandardMaterial({
map: tLoader.load("/textures/nasa-world.jpg"),
bumpMap: tLoader.load("/textures/nasa-jpl-world-bump.png"),
bumpScale: 0.01,
}));
earth.castShadow = true
earth.receiveShadow = true
// position goes here
scene.add(earth);
var mars = new THREE.Mesh(
new THREE.SphereGeometry(0.53, 32, 16),
new THREE.MeshStandardMaterial({
map: tLoader.load("/textures/nasa-mars.jpg"),
bumpMap: tLoader.load("/textures/nasa-mars-bump.png"),
bumpScale: 0.01,
}))
mars.castShadow = true
mars.receiveShadow = true
//position goes here
scene.add(mars);
Case 1 (working shadow):
earth.position.x = 18
mars.position.x = 15
(https://ibb.co/gS26Sfz)
Case 2 (not working):
earth.position.x = 15
mars.position.x = 18
(https://ibb.co/PZrh2wS)
Case 3 (not sure why, but it works):
When I switch around the instancing (I first instance mars, then earth, Case 2 DOES work).
(https://ibb.co/pRz06b1)
It does seem to me that only objects that are instanced BEFORE the objects that drop shadows can actually receive shadows. I cannot imagine, though, that this is truly a limitation, I am probably doing something wrong.
Please help me, how can I make both objects cast and receive shadows from one another?
After playing around and reading some more documentation, it seems as if this problem is hard coded. The instancing order does seem to determine what can cast and receive shadows. In other words: the meshes that are to receive the shadow must be instanced before the objects casting the shadows. This is quite a limitation, in some ways.

Extract arguments from functions & use them as logical sentences

I was exploring THREE.js & was trying different geometries in it. So as it has a whole lot of geometries writing every single one manually is too boring.
I would have to write these lines for a simple cube to be displayed:
var material = new THREE.MeshNormalMaterial();
var boxGeometry = new THREE.BoxGeometry( 20, 20, 20 );
var box = new THREE.Mesh( boxGeometry, material );
box.position.set(-10, -10, 0);
scene.add( box );
To add another one say a cone i would have to just copy paste the above lines & then replace Box with Cone & you know that's my computer's work (not mine). Humans are not made for copying :)
So i wanted a general class after which i can say something like:
var cube = new Shape('Cube', 20, 20, 20);
// or
var cone = new Shape('Cone', 20, 30);
& that may do everything else for me, i can extract the arguments from the function but then what to do?
Say how to convert them from strings to logical statements?
With bracket notation, you can make a function that accesses Three.<word>Geometry, while using rest syntax to collect the other arguments, and then spread them into the constructor:
function makeShape(shapeName, ...args) {
var material = new THREE.MeshNormalMaterial();
var boxGeometry = new THREE[shapeName + 'Geometry'](...args);
var box = new THREE.Mesh( boxGeometry, material );
box.position.set(-10, -10, 0);
scene.add( box );
}
Then, just call that function:
makeShape('Cube', 20, 20, 20);
makeShape('Cone', 20, 30);
If you want to assign something created in the function to the caller of makeShape, just return it at the end.

THREE.Points, parsing JSON, and iterating over materials

So I have some lovely JSON exported from Blender using three.js' addon. Works great.
I want to grab colours from each of the materials that the geometry has been exported with and change their material types to "point."
This again works fine according to my console output of the model.material array before and after my .forEach.
Unfortunately, nothing is displayed, as though no material has been applied whatsoever.
As per the inline comment below, a single colour material does work, as do the original materials loaded from the JSON.
var loader = new THREE.JSONLoader();
var model = loader.parse(json from elsewhere);
var mesh;
var pointMats = [];
model.materials.forEach(function(j) {
var color = new THREE.Color(j.color.r, j.color.g, j.color.b);
var specular = new THREE.Color(j.specular.r, j.specular.g, j.specular.b);
var newPointsMat = new THREE.PointsMaterial({
name: j.name,
color: color,
lights: true,
size: 1
});
pointMats.push(newPointsMat);
});
// var pointsMat = new THREE.PointsMaterial( {
// color: 0xffffff,
// size: 0.01
// }); // this works fine and is applied to all the meshes in my scene
mesh = new THREE.Points(model.geometry, pointMats);
scene.add(mesh);
Of course, no errors are given in the console. Probably because there isn't an error to be displayed.
Thanks for your time
THREE.Points accepts a single instance of Material and can't handle an array of them on a single mesh.

Not getting a better result for Ambient Occlusion in three.js

I have gone through the example here
.
var depthShader = THREE.ShaderLib[ "depthRGBA" ];
var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
depthMaterial.blending = THREE.NoBlending;
// postprocessing
composer = new THREE.EffectComposer( Renderer );
composer.addPass( new THREE.RenderPass( Scene, Camera ) );
depthTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat } );
var effect = new THREE.ShaderPass( THREE.SSAOShader );
effect.uniforms[ 'tDepth' ].value = depthTarget;
effect.uniforms[ 'size' ].value.set( window.innerWidth, window.innerHeight );
effect.uniforms[ 'cameraNear' ].value = Camera.near;
effect.uniforms[ 'cameraFar' ].value = Camera.far;
effect.renderToScreen = true;
composer.addPass( effect );
Which looks pretty good and the edges of the blocks are visible and highlighted,
on my code here
the edges are not that in the example . Is there any thing am missing
In order to get quality results with the SSAOShader, you need an accurate measure of depth in the depth buffer. As explained here, for a perspective camera, most of depth buffer precision is close to the near plane. That means you will get the best results if the object is located in the near part of the frustum.
So, by that argument, if your far plane is too close, then the object will be too close to the back of the frustum, and quality will be reduced.
On the other hand, if the far plane is too distant (as it is in your case), the object will be located in such a thin sliver of depth, that due to the precision of the depth buffer, there is not enough variability in depth across the object.
So you have to set your camera's near and far planes at values that give you the best results.
three.js r.75
It depends by your camera.far attribute. You've set it too high (100000).
Just set it to 1000 and you should have better results:
Camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 10, 1000);
Changing this will require you to move camera closer to your scene, otherwise it won't be visible at the startup and you'll need to zoom.
Camera.position.z = 200;
These changes worked fine for me.

How to merge two geometries or meshes using three.js r71?

Here I bumped to the problem since I need to merge two geometries (or meshes) to one. Using the earlier versions of three.js there was a nice function:
THREE.GeometryUtils.merge(pendulum, ball);
However, it is not on the new version anymore.
I tried to merge pendulum and ball with the following code:
ball is a mesh.
var ballGeo = new THREE.SphereGeometry(24,35,35);
var ballMat = new THREE.MeshPhongMaterial({color: 0xF7FE2E});
var ball = new THREE.Mesh(ballGeo, ballMat);
ball.position.set(0,0,0);
var pendulum = new THREE.CylinderGeometry(1, 1, 20, 16);
ball.updateMatrix();
pendulum.merge(ball.geometry, ball.matrix);
scene.add(pendulum);
After all, I got the following error:
THREE.Object3D.add: object not an instance of THREE.Object3D. THREE.CylinderGeometry {uuid: "688B0EB1-70F7-4C51-86DB-5B1B90A8A24C", name: "", type: "CylinderGeometry", vertices: Array[1332], colors: Array[0]…}THREE.error # three_r71.js:35THREE.Object3D.add # three_r71.js:7770(anonymous function) # pendulum.js:20
To explain Darius' answer more clearly (as I struggled with it, while trying to update a version of Mr Doob's procedural city to work with the Face3 boxes):
Essentially you are merging all of your Meshes into a single Geometry. So, if you, for instance, want to merge a box and sphere:
var box = new THREE.BoxGeometry(1, 1, 1);
var sphere = new THREE.SphereGeometry(.65, 32, 32);
...into a single geometry:
var singleGeometry = new THREE.Geometry();
...you would create a Mesh for each geometry:
var boxMesh = new THREE.Mesh(box);
var sphereMesh = new THREE.Mesh(sphere);
...then call the merge method of the single geometry for each, passing the geometry and matrix of each into the method:
boxMesh.updateMatrix(); // as needed
singleGeometry.merge(boxMesh.geometry, boxMesh.matrix);
sphereMesh.updateMatrix(); // as needed
singleGeometry.merge(sphereMesh.geometry, sphereMesh.matrix);
Once merged, create a mesh from the single geometry and add to the scene:
var material = new THREE.MeshPhongMaterial({color: 0xFF0000});
var mesh = new THREE.Mesh(singleGeometry, material);
scene.add(mesh);
A working example:
<!DOCTYPE html>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r77/three.js"></script>
<!-- OrbitControls.js is not versioned and may stop working with r77 -->
<script src='http://threejs.org/examples/js/controls/OrbitControls.js'></script>
<body style='margin: 0px; background-color: #bbbbbb; overflow: hidden;'>
<script>
// init renderer
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// init scene and camera
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 3000);
camera.position.z = 5;
var controls = new THREE.OrbitControls(camera)
// our code
var box = new THREE.BoxGeometry(1, 1, 1);
var sphere = new THREE.SphereGeometry(.65, 32, 32);
var singleGeometry = new THREE.Geometry();
var boxMesh = new THREE.Mesh(box);
var sphereMesh = new THREE.Mesh(sphere);
boxMesh.updateMatrix(); // as needed
singleGeometry.merge(boxMesh.geometry, boxMesh.matrix);
sphereMesh.updateMatrix(); // as needed
singleGeometry.merge(sphereMesh.geometry, sphereMesh.matrix);
var material = new THREE.MeshPhongMaterial({color: 0xFF0000});
var mesh = new THREE.Mesh(singleGeometry, material);
scene.add(mesh);
// a light
var light = new THREE.HemisphereLight(0xfffff0, 0x101020, 1.25);
light.position.set(0.75, 1, 0.25);
scene.add(light);
// render
requestAnimationFrame(function animate(){
requestAnimationFrame(animate);
renderer.render(scene, camera);
})
</script>
</body>
At least, that's how I am interpreting things; apologies to anyone if I have something wrong, as I am no where close to being a three.js expert (currently learning). I just had the "bad luck" to try my hand at customizing Mr. Doob's procedural city code, when the latest version breaks things (the merge stuff being one of them, the fact that three.js no longer uses quads for cube -ahem- box geometry the other - which has led to all kinds of fun getting the shading and such to work properly again).
Finally, I found a possible solution. I am posting since it could be useful for somebody else while I wasted a lot of hours. The tricky thing is about manipulating the concept of meshes and geometries:
var ballGeo = new THREE.SphereGeometry(10,35,35);
var material = new THREE.MeshPhongMaterial({color: 0xF7FE2E});
var ball = new THREE.Mesh(ballGeo, material);
var pendulumGeo = new THREE.CylinderGeometry(1, 1, 50, 16);
ball.updateMatrix();
pendulumGeo.merge(ball.geometry, ball.matrix);
var pendulum = new THREE.Mesh(pendulumGeo, material);
scene.add(pendulum);
The error message is right. CylinderGeometry is not an Object3D. Mesh is. A Mesh is constructed from a Geometry and a Material. A Mesh can be added to the scene, while a Geometry cannot.
In the newest versions of three.js, Geometry has two merge methods: merge and mergeMesh.
merge takes a mandatory argument geometry, and two optional arguments matrix and materialIndexOffset.
geom.mergeMesh(mesh) is basically a shorthand for geom.merge(mesh.geometry, mesh.matrix), as used in other answers. ('geom' and 'mesh' being arbitrary names for a Geometry and a Mesh, respectively.) The Material of the Mesh is ignored.
This is my ultimate compact version in four (or five) lines (as long as material is defined somewhere else) making use of mergeMesh:
var geom = new THREE.Geometry();
geom.mergeMesh(new THREE.Mesh(new THREE.BoxGeometry(2,20,2)));
geom.mergeMesh(new THREE.Mesh(new THREE.BoxGeometry(5,5,5)));
geom.mergeVertices(); // optional
scene.add(new THREE.Mesh(geom, material));
Edit: added optional extra line to remove duplicate vertices, which should help performance.
Edit 2: I'm using the newest version, 94.
The answers and code that I've seen posted here do not work because the second argument of the merge method is an integer, not a matrix. As far as I can tell, the merge method is not really functioning in a useful way. Therefore, I used the following approach to make a simple rocket with a nose cone.
import * as BufferGeometryUtils from '../three.js/examples/jsm/utils/BufferGeometryUtils.js'
lengthSegments = 2
radius = 5
radialSegments = 32
const bodyLength = dParamWithUnits['launchVehicleBodyLength'].value
const noseConeLength = dParamWithUnits['launchVehicleNoseConeLength'].value
// Create the vehicle's body
const launchVehicleBodyGeometry = new THREE.CylinderGeometry(radius, radius, bodyLength, radialSegments, lengthSegments, false)
launchVehicleBodyGeometry.name = "body"
// Create the nose cone
const launchVehicleNoseConeGeometry = new THREE.CylinderGeometry(0, radius, noseConeLength, radialSegments, lengthSegments, false)
launchVehicleNoseConeGeometry.name = "noseCone"
launchVehicleNoseConeGeometry.translate(0, (bodyLength+noseConeLength)/2, 0)
// Merge the nosecone into the body
const launchVehicleGeometry = BufferGeometryUtils.mergeBufferGeometries([launchVehicleBodyGeometry, launchVehicleNoseConeGeometry])
// Rotate the vehicle to horizontal
launchVehicleGeometry.rotateX(-Math.PI/2)
const launchVehicleMaterial = new THREE.MeshPhongMaterial( {color: 0x7f3f00})
const launchVehicleMesh = new THREE.Mesh(launchVehicleGeometry, launchVehicleMaterial)

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