I am trying to do like this http://mbostock.github.io/protovis/ex/nbody.html and same project. But my system doesn't work. Can you help me This is my http://mendow.github.io/projects/n-body/index.html
I gues i am doing wrong in place calculating attration each part to each
Problem is particles has one mass center and spin around it instead has mass center which change it position
<!DOCTYPE html>
<html>
<head>
<title>n-body</title>
<script src="http://mendow.github.io/projects/n-body/libs/three.js"></script>
<script src="http://mendow.github.io/projects/n-body/libs/OrbitControls.js"></script>
<script src="http://mendow.github.io/projects/n-body/libs/OBJLoader.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<script>
//define global variable
{
var renderer;
var scene;
var camera;
var orbit;
var ps;
var G = 9.81;
var dt = 0.0001;
var count = 1000;
var cam = 30;
}
function init() {
{
// create a scene, that will hold all our elements such as objects, cameras and lights.
scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render, sets the background color and the size
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x000000, 1.0);
renderer.setSize(window.innerWidth, window.innerHeight);
// position and point the camera to the center of the scene
camera.position.x = cam;
camera.position.y = cam;
camera.position.z = cam;
camera.lookAt(scene.position);
orbit = new THREE.OrbitControls(camera);
}
setupParticleSystem(count);
// add the output of the renderer to the html element
document.body.appendChild(renderer.domElement);
// call the render function
render();
}
function setupParticleSystem(y) {
var geometry = new THREE.Geometry();
for (var j = 0; j < y; j++) {
var v = new THREE.Vector3();
var ran = 30;
v.x = intRand(ran, -ran);
v.y = intRand(ran, -ran);
v.z = intRand(ran, -ran);
v.vel = new THREE.Vector3(intRand(1, -1), intRand(1, -1), intRand(1, -1));
v.acc =new THREE.Vector3(intRand(1, -1), intRand(1, -1), intRand(1, -1));
v.mass = intRand(5, 0);
geometry.vertices.push(v);
}
console.log(geometry.vertices);
// use a material for some styling
var psMat = new THREE.PointCloudMaterial();
psMat.color = new THREE.Color(0x55ff55);
psMat.transparent = true;
psMat.size = 1;
psMat.blending = THREE.AdditiveBlending;
// Create a new particle system based on the provided geometry
ps = new THREE.PointCloud(geometry, psMat);
ps.sizeAttenuation = true;
ps.sortParticles = true;
ps.position.y = 100 / cam;
ps.position.x = 100 / cam;
ps.position.z = 100 / cam;
// add the particle system to the scene
scene.add(ps);
}
var step = 0;
function render() {
renderer.render(scene, camera);
requestAnimationFrame(render);
var r,
mult;
var geometry = ps.geometry;
var temp = ps.geometry;
for (var i = 0; i < geometry.vertices.length; i++) {
for (var j = 0; j < geometry.vertices.length; j++) {
if (i != j) {
var particle = geometry.vertices[i];
var cntr = geometry.vertices[j];
r = particle.length(cntr);
mult = (-1) * G * (cntr.mass * particle.mass) / Math.pow(r, 3);
particle.acc.x = mult * particle.x;
particle.vel.x += particle.acc.x * dt;
particle.x += particle.vel.x * dt;
particle.acc.y = mult * particle.y;
particle.vel.y += particle.acc.y * dt;
particle.y += particle.vel.y * dt;
particle.acc.z = mult * particle.z;
particle.vel.z += particle.acc.z * dt;
particle.z += particle.vel.z * dt;
}
}
}
geometry.verticesNeedUpdate = true;
geometry.colorsNeedUpdate = true;
orbit.update();
}
// calls the init function when the window is done loading.
window.onload = init;
function mrand() {
return Math.random();
}
function intRand(min, max) {
return Math.random() * (max - min) + min;
}
</script>
<body>
</body>
</html>
When you examine your browser javascript console (F12) you will see this error :
Uncaught SecurityError: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The cross-origin image at http://mendow.github.io/projects/n-body/assets/textures/ps_smoke.png may not be loaded.
One solution (see alternative solution below) is to simply put your asset files on same host as your HTML. That is local to your host computer. Here are the steps (linux cmds, amend for windows) :
cd into same dir as your html
mkdir -p assets/textures # create dir to park your ps_smoke.png
cd assets/textures # get into this new dir
# copy that remote file to your local dir
wget http://mendow.github.io/projects/n-body/assets/textures/ps_smoke.png
and then finally update your html
comment out :
psMat.map = THREE.ImageUtils.loadTexture("http://mendow.github.io/projects/n-body/assets/textures/ps_smoke.png");
good new location :
psMat.map = THREE.ImageUtils.loadTexture("assets/textures/ps_smoke.png");
Once I did this your code executes just fine.
Alternative to above solution is to just override this security check by adding following code just prior to the loadTexture call you are making :
THREE.ImageUtils.crossOrigin = '';
Matvey, you need to calculate the changes to all particle locations and velocities with the old values before adding them to get new values. Otherwise you're calculating some of the changes based on altered positions and velocities which is inaccurate.
I've edited your render loop:
<!DOCTYPE html>
<html>
<head>
<title>n-body</title>
<script src="http://mendow.github.io/projects/n-body/libs/three.js"></script>
<script src="http://mendow.github.io/projects/n-body/libs/OrbitControls.js"></script>
<script src="http://mendow.github.io/projects/n-body/libs/OBJLoader.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<script>
//define global variable
{
var renderer;
var scene;
var camera;
var orbit;
var ps;
var G = 9.81;
var dt = 0.0001;
var count = 1000;
var cam = 30;
}
function init() {
{
// create a scene, that will hold all our elements such as objects, cameras and lights.
scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render, sets the background color and the size
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x000000, 1.0);
renderer.setSize(window.innerWidth, window.innerHeight);
// position and point the camera to the center of the scene
camera.position.x = cam;
camera.position.y = cam;
camera.position.z = cam;
camera.lookAt(scene.position);
orbit = new THREE.OrbitControls(camera);
}
setupParticleSystem(count);
// add the output of the renderer to the html element
document.body.appendChild(renderer.domElement);
// call the render function
render();
}
function setupParticleSystem(y) {
var geometry = new THREE.Geometry();
for (var j = 0; j < y; j++) {
var v = new THREE.Vector3();
var ran = 30;
v.x = intRand(ran, -ran);
v.y = intRand(ran, -ran);
v.z = intRand(ran, -ran);
v.vel = new THREE.Vector3(intRand(1, -1), intRand(1, -1), intRand(1, -1));
v.acc =new THREE.Vector3(intRand(1, -1), intRand(1, -1), intRand(1, -1));
v.mass = intRand(5, 0);
geometry.vertices.push(v);
}
console.log(geometry.vertices);
// use a material for some styling
var psMat = new THREE.PointCloudMaterial();
psMat.color = new THREE.Color(0x55ff55);
psMat.transparent = true;
psMat.size = 1;
psMat.blending = THREE.AdditiveBlending;
// Create a new particle system based on the provided geometry
ps = new THREE.PointCloud(geometry, psMat);
ps.sizeAttenuation = true;
ps.sortParticles = true;
ps.position.y = 100 / cam;
ps.position.x = 100 / cam;
ps.position.z = 100 / cam;
// add the particle system to the scene
scene.add(ps);
}
var step = 0;
function render() {
renderer.render(scene, camera);
requestAnimationFrame(render);
var r, mult;
var geometry = ps.geometry;
var temp = ps.geometry;
var dx = [];
var dv = [];
for (var i = 0; i < geometry.vertices.length; i++) {
var v = geometry.vertices[i].vel;
dx.push( new THREE.Vector3( v.x * dt, v.y * dt, v.z * dt ) );
var dvx = 0;
var dvy = 0;
var dvz = 0;
for (var j = 0; j < geometry.vertices.length; j++) {
if (i != j) {
mult = (-1) * G * geometry.vertices[i].mass * geometry.vertices[j].mass;
var vi = geometry.vertices[i];
var vj = geometry.vertices[j];
// http://www.scholarpedia.org/article/N-body_simulations_%28gravitational%29
epsilon = .1;
var r = Math.sqrt( ( vi.x - vj.x ) * ( vi.x - vj.x )
+ ( vi.y - vj.y ) * ( vi.y - vj.y )
+ ( vi.z - vj.z ) * ( vi.z - vj.z ) + epsilon )
dvx += mult * ( vi.x - vj.x ) / Math.pow( r, 3 );
dvy += mult * ( vi.y - vj.y ) / Math.pow( r, 3 );
dvz += mult * ( vi.z - vj.z ) / Math.pow( r, 3 );
}
}
dv.push( new THREE.Vector3( dvx * dt, dvy * dt, dvz * dt ) );
}
for ( var i=0 ; i < geometry.vertices.length ; i++ ) {
geometry.vertices[i].add( dx[i] );
geometry.vertices[i].vel.add( dv[i] );
}
geometry.verticesNeedUpdate = true;
geometry.colorsNeedUpdate = true;
orbit.update();
}
// calls the init function when the window is done loading.
window.onload = init;
function mrand() {
return Math.random();
}
function intRand(min, max) {
return Math.random() * (max - min) + min;
}
</script>
<body>
</body>
</html>
The modification to the denominator of the forces helps to keep energy relatively constant during close encounters of particles as per http://www.scholarpedia.org/article/N-body_simulations_(gravitational)
Related
I am creating a game where players can move around from first-person perspective, where the ground is generated with Perlin noise and therefore uneven. I would like to simulate gravity in the game. Hence, a raycasting thing has been implemented, which is supposed to find the player's distance from the ground and stop them from falling when they hit the ground. Here is my code (if the snipper is unclear visit https://3d.211368e.repl.co):
const scene = new THREE.Scene(), camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000000000000), renderer = new THREE.WebGLRenderer(), canvas = renderer.domElement;
camera.rotation.order = "YXZ";
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMapType = THREE.PCFSoftShadowMap;
document.body.appendChild(canvas);
const light = new THREE.DirectionalLight( 0xffffff, 1);
light.position.set(0, 10000, 0);
light.castShadow = true;
light.shadow.camera.top = 10000;
light.shadow.camera.right = 10000;
light.shadow.camera.bottom = -10000;
light.shadow.camera.left = -10000;
light.shadow.camera.far = 100000;
wwwww
scene.add(light);
var sky = new THREE.Mesh(new THREE.SphereGeometry(100000, 3, 3, 0, Math.PI, 0, Math.PI), new THREE.MeshBasicMaterial({color: 0x579ebb}));
sky.material.side = THREE.BackSide;
sky.rotateX(-Math.PI / 2);
scene.add(sky);
class Vector2{
constructor(x, y){
this.x = x;
this.y = y;
}
dot(other){
return this.x * other.x + this.y * other.y;
}
}
function Shuffle(tab){
for(let e = tab.length-1; e > 0; e--){
let index = Math.round(Math.random() * (e-1)),
temp = tab[e];
tab[e] = tab[index];
tab[index] = temp;
}
}
function MakePermutation(){
let P = [];
for(let i = 0; i < 256; i++){
P.push(i);
}
Shuffle(P);
for(let i = 0; i < 256; i++){
P.push(P[i]);
}
return P;
}
let P = MakePermutation();
function GetConstantVector(v){
let h = v & 3;
if(h == 0) return new Vector2(1.0, 1.0);
if(h == 1) return new Vector2(-1.0, 1.0);
if(h == 2) return new Vector2(-1.0, -1.0);
return new Vector2(1.0, -1.0);
}
function Fade(t){
return ((6 * t - 15) * t + 10) * t ** 3;
}
function Lerp(t, a1, a2){
return a1 + t*(a2-a1);
}
function Noise2D(x, y){
let X = Math.floor(x) & 255;
let Y = Math.floor(y) & 255;
let xf = x - Math.floor(x);
let yf = y - Math.floor(y);
let topRight = new Vector2(xf - 1, yf - 1);
let topLeft = new Vector2(xf, yf - 1);
let bottomRight = new Vector2(xf - 1, yf);
let bottomLeft = new Vector2(xf, yf);
let valueTopRight = P[P[X+1]+Y+1];
let valueTopLeft = P[P[X]+Y+1];
let valueBottomRight = P[P[X+1]+Y];
let valueBottomLeft = P[P[X]+Y];
let dotTopRight = topRight.dot(GetConstantVector(valueTopRight));
let dotTopLeft = topLeft.dot(GetConstantVector(valueTopLeft));
let dotBottomRight = bottomRight.dot(GetConstantVector(valueBottomRight));
let dotBottomLeft = bottomLeft.dot(GetConstantVector(valueBottomLeft));
let u = Fade(xf);
let v = Fade(yf);
return Lerp(u, Lerp(v, dotBottomLeft, dotTopLeft), Lerp(v, dotBottomRight, dotTopRight));
}
const plane = new THREE.Mesh(new THREE.PlaneGeometry(10000, 10000, 500, 500), new THREE.MeshPhongMaterial({color: 0x00aa00}));
plane.rotateX(-Math.PI / 2 + 0.00001);
plane.receiveShadow = true;
for (let y = 0, i = 0; y < 501; y++){
for(let x = 0; x < 501; x++, i++){
let n = 0.0, a = 1.0, f = 0.005;
for (let o = 0; o < 3; o++){
let v = a*Noise2D(x*f, y*f);
n += v;
a *= 0.5;
f *= 2.0;
}
n += 1;
n /= 2;
plane.geometry.vertices[i].z = n * 1000;
}
}
scene.add(plane);
const point = plane.geometry.vertices[Math.floor(Math.random() * 1000)];
camera.position.set(point.x, point.z + 2, point.y);
const geo = new THREE.Mesh(new THREE.BoxGeometry(10, 10, 10), new THREE.MeshBasicMaterial({color: 0xff0000}));
geo.castShadow = true;
scene.add(geo);
const render = () => {
requestAnimationFrame(render);
const below = new THREE.Vector3(camera.position.x, -1000000, camera.position.y), cast = new THREE.Raycaster(camera.position, below), intersect = cast.intersectObject(plane);
if (intersect.length > 0){
if (intersect[0].distance < 3) camera.translateY(-1);
}else{
camera.translateY(-1);
}
renderer.render(scene, camera);
}
render();
onmousemove = () => {
if (camera.rotation._x > -0.8 || camera.rotation._y > -0.8){
camera.rotateX(-Math.atan(event.movementY / 300));
camera.rotateY(-Math.atan(event.movementX / 300));
}else{
if (Math.atan(event.movementY / 300) < 0) camera.rotateX(-Math.atan(event.movementY / 300));
if (Math.atan(event.movementX / 300) < 0) camera.rotateY(-Math.atan(event.movementX / 300));
}
camera.rotation.z = 0;
}
onresize = () => {
renderer.setSize(window.innerWidth, window.innerHeight);
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
onkeydown = (event) => {
if (event.key == "w") camera.translateZ(-10);
if (event.key == "a") camera.translateX(-1);
if (event.key == "s") camera.translateZ(1);
if (event.key == "d") camera.translateX(1);
if (event.key == "ArrowUp") camera.translateY(1);
if (event.key == "ArrowDown") camera.translateY(-1);
}
body{
margin: 0;
background-color: black;
overflow: hidden;
}
canvas{
border: none;
}
<meta name="viewport" content="width=device-width">
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/94/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/0949e59f/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/0949e59f/examples/js/utils/SceneUtils.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/0949e59f/examples/js/libs/dat.gui.min.js"></script>
If the ground is not detected at least 3 units below the camera, the player will continue falling. However, sometimes nothing is spotted below the camera, while the player is clearly hovering over the ground. This is extremely frustrating. Is there any reliable alternative method to solve this problem, such as using something other than raycasting? Or is there a bug in the code? TIA
See the Raycaster documentation. The constructor takes the origin, the direction and near and far parameters. So you could do:
const gravityDirection = new THREE.Vector3(0, -1, 0);
cast = new THREE.Raycaster(camera.position, gravityDirection, 0, 3);
and this also makes the distance check redundant, as the far parameter already filters out hits further away than 3 units.
I'm trying to make a database of words where the most important words are closer to the top of the sphere and the less important are further away. So I created a sphere with enough vertices for each word, created a list of those vertices in order of distance from the top of the sphere, and placed the text sprites at the positions of the vertices in order of that sorted list.
Video version: https://i.gyazo.com/aabaf0b4a26f4413dc6a0ebafab2b4bd.mp4
Sounded like a good plan in my head, but clearly the geometry of a sphere causes the words to be further spread out the further away from the top they are. I need a result that looks like a somewhat even distribution across the surface. It doesn't have to be perfect, just visually closer than this.
How can I achieve the desired effect?
Here are the relevant methods:
positionDb(db) {
console.log("mostRelated", db.mostRelated);
console.log("depthList", this.depthList);
let mostRelated = db.mostRelated;
let depthList = this.depthList;
for (let i = 0; i < mostRelated.length; i++) {
this.addTextNode(mostRelated[i].data, this.depthList[i].vertice, this.depthList[i].depth);
}
}
addTextNode(text, vert, distance) {
let fontSize = 0.5 * (600 / distance);
let sprite = new THREE.TextSprite({
fillStyle: '#000000',
fontFamily: '"Arial", san-serif',
fontSize: fontSize,
fontWeight: 'bold',
text: text
});
this.scene.add(sprite);
sprite.position.set(vert.x, vert.y, vert.z);
setTimeout(() => {
sprite.fontFamily = '"Roboto", san-serif';
}, 1000)
}
this.scene = scene;
this.geometry = new THREE.SphereGeometry(420, 50, 550);
var material = new THREE.MeshBasicMaterial({
color: 0x0011ff
});
var sphere = new THREE.Mesh(this.geometry, wireframe);
var wireframe = new THREE.WireframeGeometry(this.geometry);
let frontVert = {
x: 0,
y: 100,
z: 0
}
let depthList = [];
this.geometry.vertices.forEach(vertice => {
let depth = getDistance(frontVert, vertice);
if (depthList.length === 0) {
depthList.push({
depth,
vertice
});
} else {
let flag = false;
for (let i = 0; i < depthList.length; i++) {
let item = depthList[i];
if (depth < item.depth) {
flag = true;
depthList.splice(i, 0, {
depth,
vertice
});
break;
}
}
if (!flag) depthList.push({
depth,
vertice
});
}
});
Maybe a fibonacci sphere
function fibonacciSphere(numPoints, point) {
const rnd = 1;
const offset = 2 / numPoints;
const increment = Math.PI * (3 - Math.sqrt(5));
const y = ((point * offset) - 1) + (offset / 2);
const r = Math.sqrt(1 - Math.pow(y, 2));
const phi = (point + rnd) % numPoints * increment;
const x = Math.cos(phi) * r;
const z = Math.sin(phi) * r;
return new THREE.Vector3(x, y, z);
}
Example:
function fibonacciSphere(numPoints, point) {
const rnd = 1;
const offset = 2 / numPoints;
const increment = Math.PI * (3 - Math.sqrt(5));
const y = ((point * offset) - 1) + (offset / 2);
const r = Math.sqrt(1 - Math.pow(y, 2));
const phi = (point + rnd) % numPoints * increment;
const x = Math.cos(phi) * r;
const z = Math.sin(phi) * r;
return new THREE.Vector3(x, y, z);
}
function main() {
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 5;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.z = 2;
const scene = new THREE.Scene();
function addTextNode(text, vert) {
const div = document.createElement('div');
div.className = 'label';
div.textContent = text;
div.style.marginTop = '-1em';
const label = new THREE.CSS2DObject(div);
label.position.copy(vert);
scene.add(label);
}
const renderer = new THREE.CSS2DRenderer();
const container = document.querySelector('#c');
container.appendChild(renderer.domElement);
const controls = new THREE.OrbitControls(camera, renderer.domElement);
const numPoints = 50;
for (let i = 0; i < numPoints; ++i) {
addTextNode(`p${i}`, fibonacciSphere(numPoints, i));
}
function render(time) {
time *= 0.001;
// three's poor choice of how to hanlde size strikes again :(
renderer.setSize(container.clientWidth, container.clientHeight);
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
body {
margin: 0;
overflow: hidden;
}
#c {
width: 100vw;
height: 100vh;
display: block;
}
.label {
color: red;
}
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r113/build/three.min.js"></script>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r113/examples/js/controls/OrbitControls.js"></script>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r113/examples/js/renderers/CSS2DRenderer.js"></script>
<div id="c"></div>
The code below is supposed to generate a cube and some dots (belonging to a torus). I can see the cube only. I have searched the dots for a couple of hours, but nothing.
// just a cube
cube = new THREE.Mesh(
new THREE.CubeGeometry(50, 50, 50),
new THREE.MeshNormalMaterial({ wireframe: true }));
// a mesh of the torus
function TorusMesh(R, r, nx, ny) {
var vertices = new Array(nx);
var normals = new Array(nx);
for (var i = 0; i < nx; i++) {
vertices[i] = new Array(ny);
normals[i] = new Array(ny);
var u = i / nx * 2 * Math.PI;
var cos_u = Math.cos(u);
var sin_u = Math.sin(u);
var cx = R * cos_u;
var cy = R * sin_u;
for (var j = 0; j < ny; j++) {
var v = j / ny * 2 * Math.PI;
var rcos_v = r * Math.cos(v);
var rsin_v = r * Math.sin(v);
vertices[i][j] = new THREE.Vector3(
cx + rcos_v * cos_u,
cy + rcos_v * sin_u,
rsin_v
);
normals[i][j] = new THREE.Vector3(
rcos_v * cos_u,
rcos_v * sin_u,
rsin_v
);
}
}
var faces = Array(4);
faces[0] = Array(2 * nx * ny);
faces[1] = Array(2 * nx * ny);
for (var i = 0; i < nx; i++) {
var ip1 = (i == nx - 1 ? 0 : i + 1);
for (var j = 0; j < ny; j++) {
var jp1 = (j == ny - 1 ? 0 : j + 1);
faces[0] = [
ip1 * ny + j,
i * ny + j,
i * ny + jp1,
[normals[ip1][j], normals[i][j], normals[i][jp1]]
];
faces[1] = [
ip1 * ny + j,
i * ny + jp1,
ip1 * ny + jp1,
[normals[ip1][j], normals[i][jp1], normals[ip1][jp1]]
];
var Pair = [faces[0], faces[1]];
}
}
return {
vertices: vertices,
normals: normals
//faces: TODO
}
}
// the vertices as a cloud of dots
var dotGeometry = new THREE.Geometry();
var vertices = TorusMesh(10, 3, 16, 8).vertices;
for (var j = 0; j < 8; j++) {
for (var i = 0; i < 15; i++) {
dotGeometry[j * 15 + i] = vertices[i][j]
}
}
var dotMaterial =
new THREE.PointsMaterial({
size: 5,
sizeAttenuation: false,
color: 0x000000
});
cloud = new THREE.Points(dotGeometry, dotMaterial);
console.log(cloud);
// three js scene
var aspect = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(150, aspect, 1, 10000);
var scene = new THREE.Scene();
camera.position.set(0, 0, 20);
scene.add(camera);
// dat.gui controls -------------------------------------------------
var dgcontrols = new function () {
this.rotationSpeed = 0.001;
this.zoom = 20;
}
var gui = new dat.GUI({ autoplace: false, width: 350 });
gui.add(dgcontrols, 'rotationSpeed').min(0).max(0.005).name("Rotation speed");
var controller_zoom = gui.add(dgcontrols, 'zoom').min(1).max(3000);
controller_zoom.onFinishChange(function (value) {
camera.position.z = value;
});
// the render() function
var renderer = new THREE.WebGLRenderer();
function render() {
renderer.render(scene, camera);
object.rotation.x += dgcontrols.rotationSpeed;
object.rotation.y += dgcontrols.rotationSpeed;
requestAnimFrame(render);
}
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
window.requestAnimFrame = (function () {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
// add objects to the scene
var object = new THREE.Object3D();
scene.add(cloud);
scene.add(cube);
render()
requestAnimFrame(render);
canvas {
width: 100%;
height: 100%
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.0/jquery.min.js"></script>
<script src="https://threejs.org/build/three.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.3/dat.gui.js"></script>
The problem was that you have assigned vertices directly to the geometry object instead of dotGeometry.vertices. If you then change the color of the points to white, you should see the points correctly rendered.
Here is a fiddle with your updated code: https://jsfiddle.net/f2Lommf5/15833/
// just a cube
cube = new THREE.Mesh(
new THREE.CubeGeometry(50, 50, 50),
new THREE.MeshNormalMaterial({ wireframe: true }));
// a mesh of the torus
function TorusMesh(R, r, nx, ny) {
var vertices = new Array(nx);
var normals = new Array(nx);
for (var i = 0; i < nx; i++) {
vertices[i] = new Array(ny);
normals[i] = new Array(ny);
var u = i / nx * 2 * Math.PI;
var cos_u = Math.cos(u);
var sin_u = Math.sin(u);
var cx = R * cos_u;
var cy = R * sin_u;
for (var j = 0; j < ny; j++) {
var v = j / ny * 2 * Math.PI;
var rcos_v = r * Math.cos(v);
var rsin_v = r * Math.sin(v);
vertices[i][j] = new THREE.Vector3(
cx + rcos_v * cos_u,
cy + rcos_v * sin_u,
rsin_v
);
normals[i][j] = new THREE.Vector3(
rcos_v * cos_u,
rcos_v * sin_u,
rsin_v
);
}
}
var faces = Array(4);
faces[0] = Array(2 * nx * ny);
faces[1] = Array(2 * nx * ny);
for (var i = 0; i < nx; i++) {
var ip1 = (i == nx - 1 ? 0 : i + 1);
for (var j = 0; j < ny; j++) {
var jp1 = (j == ny - 1 ? 0 : j + 1);
faces[0] = [
ip1 * ny + j,
i * ny + j,
i * ny + jp1,
[normals[ip1][j], normals[i][j], normals[i][jp1]]
];
faces[1] = [
ip1 * ny + j,
i * ny + jp1,
ip1 * ny + jp1,
[normals[ip1][j], normals[i][jp1], normals[ip1][jp1]]
];
var Pair = [faces[0], faces[1]];
}
}
return {
vertices: vertices,
normals: normals
//faces: TODO
}
}
// the vertices as a cloud of dots
var dotGeometry = new THREE.Geometry();
var vertices = TorusMesh(10, 3, 16, 8).vertices;
for (var j = 0; j < 8; j++) {
for (var i = 0; i < 15; i++) {
dotGeometry.vertices[j * 15 + i] = vertices[i][j]
}
}
var dotMaterial =
new THREE.PointsMaterial({
size: 5,
sizeAttenuation: false,
color: 0xffffff
});
cloud = new THREE.Points(dotGeometry, dotMaterial);
// three js scene
var aspect = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(150, aspect, 1, 10000);
var scene = new THREE.Scene();
camera.position.set(0, 0, 20);
scene.add(camera);
// dat.gui controls -------------------------------------------------
var dgcontrols = new function () {
this.rotationSpeed = 0.001;
this.zoom = 20;
}
var gui = new dat.GUI({ autoplace: false, width: 350 });
gui.add(dgcontrols, 'rotationSpeed').min(0).max(0.005).name("Rotation speed");
var controller_zoom = gui.add(dgcontrols, 'zoom').min(1).max(3000);
controller_zoom.onFinishChange(function (value) {
camera.position.z = value;
});
// the render() function
var renderer = new THREE.WebGLRenderer();
function render() {
renderer.render(scene, camera);
object.rotation.x += dgcontrols.rotationSpeed;
object.rotation.y += dgcontrols.rotationSpeed;
requestAnimFrame(render);
}
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
window.requestAnimFrame = (function () {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
// add objects to the scene
var object = new THREE.Object3D();
scene.add(cloud);
scene.add(cube);
render()
requestAnimFrame(render);
canvas {
width: 100%;
height: 100%
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.0/jquery.min.js"></script>
<script src="https://threejs.org/build/three.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.3/dat.gui.js"></script>
This code should produce a mesh of a torus in three js. I'm pretty sure the maths are correct. However it renders only a piece of torus, or stranger things if I change some parameters. Is there something bad with my practice of THREE.Mesh ?
// the vertices of the mesh and the vertex normals ----------------
var nx = 64;
var ny = 32;
var R = 10; var r = 3;
var Vertices = new Array(nx);
var Normals = new Array(nx);
for (var i = 0; i < nx; i++) {
Vertices[i] = new Array(ny);
Normals[i] = new Array(ny);
var u = i / nx * 2 * Math.PI;
var cos_u = Math.cos(u);
var sin_u = Math.sin(u);
var cx = R * cos_u;
var cy = R * sin_u;
for (var j = 0; j < ny; j++) {
var v = j / ny * 2 * Math.PI;
var rcos_v = r * Math.cos(v);
var rsin_v = r * Math.sin(v);
Vertices[i][j] = new THREE.Vector3(
cx + rcos_v * cos_u,
cy + rcos_v * sin_u,
rsin_v
);
Normals[i][j] = new THREE.Vector3(
rcos_v * cos_u,
rcos_v * sin_u,
rsin_v
);
}
}
// vertices as a dot cloud ----------------------------------------
var dotGeometry = new THREE.Geometry();
for (var i = 0; i < nx; i++) {
for (var j = 0; j < ny; j++) {
dotGeometry.vertices.push(Vertices[i][j]);
}
}
var dotMaterial =
new THREE.PointsMaterial({ size: 1, sizeAttenuation: false });
var cloud = new THREE.Points(dotGeometry, dotMaterial);
// mesh -----------------------------------------------------------
var geom = new THREE.Geometry();
for (var i = 0; i < nx; i++) {
var ip1 = (i == nx - 1 ? 0 : i + 1);
for (var j = 0; j < ny; j++) {
var jp1 = (j == ny - 1 ? 0 : j + 1);
geom.vertices.push(Vertices[i][j]);
geom.vertices.push(Vertices[i][jp1]);
geom.vertices.push(Vertices[ip1][j]);
var vnormals1 =
[Normals[i][j], Normals[i][jp1], Normals[ip1][j]];
geom.faces.push(new THREE.Face3(
i * ny + j,
i * ny + jp1,
ip1 * ny + j,
vnormals1
));
geom.vertices.push(Vertices[i][jp1]);
geom.vertices.push(Vertices[ip1][jp1]);
geom.vertices.push(Vertices[ip1][j]);
var vnormals2 =
[Normals[i][jp1], Normals[ip1][jp1], Normals[ip1][j]];
geom.faces.push(new THREE.Face3(
i * ny + jp1,
ip1 * ny + jp1,
ip1 * ny + j,
vnormals2
));
}
}
var torusMesh = new THREE.Mesh(
geom,
new THREE.MeshNormalMaterial({ wireframe: false }));
// three js scene -------------------------------------------------
var scene = new THREE.Scene();
var aspect = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(50, aspect, 1, 10000);
camera.position.z = 30;
scene.add(camera);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var object = new THREE.Object3D();
object.add(torusMesh);
object.add(cloud);
scene.add(object);
renderer.render(scene, camera);
// animation ---------------------------------------------------------
var isDragging = false;
var previousMousePosition = {
x: 0,
y: 0
};
$(renderer.domElement).on('mousedown', function (e) {
isDragging = true;
}).on('mousemove', function (e) {
var deltaMove = {
x: e.offsetX - previousMousePosition.x,
y: e.offsetY - previousMousePosition.y
};
if (isDragging) {
var deltaRotationQuaternion = new THREE.Quaternion()
.setFromEuler(new THREE.Euler(
Math.PI / 180 * (deltaMove.y * 1),
Math.PI / 180 * (deltaMove.x * 1),
0,
'XYZ'
));
object.quaternion.multiplyQuaternions(deltaRotationQuaternion,
object.quaternion);
}
previousMousePosition = {
x: e.offsetX,
y: e.offsetY
};
});
$(document).on('mouseup', function (e) {
isDragging = false;
});
window.requestAnimFrame = (function () {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
function render() {
renderer.render(scene, camera);
requestAnimFrame(render);
}
render();
canvas {
width: 100%;
height: 100%
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.js"></script>
I think there were two problems with your code:
When using Geometry, you define faces just by adding objects of type Face3 to the faces array. The vertices of the geometry are defined just once. In your case, you can just do this:
geom.vertices = dotGeometry.vertices;
Besides, the winding order of your faces was not correct. You have to switch the first and third index.
// the vertices of the mesh and the vertex normals ----------------
var nx = 64;
var ny = 32;
var R = 10; var r = 3;
var Vertices = new Array(nx);
var Normals = new Array(nx);
for (var i = 0; i < nx; i++) {
Vertices[i] = new Array(ny);
Normals[i] = new Array(ny);
var u = i / nx * 2 * Math.PI;
var cos_u = Math.cos(u);
var sin_u = Math.sin(u);
var cx = R * cos_u;
var cy = R * sin_u;
for (var j = 0; j < ny; j++) {
var v = j / ny * 2 * Math.PI;
var rcos_v = r * Math.cos(v);
var rsin_v = r * Math.sin(v);
Vertices[i][j] = new THREE.Vector3(
cx + rcos_v * cos_u,
cy + rcos_v * sin_u,
rsin_v
);
Normals[i][j] = new THREE.Vector3(
rcos_v * cos_u,
rcos_v * sin_u,
rsin_v
);
}
}
// vertices as a dot cloud ----------------------------------------
var dotGeometry = new THREE.Geometry();
for (var i = 0; i < nx; i++) {
for (var j = 0; j < ny; j++) {
dotGeometry.vertices.push(Vertices[i][j]);
}
}
var dotMaterial =
new THREE.PointsMaterial({ size: 1, sizeAttenuation: false });
var cloud = new THREE.Points(dotGeometry, dotMaterial);
// mesh -----------------------------------------------------------
var geom = new THREE.Geometry();
geom.vertices = dotGeometry.vertices;
for (var i = 0; i < nx; i++) {
var ip1 = (i == nx - 1 ? 0 : i + 1);
for (var j = 0; j < ny; j++) {
var jp1 = (j == ny - 1 ? 0 : j + 1);
var vnormals1 =
[Normals[i][j], Normals[i][jp1], Normals[ip1][j]];
geom.faces.push(new THREE.Face3(
ip1 * ny + j,
i * ny + jp1,
i * ny + j,
vnormals1
));
var vnormals2 =
[Normals[i][jp1], Normals[ip1][jp1], Normals[ip1][j]];
geom.faces.push(new THREE.Face3(
ip1 * ny + j,
ip1 * ny + jp1,
i * ny + jp1,
vnormals2
));
}
}
var torusMesh = new THREE.Mesh(
geom,
new THREE.MeshNormalMaterial({ wireframe: false }));
// three js scene -------------------------------------------------
var scene = new THREE.Scene();
var aspect = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(50, aspect, 1, 10000);
camera.position.z = 30;
scene.add(camera);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var object = new THREE.Object3D();
object.add(torusMesh);
object.add(cloud);
scene.add(object);
renderer.render(scene, camera);
// animation ---------------------------------------------------------
var isDragging = false;
var previousMousePosition = {
x: 0,
y: 0
};
$(renderer.domElement).on('mousedown', function (e) {
isDragging = true;
}).on('mousemove', function (e) {
var deltaMove = {
x: e.offsetX - previousMousePosition.x,
y: e.offsetY - previousMousePosition.y
};
if (isDragging) {
var deltaRotationQuaternion = new THREE.Quaternion()
.setFromEuler(new THREE.Euler(
Math.PI / 180 * (deltaMove.y * 1),
Math.PI / 180 * (deltaMove.x * 1),
0,
'XYZ'
));
object.quaternion.multiplyQuaternions(deltaRotationQuaternion,
object.quaternion);
}
previousMousePosition = {
x: e.offsetX,
y: e.offsetY
};
});
$(document).on('mouseup', function (e) {
isDragging = false;
});
window.requestAnimFrame = (function () {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
function render() {
renderer.render(scene, camera);
requestAnimFrame(render);
}
render();
canvas {
width: 100%;
height: 100%
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.js"></script>
<script
src="https://code.jquery.com/jquery-3.3.1.slim.min.js"
integrity="sha256-3edrmyuQ0w65f8gfBsqowzjJe2iM6n0nKciPUp8y+7E="
crossorigin="anonymous"></script>
Besides, consider to use the approach of TorusBufferGeometry. Moreover, it's much faster to generate a geometry with BufferGeometry than with Geometry.
I am attempting to turn 3D objects into clickable elements by using an array called objects[]; and a switch statement which accesses the userData of the object. Right now, the script runs with no errors yet the objects still aren't clickable. What am I missing?
var container, stats;
var camera, scene, raycaster, renderer;
var mouse = new THREE.Vector2(),
INTERSECTED;
var radius = 100,
theta = 0;
init();
animate();
function createMesh(name, geometry, material) {
var object = new THREE.Mesh(geometry, material);
object.position.x = Math.random() * 800 - 400;
object.position.y = Math.random() * 800 - 400;
object.position.z = Math.random() * 800 - 400;
object.scale.x = Math.random() * 2 + 1;
object.scale.y = Math.random() * 2 + 1;
object.scale.z = Math.random() * 2 + 1;
object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = Math.random() * 2 * Math.PI;
object.userData = {
URL: "http://www.google.com"
};
var objects = [];
for (i = 0; i > objects.length; i++) {
objects += i;
objects.push(object);
}
scene.add(object);
switch (i) {
case 1:
objects[i].userData = {
URL: "http://www.google.com"
};
break;
case 2:
objects[i].userData = {
URL: "https://www.yahoo.com"
};
break;
}
object.name = name;
}
var objects = [];
// objects.length == 0
// i is not greater than so nothing happens
for (i = 0; i > objects.length; i++) {
objects += i;
objects.push(object);
}
scene.add(object);
// i is still equal to 0 so nothing happens once again
switch (i) {
case 1: ...
case 2: ...