I am new in Three.js.
I need to implement one 3D screen in which there are many objects in sky and there is one scale in screen.
I can move the scale in up or down direction. When I move scale up then all objects come closer in endless manner and same when I move scale down then all objects goes far.
So ultimately I want the effect like I am moving in space and I am bypassing the starts.
So for getting this effect I have used Three.js.
The problem I am facing is the when the objects come closer to me their size is increased and when the come very close than their size become very large in size. I need to increase size for some fixed parameters. After that it should not increase the size of object when it come close to screen. How I can implement that?
This is the code of object rendering:
function renderobjects() {
if(speed != 0) {
if(textArray.length > 0 && textArray[0].material.opacity == 1) {
for(var i = 0; i < textArray.length; i++) {
textArray[i].material.opacity = 0;
}
}
camera.position.y += - mouseY * 0.01;
if (camera.position.y > 60) {
camera.position.y = 60;
}
if (camera.position.y < 35) {
camera.position.y = 35;
}
camera.position.z = (camera.position.z + 8*speed);
}
Please provide me the solution by which I can restrict the size of objects.
The OrthographicCamera may be of help to you, it uses parallel projection. You can then do your own selective scaling of objects based on your needs.
Related
I am trying to make a game board with p5.js. I want the circular shape of the board to have 60 tiles in total, which means the rotation should be 6 degrees (6*60 = 360 degrees), if I want 60 tiles in a circular shape.
I cannot get this to work, even though I think I'm doing it right. This is essentially what I want to do:
If I try with rotate(6) and no translate (because that apparently completely doesn't work), I get this result:
Check out my code at https://jsfiddle.net/mortenmoulder/ze6fn3av/ (you might want to resize the window and hit run again) and here:
angleMode(DEGREES);
for (let i = 0; i <= 60; i++) {
//translate(width / 2, height / 2);
rotate(6);
rect(centerW + 500, centerH, 100, 50);
}
What am I doing wrong?
Preface: I have never used p5.js before.
anyway, i tweaked your code and got pretty close:
var tileInnerWidth = 52;
var tileOuterWidth = 57
var tileHeight = 50;
translate(width / 2, height / 2);
for (let i = 0; i <= 60; i++) {
quad(-tileOuterWidth/2, centerH, tileOuterWidth/2, centerH, tileInnerWidth/2, centerH - tileHeight,-tileInnerWidth/2,centerH - tileHeight);
rotate(6);
}
Here's a fiddle: https://jsfiddle.net/mht3o21p/2/
To explain what i'm doing:
There's a single translate to move the origin to the middle of the screen, so that rotations can be relative to that
I draw the trapezoid which goes at the very bottom of the circle. It needs to be centered horizontally, so its x coordinates have division by 2. The sizes were picked by trial and error and what looked good.
I rotate 6 degrees and repeat.
this is my first question after having relied on this site for years!
Anyway, I'd like to accomplish something similar to this effect:
http://www.flashmonkey.co.uk/html5/wave-physics/
But on a circular path, instead of a horizon. Essentially, a floating circle/blob in the center of the screen that would react to mouse interaction. What I'm not looking for is gravity, or for the circle to bounce around the screen - only surface ripples.
If at all possible I'd like to apply a static texture to the shape, is this a possibility? I'm completely new to Canvas!
I've already tried replacing some code from the above example with circular code from the following link, to very limited success:
http://www.html5canvastutorials.com/tutorials/html5-canvas-circles/
If only it were that easy :)
Any ideas?
Thanks in advance!
I tried to figure out how wave simulation works using View Source and JavaScript console. It's working fine but threw some JS errors. Also, it seems physics update is entangled with rendering in the render() method.
Here is what I found about the code:
The mouseMove() method creates disturbances on the wave based on mouse position, creating a peak around the mouse. The target variable is the index of the particle that needs to be updated, it's calculated from mouse pos.
if (particle && mouseY > particle.y) {
var speed = mouseY - storeY;
particles[target - 2].vy = speed / 6;
particles[target - 1].vy = speed / 5;
particles[target].vy = speed / 3;
particles[target + 1].vy = speed / 5;
particles[target + 2].vy = speed / 6;
storeY = mouseY;
}
Then, the particles around target are updated. The problem I found is that it does no bounds checking, i.e. it can potentially particles[-1] when target == 0. If that happens, an exception is thrown, the method call ends, but the code does not stop.
The render() method first updates the particle positions, then renders the wave.
Here is its physics code:
for (var u = particles.length - 1; u >= 0; --u) {
var fExtensionY = 0;
var fForceY = 0;
if (u > 0) {
fExtensionY = particles[u - 1].y - particles[u].y - springs[u - 1].iLengthY;
fForceY += -fK * fExtensionY;
}
if (u < particles.length - 1) {
fExtensionY = particles[u].y - particles[u + 1].y - springs[u].iLengthY;
fForceY += fK * fExtensionY;
}
fExtensionY = particles[u].y - particles[u].origY;
fForceY += fK / 15 * fExtensionY;
particles[u].ay = -fForceY / particles[u].mass;
particles[u].vy += particles[u].ay;
particles[u].ypos += particles[u].vy;
particles[u].vy /= 1.04;
}
Basically, it's Hooke's Law for a chain of particles linked by springs between them. For each particle u, it adds the attraction to the previous and next particles (the if statements check if they are available), to the variable fForceY. I don't fully understand the purpose of the springs array.
In the last four lines, it calculates the acceleration (force / mass), updates the velocity (add acceleration), then position (add velocity), and finally, reduce velocity by 1.04 (friction).
After the physics update, the code renders the wave:
context.clearRect(0, 0, stageWidth, stageHeight);
context.fillStyle = color;
context.beginPath();
for (u = 0; u < particles.length; u++) {
...
}
...
context.closePath();
context.fill();
I'm not explaining that, you need to read a canvas tutorial to understand it.
Here are some ideas to get started, note that I didn't test these code.
To modify the code to draw a circular wave, we need introduce a polar coordinate system, where the particle's x-position is the angle in the circle and y-position the distance from center. We should use theta and r here but it requires a large amount of refactoring. We will talk about transforming later.
mouseMove(): Compute particle index from mouse position on screen to polar coordinates, and make sure the disturbance wrap around:
Define the function (outside mouseMove(), we need this again later)
function wrapAround(i, a) { return (i + a.length) % a.length; }
Then change
particles[target - 2] --> particles[wrapAround(target - 2, particles)]
particles[target - 1] --> particles[wrapAround(target - 1, particles)]
...
The modulo operator does the job but I added particles.length so I don't modulo a negative number.
render(): Make sure the force calculation wrap around, so we need to wrapAround function again. We can strip away the two if statements:
fExtensionY = particles[wrapAround(u - 1, particles)].y - particles[u].y - springs[wrapAround(u - 1, springs)].iLengthY;
fForceY += -fK * fExtensionY;
fExtensionY = particles[u].y - particles[wrapAround(u + 1, particles)].y - springs[warpAround(u, springs)].iLengthY;
fForceY += fK * fExtensionY;
Here is the result so far in jsfiddle: Notice the wave propagate from the other side. http://jsfiddle.net/DM68M/
After that's done, the hardest part is rendering them on a circle. To do that, we need coordinate transform functions that treat particle's (x, y) as (angle in the circle, distance from center), and we also need inverse transforms for mouse interaction in mouseMove().
function particleCoordsToScreenCoords(particleX, particleY) {
return [ radiusFactor * particleY * Math.cos(particleX / angleFactor),
radiusFactor * particleY * Math.sin(particleX / angleFactor) ];
}
function screenCoordsToParticleCoords(screenX, screenY) {
// something involving Math.atan2 and Math.sqrt
}
Where the ...Factor variables needed to be determined separately. The angleFactor is two pi over the highest x-position found among particles array
Then, in the coordinates supplied to the context.lineTo, context.arc, use the particleCoordsToScreenCoords to transform the coordinates.
I'm creating a web-application that's going to display 3D objects in a canvas. Now I came across this problem:
I am slowly rotating the camera around the scene so the 3D object can be looked at from all sides. For this I use this code (JavaScript):
var step = 0.1*Math.PI/180;
scene.camera.position.x = Math.cos(step) * (scene.camera.position.x - 0) - Math.sin(step) * (scene.camera.position.z - 0) + 0;
scene.camera.position.z = Math.sin(step) * (scene.camera.position.x - 0) + Math.cos(step) * (scene.camera.position.z - 0) + 0;
Those zeroes are the center of the scene, I leave them there in case we decide to use another base-origin.
This code will make the camera rotate around point 0,0, but it slowly gets closer and closer to it. Here are some screenshots to show you what it does:
There are no other parameters that have impact on the camera's position. I don't understand why it's doing this and what the problem could be.
I found what was causing this issue: I change the camera's X position, then I change the camera's Z position with the new value of it's X position. Because this will be different the origin no longer is relatively at the same position for both calculations.
This was easy to fix, just by storing them into two new variables and then assigning them
var posx = Math.cos(step) * (scene.camera.position.x - 0) - Math.sin(step) * (scene.camera.position.z - 0) + 0;
var posz = Math.sin(step) * (scene.camera.position.x - 0) + Math.cos(step) * (scene.camera.position.z - 0) + 0;
scene.camera.position.x = posx;
scene.camera.position.z = posz;
I have raw 44,1 kHz audio data from a song as Javascript array and I'd like to create a zoomable timeline out of it.
Example timeline from Audacity:
Since there are millions of timepoints normal Javascript graphics libraries probably don't cut it: I think, not sure, that normal graph libraries will die on this many timepoints. But does there exist already libraries for this sort of visualization for JS? Canvas, webGL, SVG all are acceptable solutions.
A solution preferably with zoom and pan.
Note that this happens strictly on client side and server-side solutions are not accetable.
I've looked into this same problem pretty extensively. To the best of my knowledge, the only existing project that does close to what you want is wavesurfer.js. I haven't used it, but the screenshots and the description sound promising.
See also this question.
Best of luck.
You cannot simply take the the waveform data and render all data points, this is terribly inefficient.
Variable explanation:
width: Draw area width in pixels, max is screen width
height: Same as width but then height of draw area
spp: Samples per pixel, this is your zoom level
resolution: Number of samples to take per pixel sample range, tweak for performance vs accuracy.
scroll: You will need virtual scrolling for performance, this is the scroll position in px
data: The raw audio data array, probably several million samples long
drawData: The reduced audio data used to draw
You are going to have to only take the samples that are in the viewport from the audio data and reduce those. Commenly this results in a data set that is 2 * width, you use this data set to render the image.
To zoom out increase spp, to zoom in decrease it. Changing scroll value pans it.
The following code has O(RN) complexity where N is width and R is resolution. Maximum accuracy is at spp <= resolution.
The code will look something like this, this gets the peak values, you could do rms or average as well.
let reduceAudioPeak = function(data, spp, scroll, width, resolution) {
let drawData = new Array(width);
let startSample = scroll * spp;
let skip = Math.ceil(spp / resolution);
// For each pixel in draw area
for (let i = 0; i < width; i++) {
let min = 0; // minimum value in sample range
let max = 0; // maximum value in sample range
let pixelStartSample = startSample + (i * spp);
// Iterate over the sample range for this pixel (spp)
// and find the min and max values.
for(let j = 0; j < spp; j += skip) {
const index = pixelStartSample + j;
if(index < data.length) {
let val = data[index];
if (val > max) {
max = val;
} else if (val < min) {
min = val;
}
}
}
drawData[i] = [min, max];
}
return drawData;
}
With this data you can draw it like this, you could use lines, svg etc:
let drawWaveform = function(canvas, drawData, width, height) {
let ctx = canvas.getContext('2d');
let drawHeight = height / 2;
// clear canvas incase there is already something drawn
ctx.clearRect(0, 0, width, height);
for(let i = 0; i < width; i++) {
// transform data points to pixel height and move to centre
let minPixel = drawData[i][0] * drawHeigth + drawHeight;
let maxPixel = drawData[i][1] * drawHeight + drawHeight;
let pixelHeight = maxPixel - minPixel;
ctx.fillRect(i, minPixel, 1, pixelHeight);
}
}
I have used RaphaelJS for SVG rendering in the browser at it has performed very well. It is what I would go for. Hopefully SVG will be up to the task.
I am learning ways of manipulating HTML 5 Canvas, and decided to write a simple game, scroller arcade, for better comprehension. It is still at very beginning of development, and rendering a background (a moving star field), I encountered little, yet annoying issue - some of the stars are blinking, while moving. Here's the code I used:
var c = document.getElementById('canv');
var width = c.width;
var height = c.height;
var ctx = c.getContext('2d');//context
var bgObjx = new Array;
var bgObjy = new Array;
var bgspeed = new Array;
function init(){
for (var i = 1; i < 50; i++){
bgObjx.push(Math.floor(Math.random()*height));
bgObjy.push(Math.floor(Math.random()*width));
bgspeed.push(Math.floor(Math.random()*4)+1);
}
setInterval('draw_bg();',50);
}
function draw_bg(){
var distance; //distace to star is displayed by color
ctx.fillStyle = "rgb(0,0,0)";
ctx.fillRect(0,0,width,height);
for (var i = 0; i < bgObjx.length; i++){
distance = Math.random() * 240;
if (distance < 100) distance = 100;//Don't let it be too dark
ctx.fillStyle = "rgb("+distance+","+distance+","+distance+")";
ctx.fillRect(bgObjx[i], bgObjy[i],1,1);
bgObjx[i] -=bgspeed[i];
if (bgObjx[i] < 0){//if star has passed the border of screen, redraw it as new
bgObjx[i] += width;
bgObjy[i] = Math.floor(Math.random() * height);
bgspeed[i] = Math.floor (Math.random() * 4) + 1;
}
}
}
As you can see, there are 3 arrays, one for stars (objects) x coordinate, one for y, and one for speed variable. Color of a star changes every frame, to make it flicker. I suspected that color change is the issue, and binded object's color to speed:
for (var i = 0; i < bgObjx.length; i++){
distance = bgspeed[i]*30;
Actually, that solved the issue, but I still don't get how. Would any graphics rendering guru bother to explain this, please?
Thank you in advance.
P.S. Just in case: yes, I've drawn some solutions from existing Canvas game, including the color bind to speed. I just want to figure out the reason behind it.
In this case, the 'Blinking' of the stars is caused by a logic error in determining the stars' distance (color) value.
distance = Math.random() * 240; // This is not guaranteed to return an integer
distance = (Math.random() * 240)>>0; // This rounds down the result to nearest integer
Double buffering is usually unnecessary for canvas, as browsers will not display the drawn canvas until the drawing functions have all been completed.
Used to see a similar effect when programming direct2d games. Found a double-buffer would fix the flickering.
Not sure how you would accomplish a double(or triple?)-buffer with the canvas tag, but thats the first thing I would look into.