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Found 1 result

  1. Hello, I try to place meshs on sphere depending on their rank in a json file. I am looking for a way to define the position of my meshs in my loop in order to prevent them to be created on each other. function onMouseGauche(event) { event = event || window.event; if (event.button == 0) { mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; // update the picking ray with the camera and mouse position raycaster.setFromCamera(mouse, camera); // calculate objects intersecting the picking ray var intersects = 0; intersects = raycaster.intersectObjects(scene.children); if (intersects.length > 0) { if (intersects[0].object.userData.bool != true) { // Scalar = Scalar + 400; Scalar = Scalar / 1; Scale = Scale / 1; console.log(intersects[0].object.userData) if (intersects[0].object.userData.children) { var loop = 0; intersects[0].object.userData.children.forEach(function(element) { var sphereMaterial2 = new THREE.MeshBasicMaterial({ color: element.group }); var mesh = new THREE.Mesh(sphereGeometry, sphereMaterial2); var phi = ( 2 * Math.PI) var theta = (2 * Math.PI) var x = Math.random() * 2 - 1; var y = Math.random() * 2 - 1; var z = Math.random() * 2 - 1; // if (loop == 0) { // var x = Math.random() * 2 - 1; // var y = Math.cos(theta) * Math.random(); // var z = Math.cos(phi) * Math.random() // } // if (loop == 1) { // var x = Math.cos(phi) * Math.random(); // var y = Math.random() * 2 - 1; // var z = Math.cos(theta) * Math.random() // } // if (loop == 2) { // var x = Math.tan(phi) * Math.random(); // var y = Math.tan(theta) * Math.random(); // var z = Math.random() * 2 - 1 // } mesh.position.x = x; mesh.position.y = y; mesh.position.z = z; mesh.userData.children = element.children; mesh.userData.name = element.label; mesh.userData.rang = element.rang; mesh.position.normalize(); mesh.position.multiplyScalar(Scalar / element.rang); mesh.scale.set(Scale / element.rang, Scale / element.rang, Scale / element.rang) mesh.position.x = mesh.position.x + intersects[0].object.position.x; mesh.position.y = mesh.position.y + intersects[0].object.position.y; mesh.position.z = mesh.position.z + intersects[0].object.position.z; console.log(element) scene.add(mesh); // lines var material = new THREE.LineBasicMaterial({ color: 0xffffff }); var geometry = new THREE.Geometry(); geometry.vertices.push( intersects[0].object.position, mesh.position ); var line = new THREE.Line(geometry, material); scene.add(line); intersects[0].object.userData.bool = true; loop = loop + 1 }); } } } } // ajouter position de caméra actuelle camera.userData.push([Math.round(camera.position.x), Math.round(camera.position.y), Math.round(camera.position.z)]) } Here is the function that draw the sphere meshs. How can i define my coordinates more efficiently? Thank you