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ThoSzy

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  1. I've got a function that create mesh when you click on another. On the click, 2 or 3 mesh are created and go to their positions. Know i would like to do the reverse function : when the mesh are deployed, and you click anoter time on the mesh, the previously created mesh go back and are removed from the scene. Here is my first function : function sortiSphere(element, obj) { var matStdParams = { roughness: 1, metalness: 0.8, color: element.group, emissive: element.group, emissiveIntensity: 0.5 }; var sphereMaterial2 = new THREE.MeshStandardMaterial(matStdParams); var mesh = new THREE.Mesh(sphereGeometry, sphereMaterial2); 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.userData.def = element.définition; mesh.userData.posx = element.posx; mesh.userData.posy = element.posy; mesh.userData.posz = element.posz; mesh.userData.parent = obj; mesh.userData.cartabs = element.cartabs; mesh.position.normalize(); mesh.position.multiplyScalar(1 / element.rang); mesh.scale.set(1 / (element.rang / 2), 1 / (element.rang / 2), 1 / (element.rang / 2)) mesh.position.x = obj.position.x; mesh.position.y = obj.position.y; mesh.position.z = obj.position.z; var x = element.posx; var y = element.posy; var z = element.posz; new TWEEN.Tween(mesh.position).to({ x: x, y: y, z: z }, 1000) .easing(TWEEN.Easing.Elastic.Out).start(); console.log(mesh); scene.add(mesh); lesMesh.push(mesh) // lines var material = new THREE.LineBasicMaterial({ color: 0xffffff }); var geometry = new THREE.Geometry(); geometry.vertices.push( obj.position, new THREE.Vector3(x, y, z) ); var line = new THREE.Line(geometry, material); scene.add(line); gen1 = []; gen2 = []; gen3 = []; gen4 = []; gen5 = []; obj.userData.bool = true; }; Notice that the mesh contain a information about their state : userData.bool (true if deployed, false if not) Now, how do I tell them to go back ? Here is what I got for now : function deleteSphere(element, obj) { console.log("--- deleteSphere / debut fonction") for (i = 0; gen1.length > i; i++) { if (gen1[i].userData.children) { for (j = 0; gen1[i].userData.children.length > j; j++) { console.log(gen2[i][j]); scene.remove(gen2[i][j]);} } else { scene.remove(gen1[i]) console.log(gen1[i].userData.children) } } }; Thanks for your time
  2. 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
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