How can I merge geometries in A-Frame without losing material information? - aframe

I have a large set of block objects using a custom geometry, that I am hoping to merge into a smaller number of larger geometries, as I believe this will reduce rendering costs.
I have been following guidance here: https://aframe.io/docs/1.2.0/introduction/best-practices.html#performance which has led me to the geometry-merger component here:
https://github.com/supermedium/superframe/tree/master/components/geometry-merger/
The A-Frame docs say:
"You can use geometry-merger and then make use a three.js material with vertex colors enabled. three.js geometries keep data such as color, uvs per vertex."
The geometry-merger component also says:
"Useful if using vertex or face coloring as individual geometries' colors can still be manipulated individually since this component keeps a faceIndex and vertexIndex."
However I have a couple of problems.
If I set vertexColors on my material (as suggested by the A-Frame docs), then this ruins the appearance of my blocks.
Whether or not I set vertexColors on my material, all material information seems to be lost when the geometries are merged, and everything just ends up white.
See this glitch for a demonstration of both problems.
https://tundra-mercurial-garden.glitch.me/
My suspicion is that the A-Frame geometry-merger component just won't do what I need here, and I need to implement something myself using the underlying three.js functions.
Is that right, or is there a way that I could make this work using geometry-merger?

For the vertexColors to work, you need to have your vertices coloured :)
More specifically - the BufferGeometry expects an array of rgb values for each vertex - which will be used as color for the material.
In this bit of code:
var geometry = new THREE.BoxGeometry();
var mat = new THREE.MeshStandardMaterial({color: 0xffffff, vertexColors: THREE.FaceColors});
var mesh = new THREE.Mesh(geometry, mat);
The mesh will be be black unless the geometry contains information about the vertex colors:
// create a color attribute in the geometry
geometry.setAttribute('color', new THREE.BufferAttribute(new Float32Array(vertices_count), 3));
// grab the array
const colors = this.geometry.attributes.color.array;
// fill the array with rgb values
const faceColor = new THREE.Color(color_hex);
for (var i = 0; i < vertices_count / 3; i += 3) {
colors[i + 0] = faceColor.r; // lol +0
colors[i + 1] = faceColor.g;
colors[i + 2] = faceColor.b;
}
// tell the geometry to update the color attribute
geometry.attributes.color.needsUpdate = true;
I can't make the buffer-geometry-merger component work for some reason, but It's core seems to be valid:
AFRAME.registerComponent("merger", {
init: function() {
// replace with an event where all child entities are ready
setTimeout(this.mergeChildren.bind(this), 500);
},
mergeChildren: function() {
const geometries = [];
// traverse the child and store all geometries.
this.el.object3D.traverse(node => {
if (node.type === "Mesh") {
const geometry = node.geometry.clone();
geometry.applyMatrix4(node.parent.matrix);
geometries.push(geometry)
// dispose the merged meshes
node.parent.remove(node);
node.geometry.dispose();
node.material.dispose();
}
});
// create a mesh from the "merged" geometry
const mergedGeo = THREE.BufferGeometryUtils.mergeBufferGeometries(geometries);
const mergedMaterial = new THREE.MeshStandardMaterial({color: 0xffffff, roughness: 0.3, vertexColors: THREE.FaceColors});
const mergedMesh = new THREE.Mesh(mergedGeo, mergedMaterial);
this.el.object3D.add(mergedMesh)
}
})
You can check it out in this glitch. There is also an example on using the vertex colors here (source).

I agree it sounds like you need to consider other solutions. Here are two different instances of instancing with A-Frame:
https://github.com/takahirox/aframe-instancing
https://github.com/EX3D/aframe-InstancedMesh
Neither are perfect or even fully finished, but can hopefully get you started as a guide.

Although my original question was about geometry merging, I now believe that Instanced Meshes were a better solution in this case.
Based on this suggestion I implemented this new A-Frame Component:
https://github.com/diarmidmackenzie/instanced-mesh
This glitch shows the scene from the original glitch being rendered with just 19 calls using this component. That compares pretty well with > 200 calls that would have been required if every object were rendered individually.
https://dull-stump-psychology.glitch.me/
A key limitation is that I was not able to use a single mesh for all the different block colors, but had to use one mesh per color (7 meshes total).
InstancedMesh can support different colored elements, but each element must have a single color, whereas the elements in this scene had 2 colors each (black frame + face color).

Related

How to add fontawasome icon as a layer in geotools using javafx (Desktop App)?

I have been using java 17 and I'm unable to add icons into the map as a layer. please help me.
void drawTarget(double x, double y) {
SimpleFeatureTypeBuilder builder = new SimpleFeatureTypeBuilder();
builder.setName("MyFeatureType");
builder.setCRS( DefaultGeographicCRS.WGS84 ); // set crs
builder.add("location", LineString.class); // add geometry
// build the type
SimpleFeatureType TYPE = builder.buildFeatureType();
// create features using the type defined
SimpleFeatureBuilder featureBuilder = new SimpleFeatureBuilder(TYPE);
// GeometryFactory geometryFactory = JTSFactoryFinder.getGeometryFactory();
// Coordinate[] coords =
// new Coordinate[] {new Coordinate(79,25.00), new Coordinate(x, y)};
// line = geometryFactory.createLineString(coords);
// ln = new javafx.scene.shape.Line();
FontAwesomeIcon faico = new FontAwesomeIcon();
faico.setIconName("FIGHTER_JET");
faico.setX(76);
faico.setY(25);
faico.setVisible(true);
// TranslateTransition trans = new TranslateTransition();
// trans.setNode(faico);
featureBuilder.add(faico);
SimpleFeature feature = featureBuilder.buildFeature("FeaturePoint");
DefaultFeatureCollection featureCollection = new DefaultFeatureCollection("external", TYPE);
featureCollection.add(feature); // Add feature 1, 2, 3, etc
Style style5 = SLD.createLineStyle(Color.YELLOW, 2f);
Layer layer5 = new FeatureLayer(featureCollection, style5);
map.addLayer(layer5);
// mapFrame.getMapPane().repaint();
}
I want to add a font-awesome icon to the map
Currently, your code is attempting to use an Icon as a Geometry in your feature. I'm guessing that's what isn't working since you don't say.
If you want to use an Icon to display the location of a Feature then you will need two things.
A valid geometry in your feature, probably a point (since an Icon is normally a point)
A valid Style to be used by the Renderer to draw your feature(s) on the map. Currently, you are asking for the line in your feature to be drawn using a yellow line (style5 = SLD.createLineStyle(Color.YELLOW, 2f);)
I can't really help with step 1, since I don't know where your fighter jet currently is.
For step 2 I suggest you look at the SLD resources to give you some clues of how the styling system works before going on the manual to see how GeoTools implements that.
Since you are trying to add an Icon I suggest you'd need something like:
List<GraphicalSymbol> symbols = new ArrayList<>();
symbols.add(sf.externalGraphic(svg, "svg", null)); // svg preferred
symbols.add(sf.externalGraphic(png, "png", null)); // png preferred
symbols.add(sf.mark(ff.literal("circle"), fill, stroke)); // simple circle backup plan
Expression opacity = null; // use default
Expression size = ff.literal(10);
Expression rotation = null; // use default
AnchorPoint anchor = null; // use default
Displacement displacement = null; // use default
// define a point symbolizer of a small circle
Graphic city = sf.graphic(symbols, opacity, size, rotation, anchor, displacement);
PointSymbolizer pointSymbolizer =
sf.pointSymbolizer("point", ff.property("the_geom"), null, null, city);
rule1.symbolizers().add(pointSymbolizer);
featureTypeStyle.rules().add(rule1);
But that assumes that you can convert your FontAwesomeIcon into a static representation that the renderer can draw (png, svg). If it doesn't work like that (I don't use JavaFX) then you may need to add a new MarkFactory to handle them.

How can I generate a mask on a solid or create a custom (complex) drawing on that solid to Adobe After Effects only via scripting

I'm making an After Effects script that generates simple shapes & animations for kids, and I'm trying to avoid importing vector shapes from Illustrator to After Effects to animate them. And that is working perfectly with simple shapes such as squares and circles.
Is there any solution for generating complex shapes inside the Extendscript Toolkit, a pure code with no imports or locating some .txt file, just by setting the vertices, position and color of the shape and applies it to a new solid as a mask by running the script inside of After Effects?
If I wanted to do it manually, I will add a new solid, copy the first path from Illustrator, and back to after effects to paste it on that solid,then I'll add another solid, back to illustrator, copy another path, back to after effect, paste it on solid 2, and I'll repeat the process till the final result appears.
I want to end this switching between software 1 and 2 and save the drawing as an array of [vertices], [in-tangents], and [out-tangents] and call it whenever I want!
Running the script
The Result
I've done it like this, it can be used for import any kind of footage
var path = "File Path";
var input = new ImportOptinputns(File(path));
if (input.canImportAs(ImportAsType.FOOTAGE));
input.importAs = ImportAsType.FOOTAGE;
Or if you want to import an image sequence you can do it like this
// or if your footage is an image sequence
input.sequence = true;
input.forceAlphabetical = true;
imageSequence = app.project.importFile(input);
imageSequence.name = 'My automatically imported foorage";
theComp = app.project.activeItem; //import in to currently selected composition
theComp.layers.add(imageSequence);
I know how to create simple vector objects via script but I'm not sure if its work for you as you want it.
An example of two group rectangle
var shapeLayer = newComp.layers.addShape(); // adding shape layer
shapeLayer.name = "bannerLayer"; // name the shape layer
var shapeGroup1 = shapeLayer.property("Contents").addProperty("ADBE Vector Group"); / creating a group1
shapeGroup1.name = "Banner"; //name the group1
myRect= shapeGroup1.property("Contents").addProperty("ADBE Vector Shape - Rect"); // adding rectangle to the group1
Another example of a more complex shape, a triangle add to an existing shape layer, you can use this code as a base and create more complex shapes.
var shapeLayer = newComp.layers.addShape(); // adding shape layer
shapeLayer.name = "bannerLayer"; // name the shape layer
var shapeGroup1 = shapeLayer.property("Contents").addProperty("ADBE Vector Group"); // creating a group1
shapeGroup1.name = "Banner"; //name the group1
myRect = shapeGroup1.property("Contents").addProperty("ADBE Vector Shape - Rect"); // adding rectangle to the group1
// construct a Shape object that forms a triangle
var myTriShape = new Shape();
myTriShape.vertices = [[-50,50], [50,50], [0,100]];
myTriShape.closed = true;
// add a Path group to our existing shape layer
myTriGroup = shapeLayer.property("Contents").addProperty("ADBE Vector Group"); // adding rectangle to the group1
myTriGroup.name = "Triangle";
myTri = myTriGroup.property("Contents").addProperty("ADBE Vector Shape - Group");
// set the Path property in the group to our triangle shape
myTri.property("Path").setValue(myTriShape);
you can find more information on this page. I googled it myself.
Check this link https://forums.creativecow.net/docs/forums/post.php?forumid=2&postid=1119306&univpostid=1119306&pview=t

Automatic bezier edges in Cytoscape.js

I would like to create nice curved edges in my Cotoscape.js graph using the unbundled-bezier style. According to the database I have to set the control-point-distance(s) automatically, so I came up with following code:
{
selector: 'edge',
css: {
'curve-style': 'unbundled-bezier',
'target-arrow-shape': 'triangle',
'control-point-weights': '0.25 0.75.',
'control-point-distance': function( ele ){
console.log(ele.source().position());
var pos1 = ele.source().position().y;
var pos2 = ele.target().position().y;
var str = '' + Math.abs(pos2-pos1) + 'px -' + Math.abs(pos2-pos1) + 'px';
console.log(pos1, pos2, str);
return str;
}
}
}
My problem is, that the graph is rendered with straight lines ant the curvy line appears only when I click on some. Also, when I move the nodes the curve moves nicely with the node, but the node positions (ele.source().position().y) does not change
A style function ought to be a pure function. Yours is technically not: It depends on state outside of the edge's data.
The only way an arbitrary function could be used to specify style is if the function is continuously polled. That would be hacky and prohibitively expensive.
You must use a pure function if you want to use a custom function. Either rewrite your function to rely on only the edge's data or use a passthrough data() mapping and change the edge's data whenever you want to modify the edge.

three js mirror not reflecting all meshes

Objective:
To simulate a reflective floor(like this) in three js.
Idea:
Make the floor translucent by setting opacity to 0.5.
Place a Mirror below it to reflect the meshes above it.
Expected Output:
To be able to see reflections of the house via the floor mirror.
Obtained Output:
Doesn't reflect the meshes which is part of the house.
Instead, reflects only the skybox and that too only in certain angles.
Screenshots:
Mirror reflecting skybox fully - http://prntscr.com/6yn52y
Mirror reflecting skybox partially - http://prntscr.com/6yn5f7
Mirror not reflecting anything - http://prntscr.com/6yn5qy
Questions:
Why aren't the other meshes of the house reflected through the mirror?
Why is the mirror not reflecting in certain orientations of the camera?
Code Attached:
.......
.......
function getReflectiveFloorMesh(floorMesh) {
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
floorMirror = new THREE.Mirror( renderer, firstPerson.camera,
{ clipBias: 0.003,
textureWidth: WIDTH,
textureHeight: HEIGHT,
color: 0x889999 } );
var mirrorMesh = floorMesh.clone();
mirrorMesh.position.y -= 10; // Placing the mirror just below the actual translucent floor; Fixme: To be tuned
mirrorMesh.material = floorMirror.material;
mirrorMesh.material.side = THREE.BackSide; // Fixme: Normals were flipped. How to decide on normals?
mirrorMesh.material.needsUpdate = true;
mirrorMesh.add(floorMirror);
return mirrorMesh;
}
function getSkybox() {
var urlPrefix = "/img/skybox/sunset/";
var urls = [urlPrefix + "px.png", urlPrefix + "nx.png",
urlPrefix + "py.png", urlPrefix + "ny.png",
urlPrefix + "pz.png", urlPrefix + "nz.png"];
var textureCube = THREE.ImageUtils.loadTextureCube(urls);
// init the cube shadder
var shader = THREE.ShaderLib["cube"];
shader.uniforms["tCube"].value = textureCube;
var material = new THREE.ShaderMaterial({
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: shader.uniforms,
side: THREE.BackSide
});
// build the skybox Mesh
var skyboxMesh = new THREE.Mesh(new THREE.CubeGeometry(10000, 10000, 10000, 1, 1, 1, null, true), material);
return skyboxMesh;
}
function setupScene(model, floor) {
scene.add(model); // Adding the house which contains translucent floor
scene.add(getSkybox()); // Adding Skybox
scene.add(getReflectiveFloorMesh(floor)); // Adds mirror just below floor
scope.animate();
}
....
....
this.animate = function () {
// Render the mirrors
if(floorMirror)
floorMirror.render();
renderer.render(scene, firstPerson.camera);
};
You have to attach the mirror to the mesh before doing any transformation.
So the code would be:
floorMirror = new THREE.Mirror( ... );
var mirrorMesh = floorMesh.clone();
mirrorMesh.add(floorMirror); // attach first!
mirrorMesh.position.y -= 10;
...
But another problem here is that you are cloning mirrorMesh from floorMesh, which has already been (probably) transformed.
At creation, a mirror object has the same default transform matrix as a regular Mesh with plane geometry (which is by default 'vertical').
When you attach the mirror to a floor (or any horizontal mesh), the matrix doesn't match with the mesh one and that's why you don't see the reflections, or only from a certain angle.
So, always attach a mirror to a non-transformed plane mesh, before you apply your transformations (translations or rotations).
Idea:
"Make the floor translucent by setting opacity to 0.5.
Place a Mirror below it to reflect the meshes above it".
I suggest another way, make floor as solid add mirror on top and change the alpha of the mirror instead, I think you have issues with the translucent floor restricting the mirror projection through the alpha..
If you move the mirror over from under the translucent floor or into an empty scene with just a cube or sphere geometry attached basic material does it reflect as expected?
You may need 2 mirrors, one for the room assuming you want polished floor boards and one for outside general reflection

Getting the global coordinate of a Node in JavaFX

How can I get the actual position of a node in the scene. The absolute position, regardless of any containers/transforms.
For example, I want to translate a certain node a so that it would temporarily overlap another node b. So I wish to set his translateX property to b.globalX-a.globalX.
The documentation says:
Defines the X coordinate of the
translation that is added to the
transformed coordinates of this Node
for the purpose of layout. Containers
or Groups performing layout will set
this variable relative to
layoutBounds.minX in order to position
the node at the desired layout
location.
For example, if child should have a
final location of finalX:
child.layoutX = finalX - child.layoutBounds.minX;
That is, the final coordinates of any node should be
finalX = node.layoutX + node.layoutBounds.minX
However running the following code:
var rect;
Stage {
title: "Application title"
width: 250
height:250
scene: Scene {
content: [
Stack{content:[rect = Rectangle { width:10 height:10}] layoutX:10}
]
}
}
println("finalX = {rect.layoutX+rect.layoutBounds.minX}");
gives me finalX = 0.0 instead of finalX = 10.0 as the docs seemingly state.
Is there a clear method to get the absolutely final positioning coordinates in JavaFX?
For bounds:
bounds = rect.localToScene(rect.getBoundsInLocal());
Work for JavaFx 1 and 2.
The only solution I found so far is
rect.localToScene(rect.layoutBounds.minX, rect.layoutBounds.minY) // a Point2D{x:Float y:Float} object
Which doesn't seem to me as the "best" way to do that (note that this function is not bound). Still it works for JavaFX 1.2.
Since JavaFX 8, there are additional methods converting local coordinates to screen coordinates. Their names start with "localToScreen"
You can check following link
http://docs.oracle.com/javase/8/javafx/api/javafx/scene/Node.html#localToScreen-double-double-

Resources