Reputation: 627
I am working on create an animation that displays a revolution of a 2D function about an axis to create a 3D surface. I've been able to render the surface successfully, and now I'm trying to create the animation section using MorphTargets.
Unfortunately, although I have successfully pushed all of the morph frames into my geometry, I'm having trouble getting the animation to play. All of the animation examples I have found use blender to import models, and so aren't completely helpful (many are outdated as well).
I was looking at the morphing horse as an example ( http://threejs.org/examples/#webgl_morphtargets_horse ), and tried to replicate the code as much as possible, but I haven't been successful.
Here's my code initializing the morphVerticeHolder, which is a 2D array to hold the vertices of each animation frame
//First indices of multiarray corresponds to morph frame, second to the vertice
var morphVerticeHolder = [];
for(var i = 0; i < 20; i++) {
morphVerticeHolder[i] = [];
}
And here is my code pushing the vertices along the axis. Note that I simultaneously push my morph vertices as well. mI stands for mesh interval.
for(var i = xstart; i <= xend; i+= mI) {
geo.vertices.push(new THREE.Vector3(i,0,0));
for(var j = 0; j < 20; j++) { //20 Frames of the morph animation
morphVerticeHolder[j].push(new THREE.Vector3(i,0,0));
}
}
This code pushes all of the vertices. i ranges along the x axis, while j ranges along theta, filling in the vertices for the mesh.
//Push the vertices
var tmesh = 2*Math.PI/meshPoints; //Theta mesh interval
verticeCounter = 0;
for(var i = xstart; i <= xend; i+=mI) {
var rMain = solveEquation(i);
var rSecond = solveEquation(i+mI);
var counter = 0;
for(var j = 0; j < 2*Math.PI; j += tmesh) {
geo.vertices.push(new THREE.Vector3(i, rMain*Math.cos(j/1000),rMain*Math.sin(j/1000)));
for(var k = 0; k < 20; k++) {
morphVerticeHolder[k].push(new THREE.Vector3(i, rMain*Math.cos(j*(k+1)/20),rMain*Math.sin(j*(k+1)/20)));
}
}
}
The dividing by 1000 is for the purpose of starting the original mesh out close to 0, and then animating it rotating using the morph vertices (which range from 1/20 of the desired value to 20/20.
Then I push the faces. You can try to interpret my algorithm, but essentially I figured out how to keep track of which vertice is where.
for(var i = 0; i < meshPoints; i++) {
var sI = meshPoints*(i+1);
var sI2 = meshPoints*(i+2);
for(var j = 0; j < meshPoints-1; j ++) {
if(i === 0) {
//First Point, Fill end
geo.faces.push(new THREE.Face3(sI+j, sI+j+1, 0));
geo.faces.push(new THREE.Face3(sI+j+1, sI+j, 0));
//Filll Body
geo.faces.push(new THREE.Face3(sI+j, sI+j+1, sI2+j));
geo.faces.push(new THREE.Face3(sI+j+1, sI+j, sI2+j));
geo.faces.push(new THREE.Face3(sI+j+1, sI2+j, sI2+j+1));
geo.faces.push(new THREE.Face3(sI2+j, sI+j+1, sI2+j+1));
} else if(i === meshPoints-1) {
//Last Point, Fill end
geo.faces.push(new THREE.Face3(sI+j, sI+j+1, meshPoints-1));
geo.faces.push(new THREE.Face3(sI+j+1, sI+j, meshPoints-1));
} else {
geo.faces.push(new THREE.Face3(sI+j, sI+j+1, sI2+j));
geo.faces.push(new THREE.Face3(sI+j+1, sI+j, sI2+j));
geo.faces.push(new THREE.Face3(sI+j+1, sI2+j, sI2+j+1));
geo.faces.push(new THREE.Face3(sI2+j, sI+j+1, sI2+j+1));
}
}
}
And here's the rest, initializing and such.
for(var k = 0; k < 20; k++) {
geo.morphTargets.push( { name: "target" + k, vertices: morphVerticeHolder[k]} );
}
var uniforms = {
resolution: { type: "v2", value: new THREE.Vector2 },
zmax: { type: "f", value: maxz},
zmin: { type: "f", value: minz}
};
var mat = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: document.getElementById('cubeVertexShader').innerHTML,
fragmentShader: document.getElementById('cubeFragmentShader').innerHTML
});
functionObject = new THREE.Mesh( geo, mat);
this.scene.add(functionObject);
functionObject.name = 'current';
this.animation = new THREE.MorphAnimation( functionObject, 'Revolution' );
this.animation.play();
this.setWithinRender(function() {
this.animation.update(.1);
});
this.setWitinRender puts the anonymous function into the render loop of THREE.js (this is a function called separately from the setup for THREE.
As I mentioned above, the mesh renders, and if I get rid of the /1000 when pushing the original vertices I get the whole surface. However, the animation, set up as above, doesn't play. Does anyone have any insight into this?
Thanks!
Upvotes: 0
Views: 2535
Reputation: 627
After a little bit more research, and delving into the source code, I discovered that the material used must have the morphTargets attribute set to true. I had tried this with the shader material that I was using, but with that you have to manually apply the morphTargetInfluences in the vertex shader.
Therefore, I switched the material over to
var mat = new THREE.MeshNormalMaterial( { color: 0x990000, morphTargets: true } );
and everything worked out fine!
Upvotes: 4