I am using Three.js r83.
I am trying to dynamically add points to a geometry, but the scene never gets updated.
This works :
var tmaterial = new THREE.PointsMaterial({
color: 0xff0000,
size: 5,
opacity: 1
});
var tgeometry = new THREE.Geometry();
var pointCloud = new THREE.Points(tgeometry, tmaterial);
for(var i = 0; i< 1000; i++) {
x = (Math.random() * 200) - 100;
y = (Math.random() * 200) - 100;
z = (Math.random() * 200) - 100;
tgeometry.vertices.push(new THREE.Vector3(x, y, z));
}
tgeometry.verticesNeedUpdate = true;
tgeometry.computeVertexNormals();
scene.add(pointCloud);
This doesn't work:
var tmaterial = new THREE.PointsMaterial({
color: 0xff0000,
size: 5,
opacity: 1
});
var tgeometry = new THREE.Geometry();
var pointCloud = new THREE.Points(tgeometry, tmaterial);
scene.add(pointCloud);
for(var i = 0; i< 1000; i++) {
x = (Math.random() * 200) - 100;
y = (Math.random() * 200) - 100;
z = (Math.random() * 200) - 100;
tgeometry.vertices.push(new THREE.Vector3(x, y, z));
}
tgeometry.verticesNeedUpdate = true;
tgeometry.elementsNeedUpdate = true;
tgeometry.computeVertexNormals();
renderer.render(scene, camera);
As you can see, the only difference is the fact that I add scene.add(pointCloud);
before adding vertexes.
What do I miss?
You can find a fiddle Thanks to @hectate
To see what I means, just replace
init();
setPoints();
animate();
by
init();
animate();
setPoints();
I am not sure why the THREE.Geometry
object doesn't update Points after initial rendering, but I got it working with a THREE.BufferGeometry
instead.
Thanks to @Hectate
who got a working fiddle for me and @WestLangley
who directed me to the hints, here is the working fiddle
BufferGeometry has a fixed number of Vertices, but you can decide how many of them you want to render. The trick is to make use of geometry.attributes.position.needsUpdate = true;
and geometry.setDrawRange( 0, nbPointsYouWantToDisplay );
var MAX_POINTS = 1000000;
var geometry = new THREE.BufferGeometry();
var positions = new Float32Array( MAX_POINTS * 3 );
geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
Then you can create your cloudpoints and add it to the scene:
//material and scene defined in question
pointCloud = new THREE.Points(geometry, material);
scene.add(pointCloud);
Now I want to add and render 500
new points every 10
milliseconds.
var nbPoints = 500;
var INTERVAL_DURATION = 10;
All I have to do is :
var interval = setInterval(function() {
setPoints();
}, INTERVAL_DURATION)
function setPoints() {
var positions = pointCloud.geometry.attributes.position.array;
var x, y, z, index;
var l = currentPoints + nbPoints;
if(l >= MAX_POINTS) {
clearInterval(interval);
}
for ( var i = currentPoints; i < l; i ++ ) {
x = ( Math.random() - 0.5 ) * 300;
y = ( Math.random() - 0.5 ) * 300;
z = ( Math.random() - 0.5 ) * 300;
positions[ currentPointsIndex ++ ] = x;
positions[ currentPointsIndex ++ ] = y;
positions[ currentPointsIndex ++ ] = z;
}
currentPoints = l;
pointCloud.geometry.attributes.position.needsUpdate = true;
pointCloud.geometry.setDrawRange( 0, currentPoints );
controls.update();
renderer.render(scene, camera);
}
Here's a fiddle with your first setup installed: https://jsfiddle.net/87wg5z27/236/
var scene, renderer, camera;
var cube;
var controls;
init();
animate();
function init()
{
renderer = new THREE.WebGLRenderer( {antialias:true} );
var width = window.innerWidth;
var height = window.innerHeight;
renderer.setSize (width, height);
document.body.appendChild (renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera (45, width/height, 1, 10000);
camera.position.y = 160;
camera.position.z = 400;
camera.lookAt (new THREE.Vector3(0,0,0));
controls = new THREE.OrbitControls (camera, renderer.domElement);
var tmaterial = new THREE.PointsMaterial({
color: 0xff0000,
size: 5,
opacity: 1
});
var tgeometry = new THREE.Geometry();
var pointCloud = new THREE.Points(tgeometry, tmaterial);
for(var i = 0; i< 1000; i++) {
x = (Math.random() * 200) - 100;
y = (Math.random() * 200) - 100;
z = (Math.random() * 200) - 100;
tgeometry.vertices.push(new THREE.Vector3(x, y, z));
}
tgeometry.verticesNeedUpdate = true;
tgeometry.computeVertexNormals();
scene.add(pointCloud);
window.addEventListener ('resize', onWindowResize, false);
}
function onWindowResize ()
{
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize (window.innerWidth, window.innerHeight);
}
function animate()
{
controls.update();
requestAnimationFrame ( animate );
renderer.render (scene, camera);
}
Here's one with your second: https://jsfiddle.net/87wg5z27/237/
var scene, renderer, camera;
var cube;
var controls;
init();
animate();
function init()
{
renderer = new THREE.WebGLRenderer( {antialias:true} );
var width = window.innerWidth;
var height = window.innerHeight;
renderer.setSize (width, height);
document.body.appendChild (renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera (45, width/height, 1, 10000);
camera.position.y = 160;
camera.position.z = 400;
camera.lookAt (new THREE.Vector3(0,0,0));
controls = new THREE.OrbitControls (camera, renderer.domElement);
var tmaterial = new THREE.PointsMaterial({
color: 0xff0000,
size: 5,
opacity: 1
});
var tgeometry = new THREE.Geometry();
var pointCloud = new THREE.Points(tgeometry, tmaterial);
scene.add(pointCloud);
for(var i = 0; i< 1000; i++) {
x = (Math.random() * 200) - 100;
y = (Math.random() * 200) - 100;
z = (Math.random() * 200) - 100;
tgeometry.vertices.push(new THREE.Vector3(x, y, z));
}
tgeometry.verticesNeedUpdate = true;
tgeometry.elementsNeedUpdate = true;
tgeometry.computeVertexNormals();
renderer.render(scene, camera);
window.addEventListener ('resize', onWindowResize, false);
}
function onWindowResize ()
{
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize (window.innerWidth, window.innerHeight);
}
function animate()
{
controls.update();
requestAnimationFrame ( animate );
renderer.render (scene, camera);
}
In both cases the point cloud shows for me perfectly fine (release 82). Perhaps there is something else missing where you're neglecting to render something? I notice that your first example doesn't show at what step you call render(). I hope this helps!
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