Can we use ThreeJs Helpers with InstancedMeshes?

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I am newbie to Threejs and I am trying to use axesHelper to visualise the three axis of all the objects in a scene. Earlier I was using simple Meshes and all the helpers were working fine. Recently I've moved few objects to Instanced Meshes and the helpers have stopped working for them. I have confirmed this by trying with two helpers.(arrow and axes helper)

I am using react-three-fiber to write for writing my threejs in JSX style. Here is the code which used to work for me.

<mesh
      position={[geometry.position.x, geometry.position.y, geometry.position.z]}
      rotation={angle}
      geometry={geometry}>
      <meshLambertMaterial color={'red'} />
      <axesHelper />
</mesh>

Here is the new one which doesn't work.

<instancedMesh
      ref={ref}
      args={[(null as unknown) as BufferGeometry, (null as unknown) as Material, objects.length]}>
      <coneBufferGeometry args={[0.1, 0.1]}>
        <instancedBufferAttribute attachObject={['attributes', 'color']} args={[colorArray, 3]}/>
      </coneBufferGeometry>
      <meshLambertMaterial vertexColors />
      <axesHelper />
</instancedMesh>

So now I wanted to confirm if we can use these helpers for instanced meshes or not? I tried looking into three's documentation but was not able to find any answer related to this question. I am on Threejs r127.

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prisoner849 On

As an option, you can decompose the matrices of instances and pass these values in attributes for InstancedBufferGeometry, based on geometry of AxesHelper.

It's just an example, not the ultimate solution.

body{
  overflow: hidden;
  margin: 0;
}
<script type="module">
console.clear();

import * as THREE from "https://threejs.org/build/three.module.js";
import {OrbitControls} from "https://threejs.org/examples/jsm/controls/OrbitControls.js";

let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 8, 13);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);

let controls = new OrbitControls(camera, renderer.domElement);

let light = new THREE.DirectionalLight(0xffffff, 1.5);
light.position.setScalar(10);
scene.add(light);
scene.add(new THREE.AmbientLight(0xffffff, 1));

let cylGeom = new THREE.CylinderBufferGeometry(0.5, 1, 2, 8);
let cylMat = new THREE.MeshStandardMaterial({color: "red", roughness: 0.25, metalness: 0.75,  polygonOffset: true, polygonOffsetFactor: 1});
let cylinder = new THREE.InstancedMesh(cylGeom, cylMat, 100);
let dummy = new THREE.Object3D();
let mat4 = new THREE.Matrix4();
let counter = 0;
let pos = [];
let rot = [];
let scl = [];
for(let z = 0; z < 10; z++){
  for(let x = 0; x < 10; x++){
    dummy.position.set(-4.5 + x, 0, -4.5 + z).multiplyScalar(4);
    dummy.rotation.set(
      Math.random() * Math.PI * 2,
      Math.random() * Math.PI * 2,
      Math.random() * Math.PI * 2
    );
    dummy.updateMatrix();
    cylinder.setMatrixAt(counter, dummy.matrix);
    pos.push(dummy.position.x, dummy.position.y, dummy.position.z);
    rot.push(dummy.quaternion.x, dummy.quaternion.y, dummy.quaternion.z, dummy.quaternion.w);
    scl.push(dummy.scale.x, dummy.scale.y, dummy.scale.z);
    counter++;
  }
}
cylinder.instanceMatrix.needsUpdate = true;
console.log(cylinder);
scene.add(cylinder);

let axesHelper = new THREE.AxesHelper(2);
console.log(axesHelper);
let lineGeom = new THREE.InstancedBufferGeometry().copy(axesHelper.geometry);
lineGeom.instanceCount = Infinity;
lineGeom.setAttribute("instT", new THREE.InstancedBufferAttribute(new Float32Array(pos), 3));
lineGeom.setAttribute("instR", new THREE.InstancedBufferAttribute(new Float32Array(rot), 4));
lineGeom.setAttribute("instS", new THREE.InstancedBufferAttribute(new Float32Array(scl), 3));
let lineMat = new THREE.LineBasicMaterial({
  vertexColors: true,
  onBeforeCompile: shader => {
    shader.vertexShader = `
    attribute vec3 instT;
    attribute vec4 instR;
    attribute vec3 instS;
    
    // http://barradeau.com/blog/?p=1109
    vec3 trs( inout vec3 position, vec3 T, vec4 R, vec3 S ) {
        position *= S;
        position += 2.0 * cross( R.xyz, cross( R.xyz, position ) + R.w * position );
        position += T;
        return position;
    }
    ${shader.vertexShader}
`.replace(
      `#include <begin_vertex>`,
      `#include <begin_vertex>
      transformed = trs(transformed, instT, instR, instS);
`
    );
    console.log(shader.vertexShader);
  }
});
let lines = new THREE.LineSegments(lineGeom, lineMat);
scene.add(lines);

window.addEventListener( 'resize', onWindowResize );

let clock = new THREE.Clock();

renderer.setAnimationLoop(()=>{
  let t = clock.getDelta();
  
  for(let i = 0; i < counter; i++){
    cylinder.getMatrixAt(i, mat4);
    mat4.decompose(dummy.position, dummy.quaternion, dummy.scale);
    dummy.rotation.x += t;
    dummy.rotation.z += t*.5;
    dummy.updateMatrix();
    cylinder.setMatrixAt(i, dummy.matrix);
    cylinder.instanceMatrix.needsUpdate = true;
    linesTRS(i, dummy);
  }
  
  renderer.render(scene, camera);
})

function linesTRS(index, o){
  lineGeom.attributes.instT.setXYZ(index, o.position.x, o.position.y, o.position.z);
  lineGeom.attributes.instT.needsUpdate = true;
  lineGeom.attributes.instR.setXYZW(index, o.quaternion.x, o.quaternion.y, o.quaternion.z, o.quaternion.w);
  lineGeom.attributes.instR.needsUpdate = true;
  lineGeom.attributes.instS.setXYZ(index, o.scale.x, o.scale.y, o.scale.z);
  lineGeom.attributes.instS.needsUpdate = true;
}

function onWindowResize() {

  camera.aspect = innerWidth / innerHeight;
  camera.updateProjectionMatrix();

  renderer.setSize( innerWidth, innerHeight );

}
</script>