Jerky Animations After Awhile ThreeJs - threejs-editor

At first, my animation seems to work fine. However, after a few seconds, the animations become very jerky and laggy, I'm not sure why.
At first I thought it was due to the animation button I had which allows the user to start and stop the animation at will. However, even after I commented out the button, the animation continued to be laggy.
let camera, scene, renderer;
const loader = new GLTFLoader();
let mixer = null;
let controls;
const clock = new THREE.Clock();
let previousTime = 0;
//start and stop button
let runAnim = false;
let isPlay = true;
//animation
function animation() {
if (!isPlay) return;
const elapsedTime = clock.getElapsedTime();
const deltaTime = elapsedTime - previousTime;
previousTime = elapsedTime;
//Update mixer
if (mixer !== null) {
mixer.update(deltaTime);
}
// Update controls
controls.update();
window.requestAnimationFrame(animation);
render();
}
function render() {
renderer.render(scene, camera);
}
module.exports = function getImage() {
const mountRef = useRef(null);
useEffect(() => {
//Model
loader.load(`/gltf/1.gltf`);
mixer = new THREE.AnimationMixer(gltf.scene);
const action = mixer.clipAction(gltf.animations[0]);
action.play();
animation();
//Camera
camera = new THREE.PerspectiveCamera(
70,
window.innerWidth / window.innerHeight,
0.1,
100
);
camera.position.set(4, 0, 5);
scene = new THREE.Scene();
// Controls
controls = new OrbitControls(camera, renderer.domElement);
controls.update();
controls.enableDamping = true;
// Animation button
const animateButton = document.getElementById('animate-button');
const stopAnimation = (e) => {
if (runAnim) {
runAnim = false;
isPlay = true;
animation();
console.log('animation starts');
} else {
runAnim = true;
isPlay = false;
console.log('animation stops');
}
};
animateButton.addEventListener('click', stopAnimation);
return () => mountRef.removeChild(renderer.domElement);
}, []);
return (
<div>
<div ref={mountRef}>
<AnimationButton />
</div>
</div>
);
};

Related

Image sequence which plays in sync with a sound file on a play/pause button click. Both start as paused and when clicked play in a loop

the problem with the script I have is it starts out playing and then pauses when button is pressed I need the opposite. Plus I need the sound to be in sync with the length of the images in the array and both the image sequence and the sound file should play in a loop and start out as paused and play when the button is pressed.
HTML
<div>
<button id="bt1" onclick="togglePlay();toggle()"></button>
</div>
<script>
var myAudio = document.getElementById("myAudio");
var isPlaying = false;
let
loop,
index = 0,
images = [
"cat/1.svg", "cat/2.svg", "cat/3.svg", "cat/4.svg", "cat/5.svg", "cat/6.svg", "cat/7.svg", "cat/8.svg",
"cat/9.svg", "cat/10.svg", "cat/11.svg", "cat/12.svg", "cat/13.svg", "cat/14.svg", "cat/15.svg", "cat/16.svg",
"cat/17.svg", "cat/18.svg"
];
function startLoop() {
loop = setInterval(() => {
document.querySelector('img').src = images[index];
index++;
// Loop images array
if (index % images.length === 0) {
index = 0;
}
}, 100);
}
function toggle() {
if (loop) {
clearInterval(loop);
loop = null;
} else {
startLoop();
}
}
startLoop();
function togglePlay() {
isPlaying ? myAudio.pause() : myAudio.play();
};
myAudio.onplaying = function() {
isPlaying = true;
};
myAudio.onpause = function() {
isPlaying = false;
};
</script>

My reanimated works more than once. How can make this animation work for once?

I'm trying to make my tabbar dissappear while scrolling down with animation. onScroll sends boolean value if last y coord is bigger than current y coord its scrolling up and otherwise scrolling down. If I continue to scroll down onScroll still sends true value to my function and animaton works more than once. How can i disable position so only toValue is gonna work and my function will not trigger again and again while returning boolean value is same from onScroll.
function runTiming(value, dest) {
const clock = new Clock();
const state = {
finished: new Value(0),
position: new Value(0),
time: new Value(0),
frameTime: new Value(0),
};
const config = {
duration: 200,
toValue: new Value(0),
easing: Easing.inOut(Easing.cubic),
};
return block([
cond(clockRunning(clock), 0, [
set(state.finished, 0),
set(state.time, 0),
set(state.position, value),
set(state.frameTime, 0),
set(config.toValue, dest),
startClock(clock),
]),
timing(clock, state, config),
cond(state.finished, debug('stop clock', stopClock(clock))),
state.position,
]);
}
This might be due to the onScroll event being fired more than once.
I just coded this yesterday and will give you the code that is working and has been tested:
export const throttle = (func, limit) => {
let inThrottle
return function() {
const args = arguments
const context = this
if (!inThrottle) {
func.apply(context, args)
inThrottle = true
setTimeout(() => inThrottle = false, limit)
}
}
}
class MainComponent extends PureComponent {
constructor(props) {
super(props);
this.offset = 0;
this.isAnimatingMenu = false;
this.onScroll = this.onScroll.bind(this)
};
onScroll = throttle(event => {
const currentOffset = event.nativeEvent.contentOffset.y;
const direction = currentOffset > this.offset ? 'down' : 'up';
const diff = currentOffset - this.offset;
if (direction === 'down' && diff > 9 && !this.isAnimatingMenu) {
this.isAnimatingMenu = true
this.onHideMenu(() => this.isAnimatingMenu = false)
}
if (direction === 'up' && diff < -9 && !this.isAnimatingMenu) {
this.isAnimatingMenu = true
this.onShowMenu(() => this.isAnimatingMenu = false)
}
this.offset = currentOffset;
}, 75)
render() {
<FlatList
windowSize={1}
bounces={false}
style={styles.flex1}
scrollEventThrottle={75}
onScroll={this.onScroll}
renderItem={this.renderItem}
data={this.deriveHomeWidgetsDataFromProps()}
/>
}
}
In the functions onHideMenu and onShowMenu call your animation function to show/hide the menu. onScroll can be implemented on ScrollView or SectionList aswell. If you need more help let me know.

OrbitControls are not working react-native

I am trying to implement orbitControls in my react application. I have loaded 3d model GraphicsView
of expo-graphics. Model loaded perfectly, now i need to rotate the 3D model with screen drag. For
this i have added orbitControls, which is not working properly. Model did'nt rotate with screen
drag.Please help what i need to do to do to rotate 3D model in my react app.
Here is my model class.
```
import React from 'react';
import ExpoTHREE, { THREE } from 'expo-three';
import { GraphicsView } from 'expo-graphics';
import OrbitControls from 'three-orbitcontrols';
class Model extends React.Component {
componentDidMount() {
THREE.suppressExpoWarnings();
}
// When our context is built we can start coding 3D things.
onContextCreate = async ({ gl, pixelRatio, width, height }) => {
// Create a 3D renderer
this.renderer = new ExpoTHREE.Renderer({
gl,
pixelRatio,
width,
height,
});
// We will add all of our meshes to this scene.
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0x3d392f);
//this.scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 );
this.camera = new THREE.PerspectiveCamera(12, width/height, 1, 1000);
this.camera.position.set(3, 3, 3);
this.camera.lookAt(0, 0, 0);
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
this.controls.rotateSpeed = 2.0;
this.controls.zoomSpeed = 1.2;
this.controls.panSpeed = 0.8;
this.controls.noPan = false;
this.controls.staticMoving = false;
this.controls.dynamicDampingFactor = 0.3;
this.controls.keys = [ 65, 83, 68 ];
this.controls.addEventListener( 'change', this.onRender );
//clock = new THREE.Clock();
//this.scene.add(new THREE.AmbientLight(0xffffff));
var hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444 );
hemiLight.position.set( 0, 20, 0 );
this.scene.add( hemiLight );
var dirLight = new THREE.DirectionalLight( 0xffffff );
dirLight.position.set( - 3, 10, - 10 );
dirLight.castShadow = true;
dirLight.shadow.camera.top = 2;
dirLight.shadow.camera.bottom = - 2;
dirLight.shadow.camera.left = - 2;
dirLight.shadow.camera.right = 2;
dirLight.shadow.camera.near = 0.1;
dirLight.shadow.camera.far = 40;
this.scene.add( dirLight );
await this.loadModel();
};
loadModel = async () => {
const obj = {
"f.obj": require('../assets/models/f.obj')
}
const model = await ExpoTHREE.loadAsync(
obj['f.obj'],
null,
obj
);
// this ensures the model will be small enough to be viewed properly
ExpoTHREE.utils.scaleLongestSideToSize(model, 1);
this.scene.add(model)
};
// When the phone rotates, or the view changes size, this method will be called.
onResize = ({ x, y, scale, width, height }) => {
// Let's stop the function if we haven't setup our scene yet
if (!this.renderer) {
return;
}
this.camera.aspect = width / height;
this.camera.updateProjectionMatrix();
this.renderer.setPixelRatio(scale);
this.renderer.setSize(width, height);
};
// Called every frame.
onRender = delta => {
// Finally render the scene with the Camera
this.renderer.render(this.scene, this.camera);
};
render() {
return (
<GraphicsView
onContextCreate={this.onContextCreate}
onRender={this.onRender}
onResize={this.onResize}
/>
);
}
}
export default Model;
```

Expo-pixi Save stage children on App higher state and retrieve

I'm trying another solution to my problem:
The thing is: im rendering a Sketch component with a background image and sketching over it
onReady = async () => {
const { layoutWidth, layoutHeight, points } = this.state;
this.sketch.graphics = new PIXI.Graphics();
const linesStored = this.props.screenProps.getSketchLines();
if (this.sketch.stage) {
if (layoutWidth && layoutHeight) {
const background = await PIXI.Sprite.fromExpoAsync(this.props.image);
background.width = layoutWidth * scaleR;
background.height = layoutHeight * scaleR;
this.sketch.stage.addChild(background);
this.sketch.renderer._update();
}
if (linesStored) {
for(let i = 0; i < linesStored.length; i++) {
this.sketch.stage.addChild(linesStored[i])
this.sketch.renderer._update();
}
}
}
};
this lineStored variable is returning a data i've saved onChange:
onChangeAsync = async (param) => {
const { uri } = await this.sketch.takeSnapshotAsync();
this.setState({
image: { uri },
showSketch: false,
});
if (this.sketch.stage.children.length > 0) {
this.props.screenProps.storeSketchOnState(this.sketch.stage.children);
}
this.props.callBackOnChange({
image: uri,
changeAction: this.state.onChangeAction,
startSketch: this.startSketch,
undoSketch: this.undoSketch,
});
};
storeSketchOnState saves this.sketch.stage.children; so when i change screen and back to the screen my Sketch component in being rendered, i can retrieve the sketch.stage.children from App.js state and apply to Sketch component to persist the sketching i was doing before
i'm trying to apply the retrieved data like this
if (linesStored) {
for(let i = 0; i < linesStored.length; i++) {
this.sketch.stage.addChild(linesStored[i])
this.sketch.renderer._update();
}
}
```
but it is not working =(

React-native flatlist to keep scrolling while touching view

I am trying to implement a drag and drop solution in react-native and I want to make my flatlist scroll if I drag an item in the upper 10 percent and bottom 10 percent of the view. So far the only way i can get it to happen is by calling a function that recursively dispatches a this._flatList.scrollToOffset({ offset, animated: false });. The recursive call stops when a certain condition is met but the scrolling effect is choppy. Any advice on making that smoother?
// on move pan responder
onPanResponderMove: Animated.event([null, { [props.horizontal ? 'moveX' : 'moveY']: this._moveAnim }], {
listener: (evt, gestureState) => {
const { moveX, moveY } = gestureState
const { horizontal } = this.props
this._move = horizontal ? moveX : moveY;
const { pageY } = evt.nativeEvent;
const tappedPixel = pageY;
const topIndex = Math.floor(((tappedPixel - this._distanceFromTop + this._scrollOffset) - this._containerOffset) / 85);
const bottomIndex = Math.floor(((tappedPixel + (85 - this._distanceFromTop) + this._scrollOffset) - this._containerOffset) / 85);
this.setTopAndBottom(topIndex, bottomIndex);
this.scrolling = true;
this.scrollRec();
}
}),
// recursive scroll function
scrollRec = () => {
const { activeRow } = this.state;
const { scrollPercent, data, } = this.props;
const scrollRatio = scrollPercent / 100;
const isLastItem = activeRow === data.length - 1;
const fingerPosition = Math.max(0, this._move - this._containerOffset);
const shouldScrollUp = fingerPosition < (this._containerSize * scrollRatio); // finger is in first 10 percent
const shouldScrollDown = !isLastItem && fingerPosition > (this._containerSize * (1 - scrollRatio)) // finger is in last 10
const nextSpacerIndex = this.getSpacerIndex(this._move, activeRow);
if (nextSpacerIndex >= this.props.data.length) { this.scrolling = false; return this._flatList.scrollToEnd(); }
if (nextSpacerIndex === -1) { this.scrolling = false; return; }
if (shouldScrollUp) this.scroll(-20);
else if (shouldScrollDown) this.scroll(20);
else { this.scrolling = false; return; };
setTimeout(this.scrollRec, 50);
}
/
Yeah, pass an options object to your Animated.event with your listener with useNativeDriver set to true
Animated.event([
null,
{ [props.horizontal ? "moveX" : "moveY"]: this._moveAnim },
{
listener: ...,
useNativeDriver: true
}
]);
Should make things significantly smoother.
edit: I feel I should add that there is probably a saner way to accomplish this, are you only using a FlatList because of it's "infinite" dimensions?