I'm trying to implement the boids algorithm, and everything was going great until drawing the birds (or cubes, in my case) using three.js.
The screen is not cleared after redrawing so I get even the old cubes on the screen.
Here is my code:
var scene;
var camera;
var aspect = window.innerWidth / window.innerHeight;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 45, aspect, 0.1, 1000 );
camera.position.z = 200;
var geometry = new THREE.BoxGeometry( 10, 10, 10 );
var loader = new THREE.TextureLoader();
function init()
{
var posx, posy, posz;
var velx, vely, velz;
var rotx = 0;
var roty = 0;
var rotz = 0;
var boid;
loader.load('images/picture.jpg', function ( texture ) {
var material = new THREE.MeshBasicMaterial( {
map: texture
} );
for ( var i = 0; i < 5; i ++ ) {
posx = (Math.random() - 0.5) * 100;
posy = (Math.random() - 0.5) * 100;
posz = (Math.random() - 0.5) * 100;
velx = (Math.random() - 0.7) * 100;
vely = (Math.random() - 0.7) * 100;
velz = (Math.random() - 0.7) * 100;
var boidPosition = new THREE.Vector3(posx, posy, posz);
var boidRotation = new THREE.Vector3(rotx, roty, rotz);
var boidVelocity = new THREE.Vector3(velx, vely, velz);
var boidDesign = new THREE.Mesh( geometry, material );
boidDesign.position.x = boidPosition.x;
boidDesign.position.y = boidPosition.y;
boidDesign.position.z = boidPosition.z;
boid = new Boid(boidPosition, boidVelocity);
boids[i] = boid;
boidDesign.name = "test_name" + i;
scene.add( boidDesign );
}
},
function ( xhr ) {
console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
},
function ( xhr ) {
console.log( 'An error happened' );
}
);
}
function redraw() {
var boid;
loader.load('images/picture.jpg', function ( texture ) {
var material = new THREE.MeshBasicMaterial( {
map: texture
} );
for ( var i = 0; i < boids.length; i ++ ) {
boid = boids[i];
var boidPosition = new THREE.Vector3(boid.position.x, boid.position.y, boid.position.z);
var boidDesign = new THREE.Mesh( geometry, material );
boidDesign.position.x = boidPosition.x;
boidDesign.position.y = boidPosition.y;
boidDesign.position.z = boidPosition.z;
boidDesign.name = "test_name" + i;
scene.add( boidDesign );
}
},
function ( xhr ) {
console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
},
function ( xhr ) {
console.log( 'An error happened' );
}
);
}
function removeEntity(object) {
var selectedObject = scene.getObjectByName(object.name);
scene.remove( selectedObject );
}
function drawAfterUpdate()
{
var boid;
for(var i = 0; i < boids.length; i++)
{
boid = boids[i];
boid.update(boids);
removeEntity(boid);
}
redraw(boids);
}
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0x000000 );
document.body.appendChild( renderer.domElement );
var render = function()
{
requestAnimationFrame( render );
drawAfterUpdate();
renderer.render( scene, camera );
};
init();
render();
I just can't find a solution.
Please ask, if more detail is needed. Thanks in advance. :)
So, I found a solution: I removed loader.load call in redraw and init, and defined texture and material outside these functions and the result was the same, but it seem to load faster on page. Also, I wasn't removing the objects I thought, so I changed this: boidDesign.name = "boid"+i;
with this: boid.name = "boid" + i; boidDesign.name = boid.name;
and it worked as expected.