I've a 3d model of a tube geometry. There are 18000 co-ordinates on production side. I am taking every 9th co-ordinate so that actually plotting 9000 co-ordinates to build a tube geometry. I've to use CanvasRenderer
only.
Now when I use vertexColors: THREE.VertexColors
in WebGLRenderer
, the model displays different color on each face. When I change it to CanvasRenderer
, the model turns into white color only. Even I change vertexColors: THREE.FaceColors
, the result is same.
Please find below the link of jsfiddle and link of my previous where mrdoob added support for material.vertexColors = THREE.FaceColors
to CanvasRenderer.
support for vertex color in canvas rendering
tube in canvas rendering
Please find below the image to apply colors based on values.
As shown in the image there are 12 values at 12 different degrees for every co-ordinate. So I've created a tube with radius segment of 12. Then I've stored these values into JSON file but as there 18000 points, the file becomes to heavy. Even though I am plotting 2000 points it takes too much time. For 2000 segments and each segment has 12 faces, there are 24000 faces on a tube.
Please find below the programming logic to apply color based on value of a parameter.
// get res values & apply color var lblSeg=0; var pntId; var d=0; var faceLength=tube.faces.length; var degrees = [ '30', '60', '90', '120', '150', '180', '210', '240', '270', '300', '330' ]; var faces = tube.faces; var degreeCntr=0; var degreeProp; //console.log(faces); var res30=0,res60=0,res90=0,res120=0,res150=0,res180=0,res210=0,res240=0,res270=0,res300=0,res330=0; var res; var resDegree; var pnt=0;
// fetching json data of resistivity values at different degree as //shown in the image
var result = getResValue();
for(var k=0; k<faceLength; k++){
resDegree = degrees[degreeCntr];
degreeProp = "r"+resDegree;
res = result.resistivity[pnt][degreeProp];
objects.push(result.resistivity[pnt]);
f = faces[k];
color = new THREE.Color( 0xffffff );
if(res<5){
color.setRGB( 197/255, 217/255, 241/255);
}
else if(res>=5 && res<50){
color.setRGB( 141/255, 180/255, 226/255);
}
else if(res>=50 && res<100){
color.setRGB( 83/255, 141/255, 213/255);
}
else if(res>=100 && res<200){
color.setRGB( 22, 54, 92);
}
else if(res>=200 && res<300){
color.setRGB( 15/255,36/255,62/255);
}
else if(res>=300 && res<400){
color.setRGB( 220/255, 230/255, 241/255);
}
else if(res>=400 && res<700){
color.setRGB( 184/255, 204/255, 228/255);
}
else if(res>=700 && res<1200){
color.setRGB( 149/255, 179/255, 215/255);
}
else if(res>=1200 && res<1500){
color.setRGB( 54/255, 96/255, 146/255);
}
else if(res>=1700 && res<1800){
color.setRGB( 36/255, 84/255, 98/255);
}
else if(res>1900){
color.setRGB( 128/255, 128/255, 128/255);
}
for(var j=0;j<4;j++)
{
tube.vertices.push(f.centroid);
vertexIndex = f[ faceIndices[ j ] ];
p = tube.vertices[ vertexIndex ];
f.vertexColors[ j ] = color;
}
degreeCntr++;
if(degreeCntr==10){
degreeCntr=0;
}
if(k%12==0 && k!=0){
pnt++;
}
}
This logic takes too much time to render the model and the model becomes too heavy and we can't perform other operations. The FPS on android drops at 2-3 FPS. Actually I've to render this model on iPad so have to use canvas renderer only.
So, how do I make this model lighter to load and works smoothly on iPad ? and is there any other way to apply colors on every face ? If canvas map as texture can be applied to make the model lighter, how do I build that map with all the colors based on value ?
Update:
After changing library version to r53, vertexColors: THREE.FaceColors
and face.color.setRGB( Math.random(), Math.random(), Math.random())
, the model displays random color for each face on canvas rendering.
So now the issue is applying colors as per requirements (either by canvas map or any feasible solution) and to make the model lighter to load it smoothly on iPad.