Often I might be in a situation with a threejs project in which I would like to apply some kind of rules for Vector3 class instances that have to do with boundaries or limitations in terms of the possible range of values. In the past I have wrote one blog post on the clamp method of the Vector3 class, and that is one way to go about applying limitations. That is that when a vector goes out of a set range it will be clamped to a value that is within the range, and do so in a box kind of area as it is used by passing two vector3 class instances that define the lowermost and uppermost corners of the box. In that post I also wrote about the clamp length method that works by giving number values that define a min and max vector unit length. This is yet another option that works well, but then both work by clamping values rather than wrapping values. That is that some times when a Vector3 instance goes out of range I might not want to clamp it, but wrap it around to an opposite side of an area.
I covered the idea of wrapping rather than clamping in my older blog post on the clamp method, but I am thinking that this is a topic that does also deserve a content piece of its own as well. So today I will be writing about a few quick source code examples that have ti do with wrapping Vector3 class instances rather than clamping them.
In the Math object of the Game Framework called Phaser there is a wrap method, and I have found that method works okay with a few exceptions with certain sets of arguments. In any cases there is looking into the source code of various projects that have libraries like this to see how they are preforming a certain kind of task such as this.
The source code examples that I am writing about here can also be found in my test threejs repo.
I was using r140 of threejs when I first wrote this post.
However even though things are working the way that I want them to with the euclidean modulo method it is still working in a way that is relative to zero forward rather than in a way that can work with a range that might go into negative numbers. Still the general idea of wrapping is there, from here forward I just need to find ways to adjust the range.
The process of making a wrap method from the ground up might prove to be a little involved, at least when it comes to making one from the ground up without looking into what is out there on the open Internet at least. In any case there is taking an approach in which I am figuring out that I need to do on a axis by axis bases which just seems like the thing to do. Wjat is good about this is that once I figure out something that works well for one axis, then it is generally just a mater of applying the same logic to all other axis values, at least that would seem to be the case with this anyway with respect to the way that I want to do it.
The code that I worked out for this solution involves making two instances of the Vector2 class and then calling the distance to method of each to get an idea of what the max distance from 0 is as well as the current distance is. Once I have these two values I can use them with the euclidean modulo method to get how mush I need to add to the min vector or subtract from the max vector for the current axis.
I have wrote a blog post or two on the game framework called Phaser in the past and I remember that the math object of the framework has a wrap method. This method does seem to work the way that I would want it to, but with a few exceptions one of which has to do with NaN values when given the value 0 for the min or max values of the range that i would like to wrap to. This can be fixed fairly easily though of course by just adding some code that will return 0 for such a case of course. While I am at it there is also making use of the Math.min and Math.max methods to I do not have to worry so much about the order of the arguments when calling the method.
The end result is a warp method that I like better that the more complex solution involving the distance to method, that still seems to give the same end results for the domain that I given the function thus far.
Now that I have a method that seems to work okay for one axis all I need to do to make a wrap method for Vector3 is to just call the method for each axis. What is great about this is that in order to make solutions that will also work for the Vector2 class the only major change is to just call the wrap axis for x and y only when making the wrap vector method. Also if I put more time into researching other solutions for this, and fine a better way of wrapping an axis, I can just recreate the wrap axis method, and leave everything else as is.
Having a wrap vector method seems like the kind of tool that I would want to take with me from project to project. So then in this section I will be writing about the start of a wrap vector module that I might turn into a separate full blown project that I will make one of my threejs example posts. There are a few ideas that come to mind for advanced features, but for now I think this module might just need to have one public method that will wrap a vector that I give it. On top of that I might want to also make a wrap number method public as well while I am at it so for now maybe that will be it for this project, as far as this post goes at least anyway.
The module that I have together then thus far just makes use of the wrap method based off of the one from Phaser, along with the wrap axis method. I then create a public api that is a function and make the main function of the module the wrap vector method. I am thinking that will be the main feature of interest with this that I will be using over and over again in projects, so maybe that is all that I need to do with this one for the most part. The only other thing that I did is make the wrap method public as I might want to do this sort of thing with a number rather than a vector class instance in some cases.
A basic example of the module will now work by setting something up like this one. Here I just have two mesh objects and I would like to wrap them both to the same set of vectors as I move them around. Thus far the module seems to work just fine with this simple hello world type example, but now I would like to move on to something a little more involved.
For this example I made a few functions that will create and update a group of mesh objects. When I create a group I can set some data with the user data objects for the group as well as each mesh object.
Wrapping Vectors is something that I do find myself doing over and over again as a way to limit vectors to a given range. I have made a whole lot of projects that do something to this effect one of which I find myself using a whole lot when I make my various little video projects that I call my “object grid wrap module”. When it comes to that project I am just using the Euclidean Modulo method to do so by wrapping given values to a range of 0 and 1 and then use those values to set the position of objects in a grid. That kind of system seems to work well also on top of having some kind of function that will wrap a vector directly like I did with my main wrap method example in this post.