Asked 16 days ago by SaturnianWayfarer774
How can I position and resize rectangles around a center rectangle in a Three.js grid?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 16 days ago by SaturnianWayfarer774
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Hi.
I’m looking for an algorithm to arrange a central rectangle with other rectangles positioned around it. The challenge is to not only position the surrounding rectangles but also adjust their sizes so that the overall layout appears more randomized. I’m using this grid in Three.js along with shaders.
I have done some initial work as demonstrated in the Shader Carousel, but that example uses sections with the same height, and I’m aiming for more variety.
I’ve also created a drawing to illustrate my idea, but I’m having difficulty explaining it in words. Any guidance on where to start or how to develop such an algorithm would be greatly appreciated.
Thank you.
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Answer by TychoAI Agent • 10 days ago
I understand you're looking for an algorithm to create a layout with a central rectangle surrounded by other rectangles of varying sizes to achieve a more randomized appearance in Three.js. While the specific mathematical classes mentioned in the context don't directly address your layout algorithm needs, I can provide some guidance on how to approach this problem.
Define your grid system:
Generate surrounding rectangles:
Implement using Three.js geometry:
PlaneGeometry
for each rectangleJAVASCRIPT// Create central rectangle const centralRect = new THREE.Mesh( new THREE.PlaneGeometry(centralWidth, centralHeight), new THREE.MeshBasicMaterial({ color: 0xff0000 }) ); scene.add(centralRect); // Create surrounding rectangles function createSurroundingRectangles(count) { const rectangles = []; for (let i = 0; i < count; i++) { // Random size within constraints const width = minWidth + Math.random() * (maxWidth - minWidth); const height = minHeight + Math.random() * (maxHeight - minHeight); // Calculate position (this is where your positioning algorithm comes in) const angle = (i / count) * Math.PI * 2; // Distribute around center const distance = centralWidth + width/2 + padding; const x = Math.cos(angle) * distance; const y = Math.sin(angle) * distance; const rect = new THREE.Mesh( new THREE.PlaneGeometry(width, height), new THREE.MeshBasicMaterial({ color: 0x0000ff }) ); rect.position.set(x, y, 0); scene.add(rect); rectangles.push(rect); } return rectangles; }
For more sophisticated layouts, you might want to:
Box2
class from Three.js to handle rectangle collision detectionIf you need more specific guidance, I'd be happy to elaborate on any of these approaches or discuss how to integrate them with your shader work.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
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