There Circular control used for walkable areas control I have described a procedure how to move a person in an environment.
This works very well in the very spartan test environment. One can try it out there. In the article there is also a picture of a somewhat more elaborate showroom under development. Another incomplete room (video) and its definition by construction data can currently be seen there (third section) https://hofk.de/main/threejs/
The room contains floors, ceilings, walls with openings and fillings (self defined non indexed buffer geometries) with textures, also video. Also loaded obj and gltf objects. And a few CylinderBufferGeometry and BoxBufferGeometry. Also mirrors, which work again in r116 with Scene.background. There was a bug before.
All meshes are added to the room.
room.add( …Meshes[ i ] );
For each type… there is a array that is processed for generation.
The more I equip the room, the more jerky the movement that is realized with the help of the control https://github.com/hofk/threejsResources/blob/b17b227b6dc8756871283722e833b270bafa47fe/Circular-%20Area-Control/AreaControl.js.
At a certain point, this is no longer practicable.
I do not know whether there is a practicable solution for this.
Is there any benefit in creating all non indexed BufferGeonetries as a single one when defining them?
So only one
construction.setAttribute( ‘position’, new THREE.BufferAttribute( positions, 3 ) )
instead of the many individual ones? And only one positions = new Float32Array( positionCount ); ?
This makes considerable conversion effort and is not very clear in the program code but may be feasible.
Or is the AreaControl.js approach possibly unsuitable for this application?
I do not want a camera movement on a predefined path.
I’m grateful for any hint.