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.
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.