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Set object from JavaScript code #188
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Open
Set object from JavaScript code #188
siddancha
wants to merge
16
commits into
meshcat-dev:master
from
siddancha:sid/pr/set-object-from-code
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Description
This PR implements a new command called
set_object_from_code
that lets the user send a string of native JavaScript/THREE.js code to create a THREE.Object3D. The command's JSON looks like (for example):The
code
field expects a JavaScript lambda function formatted as a string. The lambda takes no arguments, and returns an object of typeTHREE.Object3D
. Meshcateval()
s the code to create this object, and sets it in the scene tree.set_render_callback
API that also takes a JavaScript lambda function from the user and "eval"s it in Meshcat; however,set_object_from_code
evals the code snippet only once as opposed to at every render call.Motivation
Currently, the only way to set objects in Meshcat is via
set_object
that takes the desired object's serialized JSON. However, not all THREE.js can be serialized. For example, I want to use theReflector
object [1, 2] to create a reflective floor, as shown in this demo. However,Reflector
cannot be serialized because it uses ShaderMaterial [3], which in turn uses dynamic textures that are computed at runtime and cannot be serialized. When I try to serialize by callingReflector.toJSON()
, I get the following warning:By letting the user create objects via native JavaScript/THREE.js code, Meschat can support all THREE.js object types, whether they can be serialized or not.
It is often easier to write THREE.js code to create objects than its serialized JSON. The serialization of object types are not well-document, and I have often needed to write native THREE.js code anyway and call the
.toJSON()
function to understand what the serialization format looks like.Test example
This PR also adds a test example that creates a reflective plane using THREE.js'
Reflector
object. The example is located intest/mujoco_floor.html
, and produces the following visualization: