source("setup.R")
set.seed(123)

Introduction

This document describes how to use embedded Javascript to control a WebGL display in an HTML document. For more general information, see rgl Overview.

We start with two simple examples. The next section gives reference information.

Consider the simple plot of the iris data. We insert a code chunk with label plot3d (which will be used below).

with(iris, plot3d(Sepal.Length, Sepal.Width, Petal.Length, 
                  type="s", col=as.numeric(Species)))
subid <- currentSubscene3d()

We might like a button on the web page to cause a change to the display, e.g. a rotation of the plot. First we add buttons, with the "onclick" event set to a function described below:

<button type="button" onclick="rotate(10)">Forward</button>
<button type="button" onclick="rotate(-10)">Backward</button>

which produces these buttons:

We stored the subscene number that is currently active in subid in the code chunk above, and use it as r rinline("subid") in the script below.

The rotate() function makes use of the global <prefix>rgl object. The knitr WebGL support sets the prefix to the code chunk label, so the global is called plot3drgl:

<script type="text/javascript">
var rotate = function(angle) {
  plot3drgl.userMatrix[`r rinline("subid",
                       script=TRUE)`].rotate(angle, 0,1,0);
  plot3drgl.drawScene();
}
</script>

We can also change the contents of the plot using a button. For example, we can redo the previous plot, but with the three species as separate "spheres" objects and buttons to toggle them:

sphereid <- with(subset(iris, Species == "setosa"), 
     spheres3d(Sepal.Length, Sepal.Width, Petal.Length, 
                  col=as.numeric(Species),
                  radius = 0.211))
with(subset(iris, Species == "versicolor"), 
     spheres3d(Sepal.Length, Sepal.Width, Petal.Length, 
               col=as.numeric(Species),
               radius = 0.211))
with(subset(iris, Species == "virginica"), 
     spheres3d(Sepal.Length, Sepal.Width, Petal.Length, 
               col=as.numeric(Species),
               radius = 0.211))
aspect3d(1,1,1)
decorate3d()
subid <- currentSubscene3d()
toggleButton(sphereid, label = "setosa", prefix = "toggle", subscene = subid)
toggleButton(sphereid+1, label = "versicolor", prefix = "toggle", subscene = subid)
toggleButton(sphereid+2, label = "virginica", prefix = "toggle", subscene = subid)

Note that we need to use results="asis" for the button code. I didn't use it above, but normally we would use echo=FALSE; then the buttons will end up side-by-side:

toggleButton(sphereid, "setosa", "toggle", subid)
toggleButton(sphereid+1, "versicolor", "toggle", subid)
toggleButton(sphereid+2, "virginica", "toggle", subid)

An alternate control to achieve the same thing is a slider. This can be a little tricker to implement, because the subset needs to include all objects, not just some of them:


subsetSlider(list(setosa = sphereid, 
          versicolor = sphereid + 1, 
          virginica = sphereid + 2, 
          all = sphereid + 0:2),
         prefix = "slider", subscene = subid)

User Defined Mouse Controls

rgl allows user defined mouse controls. For these to work within WebGL, you will need to write a Javascript version as well as the R version.

For example, the help page for r linkfn("rgl.setMouseCallbacks") defines a pan3d function to set a callback for panning a scene:

 open3d(useNULL=TRUE)
 pan3d <- function(button) {
   start <- list()

   begin <- function(x, y) {
       start$userMatrix <<- par3d("userMatrix")
       start$viewport <<- par3d("viewport")
       start$scale <<- par3d("scale")
       start$projection <<- rgl.projection()
       start$pos <<- rgl.window2user( x/start$viewport[3], 1 - y/start$viewport[4], 0.5, 
                                      projection = start$projection)
   }

   update <- function(x, y) {
        xlat <- (rgl.window2user( x/start$viewport[3], 1 - y/start$viewport[4], 0.5,
                                 projection = start$projection) - start$pos)*start$scale
        mouseMatrix <- translationMatrix(xlat[1], xlat[2], xlat[3])
        par3d(userMatrix = start$userMatrix %*% t(mouseMatrix) )
   }
   rgl.setMouseCallbacks(button, begin, update)
   cat("Callbacks set on button", button, "of rgl device", rgl.cur(), "\n")
 }
 pan3d(3)

TODO: DESCRIBE HOW TO WRITE THIS IN JAVASCRIPT

Reference for rglClass

In writing the writeWebGL() function, I haven't tried to prevent access to anything. On the other hand, I haven't provided access to everything. The parts documented here should remain relatively stable (unless indicated otherwise). Users may also consult the source to writeWebGL, but should be aware that anything that isn't documented here is subject to change without notice.

r indexclass("rglClass")

As documented in r linkfn("writeWebGL"), the call

writeWebGL(..., prefix = "<prefix>")

will create a global object on the output page with name <prefix>rgl and Javascript class rglClass. This class has a large number of properties and methods, some of which are designed to be available for use by other code on the web page.

Most of the properties are stored as Javascript Array objects, indexed by the rgl id of the subscene to which they apply. There are also Javascript methods attached to the rglClass class.

Methods

r indexmethods("drawScene")

After any change that will affect the display, code should call <prefix>rgl.drawScene() to redraw the scene.

r indexmethods(c("inSubscene", "addToSubscene", "delFromSubscene"))

These methods each take two arguments: id and subscene, which should be the rgl ids of an object and a subscene. inSubscene tests whether id is already included in the subscene, and the others add it or delete it from the subscene.

Properties

r indexproperties(c("FOV", "listeners", "userMatrix", "zoom"))

These correspond to the r linkfn("par3d") properties with the same names.

r indexproperties("viewport")

This property also corresponds to the r linkfn("par3d") property, but should be considered to be read-only.

r indexproperties(c("drawFns", "clipFns"))

These two arrays contain the code to display each object in the scene. The functions in the drawFns array are called for each object each time it is displayed. The clipFns functions are called when objects being clipped are drawn.

Index of Classes, Properties and Methods

The following rglClass properties and methods are described in this document:

writeIndex(cols = 5)


trestletech/rgl documentation built on May 31, 2019, 7:49 p.m.