tub*_*bby 5 javascript spline three.js
下面的代码,链接到jsbin
<html>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r75/three.js"></script>
<script>
// global variables
var renderer;
var scene;
var camera;
var geometry;
var control;
var count = 0;
var animationTracker;
init();
drawSpline();
function init()
{
// create a scene, that will hold all our elements such as objects, cameras and lights.
scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render, sets the background color and the size
renderer = new THREE.WebGLRenderer();
renderer.setClearColor('lightgray', 1.0);
renderer.setSize(window.innerWidth, window.innerHeight);
// position and point the camera to the center of the scene
camera.position.x = 0;
camera.position.y = 40;
camera.position.z = 40;
camera.lookAt(scene.position);
// add the output of the renderer to the html element
document.body.appendChild(renderer.domElement);
}
function drawSpline(numPoints)
{
var numPoints = 100;
// var start = new THREE.Vector3(-5, 0, 20);
var start = new THREE.Vector3(-5, 0, 20);
var middle = new THREE.Vector3(0, 35, 0);
var end = new THREE.Vector3(5, 0, -20);
var curveQuad = new THREE.QuadraticBezierCurve3(start, middle, end);
var tube = new THREE.TubeGeometry(curveQuad, numPoints, 0.5, 20, false);
var mesh = new THREE.Mesh(tube, new THREE.MeshNormalMaterial({
opacity: 0.9,
transparent: true
}));
scene.add(mesh);
renderer.render(scene, camera);
}
</script>
</body>
</html>
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但是,我想逐步显示,就像在加载的弧一样,它以起始点开始,逐渐绘制,最后在完成后查看下面的弧.
我已经付出了一些努力,并且能够通过存储弧所覆盖的所有点/坐标以及在连续坐标之间绘制线来实现这一点,这样我就可以获得"弧加载"的感觉.但是,有没有更好的方法来实现这一目标?这是jsbin的链接
在这里添加代码
<!DOCTYPE html>
<html>
<head>
<title>Incremental Spline Curve</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r75/three.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<script>
// global variables
var renderer;
var scene;
var camera;
var splineGeometry;
var control;
var count = 0;
var animationTracker;
// var sphereCamera;
var sphere;
var light;
function init() {
// create a scene, that will hold all our elements such as objects, cameras and lights.
scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render, sets the background color and the size
renderer = new THREE.WebGLRenderer();
// renderer.setClearColor(0x000000, 1.0);
renderer.setClearColor( 0xffffff, 1 );
renderer.setSize(window.innerWidth, window.innerHeight);
// position and point the camera to the center of the scene
camera.position.x = 0;
camera.position.y = 40;
camera.position.z = 40;
camera.lookAt(scene.position);
// add the output of the renderer to the html element
document.body.appendChild(renderer.domElement);
// //init for sphere
// sphereCamera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
// sphereCamera.position.y = -400;
// sphereCamera.position.z = 400;
// sphereCamera.rotation.x = .70;
sphere = new THREE.Mesh(new THREE.SphereGeometry(0.8,31,31), new THREE.MeshLambertMaterial({
color: 'yellow',
}));
light = new THREE.DirectionalLight('white', 1);
// light.position.set(0,-400,400).normalize();
light.position.set(0,10,10).normalize();
//get points covered by Spline
getSplineData();
}
//save points in geometry.vertices
function getSplineData() {
var curve = new THREE.CubicBezierCurve3(
new THREE.Vector3( -5, 0, 10 ),
new THREE.Vector3(0, 20, 0 ),
new THREE.Vector3(0, 20, 0 ),
new THREE.Vector3( 2, 0, -25 )
);
splineGeometry = new THREE.Geometry();
splineGeometry.vertices = curve.getPoints( 50 );
animate();
}
//scheduler loop
function animate() {
if(count == 50)
{
cancelAnimationFrame(animationTracker);
return;
}
//add line to the scene
drawLine();
renderer.render(scene, camera);
// renderer.render(scene, sphereCamera);
count += 1;
// camera.position.z -= 0.25;
// camera.position.y -= 0.25;
animationTracker = requestAnimationFrame(animate);
}
function drawLine() {
var lineGeometry = new THREE.Geometry();
var lineMaterial = new THREE.LineBasicMaterial({
color: 0x0000ff
});
console.log(splineGeometry.vertices[count]);
console.log(splineGeometry.vertices[count+1]);
lineGeometry.vertices.push(
splineGeometry.vertices[count],
splineGeometry.vertices[count+1]
);
var line = new THREE.Line( lineGeometry, lineMaterial );
scene.add( line );
}
// calls the init function when the window is done loading.
window.onload = init;
</script>
<body>
</body>
</html>
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缺点:这样做上述方式的缺点是,这一天结束时,我画的连续点之间的线,所以我失去了很多可能在TubeGeometry如效果,厚度,透明度等.
请建议我另一种方法来获得TubeGeometry的平滑增量负载.
Wes*_*ley 14
THREE.TubeGeometry返回一个THREE.Geometry.通过将几何转换为
THREE.BufferGeometry,您可以访问drawRange可以设置为网格绘图设置动画的属性:
var nEnd = 0, nMax, nStep = 90; // 30 faces * 3 vertices/face
...
// geometry
var geometry = new THREE.TubeGeometry( path, pathSegments, tubeRadius, radiusSegments, closed );
// to buffer goemetry
geometry = new THREE.BufferGeometry().fromGeometry( geometry );
nMax = geometry.attributes.position.count;
...
function animate() {
requestAnimationFrame( animate );
nEnd = ( nEnd + nStep ) % nMax;
mesh.geometry.setDrawRange( 0, nEnd );
renderer.render( scene, camera );
}
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小提琴:http://jsfiddle.net/k73pxyL2/
编辑:对于另一种方法,请参阅此SO答案.
three.js r.75
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