Ant*_*Ant 5 javascript geometry points three.js
我正在使用 Three.js r83。
我试图动态地将点添加到几何体中,但场景永远不会更新。
这有效:
var tmaterial = new THREE.PointsMaterial({
color: 0xff0000,
size: 5,
opacity: 1
});
var tgeometry = new THREE.Geometry();
var pointCloud = new THREE.Points(tgeometry, tmaterial);
for(var i = 0; i< 1000; i++) {
x = (Math.random() * 200) - 100;
y = (Math.random() * 200) - 100;
z = (Math.random() * 200) - 100;
tgeometry.vertices.push(new THREE.Vector3(x, y, z));
}
tgeometry.verticesNeedUpdate = true;
tgeometry.computeVertexNormals();
scene.add(pointCloud);
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这不起作用:
var tmaterial = new THREE.PointsMaterial({
color: 0xff0000,
size: 5,
opacity: 1
});
var tgeometry = new THREE.Geometry();
var pointCloud = new THREE.Points(tgeometry, tmaterial);
scene.add(pointCloud);
for(var i = 0; i< 1000; i++) {
x = (Math.random() * 200) - 100;
y = (Math.random() * 200) - 100;
z = (Math.random() * 200) - 100;
tgeometry.vertices.push(new THREE.Vector3(x, y, z));
}
tgeometry.verticesNeedUpdate = true;
tgeometry.elementsNeedUpdate = true;
tgeometry.computeVertexNormals();
renderer.render(scene, camera);
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scene.add(pointCloud);正如您所看到的,唯一的区别是我在添加顶点之前添加。
我想念什么?
感谢@hectate,你可以找到一把小提琴
要明白我的意思,只需替换
init();
setPoints();
animate();
经过
init();
animate();
setPoints();
我不确定为什么该THREE.Geometry对象在初始渲染后不更新点,但我让它使用 aTHREE.BufferGeometry代替。
感谢@Hectate谁为我提供了一个工作小提琴并@WestLangley指导我找到提示,这是工作小提琴
BufferGeometry 有固定数量的顶点,但您可以决定要渲染的顶点数量。诀窍是利用geometry.attributes.position.needsUpdate = true;和geometry.setDrawRange( 0, nbPointsYouWantToDisplay );
var MAX_POINTS = 1000000;
var geometry = new THREE.BufferGeometry();
var positions = new Float32Array( MAX_POINTS * 3 );
geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
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然后您可以创建云点并将其添加到场景中:
//material and scene defined in question
pointCloud = new THREE.Points(geometry, material);
scene.add(pointCloud);
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现在我想500每毫秒添加和渲染新点10。
var nbPoints = 500;
var INTERVAL_DURATION = 10;
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我所要做的就是:
var interval = setInterval(function() {
setPoints();
}, INTERVAL_DURATION)
function setPoints() {
var positions = pointCloud.geometry.attributes.position.array;
var x, y, z, index;
var l = currentPoints + nbPoints;
if(l >= MAX_POINTS) {
clearInterval(interval);
}
for ( var i = currentPoints; i < l; i ++ ) {
x = ( Math.random() - 0.5 ) * 300;
y = ( Math.random() - 0.5 ) * 300;
z = ( Math.random() - 0.5 ) * 300;
positions[ currentPointsIndex ++ ] = x;
positions[ currentPointsIndex ++ ] = y;
positions[ currentPointsIndex ++ ] = z;
}
currentPoints = l;
pointCloud.geometry.attributes.position.needsUpdate = true;
pointCloud.geometry.setDrawRange( 0, currentPoints );
controls.update();
renderer.render(scene, camera);
}
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