我正在创建代表人际网络的3D图表。网络中的节点是人的名称,在它们之间绘制线条,表示连接。这个网络的目的是人们可以转过身来看看它们的网络状况,然而,当我在网络上转动相机时,我用文本几何学创建的3d文本被粘在同一个位置,因此,当他们想要从另一侧查看网络时,用户无法读取。我知道这个问题之前已被问过几次了,我已经在这里阅读了大部分答案,但我仍然无法让它工作。
我遇到的问题主要是当我尝试做这样的事情时:
nodeRenderer.lookAt(camera.position);
我遇到了未定义相机的问题。摄像机已添加到场景中,但这发生在另一个.js文档中。这是创建场景并添加相机的地方(/ngraph.three/index.js):
var THREE = require('./lib/three');
module.exports = function (graph, settings) {
var merge = require('ngraph.merge');
settings = merge(settings, {
interactive: true
});
var beforeFrameRender;
var isStable = false;
var disposed = false;
var layout = createLayout(settings);
var renderer = createRenderer(settings);
var camera = createCamera(settings);
var scene = settings.scene || new THREE.Scene();
(...)
function renderNode(nodeId) {
nodeRenderer(nodeUI[nodeId]);
}
(...)
function initNode(node) {
var ui = nodeUIBuilder(node);
if (!ui) return;
// augment it with position data:
ui.pos = layout.getNodePosition(node.id);
// and store for subsequent use:
nodeUI[node.id] = ui;
scene.add(ui);
}
(...)
function createCamera(settings) {
if (settings.camera) {
return settings.camera;
}
var container = renderer.domElement;
var camera = new THREE.PerspectiveCamera(75, container.clientWidth/container.clientHeight, 0.1, 3000);
camera.position.z = 400;
return camera;
}
这是创建节点的地方(ngraph.three / lib / defaults.js):
var THREE = require('./three');
module.exports.createNodeUI = createNodeUI;
module.exports.createLinkUI = createLinkUI;
module.exports.nodeRenderer = nodeRenderer;
module.exports.linkRenderer = linkRenderer;
function createNodeUI(node) {
var nodeMaterial = new THREE.MeshFaceMaterial( [
new THREE.MeshPhongMaterial( { color: 0x00cccc, shading: THREE.FlatShading } ), // front
new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.SmoothShading } ) // side
] );
var nodeGeometry = new THREE.TextGeometry( node.data, { size: 5, height: 2, curveSegments: 6, font: "helvetiker", weight: "normal", style: "normal" });
var nodeDirection = new THREE.Quaternion (THREE.Camera.Quaternion);
return new THREE.Mesh(nodeGeometry, nodeMaterial);
}
function createLinkUI(link) {
var linkGeometry = new THREE.Geometry();
linkGeometry.vertices.push(new THREE.Vector3(0, 0, 0));
linkGeometry.vertices.push(new THREE.Vector3(0, 0, 0));
var linkMaterial = new THREE.LineBasicMaterial({ color: 0x00cccc });
return new THREE.Line(linkGeometry, linkMaterial);
}
(...)
function nodeRenderer(node) {
node.position.x = node.pos.x;
node.position.y = node.pos.y;
node.position.z = node.pos.z;
}
(...)
我在/ngraph.three/index.js中尝试了 ui.quaternion = camera.quaternion; ,但这并没有做任何事,我已经尝试了 nodeUI.lookAt(camera.position); 但是这给出了一个错误: TypeError:nodeUI.lookAt不是函数。
PS:我使用的是Three.js Rev. 68,Ngraph和node.js.
答案 0 :(得分:1)
我只能猜测,因为很多代码都丢失但你的createNodeUI
会返回THREE.Mesh
,Object3D
是.lookAt(vector)
的子类,其函数TypeError: nodeUI.lookAt is not a function
可以对齐它给定向量的局部z轴。
你说你收到此错误:.lookAt
看起来你试图调用数组的nodeUI[node.id].lookAt(camera.position)
而不是节点本身。
所以请尝试{{1}}