出于性能原因,我合并了几何体。我有成千上万的立方体要显示。我有合理的表现。
现在我必须处理删除一些问题。我几乎拥有它,但无法弄清楚如何使这项工作,所以我削减了我的代码,以完成这个完整的样本。
在单击多维数据集的onDocumentMouseDown
函数中,我尝试将其删除。它确实如此。但是,它不是删除一个多维数据集,而是删除两个。 (然后它基本上更糟糕)它删除了我指出的那个和我添加的下一个。
<!DOCTYPE html>
<html>
<head>
<meta charset=utf-8>
<title>Measurement</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<div id="canvas_container" style="position: absolute; left:0px; top:0px; touch-action:none;"></div>
<div id="MessageDisplay1" style="position: absolute; top: 50px; left: 50px; background-color: black; opacity: 0.8; color:white; touch-action:none;"></div>
<div id="MessageDisplay" style="position: absolute; top: 50px; left: 200px; background-color: black; opacity: 0.8; color:white; touch-action:none;"></div>
<script src="js/three.js"></script>
<script>
// player motion parameters
var motioncontrol = {
airborne: false,
bumpposition: 5.0,
bumpdegrees: 4.0,
rotationanglezx: 0,
tiltangle: 0,
distancePointZ : 10000.0,
distancePointY: 100.0,
position : new THREE.Vector3(), velocity : new THREE.Vector3(),
rotation: new THREE.Vector3(), spinning: new THREE.Vector2(),
prevposition : new THREE.Vector3(),
prevrotation : new THREE.Vector3()
};
var mouseDown = 0;
var mouse = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var INTERSECTED;
motioncontrol.position.y = 15;
motioncontrol.position.x = 0;
motioncontrol.position.z = 0;
motioncontrol.rotation.x = 0;
motioncontrol.rotation.z = motioncontrol.distancePointZ * Math.cos(0);
motioncontrol.rotation.x = motioncontrol.distancePointZ * Math.sin(0);
motioncontrol.prevposition.copy(motioncontrol.position);
motioncontrol.prevrotation.copy(motioncontrol.rotation);
// Our Javascript will go here.
var domContainer = null;
domContainer = document.getElementById("canvas_container");
var camera = new THREE.PerspectiveCamera( 50, window.innerWidth/window.innerHeight, 0.1, 5000 );
var aspectratio = window.innerWidth/window.innerHeight;
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
domContainer.appendChild(renderer.domElement);
var materials = THREE.ImageUtils.loadTexture('texture/sky.jpg');
addEventListener('mousemove', onDocumentMouseMove, false);
domContainer.addEventListener('mousedown', onDocumentMouseDown, false);
domContainer.addEventListener('mouseup', onDocumentMouseUp, false);
var scene = new THREE.Scene();
scene.add(camera);
window.addEventListener('resize', resize, false);
camera.position.x = 0;
camera.position.y = 100;
camera.position.z = -100;
camera.rotation.y = Math.PI / 180.0 * 90;
var directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
directionalLight.position.set(0, -10, 0);
scene.add(directionalLight);
directionalLight = new THREE.DirectionalLight(0xffffff, 3.0);
directionalLight.position.set(0, -50,-1000);
scene.add(directionalLight);
directionalLight = new THREE.DirectionalLight(0xffffff, 3.0);
directionalLight.position.set(0, -50, 1000);
scene.add(directionalLight);
directionalLight = new THREE.DirectionalLight(0xffffff, 3.0);
directionalLight.position.set(-200, -10, 0);
scene.add(directionalLight);
directionalLight = new THREE.DirectionalLight(0xffffff, 3.0);
directionalLight.position.set(200, -10, 0);
scene.add(directionalLight);
addGround(scene);
// array of unsorted geometries.
var CubeGeometryArray = new Array();
var CubeGeometryTier1 = new THREE.Geometry();
var CubeGeometryTier2 = new THREE.Geometry();
var CubeGeometryTier3 = new THREE.Geometry();
var CubeGeometryTier4 = new THREE.Geometry();
var CubeGeometryTier5 = new THREE.Geometry();
// array of materials
var CubeMaterials = new Array();
// array of meshes used for hit testing.
var CubeArray = new Array();
var cMaterialCount = 0;
var Cube20Mesh;
var Cube40Mesh;
var CubesLoaded = false;
LoadCubeMaterial();
LoadCubeMeshs();
var controls;
function resize()
{
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
};
function onMouseWheel(event)
{
var delta = 0;
if ( event.wheelDelta !== undefined ) {
// WebKit / Opera / Explorer 9
delta = event.wheelDelta;
} else if ( event.detail !== undefined ) {
// Firefox
delta = - event.detail;
}
if ( delta > 0 ) { // forward
var angle = Math.atan2(motioncontrol.rotation.x, motioncontrol.rotation.z);
motioncontrol.position.z += motioncontrol.bumpposition * Math.cos(angle);
motioncontrol.position.x += motioncontrol.bumpposition * Math.sin(angle);
} else if ( delta < 0 ) {
var angle = Math.atan2(motioncontrol.rotation.x, motioncontrol.rotation.z);
angle += Math.PI;
motioncontrol.position.z += motioncontrol.bumpposition * Math.cos(angle);
motioncontrol.position.x += motioncontrol.bumpposition * Math.sin(angle);
}
};
function onDocumentMouseMove(event)
{
event.preventDefault();
if (mouseDown > 0) {
if (((event.clientX / window.innerWidth) * 2 - 1) > mouse.x) {
motioncontrol.rotationanglezx -= motioncontrol.bumpdegrees;
if (motioncontrol.rotationanglezx < 0)
motioncontrol.rotationanglezx += 360;
var angle = (Math.PI / 180.0) * motioncontrol.rotationanglezx;
motioncontrol.rotation.x = motioncontrol.distancePointZ * Math.cos(angle) - motioncontrol.distancePointZ * Math.sin(angle);
motioncontrol.rotation.z = motioncontrol.distancePointZ * Math.sin(angle) + motioncontrol.distancePointZ * Math.cos(angle);
}
if (((event.clientX / window.innerWidth) * 2 - 1) < mouse.x) {
motioncontrol.rotationanglezx += motioncontrol.bumpdegrees;
if (motioncontrol.rotationanglezx > 360)
motioncontrol.rotationanglezx -= 360;
var angle = (Math.PI / 180.0) * motioncontrol.rotationanglezx;
motioncontrol.rotation.x = motioncontrol.distancePointZ * Math.cos(angle) - motioncontrol.distancePointZ * Math.sin(angle);
motioncontrol.rotation.z = motioncontrol.distancePointZ * Math.sin(angle) + motioncontrol.distancePointZ * Math.cos(angle);
}
}
};
function onDocumentMouseDown(event)
{
++mouseDown;
event.preventDefault();
var mouse = new THREE.Vector2();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
intersects = raycaster.intersectObjects(CubeArray);
if(intersects.length > 0)
{
if(intersects[0].object.name != null)
{
var offset = intersects[0].object.name * 8;
var offsetfaces = intersects[0].object.name * 12;
var index = intersects[0].object.name;
var selectedObject = scene.getObjectByName("Tier1");
scene.remove(selectedObject);
CubeArray.splice(index, 1);
CubeGeometryTier1 = CubeGeometryArray[0];
CubeGeometryTier1.vertices.splice(offset, 8);
CubeGeometryTier1.faces.splice(offsetfaces, 12);
CubeGeometryTier1.faceVertexUvs[0].splice(offsetfaces, 12);
CubeGeometryArray[0] = CubeGeometryTier1.clone();
CubeGeometryTier1.sortFacesByMaterialIndex();
var cmesh = new THREE.Mesh(CubeGeometryTier1, new THREE.MeshFaceMaterial(CubeMaterials));
cmesh.matrixAutoUpdate = false;
cmesh.updateMatrix();
cmesh.name = "Tier1";
scene.add(cmesh);
}
else
INTERSECTED = null;
}
};
function onDocumentMouseUp(event) {
mouseDown = 0;
event.preventDefault();
}
function addGround(scene1)
{
var materialg = new THREE.MeshBasicMaterial( { color: 0x333333 , side: THREE.BackSide } );
var groundmesh = new THREE.Mesh(new THREE.PlaneGeometry(9000, 4500, 1), materialg);
groundmesh.receiveShadow = true;
groundmesh.rotation.x = Math.PI / 180.0 * 90;
groundmesh.position.set(0, 0, 0);
groundmesh.name = "asphalt";
scene1.add(groundmesh);
};
function writeToScreen(message)
{
var pre = document.getElementById("MessageDisplay");
pre.style.wordWrap = "break-word";
pre.innerHTML = message;
}
function writeToScreen2(message)
{
var pre = document.getElementById("MessageDisplay1");
pre.style.wordWrap = "break-word";
pre.innerHTML = message;
}
function addCube20(name, x1,z1,azimuth,height,add)
{
var cube;
if (add)
{
if (height > 5)
height = 5;
cube = Cube20Mesh.clone();
cube.visible = true;
cube.receiveShadow = true;
cube.position.set(x1, ((height - 1) * 8.5) + 4.25, z1);
cube.rotation.y = (Math.PI / 180.0) * azimuth;
cube.name = name;
cube.updateMatrix();
AddCubeGeometry(cube.geometry, cube.matrix, height);
cube.matrixWorld = cube.matrix;
CubeArray.push(cube); // kept for hit test
}
};
function addCube40(name, x1, z1, azimuth,height,add)
{
var cube;
if (add)
{
if (height > 5)
height = 1;
cube = Cube40Mesh.clone();
cube.visible = true;
cube.receiveShadow = true;
cube.position.set(x1, ((height - 1) * 8.5) + 4.25, z1);
cube.rotation.y = (Math.PI / 180.0) * azimuth;
cube.name = name;
cube.updateMatrix();
AddCubeGeometry(cube.geometry, cube.matrix, height + 5);
cube.matrixWorld = cube.matrix;
CubeArray.push(cube); // kept for hit test
}
};
function LoadCubeMeshs()
{
var CubeGeometry20 = new THREE.BoxGeometry(20, 8.5, 9.5);
var CubeGeometry40 = new THREE.BoxGeometry(40, 8.5, 9.5);
Cube20Mesh = new THREE.Mesh(CubeGeometry20);
Cube40Mesh = new THREE.Mesh(CubeGeometry40);
CubesLoaded = true;
};
function LoadCubeMaterial()
{
CubeMaterials[0] = new THREE.MeshBasicMaterial({color:0xff0000 });
cMaterialCount++;
CubeMaterials[1] = new THREE.MeshBasicMaterial({color:0xffff00 });
cMaterialCount++;
CubeMaterials[2] = new THREE.MeshBasicMaterial({color:0xffffff });
cMaterialCount++;
CubeMaterials[3] = new THREE.MeshBasicMaterial({color:0x0000ff });
cMaterialCount++;
CubeMaterials[4] = new THREE.MeshBasicMaterial({color:0x00ffff });
cMaterialCount++;
CubeMaterials[5] = new THREE.MeshBasicMaterial({color:0x772255 });
cMaterialCount++;
CubeMaterials[6] = new THREE.MeshBasicMaterial({color:0x552277 });
cMaterialCount++;
CubeMaterials[7] = new THREE.MeshBasicMaterial({color:0x222299 });
cMaterialCount++;
CubeMaterials[8] = new THREE.MeshBasicMaterial({color:0x992222 });
cMaterialCount++;
CubeMaterials[9] = new THREE.MeshBasicMaterial({color:0x000000 });
cMaterialCount++;
};
function DisplayCubes(scene1)
{
if(CubeGeometryTier1.faces.length > 0)
{
var material = new THREE.MeshNormalMaterial();
// save the unsorted geometry.
CubeGeometryArray.push(CubeGeometryTier1.clone());
CubeGeometryTier1.sortFacesByMaterialIndex();
var Cubemesh = new THREE.Mesh(CubeGeometryTier1, new THREE.MeshFaceMaterial(CubeMaterials));
Cubemesh.matrixAutoUpdate = false;
Cubemesh.updateMatrix();
Cubemesh.name = "Tier1";
scene1.add(Cubemesh);
}
if(CubeGeometryTier2.faces.length > 0)
{
// save the unsorted geometry.
CubeGeometryArray.push(CubeGeometryTier2.clone());
// sorting is a HUGE performance boost
CubeGeometryTier2.sortFacesByMaterialIndex();
var Cubemesh = new THREE.Mesh(CubeGeometryTier2, CubeMaterials);
Cubemesh.matrixAutoUpdate = false;
Cubemesh.updateMatrix();
Cubemesh.name = "Tier2";
scene1.add(Cubemesh);
}
if(CubeGeometryTier3.faces.length > 0)
{
CubeGeometryArray.push(CubeGeometryTier3.clone());
CubeGeometryTier3.sortFacesByMaterialIndex();
var Cubemesh = new THREE.Mesh(CubeGeometryTier3, CubeMaterials);
Cubemesh.matrixAutoUpdate = false;
Cubemesh.updateMatrix();
Cubemesh.name = "Tier3";
scene1.add(Cubemesh);
}
if(CubeGeometryTier4.faces.length > 0)
{
CubeGeometryArray.push(CubeGeometryTier4.clone());
CubeGeometryTier4.sortFacesByMaterialIndex();
var Cubemesh = new THREE.Mesh(CubeGeometryTier4, CubeMaterials);
Cubemesh.matrixAutoUpdate = false;
Cubemesh.updateMatrix();
Cubemesh.name = "Tier4";
scene1.add(Cubemesh);
}
if(CubeGeometryTier5.faces.length > 0)
{
CubeGeometryArray.push(CubeGeometryTier5.clone());
CubeGeometryTier5.sortFacesByMaterialIndex();
var Cubemesh = new THREE.Mesh(CubeGeometryTier5, CubeMaterials);
Cubemesh.matrixAutoUpdate = false;
Cubemesh.updateMatrix();
Cubemesh.name = "Tier5";
scene1.add(Cubemesh);
}
};
// merging geometry for improved performance.
function AddCubeGeometry(geom, matrix,tier)
{
switch(tier)
{
case 1:
//CubeGeometryTier1.merge(geom, matrix, tier - 1);
CubeGeometryTier1.merge(geom, matrix);
break;
case 2:
CubeGeometryTier2.merge(geom, matrix,tier - 1);
break;
case 3:
CubeGeometryTier3.merge(geom, matrix,tier - 1);
break;
case 4:
CubeGeometryTier4.merge(geom, matrix,tier - 1);
break;
case 5:
CubeGeometryTier5.merge(geom, matrix,tier - 1);
break;
// forty footers
case 6:
// CubeGeometryTier1.merge(geom, matrix,tier - 1);
CubeGeometryTier1.merge(geom, matrix);
break;
case 7:
CubeGeometryTier2.merge(geom, matrix,tier - 1);
break;
case 8:
CubeGeometryTier3.merge(geom, matrix,tier - 1);
break;
case 9:
CubeGeometryTier4.merge(geom, matrix,tier - 1);
break;
case 10:
CubeGeometryTier5.merge(geom, matrix,tier - 1);
break;
default:
CubeGeometryTier1.merge(geom, matrix,0);
break;
}
};
motioncontrol.position.y = 10;
motioncontrol.position.x = -50;
motioncontrol.position.z = 0;
motioncontrol.rotation.x = 0;
motioncontrol.rotation.z = motioncontrol.distancePointZ * Math.cos(0);
motioncontrol.rotation.x = motioncontrol.distancePointZ * Math.sin(0);
function LoadCubes()
{
var cnt = 0;
for(var x = 0; x < 5; x++)
{
addCube20(cnt, 0, x * 23.0, 90, 1, true);
cnt++;
addCube40(cnt, 10, x * 43, 90, 1, true);
cnt++;
}
};
// game systems code
var keyboardControls = (function() {
var keys = { SP : 32, Q:81, E:69, W : 87, A : 65, S : 83, D : 68, UP : 38, LT : 37, DN : 40, RT : 39 };
var keysPressed = {};
(function( watchedKeyCodes ) {
var handler = function( down ) {
return function( e ) {
var index = watchedKeyCodes.indexOf( e.keyCode );
if( index >= 0 ) {
keysPressed[watchedKeyCodes[index]] = down; e.preventDefault();
}
};
};
window.addEventListener( "keydown", handler( true ), false );
window.addEventListener( "keyup", handler( false ), false );
})([
keys.SP, keys.Q, keys.E, keys.W, keys.A, keys.S, keys.D, keys.UP, keys.LT, keys.DN, keys.RT
]);
return function() {
// look around
if (keysPressed[keys.Q])
{
motioncontrol.tiltangle += motioncontrol.bumpdegrees;
if (motioncontrol.tiltangle < 0)
motioncontrol.tiltangle += 360;
var angle = (Math.PI / 180.0) * motioncontrol.tiltangle;
motioncontrol.rotation.y = motioncontrol.distancePointZ * Math.sin(angle);
}
if (keysPressed[keys.E])
{
motioncontrol.tiltangle -= motioncontrol.bumpdegrees;
if (motioncontrol.tiltangle < 0)
motioncontrol.tiltangle += 360;
var angle = (Math.PI / 180.0) * motioncontrol.tiltangle;
motioncontrol.rotation.y = motioncontrol.distancePointZ * Math.sin(angle);
}
if (keysPressed[keys.W])
{
motioncontrol.position.y += motioncontrol.bumpposition;
if (motioncontrol.position.y > 1000.0)
motioncontrol.position.y = 1000.0;
}
if (keysPressed[keys.S])
{
motioncontrol.position.y += -motioncontrol.bumpposition;
if (motioncontrol.position.y < 1.0)
motioncontrol.position.y = 1;
}
if(keysPressed[keys.A])
{
var angle = Math.atan2(motioncontrol.rotation.x, motioncontrol.rotation.z);
angle += Math.PI / 180.0 * 90;
var message = "Angle " + angle * 180/Math.PI;
motioncontrol.position.z += motioncontrol.bumpposition * Math.cos(angle);
motioncontrol.position.x += motioncontrol.bumpposition * Math.sin(angle);
}
if(keysPressed[keys.D])
{
var angle = Math.atan2(motioncontrol.rotation.x, motioncontrol.rotation.z);
angle += Math.PI / 180.0 * -90;
var message = "Angle " + angle * 180/Math.PI;
motioncontrol.position.z += motioncontrol.bumpposition * Math.cos(angle);
motioncontrol.position.x += motioncontrol.bumpposition * Math.sin(angle);
}
// forward
if (keysPressed[keys.UP])
{
var angle = Math.atan2(motioncontrol.rotation.x, motioncontrol.rotation.z);
var message = "Angle " + angle * 180/Math.PI;
motioncontrol.position.z += motioncontrol.bumpposition * Math.cos(angle);
motioncontrol.position.x += motioncontrol.bumpposition * Math.sin(angle);
}
// backward
if(keysPressed[keys.DN])
{
var deltaX = motioncontrol.rotation.z - motioncontrol.position.z;
var deltaY = motioncontrol.rotation.x - motioncontrol.position.x;
// var angle = Math.atan2(deltaY, deltaX);
var angle = Math.atan2(motioncontrol.rotation.x, motioncontrol.rotation.z);
angle += Math.PI;
var message = "Angle " + angle * 180/Math.PI;
motioncontrol.position.z += motioncontrol.bumpposition * Math.cos(angle);
motioncontrol.position.x += motioncontrol.bumpposition * Math.sin(angle);
}
if(keysPressed[keys.LT])
{
motioncontrol.rotationanglezx -= motioncontrol.bumpdegrees;
if (motioncontrol.rotationanglezx < 0)
motioncontrol.rotationanglezx += 360;
var angle = (Math.PI / 180.0) * motioncontrol.rotationanglezx;
motioncontrol.rotation.x = motioncontrol.distancePointZ * Math.cos(angle) - motioncontrol.distancePointZ * Math.sin(angle);
motioncontrol.rotation.z = motioncontrol.distancePointZ * Math.sin(angle) + motioncontrol.distancePointZ * Math.cos(angle);
}
if(keysPressed[keys.RT])
{
motioncontrol.rotationanglezx += motioncontrol.bumpdegrees;
if (motioncontrol.rotationanglezx > 360)
motioncontrol.rotationanglezx -= 360;
var angle = (Math.PI / 180.0) * motioncontrol.rotationanglezx;
motioncontrol.rotation.x = motioncontrol.distancePointZ * Math.cos(angle) - motioncontrol.distancePointZ * Math.sin(angle);
motioncontrol.rotation.z = motioncontrol.distancePointZ * Math.sin(angle) + motioncontrol.distancePointZ * Math.cos(angle);
}
};
})();
var updateCamera = (function() {
return function() {
camera.position.copy(motioncontrol.position);
camera.lookAt(motioncontrol.rotation);
var message = "Rotation " + motioncontrol.rotationanglezx + "<BR>";
message += "X " + motioncontrol.position.x + "<BR>";
message += "Y " + motioncontrol.position.y + "<BR>";
message += "Z " + motioncontrol.position.z + "<BR>";
message += "X " + motioncontrol.rotation.x + "<BR>";
message += "Y " + motioncontrol.rotation.y + "<BR>";
message += "Z " + motioncontrol.rotation.z + "<BR>";
var angle = Math.atan2(motioncontrol.rotation.x, motioncontrol.rotation.z);
message += "Angle " + angle * 180 / Math.PI + "<BR>";
message += "Use Arrows w,s,e,d,q,a to navigate<BR>";
writeToScreen2(message);
};
})();
function render() {
if(cMaterialCount > 9 && cMaterialCount < 200 && CubesLoaded)
{
cMaterialCount = 200;
LoadCubes();
DisplayCubes(scene);
}
keyboardControls();
updateCamera();
renderer.render( scene, camera );
requestAnimationFrame( render );
};
render();
</script>
</body>
</html>
答案 0 :(得分:0)
TLDR 阵列突变和静态偏移是一种危险的混合
首先,我建议您发布某种代码的小提琴。我做了一个here你的例子。其次,您可以使用一些DRYing来缩短和澄清您的代码。第三,在这个大小的代码中,我建议以某种方式分离和分组代码(文件,任务,甚至注释块)。最后,在这样的演示中,我认为没有理由推出自己的控件。查看THREE.js提供的Orbit Camera之类的内容。
无论如何,我收集到你收集大量的立方体到10层&#39; of THREE.Geometry用于渲染目的。然后单击(〜第180行),光线投射,并尝试从几何体中仅删除该立方体。这是您的相关代码:
intersects = raycaster.intersectObjects(CubeArray);
if(intersects.length > 0)
{
if(intersects[0].object.name != null)
{
var offset = intersects[0].object.name * 8;
var offsetfaces = intersects[0].object.name * 12;
var index = intersects[0].object.name;
var selectedObject = scene.getObjectByName("Tier1");
scene.remove(selectedObject);
CubeArray.splice(index, 1);
CubeGeometryTier1 = CubeGeometryArray[0];
CubeGeometryTier1.vertices.splice(offset, 8);
CubeGeometryTier1.faces.splice(offsetfaces, 12);
CubeGeometryTier1.faceVertexUvs[0].splice(offsetfaces, 12);
CubeGeometryArray[0] = CubeGeometryTier1.clone();
CubeGeometryTier1.sortFacesByMaterialIndex();
var cmesh = new THREE.Mesh(CubeGeometryTier1, new THREE.MeshFaceMaterial(CubeMaterials));
cmesh.matrixAutoUpdate = false;
cmesh.updateMatrix();
cmesh.name = "Tier1";
scene.add(cmesh);
}
else
INTERSECTED = null;
}
以下是我阅读此代码段的方法:
我承认我还没有完全追踪你建造立方体的数百条线,但这对我来说毫无意义。假设您使用CubeGeometry [Tier | Array]和硬编码的名称和索引是正确的,那么真正让我感到震惊的是当您改变数组时使用静态偏移。
你拼接CubeArray去除那个&#39;幽灵&#39;多维数据集再次被挑选,但没有其他的鬼&#39;更改了多维数据集,特别是它们的偏移名称,而重建为Tier1的几何图形则更改了。通过拼接的多维数据集,所有索引名称都将错误。
以下是更简单形式的示例:
//set up
var baseArray = [0, 1, 2, 3, 4, 5].map(i => '' + i);
const getRandomInt = (min, max) => {
return Math.floor(Math.random() * (max - min)) + min;
};
const pickRandomElementFrombaseArray = () => {
const pickedIndex = getRandomInt(0, baseArray.length);
return baseArray[pickedIndex];
};
// operationally equivilent to splicing your Tiers of their geometry
const yankIndex = (value) => {
//value is a string in this case
const index = +value;
if (index < 0 || index > baseArray.length - 1) {
throw `Unable to remove invalid index ${index}`
} else {
baseArray.splice(index, 1);
}
};
// Run the test until empty or failure
var messages = [`Starting with ${baseArray}`];
while (baseArray.length > 0) {
const pickedValue = pickRandomElementFrombaseArray();
messages.push(`Picked element ${pickedValue} to remove`);
try {
yankIndex(pickedValue);
messages.push(`Now array is ${baseArray}`);
} catch (e) {
messages.push(`ALERT: ${e}`);
break;
}
}
messages.push('Test complete');
const div = $('#div');
messages.map(msg => `<p>${msg}</p>`).forEach(msg => div.append(msg))
&#13;
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width">
<title></title>
</head>
<body>
<h2>Results</h2>
<div id="div"></div>
</body>
</html>
&#13;
尝试几次。在发生错误之前,阵列只有0.8%的可能性耗尽。
当你处理数组的变异时,偷偷摸摸的错误会蔓延到代码中。忽略完全重构代码,让人想起的选择:
维护每次删除时的偏移地图。基本上,重建每个立方体的每个动作的偏移量。您可以在CubeArray中执行此操作,或者,如果创建/更改10k重的THREE.js对象不符合您的喜好,则将每个多维数据集ID映射到层中的偏移量的另一级间接
不可见对象永远不要真正删除几何体(即不要拼接层数组),只需将其隐藏即可。将面部缩放为0,隐形垫,无论如何。这意味着您预先生成的所有偏移都将保留。缺点是看不见的地理位置是免费的,如果您需要以其他方式更改场景,这将不会有帮助,并且您必须从thee.raycast扫描其他点击