我正在使用Three.js r83。
我正在尝试动态地向几何体添加点,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);
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);
正如您所看到的,唯一的区别是我在添加顶点之前添加了scene.add(pointCloud);
。
我想念什么?
您可以找到fiddle感谢@hectate
要了解我的意思,只需替换
init();
setPoints();
animate();
通过
init();
animate();
setPoints();
答案 0 :(得分:2)
这是您安装第一个设置的小提琴:https://jsfiddle.net/87wg5z27/236/
var scene, renderer, camera;
var cube;
var controls;
init();
animate();
function init()
{
renderer = new THREE.WebGLRenderer( {antialias:true} );
var width = window.innerWidth;
var height = window.innerHeight;
renderer.setSize (width, height);
document.body.appendChild (renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera (45, width/height, 1, 10000);
camera.position.y = 160;
camera.position.z = 400;
camera.lookAt (new THREE.Vector3(0,0,0));
controls = new THREE.OrbitControls (camera, renderer.domElement);
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);
window.addEventListener ('resize', onWindowResize, false);
}
function onWindowResize ()
{
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize (window.innerWidth, window.innerHeight);
}
function animate()
{
controls.update();
requestAnimationFrame ( animate );
renderer.render (scene, camera);
}
这是第二个:https://jsfiddle.net/87wg5z27/237/
var scene, renderer, camera;
var cube;
var controls;
init();
animate();
function init()
{
renderer = new THREE.WebGLRenderer( {antialias:true} );
var width = window.innerWidth;
var height = window.innerHeight;
renderer.setSize (width, height);
document.body.appendChild (renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera (45, width/height, 1, 10000);
camera.position.y = 160;
camera.position.z = 400;
camera.lookAt (new THREE.Vector3(0,0,0));
controls = new THREE.OrbitControls (camera, renderer.domElement);
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);
window.addEventListener ('resize', onWindowResize, false);
}
function onWindowResize ()
{
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize (window.innerWidth, window.innerHeight);
}
function animate()
{
controls.update();
requestAnimationFrame ( animate );
renderer.render (scene, camera);
}
在这两种情况下,点云对我来说都很完美(第82版)。也许在你忽略渲染某些东西时会遗漏一些东西?我注意到你的第一个例子没有显示你调用render()的步骤。我希望这有帮助!
答案 1 :(得分:2)
我不确定为什么THREE.Geometry
对象在初始渲染后没有更新点数,但我得到的却是THREE.BufferGeometry
。
感谢@Hectate
为我提供了工作小提琴并@WestLangley
指导我提示,here is the working fiddle
BufferGeometry具有固定数量的顶点,但您可以决定要渲染的顶点数量。诀窍是使用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 ) );
然后,您可以创建您的cloudpoints并将其添加到场景中:
//material and scene defined in question
pointCloud = new THREE.Points(geometry, material);
scene.add(pointCloud);
现在我想每隔500
毫秒添加和渲染10
个新点。
var nbPoints = 500;
var INTERVAL_DURATION = 10;
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);
}