动画线框线

时间:2019-03-04 15:54:32

标签: three.js webgl

我很好奇,是否有人有想法实现这种线框“淡入”线画效果?

也许不完全精确,但类似于svg动画,以使其更清晰,更直观地显示https://maxwellito.github.io/vivus/

如果在幻灯片之间切换,此处为https://www.orano.group/experience/innovation/en/slider的Webgl示例。

1 个答案:

答案 0 :(得分:2)

您需要给每个要绘制的元素按其绘制的顺序编号。例如,如果要按照要绘制的顺序为每个顶点绘制一个数字的线框传递,请将该数字从顶点着色器传递到片段着色器,然后传递时间。如果数字大于数字discard(或以其他方式绘制)

示例:

'use strict';

/* global THREE */

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas: canvas});

  const fov = 40;
  const aspect = 2;  // the canvas default
  const near = 0.1;
  const far = 1000;
  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  camera.position.z = 25;

  const scene = new THREE.Scene();
  scene.background = new THREE.Color('white');

  const objects = [];

  {
    const width = 8;
    const height = 8;
    const depth = 8;
    // using edges just to get rid of the lines triangles
    const geometry = new THREE.EdgesGeometry(new THREE.BoxBufferGeometry(width, height, depth));
    const numVertices = geometry.getAttribute('position').count;
    const counts = new Float32Array(numVertices);
    // every 2 points is one line segment so we want the numbers to go
    // 0, 1, 1, 2, 2, 3, 3, 4, 4, 5 etc
    const numSegments = numVertices / 2;
    for (let seg = 0; seg < numSegments; ++seg) {
      const off = seg * 2;
      counts[off + 0] = seg;
      counts[off + 1] = seg + 1;
    }
    const itemSize = 1;
    const normalized = false;
    const colorAttrib = new THREE.BufferAttribute(counts, itemSize, normalized);     geometry.addAttribute('count', colorAttrib);
    
    const timeLineShader = {
      uniforms: {
        color: { value: new THREE.Color('red'), },
        time: { value: 0 },
      },
      vertexShader: `
        attribute float count;
        varying float vCount;
        void main() {
          vCount = count;
          gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1);
        }
      `,
      fragmentShader: `
        #include <common>

        varying float vCount;
        uniform vec3 color;
        uniform float time;

        void main() {
          if (vCount > time) {
            discard;
          }
          gl_FragColor = vec4(color, 1);
        }
      `,
    };
   
    const material = new THREE.ShaderMaterial(timeLineShader);
    const mesh = new THREE.LineSegments(geometry, material);
    scene.add(mesh);
    objects.push(mesh);
  }

  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function render(time) {
    time *= 0.001;

    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      camera.aspect = canvas.clientWidth / canvas.clientHeight;
      camera.updateProjectionMatrix();
    }

    objects.forEach((obj, ndx) => {
      const speed = .1 + ndx * .05;
      const rot = time * speed;
      obj.rotation.x = rot;
      obj.rotation.y = rot;
      obj.material.uniforms.time.value = (time * 4) % 15;
    });

    renderer.render(scene, camera);

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();
body { margin: 0; }
#c { width: 100vw; height: 100vh; display: block; }
<canvas id="c"></canvas>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r98/three.min.js"></script>

如果要连续绘制多个对象,只需调整每个对象的时间

'use strict';

/* global THREE */

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas: canvas});

  const fov = 40;
  const aspect = 2;  // the canvas default
  const near = 0.1;
  const far = 1000;
  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  camera.position.z = 15;

  const scene = new THREE.Scene();
  scene.background = new THREE.Color('white');

  const objects = [];

  {
    const width = 2;
    const height = 2;
    const depth = 2;
    // using edges just to get rid of the lines triangles
    const geometry = new THREE.EdgesGeometry(new THREE.BoxBufferGeometry(width, height, depth));
    const numVertices = geometry.getAttribute('position').count;
    const counts = new Float32Array(numVertices);
    // every 2 points is one line segment so we want the numbers to go
    // 0, 1, 1, 2, 2, 3, 3, 4, 4, 5 etc
    const numSegments = numVertices / 2;
    for (let seg = 0; seg < numSegments; ++seg) {
      const off = seg * 2;
      counts[off + 0] = seg;
      counts[off + 1] = seg + 1;
    }
    const itemSize = 1;
    const normalized = false;
    const colorAttrib = new THREE.BufferAttribute(counts, itemSize, normalized);     geometry.addAttribute('count', colorAttrib);
    
    const timeLineShader = {
      vertexShader: `
        attribute float count;
        varying float vCount;
        void main() {
          vCount = count;
          gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1);
        }
      `,
      fragmentShader: `
        #include <common>

        varying float vCount;
        uniform vec3 color;
        uniform float time;

        void main() {
          if (vCount > time) {
            discard;
          }
          gl_FragColor = vec4(color, 1);
        }
      `,
    };
   
    for (let x = -2; x <= 2; x += 1) {
      timeLineShader.uniforms = {
        color: { value: new THREE.Color('red'), },
        time: { value: 0 },
      };
      const material = new THREE.ShaderMaterial(timeLineShader);
      const mesh = new THREE.LineSegments(geometry, material);
      scene.add(mesh);
      mesh.position.x = x * 4;
      objects.push(mesh);
    }
  }

  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function render(time) {
    time *= 0.001;

    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      camera.aspect = canvas.clientWidth / canvas.clientHeight;
      camera.updateProjectionMatrix();
    }

    objects.forEach((obj, ndx) => {
      const rotSpeed = .1;
      const rot = time * rotSpeed;
      obj.rotation.x = rot;
      obj.rotation.y = rot;
      const segmentsPer = 12;
      const speed = 8;
      const totalTime = segmentsPer * objects.length + 5 * speed;
      obj.material.uniforms.time.value = ((time * speed) % totalTime) - ndx * segmentsPer;
    });

    renderer.render(scene, camera);

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();
body { margin: 0; }
#c { width: 100vw; height: 100vh; display: block; }
<canvas id="c"></canvas>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r98/three.min.js"></script>

请注意,使用计数将使每个段花费相同的时间显示。如果您希望它们的距离比在每个线段上加1而不是在每个线段上加长距离

distanceSoFar = 0;
for each segment
  data.push(distanceSoFar);
  distanceSoFar += distance(segmentStartPosition, segmentEndPosition); 
  data.push(distanceSoFar);
}