我在用缓冲几何结构的Threejs中制作一个粒子云,并且通过THREE.LineSegments和THREE.LineBasicMaterial连接这些粒子:
如您所见,某些线条是黑色或灰色的-我想制作成这样,所以线条是透明的白色阴影。
我相信,这是相关的代码行:
var material = new THREE.LineBasicMaterial({
vertexColors: THREE.VertexColors,
blending: THREE.AdditiveBlending,
color: 0xffffff,
transparent: true,
});
var colors = new Float32Array(segments * 3);
geometry.addAttribute(
"color",
new THREE.BufferAttribute(colors, 3).setDynamic(true)
); //will allow us to set the color of the lines between particles in buffer geometry
linesMesh = new THREE.LineSegments(geometry, material);
...
animate(){
for (var i = 0; i < particleCount; i++) { //loop through particles to make line connections
for (var j = i + 1; j < particleCount; j++) { //check collision
var dist = Math.sqrt(dx * dx + dy * dy + dz * dz); //getting particle positions to neighbors
if (dist < effectController.minDistance) { //make a connection
var alpha = 1.0 - dist / effectController.minDistance;
colors[colorpos++] = alpha;
}
}
}
}
答案 0 :(得分:2)
默认的three.js着色器将顶点颜色实现为vec3
(RGB),因此没有透明度组件。
在https://github.com/mrdoob/three.js/blob/r118/src/renderers/webgl/WebGLProgram.js(r118)中搜索USE_COLOR
,以查看此定义。
您可以编写自己的着色器,以接受颜色属性作为vec4
,而是为每种颜色添加透明度组件。您将需要进一步研究线型材料如何使用颜色,以及如何沿线混合顶点颜色。或者,因为它是您的着色器,所以可以根据需要进行混合。