问题描述
这就是我想要实现的(一个可修改的多边形,其中红色圆圈是顶点)并且我想动态构建多边形.
This is what I'd like to achieve (a modifiable polygon where the red circles are vertices) and I'd like to build the polygon dynamically.
当初始化几何体时
var geometry = new THREE.Geometry();
geometry.vertices.push(point);
geometry.vertices.push(point);
var line = new THREE.Line(geometry, new THREE.LineBasicMaterial({}));
它运行良好,直到第二次点击,它在 1 和 2 之间建立一条直线,但当它被推到数组时不会添加第三条线.WebGL 似乎需要缓冲点.
it works well until the second click, it builds a straight line between 1 and 2 but does not add a third line when it's pushed to the array. WebGL seems to require buffered points.
当我像这样预定义顶点时,我可以画两条线(第三次点击)
When I predefine vertices like this I can draw two lines (third click)
var geometry = new THREE.Geometry();
for (var i = 0; i < 4; i++) {
geometry.vertices.push(point);
}
var line = new THREE.Line(geometry, new THREE.LineBasicMaterial({}));
但这不是一个好的解决方案,因为我不知道用户想要添加多少个顶点,并且分配一个大数字毫无意义,因为我必须多次循环它.
but this is not a good solution as I don't know how many vertices does the user want to add and it's pointless to assign it a big number as I have to loop it multiple times.
有什么办法可以解决吗?
Is there any way around it?
推荐答案
您可以使用 BufferGeometry
和 setDrawRange 非常轻松地为一条线设置动画——或增加渲染的点数()
方法.但是,您确实需要设置最大点数.
You can animate a line -- or increase the number of points rendered -- very easily using BufferGeometry
and the setDrawRange()
method. You do need to set a maximum number of points, however.
var MAX_POINTS = 500;
// geometry
var geometry = new THREE.BufferGeometry();
// attributes
var positions = new Float32Array( MAX_POINTS * 3 ); // 3 vertices per point
geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
// draw range
drawCount = 2; // draw the first 2 points, only
geometry.setDrawRange( 0, drawCount );
// material
var material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
// line
line = new THREE.Line( geometry, material );
scene.add( line );
您使用这样的模式设置位置数据:
You set the position data using a pattern like this one:
var positions = line.geometry.attributes.position.array;
var x = y = z = index = 0;
for ( var i = 0, l = MAX_POINTS; i < l; i ++ ) {
positions[ index ++ ] = x;
positions[ index ++ ] = y;
positions[ index ++ ] = z;
x += ( Math.random() - 0.5 ) * 30;
y += ( Math.random() - 0.5 ) * 30;
z += ( Math.random() - 0.5 ) * 30;
}
如果您想在第一次渲染后更改渲染点数,请执行以下操作:
If you want to change the number of points rendered after the first render, do this:
line.geometry.setDrawRange( 0, newValue );
如果您想在第一次渲染后更改位置数据值,您可以像这样设置 needsUpdate
标志:
If you want to change the position data values after the first render, you set the needsUpdate
flag like so:
line.geometry.attributes.position.needsUpdate = true; // required after the first render
这是一个小提琴,显示了一条动画线,您可以根据自己的用例进行调整.
Here is a fiddle showing an animated line which you can adapt to your use case.
请参阅此答案,了解您可能更喜欢的一种技术——尤其是当该行仅包含一个几点.
See this answer for a technique that you may like better -- especially if the line consists of only a few points.
three.js r.84
three.js r.84
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