[英]Incrementally display three.js TubeGeometry
I am able to display a THREE.TubeGeometry figure as follows 我能够显示如下的THREE.TubeGeometry图
Code below, link to jsbin 下面的代码,链接到jsbin
<html>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r75/three.js"></script>
<script>
// global variables
var renderer;
var scene;
var camera;
var geometry;
var control;
var count = 0;
var animationTracker;
init();
drawSpline();
function init()
{
// create a scene, that will hold all our elements such as objects, cameras and lights.
scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render, sets the background color and the size
renderer = new THREE.WebGLRenderer();
renderer.setClearColor('lightgray', 1.0);
renderer.setSize(window.innerWidth, window.innerHeight);
// position and point the camera to the center of the scene
camera.position.x = 0;
camera.position.y = 40;
camera.position.z = 40;
camera.lookAt(scene.position);
// add the output of the renderer to the html element
document.body.appendChild(renderer.domElement);
}
function drawSpline(numPoints)
{
var numPoints = 100;
// var start = new THREE.Vector3(-5, 0, 20);
var start = new THREE.Vector3(-5, 0, 20);
var middle = new THREE.Vector3(0, 35, 0);
var end = new THREE.Vector3(5, 0, -20);
var curveQuad = new THREE.QuadraticBezierCurve3(start, middle, end);
var tube = new THREE.TubeGeometry(curveQuad, numPoints, 0.5, 20, false);
var mesh = new THREE.Mesh(tube, new THREE.MeshNormalMaterial({
opacity: 0.9,
transparent: true
}));
scene.add(mesh);
renderer.render(scene, camera);
}
</script>
</body>
</html>
However, I would like to display incrementally , as in, like an arc that is loading, such that it starts as the start point, draws incrementally and finally looks the below arc upon completion. 但是,我想逐步显示 ,就像在加载的弧一样,它以起始点开始,逐渐绘制,最后在完成后查看下面的弧。
I have been putting in some effort, and was able to do this by storing all the points/coordinates covered by the arc, and drawing lines between the consecutive coordinates, such that I get the 'arc loading incrementally' feel. 我已经付出了一些努力,并且能够通过存储弧所覆盖的所有点/坐标以及在连续坐标之间绘制线来实现这一点,这样我就可以获得“弧加载”的感觉。 However, is there a better way to achieve this? 但是,有没有更好的方法来实现这一目标? This is the link to jsbin 这是jsbin的链接
Adding the code here as well 在这里添加代码
<!DOCTYPE html>
<html>
<head>
<title>Incremental Spline Curve</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r75/three.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<script>
// global variables
var renderer;
var scene;
var camera;
var splineGeometry;
var control;
var count = 0;
var animationTracker;
// var sphereCamera;
var sphere;
var light;
function init() {
// create a scene, that will hold all our elements such as objects, cameras and lights.
scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render, sets the background color and the size
renderer = new THREE.WebGLRenderer();
// renderer.setClearColor(0x000000, 1.0);
renderer.setClearColor( 0xffffff, 1 );
renderer.setSize(window.innerWidth, window.innerHeight);
// position and point the camera to the center of the scene
camera.position.x = 0;
camera.position.y = 40;
camera.position.z = 40;
camera.lookAt(scene.position);
// add the output of the renderer to the html element
document.body.appendChild(renderer.domElement);
// //init for sphere
// sphereCamera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
// sphereCamera.position.y = -400;
// sphereCamera.position.z = 400;
// sphereCamera.rotation.x = .70;
sphere = new THREE.Mesh(new THREE.SphereGeometry(0.8,31,31), new THREE.MeshLambertMaterial({
color: 'yellow',
}));
light = new THREE.DirectionalLight('white', 1);
// light.position.set(0,-400,400).normalize();
light.position.set(0,10,10).normalize();
//get points covered by Spline
getSplineData();
}
//save points in geometry.vertices
function getSplineData() {
var curve = new THREE.CubicBezierCurve3(
new THREE.Vector3( -5, 0, 10 ),
new THREE.Vector3(0, 20, 0 ),
new THREE.Vector3(0, 20, 0 ),
new THREE.Vector3( 2, 0, -25 )
);
splineGeometry = new THREE.Geometry();
splineGeometry.vertices = curve.getPoints( 50 );
animate();
}
//scheduler loop
function animate() {
if(count == 50)
{
cancelAnimationFrame(animationTracker);
return;
}
//add line to the scene
drawLine();
renderer.render(scene, camera);
// renderer.render(scene, sphereCamera);
count += 1;
// camera.position.z -= 0.25;
// camera.position.y -= 0.25;
animationTracker = requestAnimationFrame(animate);
}
function drawLine() {
var lineGeometry = new THREE.Geometry();
var lineMaterial = new THREE.LineBasicMaterial({
color: 0x0000ff
});
console.log(splineGeometry.vertices[count]);
console.log(splineGeometry.vertices[count+1]);
lineGeometry.vertices.push(
splineGeometry.vertices[count],
splineGeometry.vertices[count+1]
);
var line = new THREE.Line( lineGeometry, lineMaterial );
scene.add( line );
}
// calls the init function when the window is done loading.
window.onload = init;
</script>
<body>
</body>
</html>
Drawback : The drawback of doing it the above way is that, end of the day, I'm drawing a line between consecutive points, and so I lose out on a lot of the effects possible in TubeGeometry such as, thickness, transparency etc. 缺点:以上述方式做到这一点的缺点是,在一天结束时,我在连续点之间绘制一条线,因此我在TubeGeometry中失去了很多可能的效果,例如厚度,透明度等。
Please suggest me an alternative way to get a smooth incremental load for the TubeGeometry. 请建议我另一种方法来获得TubeGeometry的平滑增量负载。
THREE.TubeGeometry
returns a THREE.Geometry
. THREE.TubeGeometry
返回THREE.Geometry
。 By converting the geometry to 通过将几何转换为
THREE.BufferGeometry
, you have access to a property drawRange
that you can set to animate the drawing of the mesh: THREE.BufferGeometry
,您可以访问属性drawRange
,您可以将其设置为动画网格的绘图:
var nEnd = 0, nMax, nStep = 90; // 30 faces * 3 vertices/face
...
// geometry
var geometry = new THREE.TubeGeometry( path, pathSegments, tubeRadius, radiusSegments, closed );
// to buffer goemetry
geometry = new THREE.BufferGeometry().fromGeometry( geometry );
nMax = geometry.attributes.position.count;
...
function animate() {
requestAnimationFrame( animate );
nEnd = ( nEnd + nStep ) % nMax;
mesh.geometry.setDrawRange( 0, nEnd );
renderer.render( scene, camera );
}
fiddle: http://jsfiddle.net/k73pxyL2/ 小提琴: http : //jsfiddle.net/k73pxyL2/
EDIT: For another approach, see this SO answer . 编辑:对于另一种方法,请参阅此SO答案 。
three.js r.75 three.js r.75
Normally you would be able to use the method .getPointAt() to "get a vector for point at relative position in curve according to arc length" to get a point at a certain percentage of the length of the curve. 通常,您可以使用方法.getPointAt() “根据弧长获取曲线中相对位置处的点的矢量”,以获得曲线长度的某个百分比的点。
So normally if you want to draw 70% of the curve and a full curve is drawn in 100 segments. 因此,通常情况下,如果要绘制70%的曲线,则绘制100个线段的完整曲线。 Then you could do: 然后你可以这样做:
var percentage = 70;
var curvePath = new THREE.CurvePath();
var end, start = curveQuad.getPointAt( 0 );
for(var i = 1; i < percentage; i++){
end = curveQuad.getPointAt( percentage / 100 );
lineCurve = new THREE.LineCurve( start, end );
curvePath.add( lineCurve );
start = end;
}
But I think this is not working for your curveQuad
since the getPointAt
method is not implemented for this type. 但是我认为这对你的curveQuad
因为没有为这种类型实现getPointAt
方法。 A work around is to get a 100 points for your curve in an array like this: 解决方法是在数组中为曲线获得100点,如下所示:
points = curve.getPoints(100);
And then you can do almost the same: 然后你几乎可以做同样的事情:
var percentage = 70;
var curvePath = new THREE.CurvePath();
var end, start = points[ 0 ];
for(var i = 1; i < percentage; i++){
end = points[ percentage ]
lineCurve = new THREE.LineCurve( start, end );
curvePath.add( lineCurve );
start = end;
}
now your curvePath
holds the line segments you want to use for drawing the tube: 现在,您的curvePath
包含您要用于绘制管的线段:
// draw the geometry
var radius = 5, radiusSegments = 8, closed = false;
var geometry = new THREE.TubeGeometry(curvePath, percentage, radius, radiusSegments, closed);
Here a fiddle with a demonstration on how to use this dynamically 这里有一个演示如何动态使用它的小提琴
I'm not really that familiar with three.js. 我对three.js并不熟悉。 But I think I can be of assistance. 但我想我可以提供帮助。 I have two solutions for you. 我有两个解决方案。 Both based on the same principle: build a new TubeGeometry or rebuild the current one, around a new curve. 两者都基于相同的原则:围绕新曲线构建新的TubeGeometry或重建当前的TubeGeometry。
Solution 1 (Simple): 解决方案1(简单):
var CurveSection = THREE.Curve.create(function(base, from, to) {
this.base = base;
this.from = from;
this.to = to;
}, function(t) {
return this.base.getPoint((1 - t) * this.from + t * this.to);
});
You define a new type of curve which just selects a segment out of a given curve. 您可以定义一种新类型的曲线,它只选择给定曲线中的一个线段。 Usage: 用法:
var curve = new CurveSection(yourCurve, 0, .76); // Where .76 is your percentage
Now you can build a new tube. 现在你可以建造一个新管。
Solution 2 (Mathematics!): 解决方案2(数学!):
You are using for your arc a quadratic bezier curve, that's awesome! 你正在为你的弧使用二次贝塞尔曲线,这太棒了! This curve is a parabola. 该曲线是抛物线。 You want just a segment of that parabola and that is again a parabola, just with other bounds. 你只需要一段抛物线,这又是一个抛物线,只是与其他界限。
What we need is a section of the bezier curve. 我们需要的是贝塞尔曲线的一部分。 Let's say the curve is defined by A (start), B (direction), C (end). 假设曲线由A(开始),B(方向),C(结束)定义。 If we want to change the start to a point D and the end to a point F we need the point E that is the direction of the curve in D and F. So the tangents to our parabola in D and F have to intersect in E. So the following code will give us the desired result: 如果我们想要将起点更改为点D并将结束更改为点F,则需要点E,即D和F中曲线的方向。因此,D和F中抛物线的切线必须在E中相交那么下面的代码将给出我们想要的结果:
// Calculates the instersection point of Line3 l1 and Line3 l2.
function intersection(l1, l2) {
var A = l1.start;
var P = l2.closestPointToPoint(A);
var Q = l1.closestPointToPoint(P);
var l = P.distanceToSquared(A) / Q.distanceTo(A);
var d = (new THREE.Vector3()).subVectors(Q, A);
return d.multiplyScalar(l / d.length()).add(A);
}
// Calculate the tangentVector of the bezier-curve
function tangentQuadraticBezier(bezier, t) {
var s = bezier.v0,
m = bezier.v1,
e = bezier.v2;
return new THREE.Vector3(
THREE.CurveUtils.tangentQuadraticBezier(t, s.x, m.x, e.x),
THREE.CurveUtils.tangentQuadraticBezier(t, s.y, m.y, e.y),
THREE.CurveUtils.tangentQuadraticBezier(t, s.z, m.z, e.z)
);
}
// Returns a new QuadraticBezierCurve3 with the new bounds.
function sectionInQuadraticBezier(bezier, from, to) {
var s = bezier.v0,
m = bezier.v1,
e = bezier.v2;
var ns = bezier.getPoint(from),
ne = bezier.getPoint(to);
var nm = intersection(
new THREE.Line3(ns, tangentQuadraticBezier(bezier, from).add(ns)),
new THREE.Line3(ne, tangentQuadraticBezier(bezier, to).add(ne))
);
return new THREE.QuadraticBezierCurve3(ns, nm, ne);
}
This is a very mathematical way, but if you should need the special properties of a Bezier curve, this is the way to go. 这是一种非常数学的方法,但是如果你需要贝塞尔曲线的特殊属性,这就是你要走的路。
Note: The first solution is the simplest. 注意:第一种解决方案是最简单的。 I am not familiar with Three.js so I wouldn't know what the most efficient way to implement the animation is. 我不熟悉Three.js所以我不知道实现动画最有效的方法是什么。 Three.js doesn't seem to use the special properties of a bezier curve so maybe solution 2 isn't that useful. Three.js似乎没有使用贝塞尔曲线的特殊属性,因此解决方案2可能没那么有用。
I hope you have gotten something useful out of this. 我希望你能从中得到一些有用的东西。
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.