【问题标题】:THREE.js dynamically add points to a Points geometry does not renderTHREE.js 动态添加点到点几何不渲染
【发布时间】:2017-05-01 20:07:55
【问题描述】:

我正在使用 Three.js r83。

我正在尝试向几何图形动态添加点,但场景从未更新。

这行得通:

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);

如您所见,唯一的区别是我在添加顶点之前添加了scene.add(pointCloud);

我错过了什么?

你可以找到fiddle 感谢@hectate

要明白我的意思,只需替换

init(); setPoints(); animate();

init(); animate(); setPoints();

【问题讨论】:

  • 你的three.js是什么版本?另请查看文档here 以了解如何更新内容...
  • @WestLangley 我目前正在探索 BufferGeometry,但似乎点数是固定的。
  • 最大数量是。渲染的数字不是。研究我发布的第二个链接。
  • 从试错法中,在渲染这个之前请求动画帧,就像你能做的最糟糕的事情,只是错了,后果自负。如果是真的,为什么没有人注意到?

标签: javascript three.js geometry points


【解决方案1】:

这是您安装的第一个设置的一个小技巧: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);
}

这是你的第二个: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,点云对我来说都非常好(82 版)。也许在您忽略渲染某些东西的地方还缺少其他东西?我注意到您的第一个示例没有显示您调用渲染()的步骤。我希望这会有所帮助!

【讨论】:

  • 嗨@Hectate,非常感谢你的小提琴,我应该创造一个 - 真的谢谢你。我做了另一个小提琴来说明我的问题 - 请参阅更新的问题。 jsfiddle.net/jjjaLv3e/2我想在点云渲染后更新它。
【解决方案2】:

我不知道为什么 THREE.Geometry 对象在初始渲染后不更新点,但我让它使用 THREE.BufferGeometry 代替。

感谢@Hectate 为我提供了一个工作小提琴和@WestLangley 指导我获得提示,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。诀窍是利用geometry.attributes.position.needsUpdate = true;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 ) );

然后你可以创建你的云点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 10 毫秒添加和渲染 500 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);

}

【讨论】:

  • three.js 从Geometry 转移到BufferGeometry,正如您发现的那样。当然,这对我来说很容易在 2021 年说(;
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