【发布时间】:2015-06-24 02:07:47
【问题描述】:
我正在创建这个代表人们网络的 3d 图表。网络中的节点是人名,在它们之间画出代表连接的线。这个网络的目的是人们可以把它转过来看看他们的网络是什么样子,然而,当我把相机绕着网络转动时,我用 textgeometry 创建的 3d 文本被粘在同一个位置上,并且不幸的是,当用户想要从另一侧查看网络时,他们无法阅读。我知道这个问题之前已经被问过好几次了,我已经阅读了这里的大部分答案,但我仍然无法让它发挥作用。
我遇到的主要问题是当我尝试做这样的事情时:
nodeRenderer.lookAt(camera.position);
我遇到一个问题,即未定义相机。相机被添加到场景中,但是这发生在不同的 .js 文档中。这是创建场景和添加相机的地方 (/ngraph.three/index.js):
var THREE = require('./lib/three');
module.exports = function (graph, settings) {
var merge = require('ngraph.merge');
settings = merge(settings, {
interactive: true
});
var beforeFrameRender;
var isStable = false;
var disposed = false;
var layout = createLayout(settings);
var renderer = createRenderer(settings);
var camera = createCamera(settings);
var scene = settings.scene || new THREE.Scene();
(...)
function renderNode(nodeId) {
nodeRenderer(nodeUI[nodeId]);
}
(...)
function initNode(node) {
var ui = nodeUIBuilder(node);
if (!ui) return;
// augment it with position data:
ui.pos = layout.getNodePosition(node.id);
// and store for subsequent use:
nodeUI[node.id] = ui;
scene.add(ui);
}
(...)
function createCamera(settings) {
if (settings.camera) {
return settings.camera;
}
var container = renderer.domElement;
var camera = new THREE.PerspectiveCamera(75, container.clientWidth/container.clientHeight, 0.1, 3000);
camera.position.z = 400;
return camera;
}
这是创建节点的地方(ngraph.three/lib/defaults.js):
var THREE = require('./three');
module.exports.createNodeUI = createNodeUI;
module.exports.createLinkUI = createLinkUI;
module.exports.nodeRenderer = nodeRenderer;
module.exports.linkRenderer = linkRenderer;
function createNodeUI(node) {
var nodeMaterial = new THREE.MeshFaceMaterial( [
new THREE.MeshPhongMaterial( { color: 0x00cccc, shading: THREE.FlatShading } ), // front
new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.SmoothShading } ) // side
] );
var nodeGeometry = new THREE.TextGeometry( node.data, { size: 5, height: 2, curveSegments: 6, font: "helvetiker", weight: "normal", style: "normal" });
var nodeDirection = new THREE.Quaternion (THREE.Camera.Quaternion);
return new THREE.Mesh(nodeGeometry, nodeMaterial);
}
function createLinkUI(link) {
var linkGeometry = new THREE.Geometry();
linkGeometry.vertices.push(new THREE.Vector3(0, 0, 0));
linkGeometry.vertices.push(new THREE.Vector3(0, 0, 0));
var linkMaterial = new THREE.LineBasicMaterial({ color: 0x00cccc });
return new THREE.Line(linkGeometry, linkMaterial);
}
(...)
function nodeRenderer(node) {
node.position.x = node.pos.x;
node.position.y = node.pos.y;
node.position.z = node.pos.z;
}
(...)
我在 /ngraph.three/index.js 中尝试了 ui.quaternion = camera.quaternion;,但这并没有做任何事情,我已经尝试了 nodeUI.lookAt( camera.position); 但这给出了一个错误:TypeError: nodeUI.lookAt is not a function.
PS:我正在使用 Three.js Rev. 68、Ngraph 和 node.js。
【问题讨论】:
标签: javascript node.js three.js