THREE.js 动态添加点到 Points 几何不渲染

THREE.js dynamically add points to a Points geometry does not render

我正在使用 Three.js r83。

我正在尝试向几何体动态添加点,但场景从未更新。

这个有效:

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 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();

来自

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

这是一个 fiddle 安装的第一个安装程序: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(版本 82)。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 render() 的步骤。希望对您有所帮助!

我不确定为什么 THREE.Geometry 对象在初始渲染后不更新点,但我让它与 THREE.BufferGeometry 一起工作。

感谢 @Hectate 为我提供了工作 fiddle 和 @WestLangley 指导我的提示,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 ) );

然后您可以创建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 个新点。

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);

}