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javascript - 带有连接线的 Threejs 粒子系统。编程逻辑?

转载 作者:行者123 更新时间:2023-11-29 23:46:50 28 4
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基于我最近发布的先前问题: How to create lines between nearby particles in ThreeJS?

我能够创建连接附近粒子的单独线条。但是,由于粒子系统的逻辑,线条被绘制了两次。这是因为原始 2D 粒子系统的工作原理: https://awingit.github.io/particles/

这也画了两次线。对于连接一条线的每对粒子,绘制线。

我认为这不是性能的理想选择。如何为每个连接点只画一条线?

附言这正是我想要实现的效果,但无法理解代码: http://freelance-html-developer.com/clock/

我想了解基本逻辑。

更新:

我创建了一个 jsfiddle随着我的进步。

    var canvas, canvasDom, ctx, scene, renderer, camera, controls, geocoder, deviceOrientation = false;
var width = 800,
height = 600;
var particleCount = 20;


var pMaterial = new THREE.PointsMaterial({
color: 0x000000,
size: 0.5,
blending: THREE.AdditiveBlending,
//depthTest: false,
//transparent: true
});
var particles = new THREE.Geometry;
var particleSystem;
var line;
var lines = {};
var lineGroup = new THREE.Group();
var lineMaterial = new THREE.LineBasicMaterial({
color: 0x000000,
linewidth: 1
});

var clock = new THREE.Clock();
var maxDistance = 15;

function init() {
canvasDom = document.getElementById('canvas');
setupStage();
setupRenderer();
setupCamera();
setupControls();
setupLights();
clock.start();
window.addEventListener('resize', onWindowResized, false);
onWindowResized(null);
createParticles();
scene.add(lineGroup);
animate();
}

function setupStage() {
scene = new THREE.Scene();
}

function setupRenderer() {
renderer = new THREE.WebGLRenderer({
canvas: canvasDom,
logarithmicDepthBuffer: true
});
renderer.setSize(width, height);
renderer.setClearColor(0xfff6e6);
}

function setupCamera() {
camera = new THREE.PerspectiveCamera(70, width / height, 1, 10000);
camera.position.set(0, 0, -60);
}

function setupControls() {
if (deviceOrientation) {
controls = new THREE.DeviceOrientationControls(camera);
controls.connect();
} else {
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.target = new THREE.Vector3(0, 0, 0);
}
}

function setupLights() {
var light1 = new THREE.AmbientLight(0xffffff, 0.5); // soft white light
var light2 = new THREE.PointLight(0xffffff, 1, 0);

light2.position.set(100, 200, 100);

scene.add(light1);
scene.add(light2);
}

function animate() {
requestAnimationFrame(animate);
controls.update();
animateParticles();
updateLines();
render();
}

function render() {
renderer.render(scene, camera);
}

function onWindowResized(event) {
width = window.innerWidth;
height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
}

function createParticles() {
for (var i = 0; i < particleCount; i++) {
var pX = Math.random() * 50 - 25,
pY = Math.random() * 50 - 25,
pZ = Math.random() * 50 - 25,
particle = new THREE.Vector3(pX, pY, pZ);
particle.diff = Math.random() + 0.2;
particle.default = new THREE.Vector3(pX, pY, pZ);
particle.offset = new THREE.Vector3(0, 0, 0);
particle.velocity = {};
particle.velocity.y = particle.diff * 0.5;
particle.nodes = [];
particles.vertices.push(particle);
}
particleSystem = new THREE.Points(particles, pMaterial);
particleSystem.position.y = 0;
scene.add(particleSystem);
}

function animateParticles() {
var pCount = particleCount;
while (pCount--) {
var particle = particles.vertices[pCount];
var move = Math.sin(clock.getElapsedTime() * (1 * particle.diff)) / 4;

particle.offset.y += move * particle.velocity.y;
particle.y = particle.default.y + particle.offset.y;

detectCloseByPoints(particle);
}
particles.verticesNeedUpdate = true;
particleSystem.rotation.y += 0.01;
lineGroup.rotation.y += 0.01;
}

function updateLines() {
for (var _lineKey in lines) {
if (!lines.hasOwnProperty(_lineKey)) {
continue;
}
lines[_lineKey].geometry.verticesNeedUpdate = true;
}
}

function detectCloseByPoints(p) {
var _pCount = particleCount;
while (_pCount--) {
var _particle = particles.vertices[_pCount];
if (p !== _particle) {

var _distance = p.distanceTo(_particle);
var _connection = checkConnection(p, _particle);

if (_distance < maxDistance) {
if (!_connection) {
createLine(p, _particle);
}
} else if (_connection) {
removeLine(_connection);
}
}
}
}

function checkConnection(p1, p2) {
var _childNode, _parentNode;
_childNode = p1.nodes[particles.vertices.indexOf(p2)] || p2.nodes[particles.vertices.indexOf(p1)];
if (_childNode && _childNode !== undefined) {
_parentNode = (_childNode == p1) ? p2 : p1;
}
if (_parentNode && _parentNode !== undefined) {
return {
parent: _parentNode,
child: _childNode,
lineId: particles.vertices.indexOf(_parentNode) + '-' + particles.vertices.indexOf(_childNode)
};
} else {
return false;
}
}

function removeLine(_connection) {
// Could animate line out
var childIndex = particles.vertices.indexOf(_connection.child);
_connection.parent.nodes.splice(childIndex, 1);
deleteLine(_connection.lineId);
}

function deleteLine(_id) {
lineGroup.remove(lines[_id]);
delete lines[_id];
}

function addLine(points) {
var points = points || [new THREE.Vector3(Math.random() * 10, Math.random() * 10, Math.random() * 10), new THREE.Vector3(0, 0, 0)];
var _lineId = particles.vertices.indexOf(points[0]) + '-' + particles.vertices.indexOf(points[1]);
var lineGeom = new THREE.Geometry();
if (!lines[_lineId]) {
lineGeom.dynamic = true;
lineGeom.vertices.push(points[0]);
lineGeom.vertices.push(points[1]);
var curLine = new THREE.Line(lineGeom, lineMaterial);
curLine.touched = false;
lines[_lineId] = curLine;
lineGroup.add(curLine);
return curLine;
} else {
return false;
}
}

function createLine(p1, p2) {
p1.nodes[particles.vertices.indexOf(p2)] = p2;
addLine([p1, p2]);
}

$(document).ready(function() {
init();
});

我真的很接近,但我不确定它是否优化了。似乎有闪烁的线条,有时线条会停留在原地。

所以这是我的想法。我点击我所要做的就是使线条的 Vector3 点等于相关粒子 Vector3 点。我只需要更新每一行 geometry.verticesNeedUpdate = true;

此外,我管理线条的方式是使用 2 个点的索引创建一个唯一 ID,例如行['8-2'] = 行

最佳答案

您实际上要解决的问题是,在遍历点列表时,您将成功匹配的次数加倍。

示例:

考虑一个点列表,[A, B, C, D]。您的循环会针对所有其他点测试每个点。对于此示例,AC 是唯一足够接近且可以视为附近的点。

在第一次迭代中,A vs. all,你发现AC在附近,所以你加了一行。但是,当您对 C 进行迭代时,您还会发现 A 就在附近。这会导致出现第二行,这是您要避免的。

修复它:

解决方案很简单:不要重新访问您已经检查过的节点。这是可行的,因为 distance from A to C 的答案与 distance from C to A 没有什么不同。

最好的方法是调整检查循环的索引:

// (Note: This is example code, and won't "just work.")
for(var check = 0, checkLength = nodes.length; check < checkLength; ++check){
for(var against = check + 1, against < checkLength; ++against){
if(nodes[check].distanceTo(nodes[against]) < delta){
buildThatLine(nodes[check], nodes[against]);
}
}
}

在内部循环中,索引设置为:

  1. 跳过当前节点
  2. 跳过当前节点之前的所有节点。

这是通过将内部索引初始化为外部索引 + 1 来完成的。

警告:

此特定逻辑假定您丢弃每一帧的所有行。这不是实现该效果的最有效方法,但我会把它作为练习留给您使其更有效。

关于javascript - 带有连接线的 Threejs 粒子系统。编程逻辑?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/43689188/

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