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社区首页 >问答首页 >具有连接线的Threejs粒子系统。编程逻辑?

具有连接线的Threejs粒子系统。编程逻辑?
EN

Stack Overflow用户
提问于 2017-04-29 05:32:24
回答 1查看 539关注 0票数 2

基于我最近发布的一个问题:How to create lines between nearby particles in ThreeJS?

我能够创建连接附近粒子的单独的线。但是,由于粒子系统的逻辑,这些线被绘制了两次。这是因为原始2D粒子系统的工作方式:https://awingit.github.io/particles/

这也会绘制两条线。对于连接一条线的每一对粒子,都会绘制这条线。

我不认为这对于性能来说是理想的。我如何才能为每个连接点只画一次线?

附言:这正是我想要达到的效果,但无法理解代码:http://freelance-html-developer.com/clock/

我想要理解基本的逻辑。

更新:

我已经创建了一个包含我的进度的jsfiddle

代码语言:javascript
复制
    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。似乎有闪烁的线,有时线只是停留在适当的地方。

所以这是我的想法。我点击,我所要做的就是使直线的Vector3点等于相关的粒子Vector3点。我只需要更新每一行geometry.verticesNeedUpdate = true;

另外,我管理线条的方式是使用两个点的索引创建一个唯一的ID,例如line‘8-2’=line

EN

回答 1

Stack Overflow用户

发布于 2017-04-30 05:09:09

你实际上试图解决的问题是,当循环遍历你的点列表时,你成功匹配的数量翻了一番。

示例:

考虑一下点的列表,[A, B, C, D]。您的循环针对所有其他点测试每个点。在本例中,AC是唯一距离足够近的点,可以认为是附近的点。

在第一次迭代中,A vs. all,您发现AC就在附近,所以您添加了一行。但是,当您为C进行迭代时,您还会发现A就在附近。这会产生第二行代码,这是您想要避免的。

修复:

解决方案很简单:不要重新访问您已经检查过的节点。这之所以有效,是因为distance from A to C的答案与distance from C to A没有什么不同。

要做到这一点,最好的方法是调整check循环的索引:

代码语言:javascript
复制
// (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:

这个特殊的逻辑假设您丢弃了每一帧的所有行。这不是达到效果的最有效的方法,但我会把让它变得更有效作为一种练习。

票数 1
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/43689188

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