【发布时间】:2019-03-02 16:51:03
【问题描述】:
使用 Three.js 研究正向光线追踪算法。刚刚使用二维数组创建了这个示例。请注意,除了解析其位置之外,此处不涉及 Spotlight。
所以为了拍线我声明:
startPoint = position of SpotLight
endPoint = hard code for the first value
然后我创建一个嵌套的 for 循环 (17x17),并以如下所示的常用方式在每次迭代中创建一条射线:
forward_RT(){
//Declare the start and end points of the first ray (startPoint never changes )
var f_ray_startPoint = new THREE.Vector3(spotLight.position.x, spotLight.position.y, spotLight.position.z);
var f_ray_endPoint = new THREE.Vector3(-490, 0, 495); //Hard Coding for 1st position of ray endPoint
//Declare material of rays
var ray_material_red = new THREE.LineBasicMaterial( { color: 0xff0000, opacity: 10} );
var ray_material_yellow = new THREE.LineBasicMaterial( { color: 0xffff00 } );
var ray_material_green = new THREE.LineBasicMaterial( { color: 0x00ff00 } );
//Declare ray geometry
var ray_geometry = new THREE.Geometry();
ray_geometry.vertices.push( f_ray_startPoint );
ray_geometry.vertices.push( f_ray_endPoint );
//Declare values for 2d array grid
var rows = 17;
var cols = 17;
var rayOffset = 60; //Offset of ray every X iteration
for(var x=0; x<rows; x++){
for(var z=0; z<cols; z++){
//Declare a ray
var f_ray = new THREE.Line(ray_geometry.clone(), ray_material_red);
f_ray.geometry.vertices[1].x = f_ray_endPoint.x;
scene_Main.add(f_ray); //Add ray into the scene
f_ray_endPoint.x += rayOffset; //Add offset every new ray
if(f_ray_endPoint.x >= 490){
f_ray_endPoint.x -= (cols * rayOffset);
}
}
f_ray_endPoint.z -= rayOffset;
}
}
对于图形人员,我注意到不透明度不适用于Three.Line 的材质。
有没有办法增加线条的透明度?
主要问题
如何阻止迭代使SpotLight的角不被绘制?换句话说,我只想访问白色圆圈(SpotLights)内的光线。
【问题讨论】:
标签: javascript for-loop multidimensional-array three.js 2d