我目前有一个函数应该在运行时创建一个 3d 行星球体,但我似乎无法让我的函数多次渲染,如果我在一个页面上多次运行它,它只会完全忽略除最后一次调用该函数,我知道我在编写这个代码时做得很糟糕,它是用来作为概念证明的,但如果我不知道为什么我不能得到 3,我不想去优化任何东西同一页面上的不同渲染。
function makePlanet(planetContainer, texture){
$this = this;
$this.camera;
$this.scene;
$this.sceneAtmosphere;
$this.renderer;
$this.primitive;
$this.material;
$this.stats;
$this.loop = function() {
var angle = (Math.PI/180*0.1);
cosRY = Math.cos(angle);
sinRY = Math.sin(angle);
var tempz = $this.camera.position.z;
var tempx = $this.camera.position.x;
$this.camera.position.x = (tempx*cosRY)+(tempz*sinRY);
$this.camera.position.z = (tempx*-sinRY)+(tempz*cosRY);
$this.renderer.clear();
$this.renderer.render( $this.scene, $this.camera );
$this.renderer.render( $this.sceneAtmosphere, $this.camera );
setTimeout(function(){
$this.loop();
}, 1000 / 60);
}
$this.Shaders = {
'earth' : {
uniforms: {
"texture": { type: "t", value: 0, texture: null }
},
vertex_shader: [
"varying vec3 vNormal;",
"varying vec2 vUv;",
"void main() {",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"vNormal = normalize( normalMatrix * normal );",
"vUv = uv;",
"}"
].join("\n"),
fragment_shader: [
"uniform sampler2D texture;",
"varying vec3 vNormal;",
"varying vec2 vUv;",
"void main() {",
"vec3 diffuse = texture2D( texture, vUv ).xyz;",
"float intensity = 1.10 - dot( vNormal, vec3( 0.0, 0.0, 1.0 ) );",
"vec3 atmosphere = vec3( 0.75, 0.75, 2.0 ) * pow( intensity, 3.0 );",
"gl_FragColor = vec4( diffuse + atmosphere, 1.0 );",
"}"
].join("\n")
},
'atmosphere' : {
uniforms: {},
vertex_shader: [
"varying vec3 vNormal;",
"void main() {",
"vNormal = normalize( normalMatrix * normal );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragment_shader: [
"varying vec3 vNormal;",
"void main() {",
// First float seems to affect opacity, and the last float affects size/strenth of the gradient
"float intensity = pow( 0.4 - dot( vNormal, vec3( 0.0, 0.0, 1.0 ) ), 5.0 );",
// This seems to just be a simple colour value
"gl_FragColor = vec4( 0.5, 1.0, 1.0, 0.8 ) * intensity;",
"}"
].join("\n")
}
};
$this.camera = new THREE.Camera(30, $(planetContainer).width() / $(planetContainer).height(), 1, 100000);
$this.camera.position.z = 1000;
$this.scene = new THREE.Scene();
$this.sceneAtmosphere = new THREE.Scene();
$this.texture = ImageUtils.loadTexture('img/planets/textures/'+texture, {}, function() {
$this.renderer.render($this.scene);
});
$this.texture.needsUpdate = true;
$this.material = new THREE.MeshBasicMaterial( { map: $this.texture });
$this.geom = new Sphere( 200, 50, 50);
$this.primitive = new THREE.Mesh($this.geom, $this.material );
$this.scene.addObject( $this.primitive );
// Atmosphere
$this.shader = $this.Shaders[ 'atmosphere' ];
$this.uniforms = Uniforms.clone( $this.shader.uniforms );
$this.material = new THREE.MeshShaderMaterial( {
uniforms: $this.uniforms,
vertex_shader: $this.shader.vertex_shader,
fragment_shader: $this.shader.fragment_shader
} );
$this.primitive = new THREE.Mesh( $this.geom, $this.material );
$this.primitive.scale.x = $this.primitive.scale.y = $this.primitive.scale.z = 1.12;
$this.primitive.flipSided = true;
$this.sceneAtmosphere.addObject( $this.primitive );
$this.renderer = new THREE.WebGLRenderer();
$this.renderer.autoClear = false;
$this.renderer.setClearColorHex( 0x000000, 1.0 );
$this.renderer.setSize($(planetContainer).width(), $(planetContainer).height());
$(planetContainer).append($this.renderer.domElement);
setTimeout(function(){
$this.loop();
}, 1000 / 60);
}
谁能解释为什么我不能在一个页面上多次使用此功能?
当我在任何页面上多次运行该函数时,我只看到 1 个 3D 对象,其他应该渲染对象的地方没有出现,我认为我有 3 个部分,每个部分意味着渲染一个不同的星球,如果我运行这个函数用不同的参数 3 次,我最后一次运行这个函数是唯一显示的,其他两个地方什么都不显示,只是一个空的地方。
另外,我已经检查过,如果我删除了第三个,第二个会显示,但不会显示第一个,所以参数不正确不是问题,我相信这是三个.js 不想创建更多的问题比渲染器的一个实例。
使用示例
$(document).ready(function(){
var goldilocks = new makePlanet('.goldilocksplanet .planetRender','planet_Jinx1200.png');
var ocean = new makePlanet('.oceanplanet .planetRender','planet_serendip_1600.jpg');
var sulfur = new makePlanet('.sulfurplanet .planetRender','planet_Telos1200.png');
});
下面是一个网页示例,其中包含 3 个不同的渲染,它们不在同一个场景中,或者我会在一个场景中制作它们,它们被认为是网站中的不同块,这只是一个示例,是绝不是该功能需要工作的唯一方式,但该功能确实需要将每个行星视为自己的场景,我们不能将它们全部放在一个场景中。