我正在尝试更改将用于相机动画的 TubeBufferGeometry.parameters.path 的位置/平移动态 (均基于此示例:webgl_geometry_extrude_splines)
到目前为止,这是我的代码的完整代码:Link to codesandbox with full code
代码的重要部分:
function init(){
// initial scene render etc. for full code take a look at codesanbox
// tube
var extrudePath = new Curves.GrannyKnot();
tubeGeometry = new THREE.TubeBufferGeometry( extrudePath, 50, 2, 1, true );
tubeGeometry.dynamic = true;
//unsuccessful approach to change the parameters of position
tubeGeometry.translate(100, 0, 0)
tubeGeometry.attributes.position.needsUpdate = true;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
// animate camera along spline
var time = Date.now();
var looptime = 20 * 1000;
var t = ( time % looptime ) / looptime;
var pos = tubeGeometry.parameters.path.getPointAt( t );
pos.multiplyScalar( 1 );
splineCamera.position.copy( pos );
renderer.render( scene, splineCamera );
}
结果是没有让我翻译相机在默认位置绕着 GrannyKnot 曲线移动。
我期望的是在某个方向(例如位置 X + 100)上动态更改TubeBufferGeometry.parameters.path的位置/平移,这会影响我的相机移动
编辑 我刚刚意识到我可以通过添加来改变相机
function render() {
// animate camera along spline
var time = Date.now();
var looptime = 20 * 1000;
var t = ( time % looptime ) / looptime;
var pos = tubeGeometry.parameters.path.getPointAt( t );
pos.x += 100; //<----this line added
pos.multiplyScalar( 1 );
splineCamera.position.copy( pos );
renderer.render( scene, splineCamera );
}
但是如果有人会告诉我如何改变TubeBufferGeometry.parameters.path而不改变明确的 pos.x 就像上面的代码一样。我会很高兴的。