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Javascript Three.js-变形目标较少的网格会受到变形目标较多的网格的影响吗?_Javascript_Three.js - Fatal编程技术网

Javascript Three.js-变形目标较少的网格会受到变形目标较多的网格的影响吗?

Javascript Three.js-变形目标较少的网格会受到变形目标较多的网格的影响吗?,javascript,three.js,Javascript,Three.js,作为标题,具有较少变形目标的Object3D将受到另一个具有更多变形目标的Object3D的影响,这非常奇怪 我在Three.js官方示例中添加了一个具有4个变形目标的立方体,从而复制了错误。原始示例只有一个具有8个变形目标的立方体 在本例中,顶部8个输入栏更改灰色立方体的MorphTargetFluence,底部4个栏更改蓝色立方体。两个立方体具有不同的几何体和材质,但调整前8个输入栏会影响蓝色立方体 部分目标代码粘贴在下面。已经被这件事困扰了好几天了,我想不出来。任何指导都将不胜感激,谢谢

作为标题,具有较少变形目标的Object3D将受到另一个具有更多变形目标的Object3D的影响,这非常奇怪

我在Three.js官方示例中添加了一个具有4个变形目标的立方体,从而复制了错误。原始示例只有一个具有8个变形目标的立方体

在本例中,顶部8个输入栏更改灰色立方体的MorphTargetFluence,底部4个栏更改蓝色立方体。两个立方体具有不同的几何体和材质,但调整前8个输入栏会影响蓝色立方体

部分目标代码粘贴在下面。已经被这件事困扰了好几天了,我想不出来。任何指导都将不胜感激,谢谢

            // first cube
            var geometry = new THREE.BoxGeometry( 100, 100, 100 );
            var material = new THREE.MeshLambertMaterial( { color: 0xffffff, morphTargets: true } );

            // construct 8 blend shapes
            for ( var i = 0; i < geometry.vertices.length; i ++ ) {
                var vertices = [];
                for ( var v = 0; v < geometry.vertices.length; v ++ ) {
                    vertices.push( geometry.vertices[ v ].clone() );
                    if ( v === i ) {
                        vertices[ vertices.length - 1 ].x *= 2;
                        vertices[ vertices.length - 1 ].y *= 2;
                        vertices[ vertices.length - 1 ].z *= 2;
                    }
                }
                geometry.morphTargets.push( { name: "target" + i, vertices: vertices } );
            }
            mesh = new THREE.Mesh( geometry, material );
            scene.add( mesh );

            // second cube
            var geometry2 = new THREE.BoxGeometry( 100, 100, 100 );
            var material2 = new THREE.MeshLambertMaterial( { color: 0x00ffff, morphTargets: true } );

            // construct 4 blend shapes
            for ( var i = 0; i < geometry2.vertices.length/2; i ++ ) {
                var vertices = [];
                for ( var v = 0; v < geometry2.vertices.length; v ++ ) {
                    vertices.push( geometry2.vertices[ v ].clone() );
                    if ( v === i ) {
                        vertices[ vertices.length - 1 ].x *= 2;
                        vertices[ vertices.length - 1 ].y *= 2;
                        vertices[ vertices.length - 1 ].z *= 2;
                    }
                }
                geometry2.morphTargets.push( { name: "target" + i, vertices: vertices } );
            }
            geometry2.computeMorphNormals();
            mesh2 = new THREE.Mesh( geometry2, material2 );
            mesh2.position.x = 200;
            scene.add( mesh2 );
//第一个多维数据集
var geometry=新的3.BoxGeometry(100100100);
var material=new THREE.MeshLambertMaterial({color:0xffffff,morphTargets:true});
//构造8个混合形状
对于(var i=0;i
这是一个bug,现在在新库中解决了。

这是一个bug,现在在新库中解决了