I have a line object defined by a list of vertices (for example: 100 vertices).
I writing a program to dynamically display the line from the vertex index 0 to the index N where N increases overtime. I used below code to render this effect:
function drawLine(points) {
var geometry = new THREE.Geometry();
points.forEach(function(point) {
var v = new THREE.Vector3(point[0], point[1], point[2]);
geometry.vertices.push( v );
});
var line = new MeshLine.MeshLine();
line.setGeometry( geometry );
var material = new MeshLine.MeshLineMaterial( {
color: COLORS.GREEN,
opacity: 0.2,
transparent: true,
linewidth: 1
} );
var mesh = new THREE.Mesh( line.geometry, material ); // this syntax could definitely be improved!
scene.add( mesh );
return mesh;
}
var line = drawLine(points);
line.geometry.setDrawRange( 0, 10 ); // show some points of trajectory line
line.geometry.attributes.position.needsUpdate = true;
The partial display of the line works (it doesn't show the whole line), but not the right number of vertices defined by the index N provided in runtime.
QUESTION: what is the right way to do this with THREE.MeshLine? Thank you very much!
I have a line object defined by a list of vertices (for example: 100 vertices).
I writing a program to dynamically display the line from the vertex index 0 to the index N where N increases overtime. I used below code to render this effect:
The partial display of the line works (it doesn't show the whole line), but not the right number of vertices defined by the index N provided in runtime.
QUESTION: what is the right way to do this with THREE.MeshLine? Thank you very much!