https://blog.kimizuka.org/entry/2020/11/05/145418
こちらの記事 の応用版です。
1フレームずつポーズを作りアニメーションさせてみました。
作り始めた時は、1フレームあたり10x10x10の1000個のcubeで想定していましたが、途中でどうしても足りなくなって、11x11x11で1331個のcubeを使うことになりました。
現在6フレームで構成されているので、7986個のcubeを並べたことになります。
普通にリギングしてアニメーションさせた方が楽だったかもしれません。
JavaScript
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antialias: true }); const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 100); const light = new THREE.DirectionalLight(0xFFFFFF); const geometry = new THREE.BoxGeometry(size, size, size); const group = new THREE.Group(); let material = new THREE.MeshLambertMaterial({ color: 0xFFFFFF }); camera.position.set(size / 2, 0, Math.cbrt(boxes[0].length) * 4); light.position.set(0, 100, 100); scene.add(light); const pivot = new THREE.Group(); group.position.set(-5, -5, -5); pivot.add(group); scene.add(pivot); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); render(); // window.addEventListener('keydown', (evt) => { // setBoxes(boxes[evt.key]); // }); (() => { let i = 0; length = 6; diff = 1; setInterval(() => { i += diff; if (i === length - 1) { diff = -1; } else if (i === 0) { diff = 1; } setBoxes(boxes[i]); }, 100); })(); function setBoxes(boxes) { resetBoxes(); for (let i = 0; i < boxes.length; ++i) { ((i) => { switch (boxes[i]) { case 0: return; break; case 1: material = new THREE.MeshLambertMaterial({ color: 0xFFFFFF }); break; case 2: material = new THREE.MeshLambertMaterial({ color: 0x888888 }); break; } const cube = new THREE.Mesh(geometry, material); const pos = getPosition(i, boxes); cube.position.set( pos.x * size, pos.y * size, pos.z * size ); group.add(cube); })(i); } } function resetBoxes() { let i = group.children.length; while(i--) { group.remove(group.children[i]); } } function getPosition(i, boxes) { const length = boxes.length; const x = i % Math.cbrt(length); const y = 0 | i / Math.pow(Math.cbrt(length), 2); const z = 0 | i / Math.cbrt(length) % Math.cbrt(length); return { x, y, z }; } function render() { pivot.rotation.y += .01; renderer.render(scene, camera); requestAnimationFrame(render); }