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refactor: improve grid creation logic in AI industry assessment visualization for enhanced clarity and structure
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documents/AI-Knowledge/Transformer/AI-Industry-Assessment.html

Lines changed: 58 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -623,22 +623,64 @@ <h4>决策结果说明</h4>
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// 创建网格 - 三个坐标面的方格参考线
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function createGrid(size) {
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// XY平面网格(底面)
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const xyGridHelper = new THREE.GridHelper(size, size, colors.grid, colors.grid);
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xyGridHelper.position.y = 0;
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scene.add(xyGridHelper);
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// YZ平面网格(侧面)
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const yzGridHelper = new THREE.GridHelper(size, size, colors.grid, colors.grid);
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yzGridHelper.rotation.x = Math.PI / 2;
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yzGridHelper.position.z = 0;
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scene.add(yzGridHelper);
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// XZ平面网格(后面)
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const xzGridHelper = new THREE.GridHelper(size, size, colors.grid, colors.grid);
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xzGridHelper.rotation.z = Math.PI / 2;
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xzGridHelper.position.y = 0;
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scene.add(xzGridHelper);
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const gridMaterial = new THREE.LineBasicMaterial({ color: colors.grid });
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// XY平面网格(底面)- 从(0,0)到(10,10)
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for (let i = 0; i <= size; i++) {
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// 平行于X轴的线
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const xLineGeometry = new THREE.BufferGeometry().setFromPoints([
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new THREE.Vector3(0, 0, i),
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new THREE.Vector3(size, 0, i)
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]);
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const xLine = new THREE.Line(xLineGeometry, gridMaterial);
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scene.add(xLine);
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// 平行于Y轴的线
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const yLineGeometry = new THREE.BufferGeometry().setFromPoints([
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new THREE.Vector3(i, 0, 0),
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new THREE.Vector3(i, 0, size)
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]);
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const yLine = new THREE.Line(yLineGeometry, gridMaterial);
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scene.add(yLine);
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}
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// YZ平面网格(侧面)- 从(0,0)到(10,10)
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for (let i = 0; i <= size; i++) {
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// 平行于Y轴的线
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const yLineGeometry = new THREE.BufferGeometry().setFromPoints([
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new THREE.Vector3(0, 0, i),
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new THREE.Vector3(0, size, i)
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]);
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const yLine = new THREE.Line(yLineGeometry, gridMaterial);
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scene.add(yLine);
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// 平行于Z轴的线
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const zLineGeometry = new THREE.BufferGeometry().setFromPoints([
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new THREE.Vector3(0, i, 0),
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new THREE.Vector3(0, i, size)
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]);
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const zLine = new THREE.Line(zLineGeometry, gridMaterial);
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scene.add(zLine);
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}
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// XZ平面网格(后面)- 从(0,0)到(10,10)
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for (let i = 0; i <= size; i++) {
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// 平行于X轴的线
669+
const xLineGeometry = new THREE.BufferGeometry().setFromPoints([
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new THREE.Vector3(0, i, 0),
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new THREE.Vector3(size, i, 0)
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]);
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const xLine = new THREE.Line(xLineGeometry, gridMaterial);
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scene.add(xLine);
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// 平行于Z轴的线
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const zLineGeometry = new THREE.BufferGeometry().setFromPoints([
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new THREE.Vector3(i, 0, 0),
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new THREE.Vector3(i, size, 0)
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]);
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const zLine = new THREE.Line(zLineGeometry, gridMaterial);
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scene.add(zLine);
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}
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}
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// 创建坐标轴刻度

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