[英]Animation (rotation, movement) of an object on mouse click
https://threejs.org/examples/?q=glt#webgl_loader_gltf
我正在尝试在鼠标单击事件上实现对象的动画(对象当前所在位置的旋转/移动),但没有动画。
这是我添加的代码。 我会过度渲染吗?
document.addEventListener( 'mousedown', clickMe, false );
render();
function clickMe() {
rotation();
render();
}
var gltfModel;
function rotation() {
var rotationAnimation = 5 * (Math.PI / 180);
gltfModel.rotation.x += rotationAnimation;
render();
}
function render() {
renderer.render( scene, camera );
}
如果我添加功能rotation(); requestAnimationFrame(rotation);
function rotation() {
requestAnimationFrame( rotation );
var rotationAnimation = 5 * (Math.PI / 180);
gltfModel.rotation.x += rotationAnimation;
render();
}
gltfModel保持循环旋转,每次单击速度都会翻倍
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var container, stats, controls;
var camera, scene, renderer, light;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
camera.position.set( - 1.8, 0.9, 2.7 );
controls = new THREE.OrbitControls( camera );
controls.target.set( 0, - 0.2, - 0.2 );
controls.update();
var urls = [ 'posx.jpg', 'negx.jpg', 'posy.jpg', 'negy.jpg', 'posz.jpg', 'negz.jpg' ];
var loader = new THREE.CubeTextureLoader().setPath( 'textures/cube/Bridge2/' );
var background = loader.load( urls );
scene = new THREE.Scene();
scene.background = background;
light = new THREE.HemisphereLight( 0xbbbbff, 0x444422 );
light.position.set( 0, 1, 0 );
scene.add( light );
// model
var loader = new THREE.GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
loader.load( 'DamagedHelmet.gltf', function ( gltf ) {
gltf.scene.traverse( function ( child ) {
if ( child.isMesh ) {
child.material.envMap = background;
gltfModel = child;
}
} );
scene.add( gltf.scene );
}, undefined, function ( e ) {
console.error( e );
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.gammaOutput = true;
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
//MY LINE OF CODE
document.addEventListener( 'mousedown', clickMe, false );
render();
// stats
stats = new Stats();
container.appendChild( stats.dom );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//MY LINE OF CODE
///////////////////////////////////////
function clickMe() {
rotation();
render();
}
var gltfModel;
function rotation() {
var rotationAnimation = 5 * (Math.PI / 180);
gltfModel.rotation.x += rotationAnimation;
render();
}
///////////////////////////////////////
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
renderer.render( scene, camera );
}
</script>
可以用EventDispatcher完成吗? 如果是这样,怎么办? https://threejs.org/docs/#api/en/core/EventDispatcher
但我宁愿选择第一种方法?
是的,您只需要调用一次render
,这样您就可以从rotation()
和clickMe()
以及在document.addEventListener( 'mousedown', clickMe, false );
之后取出这三个调用document.addEventListener( 'mousedown', clickMe, false );
。
但是,每次单击仅旋转对象一次。 我假设您要实现的是按住鼠标的同时旋转对象。
如果要执行此操作,可以在mousedown上设置一个布尔值。
因此,在clickMe内,您可以执行以下操作:
function clickMe() {
rotating = true; // declare this as a global variable
}
然后在渲染功能中,您可以执行以下操作:
function render() {
if (rotating) {
var rotationAnimation = 5 * (Math.PI / 180);
gltfModel.rotation.x += rotationAnimation;
}
renderer.render( scene, camera );
}
完成所有这些操作后,请确保添加一个mouseup
侦听器,以在放开鼠标时停止旋转。
function handleMouseUp() {
rotating = false;
}
document.addEventListener('mouseup', handleMouseUp);
一个盒子的简单代码示例,它将鼠标向下滚动以帮助您入门。 您可以轻松地将其应用于gltf模型。 至于render方法,是的,您无缘无故地在函数中使用它。 您应该看一下基本的场景示例。
https://threejs.org/docs/#manual/en/introduction/Creating-a-scene
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>Document</title> </head> <body> </body> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/101/three.min.js"></script> <script> var box; var isMouseDown = false; var rotateSpeed = 0; init(); animate(); function init() { container = document.createElement('div'); document.body.appendChild(container); camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.25, 20); camera.position.set(5,5,5); camera.lookAt(new THREE.Vector3(0,0,0)); scene = new THREE.Scene(); light = new THREE.HemisphereLight(0xbbbbff, 0x444422); light.position.set(0, 1, 0); scene.add(light); var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 ); var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} ); box = new THREE.Mesh( geometry, material ); scene.add( box ); renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(window.innerWidth, window.innerHeight); container.appendChild(renderer.domElement); window.addEventListener('mousedown', () => isMouseDown = true,false); window.addEventListener('mouseup', () => isMouseDown = false,false); animate(); } function animate() { requestAnimationFrame(animate); if(isMouseDown) rotateSpeed += 0.001; else rotateSpeed /= 1.01; box.rotation.y += rotateSpeed; render(); } function render() { renderer.render(scene, camera); } </script> </html>
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