两个 Three-JS 对象如何在同一页面同时运行和动画?
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【中文标题】两个 Three-JS 对象如何在同一页面同时运行和动画?【英文标题】:How to two Three-JS Objects run and animate at the same time same page? 【发布时间】:2021-11-20 06:23:58 【问题描述】:我无法弄清楚为什么通过添加第二个对象,第一个对象会停止动画并且不再运行?我如何才能弄清楚为什么我的对象会相互抵消,以及如何创建两个不同或多个同时动画的threejs项目? 我想在某个文件中运行多于三个.js 脚本。有人可以帮助我吗? 谢谢
//firt object
var scene2 = new THREE.Scene();
document.addEventListener( 'mousemove', onMouseMove, false );
var camera2 = new THREE.PerspectiveCamera( 40, window.innerWidth/window.innerHeight, 0.1, 1000 );
var mouseX;
var mouseY;
var renderer2 = new THREE.WebGLRenderer();
renderer2.setSize( window.innerWidth, window.innerHeight );
renderer2.autoClear = false;
document.body.appendChild( renderer2.domElement );
window.addEventListener("resize", function()
camera2.aspect = window.innerWidth / window.innerHeight;
camera2.updateProjectionMatrix();
renderer2.setSize( window.innerWidth, window.innerHeight );
);
var distance = Math.min(200, window.innerWidth / 4);
var geometry = new THREE.Geometry();
for (var i = 0; i < 1000; i++)
var vertex = new THREE.Vector3();
var theta = THREE.Math.randFloatSpread(360);
var phi = THREE.Math.randFloatSpread(360);
vertex.x = distance * Math.sin(theta) * Math.cos(phi);
vertex.y = distance * Math.sin(theta) * Math.sin(phi);
vertex.z = distance * Math.cos(theta);
geometry.vertices.push(vertex);
var particles = new THREE.Points(geometry, new THREE.PointsMaterial(color: 0xFFFF00, size: 2));
particles.boundingSphere = 50;
var renderingParent = new THREE.Group();
renderingParent.add(particles);
var resizeContainer = new THREE.Group();
resizeContainer.add(renderingParent);
scene2.add(resizeContainer);
camera2.position.z = 400;
var animate = function ()
requestAnimationFrame( animate );
renderer2.render( scene2, camera2 );
;
var myTween;
function onMouseMove(event)
if(myTween)
myTween.kill();
mouseX = ( event.clientX / window.innerWidth ) * 2 - 1;
mouseY = - ( event.clientY / window.innerHeight ) * 2 + 1;
myTween = gsap.to(particles.rotation, duration: 0.1, x: mouseY*-1, y: mouseX);
//particles.rotation.x = mouseY*-1;
//particles.rotation.y = mouseX;
animate();
// Scaling animation
var animProps = scale: 0.5, xRot: 0, yRot: 0;
gsap.to(animProps, duration: 20, scale: 1.5, repeat: -1, yoyo: true, ease: "sine", onUpdate: function()
renderingParent.scale.set(animProps.scale,animProps.scale,animProps.scale);
);
gsap.to(animProps, duration: 120, xRot: Math.PI * 2, yRot: Math.PI * 4, repeat: -1, yoyo: true, ease: "none", onUpdate: function()
renderingParent.rotation.set(animProps.xRot,animProps.yRot,0);
);
'''
//second object
<script>
var scene = new THREE.Scene();
document.addEventListener( 'mousemove', onMouseMove, false );
var camera = new THREE.PerspectiveCamera( 40, window.innerWidth/window.innerHeight, 0.1, 1000 );
var mouseX;
var mouseY;
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
document.body.appendChild( renderer.domElement );
window.addEventListener("resize", function()
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
);
var distance = Math.min(200, window.innerWidth / 4);
var geometry = new THREE.Geometry();
for (var i = 0; i < 1000; i++)
var vertex = new THREE.Vector3();
var theta = THREE.Math.randFloatSpread(360);
var phi = THREE.Math.randFloatSpread(360);
vertex.x = distance * Math.sin(theta) * Math.cos(phi);
vertex.y = distance * Math.sin(theta) * Math.sin(phi);
vertex.z = distance * Math.cos(theta);
geometry.vertices.push(vertex);
var particles = new THREE.Points(geometry, new THREE.PointsMaterial(color: 0xFFFF00, size: 2));
particles.boundingSphere = 50;
var renderingParent = new THREE.Group();
renderingParent.add(particles);
var resizeContainer = new THREE.Group();
resizeContainer.add(renderingParent);
scene.add(resizeContainer);
camera.position.z = 400;
var animate = function ()
requestAnimationFrame( animate );
renderer.render( scene, camera );
;
var myTween;
function onMouseMove(event)
if(myTween)
myTween.kill();
mouseX = ( event.clientX / window.innerWidth ) * 2 - 1;
mouseY = - ( event.clientY / window.innerHeight ) * 2 + 1;
myTween = gsap.to(particles.rotation, duration: 0.1, x: mouseY*-1, y: mouseX);
//particles.rotation.x = mouseY*-1;
//particles.rotation.y = mouseX;
animate();
// Scaling animation
var animProps = scale: 0.5, xRot: 0, yRot: 0;
gsap.to(animProps, duration: 20, scale: 1.5, repeat: -1, yoyo: true, ease: "sine", onUpdate: function()
renderingParent.scale.set(animProps.scale,animProps.scale,animProps.scale);
);
gsap.to(animProps, duration: 120, xRot: Math.PI * 2, yRot: Math.PI * 4, repeat: -1, yoyo: true, ease: "none", onUpdate: function()
renderingParent.rotation.set(animProps.xRot,animProps.yRot,0);
);
</script>
'''
【问题讨论】:
【参考方案1】:您有两个名为 animate
的函数(即使您已努力将场景重命名为 scene2
,将相机重命名为 camera2
等)
由于animate
调用requestAnimationFrame(animate)
,将不再调用另一个(被覆盖的)动画函数。
最简单(虽然绝不是漂亮)的修复方法是将其他动画函数类似地重命名为 animate2
。
更好的解决方法是将此代码重构为具有本地命名空间的函数,这样这样的混淆就更难了。 (当你这样做时,你还可以将创建几何的函数重构为它自己的函数等)
【讨论】:
非常感谢 AKX 第一种方式有效,我会尽快尝试第二种方式,但非常感谢。我遇到了另一个问题,我想将场景的背景从黑色更改为白色,但找不到实现它的方法。你能帮助我吗?谢谢 我搜索了“three.js 背景颜色”,找到了***.com/a/16177178/51685 - 创建场景后添加scene.background = new THREE.Color( 0xffffff );
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