鼠标点击时对象的动画(旋转、移动)
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【中文标题】鼠标点击时对象的动画(旋转、移动)【英文标题】:Animation (rotation, movement) of an object on mouse click 【发布时间】:2019-07-10 21:50:20 【问题描述】:考虑这个 three.js 示例
https://threejs.org/examples/?q=glt#webgl_loader_gltf
我正在尝试在鼠标单击事件中实现对象的动画(从对象当前所在的位置旋转/移动),我得到了这些但没有动画。
这是我添加的代码。我是否过度使用渲染?
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 );
如果我添加函数rotation(); requestAnimationFrame( 旋转 );
function rotation()
requestAnimationFrame( rotation );
var rotationAnimation = 5 * (Math.PI / 180);
gltfModel.rotation.x += rotationAnimation;
render();
gltfModel 一直循环旋转,每次点击速度都会翻倍
完整代码如下:
<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来完成吗?如果是这样,怎么做? https://threejs.org/docs/#api/en/core/EventDispatcher
但我更喜欢第一种方法?
【问题讨论】:
【参考方案1】:是的,您只需拨打一次render
,这样您就可以从rotation()
和clickMe()
以及document.addEventListener( 'mousedown', clickMe, false );
之后拨打这三个电话。
但是,每次点击您只会旋转一次对象。我假设您想要实现的是在按住鼠标时旋转对象。
如果你想这样做,你可以在鼠标按下时设置一个布尔值。
所以在 clickMe 里面你可以做这样的事情:
function clickMe()
rotating = true; // declare this as a global variable
然后在你的渲染函数中你可以这样做:
function render()
if (rotating)
var rotationAnimation = 5 * (Math.PI / 180);
gltfModel.rotation.x += rotationAnimation;
renderer.render( scene, camera );
在所有这些之后,请确保添加一个mouseup
侦听器以在您松开鼠标时停止旋转。
function handleMouseUp()
rotating = false;
document.addEventListener('mouseup', handleMouseUp);
【讨论】:
【参考方案2】:一个简单的盒子代码示例,它可以在鼠标向下旋转时帮助您入门。您可以轻松地将其应用于您的 gltf 模型。至于渲染方法,是的,您无缘无故地在函数中使用它。你应该看看基本的场景示例。
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>
【讨论】:
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