https://threejs.org/examples/?q=glt#webgl_loader_gltf
我正试图在鼠标点击事件中实现对象的动画(旋转/从对象当前的位置移动),我得到了这些但没有动画。
这是我添加的代码。我过度使用渲染吗?
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 );
}
如果我添加函数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,每次单击速度加倍
<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,怎么样? https://threejs.org/docs/#api/en/core/EventDispatcher
但我更喜欢第一种方法?
是的,你只需要拨打render
一次,这样就可以从rotation()
和clickMe()
以及document.addEventListener( 'mousedown', clickMe, false );
之后接听这三个电话。
但是,使用此功能,您只需每次单击即可旋转对象一次。我假设您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mousedown上设置一个布尔值。
所以在clickMe中你可以这样做:
function clickMe() {
rotating = true; // declare this as a global variable
}
然后在你的渲染功能中你可以做到:
function render() {
if (rotating) {
var rotationAnimation = 5 * (Math.PI / 180);
gltfModel.rotation.x += rotationAnimation;
}
renderer.render( scene, camera );
}
毕竟,确保添加一个mouseup
监听器,以便在松开鼠标时停止旋转。
function handleMouseUp() {
rotating = false;
}
document.addEventListener('mouseup', handleMouseUp);
一个简单的代码示例,它可以在鼠标按下时旋转以启动。您可以轻松地将它应用到您的gltf模型。至于渲染方法,是的,你无缘无故地在你的函数中使用它。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>