Threejs开发之移动动画、旋转动画、缩放动画和路径动画

    以下代码 示例了threejs的移动动画、旋转动画、缩放动画和路径动画

    注意:引入three.js三维引擎的路径需要根据 自己的情况修改相应的路径,本示例采用引用外部模块的方式。

   以下为完整代码:

<!DOCTYPE html>
<html lang="zh">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>路径动画+缩放动画+旋转动画+移动动画</title>
    <style>
        html,
        body {
            margin: 0;
            padding: 0;
            height: 100%;
        }

        div {
            width: 100%;
            height: 100%;
            position: absolute;
            top: 0;
            /* left: 0; */
        }

        .buttons {
            position: absolute;
            top: 0;
            right: 0;
            width: 20%;
            height: 10%;
            /* background-color: darkgrey; */
            z-index: 999;
        }

        input {
            width: 100%;
            cursor: pointer;
        }
    </style>
</head>

<body>

    <div class="buttons">
        <input id='startBecomeBig' type="button" value="缩放动画-开始变大">
        <input id='startBecomeSmall' type="button" value="缩放动画-开始变小">
        <input id="stopall" type="button" value="缩放动画-停止">

        <input id='startRotate' type="button" value="旋转动画-开始">
        <input id="stopRotate" type="button" value="旋转动画-停止">

        <input id='startMove' type="button" value="移动动画-开始">
        <input id="stopMove" type="button" value="移动动画-停止">


        <input id='start' type="button" value="路径动画-开始">
        <input id="stop" type="button" value="路径动画-暂停">
        <input id='end' type="button" value="移动路径终点">
        <input id='toggle' type="button" value="切换路径动画视角">
        <!-- <input id='cube' type="button" value="增加立方体"> -->



    </div>

    <script type="module">

        import * as THREE from '../three.js-dev-r140/three.js-dev/build/three.module.js';
        import { OrbitControls } from '../jsm/OrbitControls.js';
        import { zdyScaleBecomeBig, zdyScaleBecomeSmall } from '../srcmodule/ScaleAnimation.js';
        import { zdyRotate } from '../srcmodule/RotateAnimation.js';
        import { zdyMove } from '../srcmodule/MoveAnimation.js';
        import { onMouseClickToRed } from '../srcmodule/onMouseClickToRed.js';

        var x1 = 0.01;
        var y1 = 0.01;
        var z1 = 0.01;
        var power = false;  //定义初始状态,动画是停止状态。如果进行了一次点击,将power 改变为true,再进行一次点击, true变为false
        var id = null;

        var move_x1 = 0.55;
        var move_y1 = 0.88;
        var move_z1 = 0.10;

        let scene = new THREE.Scene();
        scene.background = new THREE.Color('gray');
        let camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 10000);
        camera.position.set(250, 250, 250);

        let renderer = new THREE.WebGLRenderer({ alpha: false });
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);

        /*
        *下面代码表示增加鼠标控制
        */
        let controls = new OrbitControls(camera, renderer.domElement);//鼠标控制
        {
            let directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
            directionalLight.position.set(1, 1, 1);
            scene.add(directionalLight);
            let light = new THREE.AmbientLight(0x404040); // soft white light
            scene.add(light);

            let axesHelper = new THREE.AxesHelper(500);
            scene.add(axesHelper);
        }
        /************场景布置结束**************/




        let material = new THREE.MeshBasicMaterial({ color: 0xff0000 });  //设置材质
        let geometry = new THREE.CylinderBufferGeometry(0, 10, 50, 12);   //设置物体,本例中为圆柱缓冲几何体
        geometry.rotateX(Math.PI / 2);
        let cone = new THREE.Mesh(geometry, material);
        scene.add(cone);   //场景中添加CylinderBufferGeometry    圆柱圆锥缓冲几何体本案例的中的箭头


        var mesh = new THREE.Mesh(new THREE.BoxGeometry(20, 15, 10), new THREE.MeshBasicMaterial({
            color: 0x0051ba,
            wireframe: false
        }));
        scene.add(mesh);  //场景中增加立方体


        function render() {
            renderer.render(scene, camera);  //封装一个渲染函数,调用一次渲染一次
        }

        function startBecomeBig() {
            if (power == true) {
                console.log('当前放大动画已开始');
            }
            else {
                drawBecomeBig();
                //id = requestAnimationFrame(draw);
                power = true;
            }
        }
        function startBecomeSmall() {
            if (power == true) {
                console.log('当前缩小动画已开始');
            }
            else {
                drawBecomeSmall();
                //id = requestAnimationFrame(drawBecomeSmall);
                power = true;
            }
        }

        function startRotate() {
            if (power == true) {
                console.log('当前旋转动画已开始');
            }
            else {
                drawRot();
                //id = requestAnimationFrame(drawBecomeSmall);
                power = true;
            }
        }

        function startMove() {
            if (power == true) {
                console.log('当前移动动画已开始');
            }
            else {
                drawMov();
                power = true;
            }
        }

        function stop() {
            if (power == true) {
                cancelAnimationFrame(id);
                id = null;
                power = false;
            }
            else {
                console.log('当前动画已经停止了')
                // power = false;
            }
        }

        function drawBecomeBig() {
            zdyScaleBecomeBig(renderer, mesh, scene, camera, x1, y1, z1);// 调用外部的缩放变大函数
            renderer.render(scene, camera);
            id = requestAnimationFrame(drawBecomeBig);
        }

        function drawBecomeSmall() {
            zdyScaleBecomeSmall(renderer, mesh, scene, camera, x1, y1, z1);// 调用外部的缩放变小函数
            renderer.render(scene, camera);
            id = requestAnimationFrame(drawBecomeSmall);
        }

        function drawRot() {
            zdyRotate(renderer, mesh, scene, camera, x1, y1, z1);// 调用外部的旋转函数
            renderer.render(scene, camera);
            id = requestAnimationFrame(drawRot);
        }

        function drawMov() {
            zdyMove(renderer, mesh, scene, camera, move_x1, move_y1, move_z1);// 调用外部的移动函数
            renderer.render(scene, camera);
            id = requestAnimationFrame(drawMov);
        }



        document.getElementById('startBecomeBig').onclick = function () {

            // stop();
            console.log("你点击了开始变大按钮");
            // draw();
            startBecomeBig();
        };

        document.getElementById('startBecomeSmall').onclick = function () {
            id = null;
            // stop();
            console.log("你点击了开始变小按钮");
            // drawBecomeSmall();
            startBecomeSmall();
        };

        document.getElementById('stopall').onclick = function () {
            console.log('您点击了停止动画按钮');
            // cancelAnimationFrame(id);
            // id = null;
            // power = false;
            stop();
            // console.log(power);
        };


        document.getElementById('startRotate').onclick = function () {
            id = null;
            console.log("你点击了开始旋转按钮");
            startRotate();
        };

        document.getElementById('stopRotate').onclick = function () {
            console.log('您点击了停止旋转按钮');
            // cancelAnimationFrame(id);
            // id = null;
            // power = false;
            stop();
            // console.log(power);
        };

        document.getElementById('startMove').onclick = function () {
            id = null;
            console.log("你点击了开始移动按钮");
            startMove();
        };

        document.getElementById('stopMove').onclick = function () {
            console.log('您点击了停止移动按钮');
            // cancelAnimationFrame(id);
            // id = null;
            // power = false;
            stop();
            // console.log(power);
        };




        //自定义路径类
        class myPath {
            constructor(array) {
                //将传进来的数组转换为Vec3集合
                let pointsArr = [];
                if (array.length % 3 !== 0) {
                    console.error('错误,数据的个数非3的整数倍!', array);
                    return null;
                }
                for (let index = 0; index < array.length; index += 3) {
                    pointsArr.push(new THREE.Vector3(array[index], array[index + 1], array[index + 2]));
                }

                //顶点位置三维向量数组
                this.pointsArr = pointsArr;

                //设置折线几何体
                this.line = null;
                {
                    let lineMaterial = new THREE.LineBasicMaterial({
                        color: 0xff00ff
                    });
                    let lineGeometry = new THREE.BufferGeometry().setFromPoints(pointsArr);
                    this.line = new THREE.Line(lineGeometry, lineMaterial);
                }

                //设置锚点几何体
                this.points = null;
                {
                    let pointsBufferGeometry = new THREE.BufferGeometry();
                    pointsBufferGeometry.setAttribute('position', new THREE.Float32BufferAttribute(array, 3));
                    let pointsMaterial = new THREE.PointsMaterial({ color: 0xffff00, size: 10 });
                    this.points = new THREE.Points(pointsBufferGeometry, pointsMaterial);
                }
                //计算每个锚点在整条折线上所占的百分比
                this.pointPercentArr = [];
                {
                    let distanceArr = []; //每段距离
                    let sumDistance = 0;  //总距离
                    for (let index = 0; index < pointsArr.length - 1; index++) {
                        distanceArr.push(pointsArr[index].distanceTo(pointsArr[index + 1]));
                    }
                    sumDistance = distanceArr.reduce(function (tmp, item) {
                        return tmp + item;
                    })

                    let disPerSumArr = [0];
                    disPerSumArr.push(distanceArr[0]);
                    distanceArr.reduce(function (tmp, item) {
                        disPerSumArr.push(tmp + item);
                        return tmp + item;
                    })

                    disPerSumArr.forEach((value, index) => {
                        disPerSumArr[index] = value / sumDistance;
                    })
                    this.pointPercentArr = disPerSumArr;
                }
                // console.log(this.pointPercentArr);
                //上一次的朝向
                this.preUp = new THREE.Vector3(0, 0, 0);

                //run函数需要的数据
                this.perce = 0;    //控制当前位置占整条线百分比
                this.speed = 0.0005;  //控制是否运动
                this.turnFactor = 0;  //暂停时间因子
                this.turnSpeedFactor = 0.001; //转向速度因子
                this.obj = null;
                this.preTime = new Date().getTime();   // 获取时间
                this.firstTurn = false;
            }

            //获取点,是否转弯,朝向等
            getPoint(percent) {
                let indexP = 0;
                let indexN = 0;
                let turn = false;
                for (let i = 0; i < this.pointPercentArr.length; i++) {
                    if (percent >= this.pointPercentArr[i] && percent < this.pointPercentArr[i + 1]) {
                        indexN = i + 1;
                        indexP = i;
                        if (percent === this.pointPercentArr[i]) {
                            turn = true;
                        }
                    }
                }

                let factor = (percent - this.pointPercentArr[indexP]) / (this.pointPercentArr[indexN] - this.pointPercentArr[indexP]);
                let position = new THREE.Vector3();
                position.lerpVectors(this.pointsArr[indexP], this.pointsArr[indexN], factor); //position的计算完全正确

                //计算朝向
                let up = new THREE.Vector3().subVectors(this.pointsArr[indexN], this.pointsArr[indexP]);
                let preUp = this.preUp;
                if (this.preUp.x != up.x || this.preUp.y != up.y || this.preUp.z != up.z) {
                    // console.info('当前朝向与上次朝向不等,将turn置为true!');
                    turn = true;
                }
                this.preUp = up;

                return {
                    position,
                    direction: up,
                    turn, //是否需要转向
                    preUp, //当需要转向时的上次的方向

                };
            }

            //定义一个函数run.输入参数包括:是否运动,运动的对象,是否运动到结尾
            run(animata, camera, end) {
                if (end) {
                    this.perce = 0.99999;
                    this.obj = this.getPoint(this.perce);

                    //修改位置
                    let posi = this.obj.position;

                    // cone.position.set(posi.x, posi.y, posi.z);
                    camera.position.set(posi.x, posi.y, posi.z); //相机漫游2
                }
                else if (animata) {
                    //转弯时
                    if (this.obj && this.obj.turn) {
                        if (this.turnFactor == 0) {
                            this.preTime = new Date().getTime();
                            this.turnFactor += 0.000000001;
                        }
                        else {
                            let nowTime = new Date().getTime();
                            let timePass = nowTime - this.preTime;
                            this.preTime = nowTime;
                            this.turnFactor += this.turnSpeedFactor * timePass;
                        }
                        // console.log('--->>> 当前需要turn , turnFactor值为 :', this.turnFactor);

                        if (this.turnFactor > 1) {
                            this.turnFactor = 0;
                            this.perce += this.speed;

                            this.obj = this.getPoint(this.perce);
                        }

                        else {

                            //修改朝向 (向量线性插值方式)
                            let interDirec = new THREE.Vector3();//实例化向量
                            interDirec.lerpVectors(this.obj.preUp, this.obj.direction, this.turnFactor);
                            let look = new THREE.Vector3();
                            look = look.add(this.obj.position);
                            look = look.add(interDirec);
                            // cone.lookAt(look);
                            camera.lookAt(look);  //相机漫游1
                        }

                    }

                    //非转弯时
                    else {
                        this.obj = this.getPoint(this.perce);
                        //修改位置
                        let posi = this.obj.position;
                        // cone.position.set(posi.x, posi.y, posi.z);
                        camera.position.set(posi.x, posi.y, posi.z); //相机漫游2

                        //当不需要转向时进行
                        if (!this.obj.turn) {
                            let look = posi.add(this.obj.direction);

                            // cone.lookAt(look);
                            camera.lookAt(look); //相机漫游3
                        }
                        this.perce += this.speed;
                    }
                }


            }
        }

        /*
        定义物体移动的路径
        */
        let a = new myPath([
            0, 0, 0,
            200, 200, 0,
            400, 0, 0,
            0, -300, 0,
            -300, -100, 0,
            100, 500, 0,
            500, 350, 0,
            // 700, 100, 500,
            // 300, 100, 800,
        ]);

        scene.add(a.points);
        scene.add(a.line);


        render();  //执行初始的渲染动画


        let startFlag = true;
        let endFlag = false;
        let toggleFlag = true;
        let runMesh = cone;   //定义圆锥体为移动对象

        document.getElementById('start').onclick = function timeStart() {
            console.log('点击了路径动画开始');
            startFlag = true;  //点击开始的时候 将startFlag改为true
            endFlag = false;   //点击开始的时候 将endFlag改为false
            power = true;
            animateLL();//执行路径渲染动画
        };

        document.getElementById('stop').onclick = function timeStart() {
            console.log('点击了路径动画暂停');
            startFlag = false;  //点击暂停的时候 将startFlag改为false
        };

        document.getElementById('end').onclick = function timeStart() {
            console.log('点击了路径动画 物体移动到终点');
            endFlag = true;    //点击end的时候 将endFlag改为true
        };


        /*
        以下代码表示相机视角和 物体视角的互相切换功能
       */
        document.getElementById('toggle').onclick = function timeStart() {
            console.log('点击了视角切换');
            toggleFlag = !toggleFlag;  //点击toggle的时候 将toggleFlag由真变为假,或者由假变为真;
            if (toggleFlag) {   //如果toggleFlag 是真的,把cone赋值给runMesh,并设置相机的位置;
                runMesh = cone;
                camera.position.set(500, 500, 500);
            }
            else {
                runMesh = camera;  //如果toggleFlag 是假,把相机赋值给runMesh,并设置相机的位置;
            }
        };


        onMouseClickToRed(camera, scene, renderer);  //调用外部的选中变红色函数,选中物体之后  选中的物体会变红色



        /*
        *以下定义一个动画渲染函数
        */
        function animateLL() {
            if (power == false) {
                console.log("设置初始状态,路径动画未开始,请点击开始路径动画按钮开始路径动画");
            }
            else {
                animate();
            };
        }

        // animateLL();//执行路径渲染动画

        function animate() {
            let animation = function () {
                requestAnimationFrame(animation); //调用自身 重复渲染
                controls.update();//更新控制
                a.run(startFlag, runMesh, endFlag);
                //路程循环
                if (a.perce >= 1) {
                    a.perce = 0;
                }

                renderer.render(scene, camera);
            }

            animation(); //不能缺这个调用函数的的语句,否则 只是定义了animation 函数里面并没有执行
        }

        animateLL();//执行路径渲染动画


    </script>

</body>

</html>

外部模块 之 MoveAnimation.js  的代码如下:

{/* <script type="module"> */}
import * as THREE from '../three.js-dev-r140/three.js-dev/build/three.module.js';
// import { OrbitControls } from '../jsm/OrbitControls.js';
{/* <script>  */}

function zdyMove(_renderer,_mesh,_scene,_camera,_x1,_y1,_z1) {
    _mesh.position.x += _x1;     //利用mesh的.position属性
    _mesh.position.y += _y1;     //利用mesh的.position属性
    _mesh.position.z += _z1;     //利用mesh的.position属性
    _renderer.render(_scene, _camera);
   
}

export {zdyMove};

外部模块 之 RotateAnimation.js  的代码如下:

{/* <script type="module"> */}
import * as THREE from '../three.js-dev-r140/three.js-dev/build/three.module.js';
// import { OrbitControls } from '../jsm/OrbitControls.js';
{/* <script>  */}

function zdyRotate(_renderer,_mesh,_scene,_camera,_x1,_y1,_z1) {
    _mesh.rotation.x += _x1;     //利用mesh的.scale属性
    _mesh.rotation.y += _y1;     //利用mesh的.scale属性
    _mesh.rotation.z += _z1;     //利用mesh的.scale属性
    _renderer.render(_scene, _camera);
   
}

export {zdyRotate};

外部模块 之ScaleAnimation.js 的代码如下:


{/* <script type="module"> */}
import * as THREE from '../three.js-dev-r140/three.js-dev/build/three.module.js';
// import { OrbitControls } from '../jsm/OrbitControls.js';
{/* <script>  */}

function zdyScaleBecomeBig(_renderer,_mesh,_scene,_camera,_x1,_y1,_z1) {
    _mesh.scale.x += _x1;     //利用mesh的.scale属性
    _mesh.scale.y += _y1;     //利用mesh的.scale属性
    _mesh.scale.z += _z1;     //利用mesh的.scale属性
    _renderer.render(_scene, _camera);
   
}

function zdyScaleBecomeSmall(renderer,mesh,scene,camera,x1,y1,z1) {
    mesh.scale.x -= x1;     //利用mesh的.scale属性
    mesh.scale.y -= y1;     //利用mesh的.scale属性
    mesh.scale.z -= z1;     //利用mesh的.scale属性
    renderer.render(scene, camera);
    
}


export {zdyScaleBecomeBig, zdyScaleBecomeSmall};

外部模块 之 onMouseClickToRed.js (作用是 点击物体后该物体自动变红色)的代码如下:

import * as THREE from '../three.js-dev-r140/three.js-dev/build/three.module.js';

// import {
// 	EventDispatcher,
// 	MOUSE,
// 	Quaternion,
// 	Spherical,
// 	TOUCH,
// 	Vector2,
// 	Vector3
// } from '../three.js-dev-r140/three.js-dev/build/three.module.js';


function onMouseClickToRed(camera,scene,renderer){
    
    var raycaster = new THREE.Raycaster();
    var mouse = new THREE.Vector2();

    document.addEventListener('click', onMouseClick);

    function onMouseClick(event) {
    //将鼠标点击位置的屏幕坐标转换成threejs中的标准坐标
    mouse.x = (event.clientX / window.innerWidth) * 2 - 1
    mouse.y = -((event.clientY / window.innerHeight) * 2 - 1)
    // console.log("mouse:"+mouse.x+","+mouse.y)

    // 通过鼠标点的位置和当前相机的矩阵计算出raycaster
    raycaster.setFromCamera(mouse, camera);

    // 获取raycaster直线和所有模型相交的数组集合
    var intersects = raycaster.intersectObjects(scene.children);
    console.log(intersects);

    //将所有的相交的模型的颜色设置为红色
    for (var i = 0; i < intersects.length; i++) {
        intersects[i].object.material.color.set(0xff0000);  
    }

    renderer.render(scene,camera); //修改之后要重新渲染一下才能显示出来,否则虽然修改了属性但是没渲染就不会变颜色
        
  }
}

export {onMouseClickToRed};

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