本例将three.js基本使用流程与事件相结合,同时加强理解屏幕坐标与世界坐标之间的关系。
代码如下:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js- camera animation</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="js/three.js"></script>
<script src="js/Projector.js"></script>
<script src="js/CanvasRenderer.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/stats.min.js"></script>
<script>
var container, stats;
var camera, scene, renderer;
var raycaster;
var mouse;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 0, 0, 700 );
scene = new THREE.Scene();
var geometry = new THREE.BoxGeometry( 100, 100, 100 );
var object1 = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, opacity: 0.5 } ) );
object1.rotateX( 45 );
object1.rotateY( 45 );
scene.add( object1 );
var axisHelper = new THREE.AxisHelper( 300 );
scene.add( axisHelper );
raycaster = new THREE.Raycaster( 1, 100 );
mouse = new THREE.Vector2();
renderer = new THREE.CanvasRenderer();
renderer.setClearColor( 0xf0f0f0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentTouchStart( event ) {
event.preventDefault();
event.clientX = event.touches[0].clientX;
event.clientY = event.touches[0].clientY;
onDocumentMouseDown( event );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
var projector = new THREE.Projector();
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
var mouse3D = new THREE.Vector3( mouse.x, mouse.y, 0.5 );
projector.unprojectVector( mouse3D, camera );
mouse3D.sub( camera.position ); //mouse3D.normalize()获取相机位置与屏幕坐标的方向向量
var p1 = new THREE.Vector3( 0, 0, 700 );
var geo = new THREE.ArrowHelper( mouse3D.normalize(), p1, 2000, 0x000000, 0, 0 );
scene.add( geo ); //创建射线对象
myCameraTween( camera, 2*Math.PI, 360, 360 );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
//相机动画函数,原作者博客:http://blog.csdn.net/birdflyto206/article/details/52227991
function myCameraTween(camera, angle, segs, during) {
var x = camera.position.x;
var y = camera.position.y;
var z = camera.position.z;
var endPosArray = new Array();
var perAngle = angle / segs;
//预先保存相机运动路径
for (var i = 1 ; i <= segs ; i++) {
var endPos = {
"x": z * Math.sin(i * perAngle) + x * Math.cos(i * perAngle),
"y": y,
"z": z * Math.cos(i * perAngle) - x * Math.sin(i * perAngle)
};
endPosArray.push(endPos);
}
var flag = 0;
var id = setInterval( function () {
if ( flag == segs ) {
clearInterval(id);
flag = 0;
} else {
camera.position.x = endPosArray[flag].x;
camera.position.y = endPosArray[flag].y;
camera.position.z = endPosArray[flag].z;
flag++;
}
}, during / segs );
}
</script>
</body>
</html>