自己定义的一个类如下:
功能:实现传入多个锚点生成一条折线并伴有锚点,
getPoint(percent)可以获取折线上任意一点的位置,并获取朝向、是否为锚点等信息。
run()方法可以让传入mesh或相机等 在折线上运动
效果如下:
Threejs直线路径动画
//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;
//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);
}
//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();
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
};
}
//参数: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();
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;
}
}
}
}
使用案例:
<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>run</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='start' type="button" value="START">
<input id="stop" type="button" value="STOP">
<input id='end' type="button" value="END">
<input id='toggle' type="button" value="切换">
</div>
<script type="module">
import * as THREE from './build/three.module.js';
import { OrbitControls } from "./jsm/controls/experimental/CameraControls.js";
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);
let controls = new OrbitControls(camera, renderer.domElement);
{
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(5000);
scene.add(axesHelper);
}
/************场景布置结束**************/
//添加星空背景
{
let vertices = [];
for (let i = 0; i < 10000; i++) {
let x = THREE.MathUtils.randFloatSpread(2000);
let y = THREE.MathUtils.randFloatSpread(2000);
let z = THREE.MathUtils.randFloatSpread(2000);
vertices.push(x, y, z);
}
let geometry6 = new THREE.BufferGeometry();
geometry6.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
let material6 = new THREE.PointsMaterial({ color: 0xffffff, size: 0.5 });
let starPoints = new THREE.Points(geometry6, material6);
scene.add(starPoints);
}
let material = new THREE.MeshBasicMaterial({ color: 0xff0000 });
let geometry = new THREE.CylinderBufferGeometry(0, 10, 50, 12);
geometry.rotateX(Math.PI / 2);
let cone = new THREE.Mesh(geometry, material);
scene.add(cone);
//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;
//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);
}
//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();
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
};
}
//参数: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();
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;
}
}
}
}
let a = new myPath([
0, 0, 0,
500, 0, 0,
500, 0, 500,
0, 0, 500,
0, 500, 500,
500, 750, 0,
]);
scene.add(a.points);
scene.add(a.line);
let startFlag = true;
let endFlag = false;
let toggleFlag = true;
let runMesh = cone;
document.getElementById('start').onclick = function timeStart() {
console.log('点击了start');
startFlag = true;
endFlag = false;
};
document.getElementById('stop').onclick = function timeStart() {
console.log('点击了stop');
startFlag = false;
};
document.getElementById('end').onclick = function timeStart() {
console.log('点击了end');
endFlag = true;
};
document.getElementById('toggle').onclick = function timeStart() {
console.log('点击了toggle');
toggleFlag = !toggleFlag;
if(toggleFlag){
runMesh = cone;
camera.position.set(500,500,500);
}
else{
runMesh = camera;
}
};
let animate = function () {
requestAnimationFrame(animate);
controls.update();
a.run(startFlag, runMesh, endFlag);
//路程循环
if (a.perce >= 1) {
a.perce = 0;
}
renderer.render(scene, camera);
};
animate();
</script>
</body>
</html>