80 Three.js 的基础动画

简介

模型导入到上一节也就先告一段落了,接下来,我将学习动画方面的知识。在这之前,我先复习了一下基础变化的相关知识。
基础动画就是缩放、位置和旋转,也就是配置模型的scalepositionrotation。我直接写了一个案例,来实现三种动画。

实现案例

案例查看地址:http://www.wjceo.com/blog/threejs/2018-03-25/140.html
- 首先,我们创建了三个添加动画的模型:立方体、球和圆柱。

sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cylinder = new THREE.Mesh(cylinderGeometry, cylinderMaterial);
  • 然后在render里面分别修改它们的scalepositionrotation
//处理位置变化的球的移动
positionStep += gui.positionStep;
sphere.position.x = 10*Math.cos(positionStep) - 10;
sphere.position.y = 5 + Math.abs(Math.sin(positionStep))*10;

//处理立方体的旋转
cube.rotation.x += gui.rotationStep;
cube.rotation.y += gui.rotationStep;
cube.rotation.z += gui.rotationStep;

//处理圆柱体的缩放
scaleStep += gui.scaleStep;
cylinder.scale.x = Math.abs(Math.sin(scaleStep));
cylinder.scale.y = Math.abs(Math.cos(scaleStep));
cylinder.scale.z = Math.abs(Math.sin(scaleStep));

案例代码

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Title</title>
    <style type="text/css">
        html, body {
            margin: 0;
            height: 100%;
        }

        canvas {
            display: block;
        }

    </style>
</head>
<body onload="draw();">

</body>
<script src="/lib/three.js"></script>
<script src="/lib/js/controls/OrbitControls.js"></script>
<script src="/lib/js/libs/stats.min.js"></script>
<script src="/lib/js/libs/dat.gui.min.js"></script>

<script>
    var renderer;
    function initRender() {
        renderer = new THREE.WebGLRenderer({antialias:true});
        renderer.setSize(window.innerWidth, window.innerHeight);
        //告诉渲染器需要阴影效果
        renderer.shadowMap.enabled = true;
        renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap
        document.body.appendChild(renderer.domElement);
    }

    var camera;
    function initCamera() {
        camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 0.1, 1000);
        camera.position.set(0, 40, 50);
        camera.lookAt(new THREE.Vector3(0,0,0));
    }

    var scene;
    function initScene() {
        scene = new THREE.Scene();
    }

    //初始化dat.GUI简化试验流程
    var gui;
    function initGui() {
        //声明一个保存需求修改的相关数据的对象
        gui = {
            scaleStep:0.01,
            rotationStep:0.03,
            positionStep:0.05
        };
        var datGui = new dat.GUI();
        //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
        datGui.add(gui, "scaleStep", 0, 1);
        datGui.add(gui, "rotationStep", 0, 1);
        datGui.add(gui, "positionStep", 0, 1);
    }

    var light;
    function initLight() {
        scene.add(new THREE.AmbientLight(0x444444));

        light = new THREE.PointLight(0xffffff);
        light.position.set(15,50,10);

        //告诉平行光需要开启阴影投射
        light.castShadow = true;

        scene.add(light);
    }

    var sphere,cube,cylinder;
    function initModel() {

        //球
        var sphereGeometry = new THREE.SphereGeometry(5,200,200);
        var sphereMaterial = new THREE.MeshLambertMaterial({color:0xaaaaaa});

        sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
        sphere.position.x = -10;
        sphere.position.y = 5;
        sphere.position.z = 10;

        //告诉球需要投射阴影
        sphere.castShadow = true;

        scene.add(sphere);

        //辅助工具
        var helper = new THREE.AxesHelper(50);
        scene.add(helper);

        //立方体
        var cubeGeometry = new THREE.CubeGeometry(10,10,8);
        var cubeMaterial = new THREE.MeshLambertMaterial({color:0x00ffff});

        cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
        cube.position.x = 15;
        cube.position.y = 5;
        cube.position.z = -5;

        //告诉立方体需要投射阴影
        cube.castShadow = true;

        scene.add(cube);

        //创建圆柱体
        var cylinderGeometry = new THREE.CylinderGeometry(5, 5, 10, 40, 20);
        var cylinderMaterial = new THREE.MeshPhongMaterial({color:0xff5f4d});
        cylinder = new THREE.Mesh(cylinderGeometry, cylinderMaterial);
        cylinder.position.set(-15, 5, -10);
        cylinder.castShadow = true;

        scene.add(cylinder);

        //底部平面
        var planeGeometry = new THREE.PlaneGeometry(100,100);
        var planeMaterial = new THREE.MeshStandardMaterial({color:0xaaaaaa});

        var plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.rotation.x = - 0.5 * Math.PI;
        plane.position.y = 0;

        //告诉底部平面需要接收阴影
        plane.receiveShadow = true;

        scene.add(plane);

    }

    //初始化性能插件
    var stats;
    function initStats() {
        stats = new Stats();
        document.body.appendChild(stats.dom);
    }

    //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
    var controls;
    function initControls() {

        controls = new THREE.OrbitControls( camera, renderer.domElement );

        // 如果使用animate方法时,将此函数删除
        //controls.addEventListener( 'change', render );
        // 使动画循环使用时阻尼或自转 意思是否有惯性
        controls.enableDamping = true;
        //动态阻尼系数 就是鼠标拖拽旋转灵敏度
        //controls.dampingFactor = 0.25;
        //是否可以缩放
        controls.enableZoom = true;
        //是否自动旋转
        controls.autoRotate = false;
        //设置相机距离原点的最远距离
        controls.minDistance  = 100;
        //设置相机距离原点的最远距离
        controls.maxDistance  = 200;
        //是否开启右键拖拽
        controls.enablePan = true;
    }

    var positionStep = 0,scaleStep = 0; //模型旋转的速度
    function render() {

        //处理简单动画

        //处理位置变化的球的移动
        positionStep += gui.positionStep;
        sphere.position.x = 10*Math.cos(positionStep) - 10;
        sphere.position.y = 5 + Math.abs(Math.sin(positionStep))*10;

        //处理立方体的旋转
        cube.rotation.x += gui.rotationStep;
        cube.rotation.y += gui.rotationStep;
        cube.rotation.z += gui.rotationStep;

        //处理圆柱体的缩放
        scaleStep += gui.scaleStep;
        cylinder.scale.x = Math.abs(Math.sin(scaleStep));
        cylinder.scale.y = Math.abs(Math.cos(scaleStep));
        cylinder.scale.z = Math.abs(Math.sin(scaleStep));

    }

    //窗口变动触发的函数
    function onWindowResize() {

        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        render();
        renderer.setSize( window.innerWidth, window.innerHeight );

    }

    function animate() {
        //更新控制器
        render();

        //更新性能插件
        stats.update();

        controls.update();

        renderer.render( scene, camera );

        requestAnimationFrame(animate);
    }

    function draw() {
        initGui();
        initRender();
        initScene();
        initCamera();
        initLight();
        initModel();
        initControls();
        initStats();

        animate();
        window.onresize = onWindowResize;
    }
</script>
</html>
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