Javascript Three.js平面几何动画
我正在做这件事,它基本上是一个非常简单的3D“风景”,这是我用three.js做的第一件事,所以我失去了理智。我尝试了很多不同的方法,但都没有效果,我只尝试过一次使浏览器崩溃。代码如下:Javascript Three.js平面几何动画,javascript,animation,three.js,Javascript,Animation,Three.js,我正在做这件事,它基本上是一个非常简单的3D“风景”,这是我用three.js做的第一件事,所以我失去了理智。我尝试了很多不同的方法,但都没有效果,我只尝试过一次使浏览器崩溃。代码如下: $(document).ready(function() { var vertexHeight = 900; var vertexHeightUpdated = 1100; var planeDefinition = 30; var planeSize = 25000; var container = doc
$(document).ready(function() {
var vertexHeight = 900;
var vertexHeightUpdated = 1100;
var planeDefinition = 30;
var planeSize = 25000;
var container = document.getElementById('head_threejs');
var fog = new THREE.Fog(0x000000, 1000, 17000);
var camera = new THREE.PerspectiveCamera(65, window.innerWidth / window.innerHeight,1, 20000)
camera.position.z = 5500;
var scene = new THREE.Scene();
var geometry = new THREE.PlaneGeometry(planeSize, planeSize, planeDefinition, planeDefinition);
geometry.dynamic = true;
geometry.computeFaceNormals();
geometry.computeVertexNormals();
geometry.normalsNeedUpdate = true;
var material = new THREE.MeshPhongMaterial({color: 0xffffff, specular: 0xdddddd, shininess: 30, shading: THREE.FlatShading});
var plane = new THREE.Mesh(geometry, material);
plane.rotation.x -=1;
scene.add( plane );
scene.fog = fog;
var ambientLight = new THREE.AmbientLight(0x1a1a1a);
scene.add( ambientLight );
var dirLight = new THREE.DirectionalLight(0xdfe8ef, 0.10);
dirLight.position.set(3, 5, 1);
scene.add( dirLight );
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild( renderer.domElement );
updatePlane();
function updatePlane() {
for (var i = 0; i < plane.geometry.vertices.length; i++)
{
plane.geometry.vertices[i].z += Math.random()*vertexHeight -vertexHeight;
}
};
function animateShit(){
plane.geometry.vertices[1].z+=.01;
plane.geometry.verticesNeedUpdate=true;
}
render();
function render() {
requestAnimationFrame( render );
renderer.render( scene, camera );
}
window.addEventListener( 'resize', onWindowResize, false );
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
});
然后添加tween.update();到我的代码的渲染段
EDIT2:
我让它动起来了但离我想要的还很远
updateVerts();
function updateVerts() {
for (var i = 0; i < plane.geometry.vertices.length; i++)
{
plane.geometry.vertices[i].z += Math.random()*planeDefinition -(planeDefinition/2);
}
plane.geometry.verticesNeedUpdate = true;
};
updateVerts();
函数updateVerts(){
对于(变量i=0;i
添加updateVerts();到我的渲染循环
现在这让我的飞机“颤抖”。。随着时间的推移变得越来越大,不知道为什么。这与我的想象非常接近,但现在我又被卡住了 @Jan我刚才无意中问到了你的问题 我发现您在更新/刷新场景时遇到问题。但是你同时也在做很多其他的事情,所以只要坚持在画布窗口中创建一个(three.js),用一个按钮来更新只移动一个顶点的场景,然后添加所有其他的东西
$(document).ready(function() {
console.log("START");
function render() {
requestAnimationFrame( render );
renderer.render( scene, camera );
}
function refresh() {
console.log("refresh");
plane.geometry.vertices[0].z = 50;
plane.geometry.verticesNeedUpdate = true;
}
var w = 600;
var h = 400;
var button = document.createElement("input");
button.type = "button";
button.value = "REFRESH SCENE";
button.onclick = function(){refresh()};
document.body.appendChild(button);
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 45, w / h, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( w, h );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.PlaneGeometry( 300, 168, 300 , 168 );
var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
var plane = new THREE.Mesh( geometry, material );
scene.add( plane );
camera.position.set(200,200,200);
camera.up = new THREE.Vector3(0,0,1);
camera.lookAt(new THREE.Vector3(50,0,0));
scene.add( camera );
render();
});
这将创建一个按钮和一个带有黄色PlaneGeometry的画布窗口。如果单击按钮plane.geometry.vertices[0]
将移动到z位置50(从0开始),并在画布窗口中更新/刷新。(平面几何图形的最右角)
从这里开始,操作所有顶点只是一小步。(并通过一个漂亮的算法及时变换飞机,而不仅仅是随机摇晃飞机,从而创造出真正的呼吸感)
与:
也可以通过单击画布上的PlaneGeometry并及时计算其他顶点上的各种反应来操纵顶点
我希望这有帮助(^)
$(document).ready(function() {
console.log("START");
function render() {
requestAnimationFrame( render );
renderer.render( scene, camera );
}
function refresh() {
console.log("refresh");
plane.geometry.vertices[0].z = 50;
plane.geometry.verticesNeedUpdate = true;
}
var w = 600;
var h = 400;
var button = document.createElement("input");
button.type = "button";
button.value = "REFRESH SCENE";
button.onclick = function(){refresh()};
document.body.appendChild(button);
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 45, w / h, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( w, h );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.PlaneGeometry( 300, 168, 300 , 168 );
var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
var plane = new THREE.Mesh( geometry, material );
scene.add( plane );
camera.position.set(200,200,200);
camera.up = new THREE.Vector3(0,0,1);
camera.lookAt(new THREE.Vector3(50,0,0));
scene.add( camera );
render();
});
var ray = new THREE.Ray(camera.position, vector.subSelf(camera.position).normalize()),intersects = ray.intersectObject(plane);