sn4*_*4ke 3 javascript rotation three.js tween.js
我有一个工作动画,不是我想要的方式.
我希望物体旋转90度延迟(工作)然后继续旋转90度,最终永远循环.无论我做什么,它总是重置.即使我设置4个补间将我带到360,最后一个补零的补间也会使整个对象在相反方向旋转.
谢谢
var width = 1000;
var height = 600;
var scene = new THREE.Scene();
var group = new THREE.Object3D(); //create an empty container
var camera = new THREE.OrthographicCamera(width / -2, width / 2, height / 2, height / -2, -500, 1000);
camera.position.x = 180;
camera.position.y = 180;
camera.position.z = 200;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
renderer.setClearColor(0xf0f0f0);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.BoxGeometry(300, 300, 300);
var material = new THREE.MeshLambertMaterial({
color: 0xffffff,
shading: THREE.SmoothShading,
overdraw: 0.5
});
var cube = new THREE.Mesh(geometry, material);
group.add(cube);
var canvas1 = document.createElement('canvas');
canvas1.width = 1000;
canvas1.height = 1000;
var context1 = canvas1.getContext('2d');
context1.font = "Bold 20px Helvetica";
context1.fillStyle = "rgba(0,0,0,0.95)";
context1.fillText('Text bit', 500, 500);
// canvas contents will be used for a texture
var texture1 = new THREE.Texture(canvas1)
texture1.needsUpdate = true;
var material1 = new THREE.MeshBasicMaterial({
map: texture1,
side: THREE.DoubleSide
});
material1.transparent = true;
var mesh1 = new THREE.Mesh(
new THREE.PlaneBufferGeometry(2000, 2000),
material1
);
mesh1.position.set(-150, 150, 151);
group.add(mesh1);
directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(1, 0, 0)
scene.add(directionalLight);
directionalLight = new THREE.DirectionalLight(0x888888);
directionalLight.position.set(0, 1, 0)
scene.add(directionalLight);
directionalLight = new THREE.DirectionalLight(0xcccccc);
directionalLight.position.set(0, 0, 1)
scene.add(directionalLight);
scene.add(group)
// with help from https://github.com/tweenjs/tween.js/issues/14
var tween = new TWEEN.Tween(group.rotation).to({ y: -(90 * Math.PI / 180)}, 1000).delay(1000);
tween.onComplete(function() {
group.rotation.y = 0;
});
tween.chain(tween);
tween.start();
camera.lookAt(scene.position);
var render = function() {
requestAnimationFrame(render);
TWEEN.update();
renderer.render(scene, camera);
};
render();
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===== 编辑 =====
我得到了它的工作,不知道这是否是最有效的方法,但我很满意:
var start = {}
start.y = 0;
var targ = {};
targ.y = 90*Math.PI/180
function rot(s,t) {
start["y"] = s;
targ["y"] = t;
}
var cnt1 = 1;
var cnt2 = 2;
rot(0,90*Math.PI/180);
var tween = new TWEEN.Tween(start).to(targ, 1000).delay(1000);
tween.onUpdate(function() {
group.rotation.y = start.y;
})
tween.onComplete(function() {
_c = cnt1++;
_d = cnt2++;
rot((_c*90)*Math.PI/180,(_d*90)*Math.PI/180)
});
tween.chain(tween);
tween.start();
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补间结束时的简单调用setTimeout(http://jsfiddle.net/bhpf4zvy/):
function tRotate( obj, angles, delay, pause ) {
new TWEEN.Tween(group.rotation)
.delay(pause)
.to( {
x: obj.rotation._x + angles.x,
y: obj.rotation._y + angles.y,
z: obj.rotation._z + angles.z
}, delay )
.onComplete(function() {
setTimeout( tRotate, pause, obj, angles, delay, pause );
})
.start();
}
tRotate(group, {x:0,y:-Math.PI/2,z:0}, 1000, 500 );
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更新: pfff,我有什么废话??? 简单使用相对动画(http://jsfiddle.net/vv06u6rs/7/):
var tween = new TWEEN.Tween(group.rotation)
.to({ y: "-" + Math.PI/2}, 1000) // relative animation
.delay(1000)
.onComplete(function() {
// Check that the full 360 degrees of rotation,
// and calculate the remainder of the division to avoid overflow.
if (Math.abs(group.rotation.y)>=2*Math.PI) {
group.rotation.y = group.rotation.y % (2*Math.PI);
}
})
.start();
tween.repeat(Infinity)
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