javascript回调动画

时间:2012-11-19 12:00:47

标签: javascript animation callback three.js

我使用three.js编写了一个小的动画函数用于3D渲染(下面的完整测试应用程序):

每次我点击屏幕时,立方体都会根据函数调用中描述的动画进行旋转。但我期待如果立方体已经在一个动画下动画,则添加另一个会导致它闪烁,因为相同的属性被多个动画调用动画化。但这并不是最后一个动画停止并且新动画接管的情况,即使我最后的回调函数显示旧的动画功能仍在运行!那么为什么多维数据集发送时多维数据集不会闪烁?

<!DOCTYPE html>
<html>
<head>
    <title>Test Page</title>
    <script src="three-mini.js"></script>
    <style>
        * {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
    <script>
        var animate = function(obj, prop, targetValue, length, callback) {

            var startTime = Date.now(), inverseLength = 1 / length, startValue = obj[prop];

            if( typeof targetValue === "string") {
                if(targetValue.substring(0, 2) === "+=") {
                    targetValue = obj[prop] + Number(targetValue.substring(2));
                } else {
                    targetValue = obj[prop] - Number(targetValue.substring(2));
                }
            }

            var animateProp = function() {

                var elapsed = (Date.now() - startTime) * inverseLength;

                if(elapsed >= 1) {

                    obj[prop] = targetValue;

                    if( callback instanceof Function) {
                        requestAnimationFrame(callback);
                    }
                    return;

                } else {

                    obj[prop] = (startValue - targetValue) * (Math.cos(elapsed * Math.PI) + 1) * 0.5 + targetValue;

                    requestAnimationFrame(animateProp);

                }

            };
            requestAnimationFrame(animateProp);

        };
        var camera, scene, renderer;
        var geometry, material, mesh;

        init();

        function init() {
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
            camera.position.z = 1000;
            scene = new THREE.Scene();
            geometry = new THREE.CubeGeometry(200, 200, 200);
            material = new THREE.MeshBasicMaterial({
                color : 0xff0000,
                wireframe : true
            });
            mesh = new THREE.Mesh(geometry, material);
            scene.add(mesh);
            renderer = new THREE.WebGLRenderer();
            renderer.setSize(window.innerWidth, window.innerHeight);

            document.body.appendChild(renderer.domElement);
            renderer.domElement.addEventListener('click', function() {
                animate(mesh.rotation, "x", "-=" + Math.PI * 2 * 10, 5000, function() {
                    alert("CALLED BACK!")
                });
                animate(mesh.rotation, "y", "-=" + Math.PI * 2 * 10, 15000, function() {
                });
            });
            window.addEventListener('load', render);
            window.addEventListener('resize', function() {
                renderer.setSize(window.innerWidth, window.innerHeight);
                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();
            });
        }

        function render() {

            // note: three.js includes requestAnimationFrame shim
            requestAnimationFrame(render);

            renderer.render(scene, camera);

        }
    </script>
</body>
</html>

更新1:

为了找出发生了什么,我添加了更多网格并将它们全部设置为不同,代码如下,它为每个后续点击动画每个网格,然后通过旋转动画它们然后向前移动它们然后向后移动,然后回到轮换。您可以在不停止旋转动画的情况下为位置设置动画,并且可以在不停止先前动画的情况下同时为一个网格设置动画,而不停止以前的动画,因此当多个动画在同一网格上运行并且在相同属性上时,为什么动画不会闪烁?

<!DOCTYPE html>
<html>
<head>
    <title>Test Page</title>
    <script src="three-mini.js"></script>
    <style>
        * {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
    <script>
        var animate = function(obj, prop, targetValue, length, callback) {

            var startTime = Date.now(), inverseLength = 1 / length, startValue = obj[prop];

            if( typeof targetValue === "string") {
                if(targetValue.substring(0, 2) === "+=") {
                    targetValue = obj[prop] + Number(targetValue.substring(2));
                } else {
                    targetValue = obj[prop] - Number(targetValue.substring(2));
                }
            }

            var animateProp = function() {

                var elapsed = (Date.now() - startTime) * inverseLength;

                if(elapsed >= 1) {

                    obj[prop] = targetValue;

                    if( callback instanceof Function) {
                        requestAnimationFrame(callback);
                    }
                    return;

                } else {

                    obj[prop] = (startValue - targetValue) * (Math.cos(elapsed * Math.PI) + 1) * 0.5 + targetValue;

                    requestAnimationFrame(animateProp);

                }

            };
            requestAnimationFrame(animateProp);

        };
        var camera, scene, renderer, geometry, material, mesh1, mesh2, mesh3, mesh4, mesh5, i = 0, j = 0;

        init();

        function init() {
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
            camera.position.z = 1000;
            scene = new THREE.Scene();
            geometry = new THREE.CubeGeometry(200, 200, 200);
            material = new THREE.MeshBasicMaterial({
                color : 0xff0000,
                wireframe : true
            });
            mesh1 = new THREE.Mesh(geometry, material);
            scene.add(mesh1);
            mesh2 = new THREE.Mesh(geometry, material);
            mesh2.position.x = mesh2.position.y = mesh2.position.z = 200;
            scene.add(mesh2);
            mesh3 = new THREE.Mesh(geometry, material);
            mesh3.position.x = mesh3.position.z = 200;
            mesh3.position.y = -200;
            scene.add(mesh3);
            mesh4 = new THREE.Mesh(geometry, material);
            mesh4.position.y = mesh4.position.z = 200;
            mesh4.position.x = -200;
            scene.add(mesh4);
            mesh5 = new THREE.Mesh(geometry, material);
            mesh5.position.y = mesh5.position.x = -200;
            mesh5.position.z = 200;
            scene.add(mesh5);
            renderer = new THREE.CanvasRenderer();
            renderer.setSize(window.innerWidth, window.innerHeight);

            document.body.appendChild(renderer.domElement);
            renderer.domElement.addEventListener('click', function() {
                var mesh;
                if(i === 5) {
                    i = 0;
                    j++;
                    if(j === 3) {
                        j = 0;
                    }
                }
                i++;

                var mesh = window['mesh' + i];
                if(j === 1) {
                    animate(mesh.position, "z", "+=" + 500, 2000, function() {
                        //alert("CALLED BACK!")
                    });
                    return;
                }
                if(j === 2) {
                    animate(mesh.position, "z", "-=" + 500, 3000, function() {
                        //alert("CALLED BACK!")
                    }); retunr;
                }
                animate(mesh.rotation, "x", "-=" + Math.PI * 2 * 5, 5000, function() {
                    //alert("CALLED BACK!")
                });
                animate(mesh.rotation, "y", "-=" + Math.PI * 2 * 6, 10000, function() {
                });
            });
            window.addEventListener('load', render);
            window.addEventListener('resize', function() {
                renderer.setSize(window.innerWidth, window.innerHeight);
                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();
            });
        }

        function render() {

            // note: three.js includes requestAnimationFrame shim
            requestAnimationFrame(render);

            renderer.render(scene, camera);

        }
    </script>
</body>
</html>

对WestLangley的评论: 让我试着解释一下,我为不清楚而道歉。假设我点击一次,它就会启动从position.x = 0targetValue: '+=200'的动画。然后我再次点击该动画,然后再次点击这个动画在负x方向上动画,该方向将以position.x = 100开始(因为它是从第一个动画的中途开始)并且有targetValue: '-=200'。现在我希望第一个动画仍然在运行,因此它会继续从x=100动画到x=200,第二个动画现在也从x=100运行到x=-100,因此,当每个动画函数被调用时,我希望看到立方体左右跳跃,直到第一个动画结束,然后第二个动画可以不受阻碍地继续。这是我期待发生的事情,因此我期待它闪烁。但显然多个动画功能同时运行,但只有最新的功能才能更新网格属性。 :至少就我所说的而言。

我主要担心的是,我可以从实验中看出“隐藏的”动画调用仍在处理中,因此抛弃了宝贵的处理器周期,这也导致在回调函数中添加动画调用的问题。为此我主要担心的是如何停止这些“隐藏”的动画调用?

1 个答案:

答案 0 :(得分:0)

我仍然不完全确定发生了什么,但我所知道的是,即使前面的动画没有显示,多个动画也在同一时间运行。我对此的主要担心是它正在消耗不必要的处理能力。所以我添加了后缀表示法,现在我将动画函数添加到动画属性拥有对象本身,所以如果我动画position.x我创建我的动画函数并将其分配给position.x_animate和{{ 1}}或者。这是我可以取消之前仍在运行的动画,所以我不会浪费处理器周期。仅针对下面的动画功能的完整代码段:

position.x_animate_alt