我正在使用mrdoob的THREE.js在WebGL画布中渲染一个轮子。
我想要方向盘
您可能会将车轮的行为视为彩票轮的行为。
到目前为止,我已经取得了积分1-3。这是我的代码:
'use strict';
var WIDTH = 1080,
HEIGHT = 1080;
var VIEW_ANGLE = 45,
ASPECT = WIDTH / HEIGHT,
NEAR = 0.1,
FAR = 10000;
var camera = new THREE.PerspectiveCamera(
VIEW_ANGLE,
ASPECT,
NEAR,
FAR);
var scene = new THREE.Scene();
scene.add(camera);
camera.position.z = 300;
// Create renderer
var container = document.querySelector('#test');
var renderer = new THREE.WebGLRenderer();
renderer.setSize(WIDTH, HEIGHT);
renderer.setClearColor(0x000000, 0);
container.appendChild(renderer.domElement);
// Create objects
var wheelMaterial = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('wheel.png'),
depthWrite: false,
alphaTest: 0.5
});
wheelMaterial.overdraw = true;
var wheel = new THREE.Mesh(
new THREE.PlaneGeometry(240, 240),
wheelMaterial);
scene.add(wheel);
// Mouse interaction
var isDragging = false;
var lastMouseCoords = null;
var mouseCoords = null;
container.addEventListener('mousedown', onDragStart, false);
container.addEventListener('touchstart', onDragStart, false);
container.addEventListener('mouseup', onDragEnd, false);
container.addEventListener('mouseout', onDragEnd, false);
container.addEventListener('touchend', onDragEnd, false);
container.addEventListener('mousemove', onMouseMove, false);
container.addEventListener('touchmove', onMouseMove, false);
function onDragStart(e) {
isDragging = true;
console.log('Dragging', e);
mouseCoords = pageCoordsToCanvasCoords(e);
rotationHistory = [];
}
function onDragEnd(e) {
isDragging = false;
lastMouseCoords = null;
mouseCoords = null;
console.log('Drag end');
}
function onMouseMove(e) {
e.preventDefault();
mouseCoords = pageCoordsToCanvasCoords(e);
}
// Utility functions
function pageCoordsToCanvasCoords(e) {
var canvasX;
var canvasY;
if ('touches' in e && e.touches.length > 0) {
canvasX = e.touches[0].pageX;
canvasY = e.touches[0].pageY;
} else {
canvasX = e.pageX
canvasY = e.pageY
}
canvasX -= e.target.offsetLeft;
canvasY -= e.target.offsetTop;
console.log(canvasX, canvasY);
return {
x: canvasX,
y: canvasY
};
}
function mouseCoordsToRotation(x, y) {
var origoX = WIDTH / 2.0,
origoY = HEIGHT / 2.0;
x = x - origoX;
y = y - origoY;
var atan = Math.atan2(x, y);
return atan;
}
function getMeanVelocity(history) {
if (history.length <= 1) {
return 0;
}
var movements = [];
var startTime = history[0].time;
var totalTimeElapsed = 0;
// Start from the second item in deltaRadians
for (var i = 1; i < history.length; i++) {
var item = history[i];
var movement = item.deltaRad;
movements.push(item.deltaRad);
var movementTimeDelta = item.time - startTime - totalTimeElapsed;
if (movementTimeDelta < 0) {
console.error('movementTimeDelta for history entry #' +
i + ' has travelled back in time somehow.');
}
totalTimeElapsed += movementTimeDelta;
}
var sum = movements.reduce(function (a, b) {
return a + b;
});
return sum / totalTimeElapsed;
}
function applyFakeFriction(velocity, time) {
/*
var currentRotation = wheel.rotation.z;
var nearestBorder = 0;
var nearestBorderDistance = 100;
for (var i = 0; i < PARTITIONS; i++) {
var partition = PARTITION_ARC * i - PARTITION_ARC * PARTITIONS / 2;
var distance = currentRotation - partition;
if (distance < 0) {
distance /= -1;
}
if (distance < nearestBorderDistance) {
console.log('distance is less than nearestBorderDistance')
nearestBorder = partition;
nearestBorderDistance = distance;
if (nearestBorderDistance < 0) {
nearestBorderDistance /= -1;
}
}
}
console.log('nearestBorderDistance: ', nearestBorderDistance);
*/
for (var i = 0; i < time; i++) {
velocity -= WHEEL_FRICTION; // * (nearestBorderDistance * BORDER_FRICTION);
}
return velocity;
}
var rotation = 1;
function snap() {
isSnapping = true;
/* Disabled, this the issue I'm asking about in the post
var update = function () {
cube.position.rotation = current.rotation;
}
var current = {
rotation: rotation
};
TWEEN.removeAll();
var easing = TWEEN.Easing['Elastic']['EaseInOut'];
var tweenHead = neww TWEEN.Tween(current)
.to({rotation: rotation})
.easing(easing)
.onUpdate(update);
tweenHead.start();
*/
}
var rotationHistory = []
var ROTATION_HISTORY_MAX_LENGTH = 5;
var WHEEL_FRICTION = 0.000001;
var BORDER_FRICTION = 2;
var PARTITIONS = 12;
var PARTITION_ARC = 1 * Math.PI / (PARTITIONS / 2); // The width of each section
var wheelVelocity = 0.1;
var wheelSlowDownVelocity = 0;
var lastWheelRotationTime;
var isSnapping = false;
// Render
function tick() {
// Rotate wheel
var currentTime = (new Date).getTime();
if (lastMouseCoords && isDragging) {
// Reset the velocity for the slowdown
wheelSlowDownVelocity = 0;
// Get the delta rotation since last mouse coordinates
var deltaRadians = mouseCoordsToRotation(mouseCoords.x, mouseCoords.y)
- mouseCoordsToRotation(lastMouseCoords.x, lastMouseCoords.y);
// Set the wheel rotation
wheel.rotation.z += deltaRadians;
// Save the rotation in the history and remove any excessive elements
rotationHistory.push({
time: currentTime,
deltaRad: deltaRadians
});
while (rotationHistory.length > ROTATION_HISTORY_MAX_LENGTH) {
rotationHistory.shift();
}
}
if (isDragging) {
lastMouseCoords = mouseCoords;
}
// Continue rotation of the released wheel
if (!isDragging && !lastMouseCoords && lastWheelRotationTime) {
var delta = currentTime - lastWheelRotationTime;
if (wheelSlowDownVelocity == 0) {
var meanVelocityOverTime = getMeanVelocity(rotationHistory);
wheelSlowDownVelocity = meanVelocityOverTime;
} else {
var currentIsNegative = wheelSlowDownVelocity < 0 ? true : false;
var currentVelocity = wheelSlowDownVelocity;
if (currentIsNegative) {
currentVelocity /= -1;
}
console.log('Current velocity: ', currentVelocity);
console.log('delta: ', delta);
var newVelocity = applyFakeFriction(currentVelocity,
delta);
console.log('New velocity: ', newVelocity);
if (newVelocity < 0) {
wheelSlowDownVelocity = 0;
rotationHistory = [];
} else {
if (currentIsNegative) {
// Revert to old polarity
newVelocity /= -1;
}
wheelSlowDownVelocity = newVelocity;
}
}
wheel.rotation.z += wheelSlowDownVelocity * delta;
}
while (wheel.rotation.z > 2 * Math.PI) {
console.log('Correcting rotation: ', wheel.rotation.z);
wheel.rotation.z -= 2 * Math.PI;
}
while (wheel.rotation.z < - (2 * Math.PI)) {
console.log('Correcting rotation: ', wheel.rotation.z);
wheel.rotation.z += 2 * Math.PI;
}
// Update the history record
lastWheelRotationTime = currentTime;
// Render scene and attach render callback to next animation frame.
renderer.render(scene, camera);
window.requestAnimationFrame(tick);
}
tick();
我在https://gist.github.com/joar/5747498处有完整的代码,减去了wheel.png。
我一直在寻找这种行为的例子,但到目前为止我还没有找到任何行为。
答案 0 :(得分:0)
我已经解决了这个问题。
'use strict';
function Wheel (element, options) {
var self = this;
// Variable initialization
var WIDTH = options.width;
var HEIGHT = options.height;
if (!options.image) {
throw new Error('Image argument missing');
}
var image = options.image;
var showStats = options.showStats || options.stats;
// Core variables
var stats;
var wheel;
var domElement;
var scene;
var camera;
var renderer;
var rotationHistory;
var input;
var animate;
var run = false;
var ROTATION_HISTORY_MAX_LENGTH = 5;
switch (typeof element) {
case 'string':
domElement = document.querySelector(element);
break;
default:
if ('className' in element) {
domElement = element;
} else {
throw new Error('Invalid element: ', element);
}
}
if (typeof element == 'undefined') {
throw new Error('Invalid element.')
}
/* Initializes the WebGL canvas with the wheel plane */
function setupScene() {
var VIEW_ANGLE = 45,
ASPECT = WIDTH / HEIGHT,
NEAR = 0.1,
FAR = 10000;
camera = new THREE.PerspectiveCamera(
VIEW_ANGLE,
ASPECT,
NEAR,
FAR);
scene = new THREE.Scene();
scene.add(camera);
camera.position.z = 300;
// Create renderer
var container = domElement;
renderer = new THREE.WebGLRenderer();
renderer.setSize(WIDTH * 2, HEIGHT * 2);
renderer.setClearColor(0x000000, 0);
// Create objects
var wheelMaterial = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture(image),
depthWrite: false,
alphaTest: 0.5
});
wheelMaterial.overdraw = true;
wheel = new THREE.Mesh(
new THREE.PlaneGeometry(245, 245),
wheelMaterial);
scene.add(wheel);
container.appendChild(renderer.domElement);
}
function setupStats() {
// Init stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
document.body.appendChild(stats.domElement);
}
function setup() {
setupScene();
if (showStats) {
setupStats();
}
}
setup();
// The tick function
function update() {
animate.update(); // Process interactions
self.renderer.render(self.scene, self.camera);
if (showStats) {
self.stats.update();
}
if (run) {
window.requestAnimationFrame(update);
}
}
animate = new Animate();
// Start and run the wheel every animationframe
function start() {
self.input = input = new Input(); // Start capturing input
run = true;
update();
}
/**
* Animate the wheel
*/
function Animate() {
var self = this;
self.velocity = 0;
var velocityPositive = 0;
self.friction = 0.001;
self.snapThreshold = 0.03;
self.isSnapping = false;
var lastAnimationTime;
self.tween;
var rotationHistory = [];
var PARTITIONS = 12;
var PARTITION_ARC = 1 * Math.PI / (PARTITIONS / 2); // The width of each section
function update() {
var currentTime = (new Date).getTime();
velocityPositive = self.velocity;
if (velocityPositive < 0) {
velocityPositive /= -1;
}
if (!self.isSnapping
&& !input.isDragging
&& velocityPositive < self.snapThreshold
&& velocityPositive > 0
&& lastAnimationTime) {
rotationHistory = [];
snap();
}
if (input.isDragging) {
self.isSnapping = false;
TWEEN.removeAll();
}
if (!self.isSnapping) {
/**
* If the mouse is dragging the wheel
*/
if (input.lastMouseCoords && input.isDragging && !input.isSnapping) {
// Reset the velocity for the slowdown
self.velocity = 0;
// Get the delta rotation since last mouse coordinates
var deltaRadians = input.mouseCoordsToRadian(
input.mouseCoords.x, input.mouseCoords.y)
- input.mouseCoordsToRadian(
input.lastMouseCoords.x,
input.lastMouseCoords.y);
// Set the wheel rotation
wheel.rotation.z += deltaRadians;
// Save the rotation in the history and remove any excessive elements
rotationHistory.push({
time: currentTime,
deltaRad: deltaRadians
});
while (rotationHistory.length > ROTATION_HISTORY_MAX_LENGTH) {
rotationHistory.shift();
}
}
if (input.isDragging) {
input.lastMouseCoords = input.mouseCoords;
}
// Continue rotation of the released wheel
if (!input.isDragging
&& !input.lastMouseCoords
&& lastAnimationTime
&& !self.isSnapping) {
var delta = currentTime - lastAnimationTime;
if (self.velocity == 0) {
var meanVelocityOverTime = getMeanVelocity(rotationHistory);
self.velocity = meanVelocityOverTime;
} else if (!self.isSnapping && !self.isDragging) {
var currentIsNegative = self.velocity < 0 ? true : false;
var currentVelocity = self.velocity;
if (currentIsNegative) {
currentVelocity /= -1;
}
var newVelocity = applyFakeFriction(currentVelocity,
delta);
if (newVelocity < 0) {
self.velocity = 0;
rotationHistory = [];
} else {
if (currentIsNegative) {
// Revert to old polarity
newVelocity /= -1;
}
self.velocity = newVelocity;
}
}
wheel.rotation.z += self.velocity * delta;
}
if (!self.isSnapping) {
while (wheel.rotation.z > 2 * Math.PI) {
wheel.rotation.z -= 2 * Math.PI;
}
while (wheel.rotation.z < - (2 * Math.PI)) {
wheel.rotation.z += 2 * Math.PI;
}
}
}
// Update snap tween
TWEEN.update();
// Update the history record
lastAnimationTime = currentTime;
}
function applyFakeFriction(velocity, time) {
/*
var currentRotation = wheel.rotation.z;
var nearestBorder = 0;
var nearestBorderDistance = 100;
for (var i = 0; i < PARTITIONS; i++) {
var partition = PARTITION_ARC * i - PARTITION_ARC * PARTITIONS / 2;
var distance = currentRotation - partition;
if (distance < 0) {
distance /= -1;
}
if (distance < nearestBorderDistance) {
console.log('distance is less than nearestBorderDistance')
nearestBorder = partition;
nearestBorderDistance = distance;
if (nearestBorderDistance < 0) {
nearestBorderDistance /= -1;
}
}
}
console.log('nearestBorderDistance: ', nearestBorderDistance);
*/
for (var i = 0; i < time; i++) {
velocity -= self.friction; // * (10000 * wheelSlowDownVelocityPositive); // * (nearestBorderDistance * BORDER_FRICTION);
}
return velocity;
}
function getNearestWedge() {
var currentRotation = wheel.rotation.z;
var nearestBorder = 0;
var nearestBorderDistance = 100;
for (var i = 0; i < PARTITIONS; i++) {
var partition = PARTITION_ARC * i - PARTITION_ARC * PARTITIONS / 2;
var distance = currentRotation - partition;
if (distance < 0) {
distance /= -1;
}
if (distance < nearestBorderDistance) {
console.log('distance is less than nearestBorderDistance')
nearestBorder = partition;
nearestBorderDistance = distance;
if (nearestBorderDistance < 0) {
nearestBorderDistance /= -1;
}
}
}
return {
position: nearestBorder,
distance: nearestBorderDistance
};
}
function snap() {
console.log('Snapping');
if (self.isSnapping) {
console.error('Already snapping, aborting.');
return;
}
self.isSnapping = true;
self.velocity = 0;
var nearest = getNearestWedge();
TWEEN.removeAll();
console.log('nearest: ', nearest.position, nearest.distance)
self.tween = new TWEEN.Tween({r: wheel.rotation.z})
.to({r: nearest.position})
.easing(TWEEN.Easing.Elastic.Out)
.onUpdate(onUpdate)
.onComplete(onComplete)
.start();
function onUpdate() {
//console.log('current: ', this.r, self.velocity);
wheel.rotation.z = this.r;
};
function onComplete() {
self.isSnapping = false;
console.log('Not snapping');;
}
}
function getMeanVelocity(history) {
if (history.length <= 1) {
return 0;
}
var movements = [];
var startTime = history[0].time;
var totalTimeElapsed = 0;
// Start from the second item in deltaRadians
for (var i = 1; i < history.length; i++) {
var item = history[i];
var movement = item.deltaRad;
movements.push(item.deltaRad);
var movementTimeDelta = item.time - startTime - totalTimeElapsed;
if (movementTimeDelta < 0) {
console.error('movementTimeDelta for history entry #' +
i + ' has travelled back in time somehow.');
}
totalTimeElapsed += movementTimeDelta;
}
var sum = movements.reduce(function (a, b) {
return a + b;
});
return sum / totalTimeElapsed;
}
// Internal utilities
function log() {
if (console && _log) {
var args = Array.prototype.slice.call(arguments, 0);
args.unshift('Animate: ')
console.log.apply(console, args);
}
}
// exports
this.update = update;
this.rotationHistory = rotationHistory;
this.PARTITIONS = PARTITIONS;
this.PARTITION_ARC = PARTITION_ARC;
this.snap = snap;
return this;
}
/**
* Handles input to the wheel.
*/
function Input() {
var self = this;
var _log = true;
domElement.addEventListener('mousedown', onDragStart, false);
//domElement.addEventListener('touchstart', onDragStart, false);
domElement.addEventListener('mouseup', onDragEnd, false);
domElement.addEventListener('mouseout', onDragEnd, false);
//domElement.addEventListener('touchend', onDragEnd, false);
domElement.addEventListener('mousemove', onMouseMove, false);
//domElement.addEventListener('touchmove', onMouseMove, false);
function onDragStart(e) {
self.isDragging = true;
log('Drag start');
self.mouseCoords = pageCoordsToCanvasCoords(e);
animate.rotationHistory = [];
}
function onDragEnd(e) {
self.isDragging = false;
self.lastMouseCoords = null;
self.mouseCoords = null;
log('Drag end');
}
function onMouseMove(e) {
e.preventDefault();
self.mouseCoords = pageCoordsToCanvasCoords(e);
}
function pageCoordsToCanvasCoords(e) {
var canvasX, canvasY;
if ('touches' in e && e.touches.length > 0) {
canvasX = e.touches[0].pageX;
canvasY = e.touches[0].pageY;
} else {
canvasX = e.pageX
canvasY = e.pageY
}
canvasX -= e.target.offsetLeft;
canvasY -= e.target.offsetTop;
// console.log(canvasX, canvasY);
return {
x: canvasX,
y: canvasY
};
}
function mouseCoordsToRadian(x, y) {
var origoX = WIDTH / 2.0,
origoY = HEIGHT / 2.0;
x = x - origoX;
y = y - origoY;
var atan = Math.atan2(x, y);
return atan;
}
// exports
this.mouseCoordsToRadian = mouseCoordsToRadian;
function log() {
if (console && _log) {
var args = Array.prototype.slice.call(arguments, 0);
args.unshift('Input: ')
console.log.apply(console, args);
}
}
return this;
}
// Internal utils
function log() {
if (console && _log) {
var args = Array.prototype.slice.call(arguments, 0);
args.unshift('Wheel: ')
console.log.apply(console, args);
}
}
// exports
self.start = start;
self.update = update;
self.scene = scene;
self.camera = camera;
self.wheel = wheel;
self.renderer = renderer;
self.stats = stats;
self.domElement = domElement;
self.input = input;
self.animate = animate;
return self;
}