这是three.js动画代码示例:
<script defer="defer">
var angularSpeed = 0.2;
var lastTime = 0;
function animate(){
var time = (new Date()).getTime();
var timeDiff = time - lastTime;
var angleChange = angularSpeed * timeDiff * 2 * Math.PI / 1000;
plane.rotation.z += angleChange;
lastTime = time;
renderer.render(scene, camera);
requestAnimationFrame(function(){
animate();
});
}
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.y = -450;
camera.position.z = 400;
camera.rotation.x = 45 * (Math.PI / 180);
var scene = new THREE.Scene();
var plane = new THREE.Mesh(new THREE.PlaneGeometry(300, 300), new THREE.MeshNormalMaterial());
plane.overdraw = true;
scene.add(plane);
animate();
</script>
我想通过div id将这个动画代码绑定到某个特定的div。因此,动画将显示在div内部。这将允许我使用css轻松操纵动画位置。我记得这样的事情:
HTML:
<canvas id="myCanvas" width="578" height="200"></canvas>
javascript:
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
// do stuff here
但我还没有办法用three.js做这样的事情。正如您在代码示例中所看到的,我没有可以引用的canvas元素。有什么想法吗?
答案 0 :(得分:21)
您可以使用以下模式:
<div id="canvas">
#canvas {
background-color: #000;
width: 200px;
height: 200px;
border: 1px solid black;
margin: 100px;
padding: 0px;
position: static; /* fixed or static */
top: 100px;
left: 100px;
}
container = document.getElementById( 'canvas' );
document.body.appendChild( container );
renderer = new THREE.WebGLRenderer();
renderer.setSize( 200, 200 );
container.appendChild( renderer.domElement );
小提琴:http://jsfiddle.net/fek9ddg5/1/
另见THREE.js Ray Intersect fails by adding div
three.js r.69
答案 1 :(得分:1)
如果您不想对渲染器大小进行硬编码,那么下面的代码可以帮助您。
我正在动态计算画布的高度和宽度,然后相应地设置渲染器的大小和相机的位置。
CSS
#canvas {
background-color: #FFF;
width: 200px;
height:200px;
border: 1px solid black;
}
HTML
<div id="canvas"/>
的JavaScript
//Add Renderer
renderer = new THREE.CanvasRenderer();
var container = document.getElementById('canvas');
var w = container.offsetWidth;
var h = container.offsetHeight;
renderer.setSize(w, h);
container.appendChild(renderer.domElement);
//Add Camera
camera = new THREE.PerspectiveCamera( 75, w / h, 2, 1000 );
camera.position.z = 400;
//Create Scene with geometry, material-> mesh
scene = new THREE.Scene();
geometry = new THREE.IcosahedronGeometry( 200, 3 );
material = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, wireframeLinewidth: 1 } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
答案 2 :(得分:0)
这是WestLangley显示的模式的另一种变体:
HTML:
<div class="relative h-256 w-256">
<div id="scene"></div>
</div>
CSS:
#scene {
overflow: hidden;
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
}
.relative {
position: relative;
}
.h-256 {
height: 256px;
}
.w-256 {
width: 256px;
}
JavaScript:
this.mount = document.querySelector('#scene');
this.width = document.querySelector('#scene').offsetWidth;
this.height = document.querySelector('#scene').offsetHeight;
...
this.renderer = new THREE.WebGLRenderer({ alpha: true });
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setSize(this.width, this.height);
this.mount.appendChild(this.renderer.domElement);
Three.JS在<canvas>
容器中呈现div#scene
元素,该元素的位置绝对是要填充包装器。大小由包装器div的尺寸控制。