我刚刚开始探索three.js
的世界,我正在努力实现类似于this old topic的解决方案,基本上是相同的,但并不完全。
我想在场景的中间放置一个静止且静止的球体。移动鼠标时,我希望场景的点光源跟随鼠标移动。在上面的例子中,情况正好相反。
我刚开始学习JavaScript和jQuery,所以我在理解three.js的逻辑时遇到了一些麻烦。到目前为止,这是我的代码,但它根本不起作用:
// Define the standard global variables
var container,
scene,
camera,
renderer,
plane,
mouseMesh;
// Custom global variables
var mouse = {x: 0, y: 0};
init();
animate();
function init() {
// Scene
scene = new THREE.Scene();
window.addEventListener('resize', function() {
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight;
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
});
// Camera
var screenWidth = window.innerWidth,
screenHeight = window.innerHeight,
viewAngle = 75,
nearDistance = 0.1,
farDistance = 1000;
camera = new THREE.PerspectiveCamera(viewAngle, screenWidth / screenHeight, nearDistance, farDistance);
scene.add(camera);
camera.position.set(0, 0, 5);
camera.lookAt(scene.position);
// Renderer engine together with the background
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setSize(screenWidth, screenHeight);
container = document.getElementById('container');
container.appendChild(renderer.domElement);
// Define the lights for the scene
var light = new THREE.PointLight(0xff00ff);
light.position.set(0, 0, 5);
scene.add(light);
var lightAmb = new THREE.AmbientLight(0x000000);
scene.add(lightAmb);
// Create a circle around the mouse and move it
// The sphere has opacity 0
var mouseGeometry = new THREE.SphereGeometry(1, 0, 1);
var mouseMaterial = new THREE.MeshLambertMaterial({ });
mouseMesh = new THREE.Mesh(mouseGeometry, mouseMaterial);
mouseMesh.position.set(0, 0, 5);
scene.add(mouseMesh);
// When the mouse moves, call the given function
document.addEventListener('mousemove', onMouseMove, false);
}
// Follows the mouse event
function onMouseMove(event) {
// Update the mouse variable
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
// Make the sphere follow the mouse
var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5);
vector.unproject( camera );
var dir = vector.sub( camera.position ).normalize();
var distance = - camera.position.z / dir.z;
var pos = camera.position.clone().add( dir.multiplyScalar( distance ) );
mouseMesh.position.copy(pos);
// Make the sphere follow the mouse
// mouseMesh.position.set(event.clientX, event.clientY, 0);
};
// Animate the elements
function animate() {
requestAnimationFrame(animate);
render();
}
// Rendering function
function render() {
// For rendering
renderer.autoClear = false;
renderer.clear();
renderer.render(scene, camera);
};
我尝试将mouseMesh.position.copy(pos);
替换为light.position.copy(pos);
,但这只会让mouseMesh
消失。
答案 0 :(得分:1)
mouseMesh
消失了,因为它的原始位置在摄像机视图之外。另一个问题是您需要将light
var设置为可在onMouseMove
函数内访问。
我设置了一个编解码器,当mouseMesh
是静态的时,显示鼠标跟随点光源: