此代码会导致我的页面出现粒子爆炸。
我将onClick函数附加到HTML中的按钮,以便在单击该按钮时运行。但是当我加载HTML时,它会自动运行此功能,之后只有当我点击按钮时才会运行。
我需要的是,当你运行HTML时它不会符文。该功能仅在单击按钮时运行。
我也想问一下如何更改画布尺寸。由于此函数会自动创建一个加载函数的画布,但是这个函数比我希望它运行的大小的div大。
//////////////settings/////////
var movementSpeed = 30;
var totalObjects = 500;
var objectSize = 70;
var sizeRandomness = 0;
var color = 0x00BEE0;
/////////////////////////////////
var dirs = [];
var parts = [];
//var container = document.createElement('div');
//document.body.appendChild( container );
var container = document.getElementById('header');
//document.body.appendChild( header );
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000)
camera.position.z = 1000;
var scene = new THREE.Scene();
function ExplodeAnimation(x, y) {
var geometry = new THREE.Geometry();
for (i = 0; i < totalObjects; i++) {
var vertex = new THREE.Vector3();
vertex.x = x;
vertex.y = y;
vertex.z = 0;
geometry.vertices.push(vertex);
dirs.push({
x: (Math.random() * movementSpeed) - (movementSpeed / 2),
y: (Math.random() * movementSpeed) - (movementSpeed / 2),
z: (Math.random() * movementSpeed) - (movementSpeed / 2)
});
}
var material = new THREE.ParticleBasicMaterial({
size: objectSize,
color: color
});
var particles = new THREE.ParticleSystem(geometry, material);
this.object = particles;
this.status = true;
this.xDir = (Math.random() * movementSpeed) - (movementSpeed / 2);
this.yDir = (Math.random() * movementSpeed) - (movementSpeed / 2);
this.zDir = (Math.random() * movementSpeed) - (movementSpeed / 2);
scene.add(this.object);
this.update = function() {
if (this.status == true) {
var pCount = totalObjects;
while (pCount--) {
var particle = this.object.geometry.vertices[pCount]
particle.y += dirs[pCount].y;
particle.x += dirs[pCount].x;
particle.z += dirs[pCount].z;
}
this.object.geometry.verticesNeedUpdate = true;
}
}
}
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
renderer.render(scene, camera);
parts.push(new ExplodeAnimation(0, 0));
render();
function render() {
requestAnimationFrame(render);
var pCount = parts.length;
while (pCount--) {
parts[pCount].update();
}
renderer.render(scene, camera);
}
window.addEventListener('mousedown', onclick, false);
window.addEventListener('resize', onWindowResize, false);
function onClick() {
event.preventDefault();
parts.push(new ExplodeAnimation((Math.random() * sizeRandomness) - (sizeRandomness / 2), (Math.random() * sizeRandomness) - (sizeRandomness / 2)));
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
答案 0 :(得分:1)
当我看到你的代码时,我认为你应该只将你的波纹管触发代码放在点击按钮内:
renderer.render(scene, camera);
parts.push(new ExplodeAnimation(0, 0));
render();
因为它在加载时自动执行。
请参阅我的下面的代码段,我添加了一个示例按钮和run()函数,以便在点击时显示动画:
//////////////settings/////////
var movementSpeed = 30;
var totalObjects = 500;
var objectSize = 70;
var sizeRandomness = 0;
var color = 0x00BEE0;
/////////////////////////////////
var dirs = [];
var parts = [];
//var container = document.createElement('div');
//document.body.appendChild( container );
var container = document.getElementById('header');
//document.body.appendChild( header );
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000)
camera.position.z = 1000;
var scene = new THREE.Scene();
function ExplodeAnimation(x, y) {
var geometry = new THREE.Geometry();
for (i = 0; i < totalObjects; i++) {
var vertex = new THREE.Vector3();
vertex.x = x;
vertex.y = y;
vertex.z = 0;
geometry.vertices.push(vertex);
dirs.push({
x: (Math.random() * movementSpeed) - (movementSpeed / 2),
y: (Math.random() * movementSpeed) - (movementSpeed / 2),
z: (Math.random() * movementSpeed) - (movementSpeed / 2)
});
}
var material = new THREE.ParticleBasicMaterial({
size: objectSize,
color: color
});
var particles = new THREE.ParticleSystem(geometry, material);
this.object = particles;
this.status = true;
this.xDir = (Math.random() * movementSpeed) - (movementSpeed / 2);
this.yDir = (Math.random() * movementSpeed) - (movementSpeed / 2);
this.zDir = (Math.random() * movementSpeed) - (movementSpeed / 2);
scene.add(this.object);
this.update = function() {
if (this.status == true) {
var pCount = totalObjects;
while (pCount--) {
var particle = this.object.geometry.vertices[pCount]
particle.y += dirs[pCount].y;
particle.x += dirs[pCount].x;
particle.z += dirs[pCount].z;
}
this.object.geometry.verticesNeedUpdate = true;
}
}
}
var renderer = new THREE.WebGLRenderer();
function render() {
requestAnimationFrame(render);
var pCount = parts.length;
while (pCount--) {
parts[pCount].update();
}
renderer.render(scene, camera);
}
window.addEventListener('mousedown', onclick, false);
window.addEventListener('resize', onWindowResize, false);
function onClick() {
event.preventDefault();
parts.push(new ExplodeAnimation((Math.random() * sizeRandomness) - (sizeRandomness / 2), (Math.random() * sizeRandomness) - (sizeRandomness / 2)));
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
document.getElementById("btn").addEventListener('click',run);
function run() {
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
renderer.render(scene, camera);
parts.push(new ExplodeAnimation(0, 0));
render();
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js"></script>
<button id="btn">Click to run </button>
<div id="header">