我已经创建了两个3JS对象和场景用于学习目的。两者都放在单独的PHP文件中(不在jsfiddle中)。但是,我无法弄清楚为什么通过添加第二个对象,第一个对象会停止设置动画并且不再运行?我该如何弄清楚为什么我的对象互相抵消,以及如何创建两个不同或更多的同时进行动画处理的Three.js项目?
// GRID OBJ是第一个对象,第二个是// BALL 当我删除第二个调用3js ball的脚本时,网格将进行动画处理,添加球后,网格将停止动画,只有球可以动画。
//GRID OBJ
var container = document.getElementById('grid')
var vertexHeight = 90,
planeDefinition = 25,
planeSize = 900,
totalObjects = 1,
background = "#002135",
meshColor = "#ff3057";
var camera2 = new THREE.PerspectiveCamera( 110, 1, 5)
camera2.position.y = 500;
var scene2 = new THREE.Scene();
scene2.background = new THREE.Color( 0x08080c);
var renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setClearColor( 0x000000, 0 );
var planeGeo = new THREE.PlaneGeometry(planeSize, planeSize, planeDefinition, planeDefinition);
var plane = new THREE.Mesh(planeGeo, new THREE.MeshBasicMaterial({
color: meshColor,
wireframe: true
}));
plane.rotation.x -= Math.PI * .5;
scene2.add(plane);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(background, 1);
container.appendChild(renderer.domElement);
function updatePlane() {
for (var i = 0; i < planeGeo.vertices.length; i++) {
planeGeo.vertices[i].z += Math.random() * vertexHeight;
planeGeo.vertices[i]._myZ = planeGeo.vertices[i].z
}
};
var count = 0
function renderGrid() {
var gridSpeed = 0.4;
var gridInterlop = -0.4;
var gridWaveSpeed = 0.003;
var gridWaveHeight = 0.00003;
requestAnimationFrame(renderGrid);
for (var i = 0; i < planeGeo.vertices.length; i++) {
var z = +planeGeo.vertices[i].z;
planeGeo.vertices[i].z = Math.sin(( i + count * gridWaveHeight)) * (planeGeo.vertices[i]._myZ - (planeGeo.vertices[i]._myZ * gridWaveSpeed))
plane.geometry.verticesNeedUpdate = true;
count += gridInterlop
}
renderer.render(scene2, camera2);
}
updatePlane();
renderGrid();
//BALL ITEM
var camera2 = new THREE.PerspectiveCamera(100, window.innerWidth/window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.autoClear = false;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var sceneTop = new THREE.Scene(); // initialising the scene
sceneTop.background = new THREE.Color( 0x08080c);
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(100,100,100);
spotLight.castShadow = false;
sceneTop.add(spotLight);
function Mat(){
var material = new THREE.MeshPhongMaterial({
color : new THREE.Color(0xff3266),
emissive : new THREE.Color(0x08080c),
specular : new THREE.Color(0x08080c),
shininess : 0,
wireframe : true,
transparent: 0.5,
opacity : 0.55
});
return material;
}
var geometry = new THREE.IcosahedronGeometry(45 , 1);
var obj = new THREE.Mesh(geometry, Mat());
sceneTop.add(obj);
camera2.position.z = 90;
function myrender(){
renderer.setClearColor( 0x000000, 0 );
obj.rotation.x += 0.0004;
obj.rotation.y += 0.0006;
obj.rotation.z += Math.random() * 0.0005;
renderer.render(sceneTop, camera2);
requestAnimationFrame(myrender);
}
window.addEventListener('resize', onWindowResize, true);
function onWindowResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera2.updateProjectionMatrix();
};
myrender();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/99/three.min.js"></script>
<div id="grid"></div>
答案 0 :(得分:1)
您创建2个THREE.WebGLRenderer
对象,但两个对象均分配给变量renderer
。这会破坏函数renderGrid
中第一个(网格)对象的动画。
在您的代码中创建了2个不同的场景,这些场景由2个不同的变量(sceneTop
,scene2
)引用。还要创建2个不同的渲染对象,并由2个不同的变量(renderer
,renderer2
)引用:
var scene2 = new THREE.Scene();
scene2.background = new THREE.Color( 0x08080c);
var renderer2 = new THREE.WebGLRenderer({alpha: true});
renderer2.setClearColor( 0x000000, 0 );
// [...]
renderer2.setSize(window.innerWidth, window.innerHeight);
renderer2.setClearColor(background, 1);
container.appendChild(renderer2.domElement);
function renderGrid() {
// [...]
renderer2.render(scene2, camera2);
}
在下面您必须注意,renderer
分别对应于camera
sceneTop
,而renderer2
对应于scene2
和camera2
:
var camera = new THREE.PerspectiveCamera(100, window.innerWidth/window.innerHeight, 0.1, 1000);
[...]
camera.position.z = 90;
function myrender(){
// [...]
renderer.render(sceneTop, camera);
requestAnimationFrame(myrender);
}
请参见示例,其中我将建议的更改应用于原始代码:
//GRID OBJ
var container = document.getElementById('grid')
var vertexHeight = 90,
planeDefinition = 25,
planeSize = 900,
totalObjects = 1,
background = "#002135",
meshColor = "#ff3057";
var camera2 = new THREE.PerspectiveCamera( 110, 1, 5)
camera2.position.y = 500;
var scene2 = new THREE.Scene();
scene2.background = new THREE.Color( 0x08080c);
var renderer2 = new THREE.WebGLRenderer({alpha: true});
renderer2.setClearColor( 0x000000, 0 );
var planeGeo = new THREE.PlaneGeometry(planeSize, planeSize, planeDefinition, planeDefinition);
var plane = new THREE.Mesh(planeGeo, new THREE.MeshBasicMaterial({
color: meshColor,
wireframe: true
}));
plane.rotation.x -= Math.PI * .5;
scene2.add(plane);
renderer2.setSize(window.innerWidth, window.innerHeight);
renderer2.setClearColor(background, 1);
container.appendChild(renderer2.domElement);
function updatePlane() {
for (var i = 0; i < planeGeo.vertices.length; i++) {
planeGeo.vertices[i].z += Math.random() * vertexHeight;
planeGeo.vertices[i]._myZ = planeGeo.vertices[i].z
}
};
var count = 0
function renderGrid() {
var gridSpeed = 0.4;
var gridInterlop = -0.4;
var gridWaveSpeed = 0.003;
var gridWaveHeight = 0.00003;
requestAnimationFrame(renderGrid);
for (var i = 0; i < planeGeo.vertices.length; i++) {
var z = +planeGeo.vertices[i].z;
planeGeo.vertices[i].z = Math.sin(( i + count * gridWaveHeight)) * (planeGeo.vertices[i]._myZ - (planeGeo.vertices[i]._myZ * gridWaveSpeed))
plane.geometry.verticesNeedUpdate = true;
count += gridInterlop
}
renderer2.render(scene2, camera2);
}
updatePlane();
renderGrid();
//BALL ITEM
var camera = new THREE.PerspectiveCamera(100, window.innerWidth/window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.autoClear = false;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var sceneTop = new THREE.Scene(); // initialising the scene
sceneTop.background = new THREE.Color( 0x08080c);
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(100,100,100);
spotLight.castShadow = false;
sceneTop.add(spotLight);
function Mat(){
var material = new THREE.MeshPhongMaterial({
color : new THREE.Color(0xff3266),
emissive : new THREE.Color(0x08080c),
specular : new THREE.Color(0x08080c),
shininess : 0,
wireframe : true,
transparent: 0.5,
opacity : 0.55
});
return material;
}
var geometry = new THREE.IcosahedronGeometry(45 , 1);
var obj = new THREE.Mesh(geometry, Mat());
sceneTop.add(obj);
camera.position.z = 90;
function myrender(){
renderer.setClearColor( 0x000000, 0 );
obj.rotation.x += 0.0004;
obj.rotation.y += 0.0006;
obj.rotation.z += Math.random() * 0.0005;
renderer.render(sceneTop, camera);
requestAnimationFrame(myrender);
}
window.addEventListener('resize', onWindowResize, true);
function onWindowResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
renderer2.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
camera2.aspect = window.innerWidth / window.innerHeight;
camera2.updateProjectionMatrix();
};
myrender();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/99/three.min.js"></script>
<div id="grid"></div>
或者,两个场景都可以渲染到视口的不同部分。
创建1个THREE.WebGLRenderer
,并将.autoClear
属性设置为false
:
var renderer = new THREE.WebGLRenderer({alpha: true, preserveDrawingBuffer: true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor( 0x000000, 0 );
renderer.autoClear = false;
document.body.appendChild(renderer.domElement);
同时渲染两个场景视口的2个不同部分。视口矩形可以通过.setViewport进行更改:
function myrender(){
// [...]
renderer.setViewport(0,0,window.innerWidth, window.innerHeight);
renderer.clear();
renderer.setViewport(window.innerWidth/2,0,window.innerWidth/2, window.innerHeight);
renderer.render(sceneTop, camera, 0, false);
renderer.setViewport(0,0,window.innerWidth/2, window.innerHeight);
renderer.render(scene2, camera2, 0, false);
requestAnimationFrame(myrender);
}
确保仅为首先呈现的.background设置THREE.Scene属性。
请参见示例:
//GRID OBJ
var container = document.getElementById('grid')
var vertexHeight = 90,
planeDefinition = 25,
planeSize = 900,
totalObjects = 1,
background = "#002135",
meshColor = "#ff3057";
var renderer = new THREE.WebGLRenderer({alpha: true, preserveDrawingBuffer: true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor( 0x000000, 0 );
renderer.autoClear = false;
document.body.appendChild(renderer.domElement);
var camera2 = new THREE.PerspectiveCamera( 110, window.innerWidth/2/window.innerHeight, 5)
camera2.position.y = 500;
var scene2 = new THREE.Scene();
var planeGeo = new THREE.PlaneGeometry(planeSize, planeSize, planeDefinition, planeDefinition);
var plane = new THREE.Mesh(planeGeo, new THREE.MeshBasicMaterial({
color: meshColor,
wireframe: true
}));
plane.rotation.x -= Math.PI * .5;
scene2.add(plane);
function updatePlane() {
for (var i = 0; i < planeGeo.vertices.length; i++) {
planeGeo.vertices[i].z += Math.random() * vertexHeight;
planeGeo.vertices[i]._myZ = planeGeo.vertices[i].z
}
};
var count = 0
updatePlane();
//BALL ITEM
var camera = new THREE.PerspectiveCamera(100, window.innerWidth/2/window.innerHeight, 0.1, 1000);
var sceneTop = new THREE.Scene(); // initialising the scene
sceneTop.background = new THREE.Color( 0x08080c);
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(100,100,100);
spotLight.castShadow = false;
sceneTop.add(spotLight);
function Mat(){
var material = new THREE.MeshPhongMaterial({
color : new THREE.Color(0xff3266),
emissive : new THREE.Color(0x08080c),
specular : new THREE.Color(0x08080c),
shininess : 0,
wireframe : true,
transparent: 0.5,
opacity : 0.55
});
return material;
}
var geometry = new THREE.IcosahedronGeometry(45 , 1);
var obj = new THREE.Mesh(geometry, Mat());
sceneTop.add(obj);
camera.position.z = 90;
function myrender(){
var gridSpeed = 0.4;
var gridInterlop = -0.4;
var gridWaveSpeed = 0.003;
var gridWaveHeight = 0.00003;
for (var i = 0; i < planeGeo.vertices.length; i++) {
var z = +planeGeo.vertices[i].z;
planeGeo.vertices[i].z = Math.sin(( i + count * gridWaveHeight)) * (planeGeo.vertices[i]._myZ - (planeGeo.vertices[i]._myZ * gridWaveSpeed))
plane.geometry.verticesNeedUpdate = true;
count += gridInterlop
}
obj.rotation.x += 0.0004;
obj.rotation.y += 0.0006;
obj.rotation.z += Math.random() * 0.0005;
renderer.setViewport(0,0,window.innerWidth, window.innerHeight);
renderer.clear();
renderer.setViewport(window.innerWidth/2,0,window.innerWidth/2, window.innerHeight);
renderer.render(sceneTop, camera, 0, false);
renderer.setViewport(0,0,window.innerWidth/2, window.innerHeight);
renderer.render(scene2, camera2, 0, false);
requestAnimationFrame(myrender);
}
window.addEventListener('resize', onWindowResize, true);
function onWindowResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / 2 / window.innerHeight;
camera.updateProjectionMatrix();
camera2.aspect = window.innerWidth / 2 / window.innerHeight;
camera2.updateProjectionMatrix();
};
myrender();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/99/three.min.js"></script>