在这里,我想在三个JS中添加动画,并使用补间进行缩放以适应功能。我在按钮单击中实现了缩放以适合场景中心点的功能。我尝试在其中添加补间的地方几乎可以正常工作。所以,请让我解决这个问题 提琴https://jsfiddle.net/zmw82yLs/
var renderer, scene, camera;
var angle = 0;
init();
animate();
function init() {
// info
var info = document.createElement('div');
info.style.position = 'absolute';
info.style.top = '30px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.style.color = '#fff';
info.style.fontWeight = 'bold';
info.style.backgroundColor = 'transparent';
info.style.zIndex = '1';
info.style.fontFamily = 'Monospace';
document.body.appendChild(info);
// renderer
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// scene
scene = new THREE.Scene();
// ambient light
var ambient = new THREE.AmbientLight(0x404040);
scene.add(ambient);
// directional light
var directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
directionalLight.position.set(-1, -0.5, 1);
scene.add(directionalLight);
// camera
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(100, -100, 50);
camera.up.set(0, 0, 1);
// controls
controls = new THREE.TrackballControls(camera);
controls.target = new THREE.Vector3(0, 0, 0);
controls.staticMoving = true;
// material
var material = new THREE.MeshPhongMaterial({
color: 0xff0000,
shading: THREE.FlatShading
});
// geometry
var geometry = new THREE.BoxGeometry(50, 50, 50);
$(document).ready(function () {
$(".button").click(function () {
//set some offset range
var offset = 4;
//bounding box
const boundingBox = new THREE.Box3();
boundingBox.setFromObject(mesh);
const center = boundingBox.getCenter();
const size = boundingBox.getSize();
//get the max value
const maxDim = Math.max(size.x, size.y, size.z);
// Convert camera fov degrees to radians
// var fov = camera.fov * (Math.PI / 180);
const fov = camera.fov * (Math.PI / 180);
let cameraZ = Math.abs(maxDim / 5 * Math.tan(fov * 3));
cameraZ *= offset;
camera.position.z = cameraZ;
// const minZ = boundingBox.min.z;
// const cameraToFarEdge = (minZ < 0) ? -minZ + cameraZ : cameraZ - minZ;
// camera.far = cameraToFarEdge * 3;
// camera.updateProjectionMatrix();
// find intersections
if (controls) {
controls.target = center;
// controls.maxDistance = cameraToFarEdge * 2;
} else {
camera.lookAt(center)
}
});
});
// mesh
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
}
// render
function render() {
controls.update();
controls.object.up.set(0, 0, 1);
renderer.render(scene, camera);
}
// animate
function animate() {
controls.object.up.set(0, 0, 1);
requestAnimationFrame(animate);
render();
}