Three.js - Scroll Based Animation: Unterschied zwischen den Versionen

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</syntaxhighlight>
 
</syntaxhighlight>
  
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=== Parallax with easing ===
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Variation von oben
 +
<syntaxhighlight lang="javascript">
 +
// ...
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/**
 +
* Animate
 +
*/
 +
const clock = new THREE.Clock()
 +
let previousTime = 0
 +
 +
const tick = () =>
 +
{
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    const elapsedTime = clock.getElapsedTime()
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    // we need deltaTime to calc correct timbased (not fps based) movement for our easing
 +
    const deltaTime = elapsedTime - previousTime
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    previousTime = elapsedTime
 +
   
 +
    //...
 +
 +
    // Animate camera
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    // scroll objects in sync to html
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    camera.position.y = - scrollY / sizes.height * objectsDistance
  
<syntaxhighlight lang="javascript">
+
    // camera parallax on cursor movement
 +
    const parallaxX = cursor.x * 0.5
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    const parallaxY = - cursor.y * 0.5
 +
    //cameraGroup.position.x = parallaxX
 +
    //cameraGroup.position.y = parallaxY
 +
    // add some easing
 +
    cameraGroup.position.x += (parallaxX - cameraGroup.position.x) * 5 * deltaTime
 +
    cameraGroup.position.y += (parallaxY - cameraGroup.position.y) * 5 * deltaTime
 +
 
 +
    // Render
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    renderer.render(scene, camera)
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 +
    // Call tick again on the next frame
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    window.requestAnimationFrame(tick)
 +
}
 +
 
 +
tick()
 
</syntaxhighlight>
 
</syntaxhighlight>
 
<syntaxhighlight lang="javascript">
 
<syntaxhighlight lang="javascript">

Version vom 11. Februar 2022, 20:06 Uhr

Snippets

Check Scroll Position

 let scrollY = window.scrollY
 window.addEventListener('scroll', () =>
 {
     scrollY = window.scrollY
 
     console.log(scrollY)
 })

Scroll objects in sync to html scroll

// position objects
const objectsDistance = 4
mesh1.position.y = - objectsDistance * 0
mesh2.position.y = - objectsDistance * 1
mesh3.position.y = - objectsDistance * 2
//...
// Calc sizes (HINT-no resize event in this example)
const sizes = {
    width: window.innerWidth,
    height: window.innerHeight
}

//...
// Base camera
const camera = new THREE.PerspectiveCamera(35, sizes.width / sizes.height, 0.1, 100)
camera.position.z = 6
scene.add(camera)

// Control Scrolling
let scrollY = window.scrollY
window.addEventListener('scroll', () => { scrollY = window.scrollY })

// ...

// tick function
const tick = () =>
{
// ...
    // Animate camera
    camera.position.y = - scrollY / sizes.height * objectsDistance // scroll objects in sync to html
// ...
}

tick()

Cursor based Parallax

// ...
/**
 * Camera
 */
// Group (used to apply camara parallax without interfering the camera scroll)
const cameraGroup = new THREE.Group()
scene.add(cameraGroup)

// Base camera
const camera = new THREE.PerspectiveCamera(35, sizes.width / sizes.height, 0.1, 100)
camera.position.z = 6
cameraGroup.add(camera)

// ...

const tick = () =>
{
    // Animate camera
    // scroll objects in sync to html
    camera.position.y = - scrollY / sizes.height * objectsDistance 

    // cameraGroup parallax on cursor movement
    const parallaxX = cursor.x
    const parallaxY = - cursor.y
    cameraGroup.position.x = parallaxX
    cameraGroup.position.y = parallaxY
}
// ...

Parallax with easing

Variation von oben

// ...
/**
 * Animate
 */
const clock = new THREE.Clock()
let previousTime = 0

const tick = () =>
{
    const elapsedTime = clock.getElapsedTime()
    // we need deltaTime to calc correct timbased (not fps based) movement for our easing
    const deltaTime = elapsedTime - previousTime
    previousTime = elapsedTime
    
    //...

    // Animate camera
    // scroll objects in sync to html
    camera.position.y = - scrollY / sizes.height * objectsDistance 

    // camera parallax on cursor movement
    const parallaxX = cursor.x * 0.5
    const parallaxY = - cursor.y * 0.5
    //cameraGroup.position.x = parallaxX
    //cameraGroup.position.y = parallaxY
    // add some easing
    cameraGroup.position.x += (parallaxX - cameraGroup.position.x) * 5 * deltaTime
    cameraGroup.position.y += (parallaxY - cameraGroup.position.y) * 5 * deltaTime

    // Render
    renderer.render(scene, camera)

    // Call tick again on the next frame
    window.requestAnimationFrame(tick)
}

tick()

Complete Example (three.js journey)

Magnetic Sections - Todo