Three.js - Scroll Based Animation: Unterschied zwischen den Versionen
Aus Wikizone
| Zeile 81: | Zeile 81: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
| + | === Parallax with easing === | ||
| + | Variation von oben | ||
| + | <syntaxhighlight lang="javascript"> | ||
| + | // ... | ||
| + | /** | ||
| + | * 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() | ||
</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()