ThreeJS - Snippets: Unterschied zwischen den Versionen
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// tell JS to call tick on the next frame | // tell JS to call tick on the next frame | ||
window.requestAnimationFrame(tick) | window.requestAnimationFrame(tick) | ||
| + | } | ||
| + | // go... | ||
| + | tick() | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Version vom 25. Dezember 2021, 18:57 Uhr
Animation Basics
Die Beispiele setzen eine Setup mit einem Camera Object 'camera', einer Szene scene, und einem Renderer 'renderer' voraus.
Kreisbewegung / Circular Movement
myObject.position.y = Math.sin(elapsedTime) //(-1 -> 1 -> -1 -> ...) myObject.position.x = Math.cos(elapsedTime)
Pure JavaScript calculation
let time = Date.now()
const tick = () =>
{
// JS based time calculation
const currentTime = Date.now()
const deltaTime = currentTime - time
time = currentTime
//console.log(deltaTime)
// Update objects
mesh.rotation.y += 0.001 * deltaTime
renderer.render(scene, camera)
// tell JS to call tick on the next frame
window.requestAnimationFrame(tick)
}
// go...
tick()
ThreeJS Clock
const clock = new THREE.Clock()
const tick = () =>
{
// Hint: do NOT use clock.getDelta() - it can cause problems (buggy in end of 2021)
const elapsedTime = clock.getElapsedTime()
//console.log(elapsedTime)
mesh.rotation.y = elapsedTime * Math.PI * 2 // one revolution / s
camera.lookAt(mesh.position)
camera.position.z = Math.sin(elapsedTime) // back and forth
// Render
renderer.render(scene, camera)
window.requestAnimationFrame(tick)
}
tick()
GSAP Animation
// GSAP has it's own requestAnimationFrame, thus no time calculation needed
// we just let gsap update our values and tick does render each frame
gsap.to(mesh.position,{ duration: 1, delay: 1, x: 2 })
gsap.to(mesh.position,{ duration: 1, delay: 1, x: 0 })
const tick = () =>
{
// Render on each frame
renderer.render(scene, camera)
window.requestAnimationFrame(tick)
}
// GO...
tick()