【发布时间】:2017-03-30 00:04:28
【问题描述】:
一般来说,作为 Three.js 和 javascript 的新手,我正在尝试测试一些鼠标事件交互。我刚刚从下一页抓取了一些 Javascript,对其进行了调整,使其成为“MouseUp”,而不是“MouseOver”事件,并且通常对其进行了简化:-
https://threejs.org/examples/#webgl_interactive_cubes
我想要实现的一件事是旋转立方体以及单击鼠标后的颜色变化。目前,我刚刚制作了一个旋转动画,它在点击时会改变颜色,如果我点击立方体外部的任何地方,我都会让立方体回到自身。我只是想知道如何让它暂停和恢复?
理想情况下,我希望动画在单击或 mouseUp 时触发。
代码如下:
<script>
var camera, scene, raycaster, renderer;
var mouse = new THREE.Vector2(), INTERSECTED;
var radius = 50;
var theta = 0;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0xffffff, 0.5 ) );
var light = new THREE.DirectionalLight( 0xffffff, 2 );
light.position.set( 30, 10, 1 ).normalize();
scene.add( light );
camera.position.x = -25;
camera.position.y = 15;
camera.position.z = 25;
camera.lookAt( scene.position );
camera.updateMatrixWorld();
var cubeGeometry = new THREE.BoxGeometry(20,20,20);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x999999, wireframe: false});
var object = new THREE.Mesh(cubeGeometry, cubeMaterial);
object.position.x = 0;
object.position.y = 0;
object.position.z = 0;
scene.add( object );
var cubeGeometry = new THREE.BoxGeometry(5,5,5);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x999999, wireframe: false});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.x = 10;
cube.position.y = 10;
cube.position.z = 10;
scene.add( cube );
raycaster = new THREE.Raycaster();
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setClearColor( 0xf0f0f0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = false;
container.appendChild(renderer.domElement);
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseUp( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
// find intersections
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( scene.children );
if ( intersects.length > 0 ) {
if ( INTERSECTED != intersects[ 0 ].object ) {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED = intersects[ 0 ].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
INTERSECTED.material.emissive.setHex( Math.random() * 0x111111 );
}
} else {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED = null;
theta = -75;
camera.position.x = new camera.position.x;
camera.position.y = new camera.position.y;
camera.position.z = new camera.position.x;
//camera.lookAt( scene.position );
}
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render()
{
theta += 1;
camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
【问题讨论】:
标签: javascript three.js mouseevent