【发布时间】:2018-03-20 18:45:59
【问题描述】:
我正在尝试使用three.js“射击”子弹/弹丸:
let renderer, camera, scene, light, plane, cube, spheres;
initialize();
animate();
function initialize() {
renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(55, window.innerWidth / window.innerHeight);
scene = new THREE.Scene();
light = new THREE.SpotLight("#ffffff");
light.position.y = 700;
scene.add(light);
plane = new THREE.Mesh();
plane.material = new THREE.MeshToonMaterial({ color: "#0000ff" });
plane.geometry = new THREE.PlaneGeometry(60, 30);
plane.position.z = -50;
scene.add(plane);
cube = new THREE.Mesh();
cube.material = new THREE.MeshToonMaterial({ color: "#ff0000", transparent: true, opacity: 0.85 });
cube.geometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
cube.position.y = -1;
cube.position.z = -3;
scene.add(cube);
spheres = [];
window.addEventListener("click", event => {
let mouse2d = getMouse2D(event.clientX, event.clientY);
let mouse3d = getMouse3D(mouse2d, plane.position.z);
shoot(mouse3d);
}, false);
}
function animate() {
spheres.forEach(sphere => {
// TODO: Update sphere position based on sphere.userData.target
sphere.position.z -= 1;
});
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
function shoot(target) {
let sphere = new THREE.Mesh();
sphere.material = new THREE.MeshToonMaterial({ color: "#00ff00" });
sphere.geometry = new THREE.SphereGeometry(0.25);
sphere.position.x = cube.position.x;
sphere.position.y = cube.position.y;
sphere.position.z = cube.position.z;
sphere.userData.target = target;
scene.add(sphere);
spheres.push(sphere);
}
function getMouse3D(mouse2d, z) {
let vector = new THREE.Vector3(mouse2d.x, mouse2d.y);
vector.unproject(camera);
let dir = vector.sub(camera.position).normalize();
let distance = (z - camera.position.z) / dir.z;
return camera.position.clone().add(dir.multiplyScalar(distance));
}
function getMouse2D(x, y) {
return new THREE.Vector2(
(x / renderer.domElement.clientWidth) * 2 - 1,
-(y / renderer.domElement.clientHeight) * 2 + 1
);
}
body {
width: 100%;
height: 100%;
margin: 0;
padding: 0;
border: 0;
background: #eeeeee;
}
canvas {
display: block;
cursor: crosshair;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/87/three.js">
</script>
如您所见,点击鼠标即可将球体从立方体射向平面。
我编写了getMouse3D() 函数来确定用户单击的平面上的位置,当生成球体时,我将其存储在sphere.userData.target 中。但我不知道如何更新每帧球体的位置,以便它朝它移动(参见TODO 评论)。换句话说,当一个球体到达平面时,它应该与它在sphere.userData.target(用户点击的地方)相交。
我该怎么做?
【问题讨论】:
-
看看流行的补间库tween.js。许多人将它与three.js 结合使用,您会在Stack Overflow 中找到相关问题。
标签: javascript three.js