【发布时间】:2016-03-21 23:56:07
【问题描述】:
我正在使用three.js 并尝试创建一个正弦波动画,该动画从用鼠标单击平面的点发出。问题是波纹的起源并不是你点击它的确切位置——它似乎总是来自平面的中间,尽管点击平面的最远范围似乎确实会以某种方式改变波浪。
数学从来不是我的强项,所以我确定这是某种逻辑问题!
代码:
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html" charset="utf-8" />
</head>
<body>
</body>
<script src="three.min.js"></script>
<script type="text/javascript" src="//ajax.googleapis.com/ajax/libs/jquery/1.11.2/jquery.min.js"></script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 10000);
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x17293a);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var mouse = new THREE.Vector3();
var planeGeometry = new THREE.PlaneGeometry(200, 100, 50, 50);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xEF3523, wireframe: true});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.geometry.dynamic = true;
plane.position.set(0, 0, 0);
plane.rotation.x = -0.5 * Math.PI;
scene.add(plane);
camera.position.set(0, 90, 100);
camera.lookAt(scene.position);
var raycaster = new THREE.Raycaster();
var checkMousePos = function() {
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( scene.children );
console.log(intersects.length);
if (intersects.length > 0) {
var wave = {};
wave.x = intersects[0].point.x;
wave.y = intersects[0].point.y;
wave.z = intersects[0].point.z;
drawWave(wave);
}
};
drawWave = function(wave){
var center = new THREE.Vector3(wave.x, wave.y, wave.z);
var anim = function(ts) {
requestAnimationFrame(anim);
var vLength = plane.geometry.vertices.length;
for (var i = 0; i < vLength; i++) {
var v = plane.geometry.vertices[i];
var dist = new THREE.Vector3(v.x, v.y, v.z).sub(center);
var size = 5.0;
var magnitude = 4;
v.z = Math.sin(dist.length()/-size + (ts/500)) * magnitude;
}
plane.geometry.verticesNeedUpdate = true;
renderer.render(scene, camera);
}
anim();
};
$(document).on('click', function(e) {
checkMousePos();
});
var render = function() {
requestAnimationFrame(render);
renderer.render(scene, camera);
};
render();
</script>
</html>
JSfiddle:https://jsfiddle.net/dwo3kvLp/
【问题讨论】:
标签: javascript animation math three.js logic