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我使用three.js 编写了一个小动画函数进行3D 渲染(下面是完整的测试应用程序):

每次我点击屏幕时,立方体都会根据函数调用中描述的动画旋转。但我期待如果立方体已经在一个动画下制作动画,添加另一个动画会导致它闪烁,因为相同的属性正在通过多个动画调用进行动画处理。但这不是最后一个动画停止并且新动画接管的情况,即使我最后的回调函数显示旧动画函数仍在运行!那么为什么当发送多次点击时立方体不闪烁呢?

<!DOCTYPE html>
<html>
<head>
    <title>Test Page</title>
    <script src="three-mini.js"></script>
    <style>
        * {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
    <script>
        var animate = function(obj, prop, targetValue, length, callback) {

            var startTime = Date.now(), inverseLength = 1 / length, startValue = obj[prop];

            if( typeof targetValue === "string") {
                if(targetValue.substring(0, 2) === "+=") {
                    targetValue = obj[prop] + Number(targetValue.substring(2));
                } else {
                    targetValue = obj[prop] - Number(targetValue.substring(2));
                }
            }

            var animateProp = function() {

                var elapsed = (Date.now() - startTime) * inverseLength;

                if(elapsed >= 1) {

                    obj[prop] = targetValue;

                    if( callback instanceof Function) {
                        requestAnimationFrame(callback);
                    }
                    return;

                } else {

                    obj[prop] = (startValue - targetValue) * (Math.cos(elapsed * Math.PI) + 1) * 0.5 + targetValue;

                    requestAnimationFrame(animateProp);

                }

            };
            requestAnimationFrame(animateProp);

        };
        var camera, scene, renderer;
        var geometry, material, mesh;

        init();

        function init() {
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
            camera.position.z = 1000;
            scene = new THREE.Scene();
            geometry = new THREE.CubeGeometry(200, 200, 200);
            material = new THREE.MeshBasicMaterial({
                color : 0xff0000,
                wireframe : true
            });
            mesh = new THREE.Mesh(geometry, material);
            scene.add(mesh);
            renderer = new THREE.WebGLRenderer();
            renderer.setSize(window.innerWidth, window.innerHeight);

            document.body.appendChild(renderer.domElement);
            renderer.domElement.addEventListener('click', function() {
                animate(mesh.rotation, "x", "-=" + Math.PI * 2 * 10, 5000, function() {
                    alert("CALLED BACK!")
                });
                animate(mesh.rotation, "y", "-=" + Math.PI * 2 * 10, 15000, function() {
                });
            });
            window.addEventListener('load', render);
            window.addEventListener('resize', function() {
                renderer.setSize(window.innerWidth, window.innerHeight);
                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();
            });
        }

        function render() {

            // note: three.js includes requestAnimationFrame shim
            requestAnimationFrame(render);

            renderer.render(scene, camera);

        }
    </script>
</body>
</html>

更新 1:

为了找出发生了什么,我添加了更多的网格并以不同的方式对其进行动画处理,代码如下,它为每个后续单击设置每个网格的动画,并首先通过旋转对其进行动画处理,然后将它们向前移动,然后向后移动,然后返回回转。您可以在不停止旋转动画的情况下为位置设置动画,并且可以在不停止先前动画的情况下同时为另一个网格设置动画,那么当多个动画在同一个网格和相同属性上运行时,为什么动画不闪烁?

<!DOCTYPE html>
<html>
<head>
    <title>Test Page</title>
    <script src="three-mini.js"></script>
    <style>
        * {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
    <script>
        var animate = function(obj, prop, targetValue, length, callback) {

            var startTime = Date.now(), inverseLength = 1 / length, startValue = obj[prop];

            if( typeof targetValue === "string") {
                if(targetValue.substring(0, 2) === "+=") {
                    targetValue = obj[prop] + Number(targetValue.substring(2));
                } else {
                    targetValue = obj[prop] - Number(targetValue.substring(2));
                }
            }

            var animateProp = function() {

                var elapsed = (Date.now() - startTime) * inverseLength;

                if(elapsed >= 1) {

                    obj[prop] = targetValue;

                    if( callback instanceof Function) {
                        requestAnimationFrame(callback);
                    }
                    return;

                } else {

                    obj[prop] = (startValue - targetValue) * (Math.cos(elapsed * Math.PI) + 1) * 0.5 + targetValue;

                    requestAnimationFrame(animateProp);

                }

            };
            requestAnimationFrame(animateProp);

        };
        var camera, scene, renderer, geometry, material, mesh1, mesh2, mesh3, mesh4, mesh5, i = 0, j = 0;

        init();

        function init() {
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
            camera.position.z = 1000;
            scene = new THREE.Scene();
            geometry = new THREE.CubeGeometry(200, 200, 200);
            material = new THREE.MeshBasicMaterial({
                color : 0xff0000,
                wireframe : true
            });
            mesh1 = new THREE.Mesh(geometry, material);
            scene.add(mesh1);
            mesh2 = new THREE.Mesh(geometry, material);
            mesh2.position.x = mesh2.position.y = mesh2.position.z = 200;
            scene.add(mesh2);
            mesh3 = new THREE.Mesh(geometry, material);
            mesh3.position.x = mesh3.position.z = 200;
            mesh3.position.y = -200;
            scene.add(mesh3);
            mesh4 = new THREE.Mesh(geometry, material);
            mesh4.position.y = mesh4.position.z = 200;
            mesh4.position.x = -200;
            scene.add(mesh4);
            mesh5 = new THREE.Mesh(geometry, material);
            mesh5.position.y = mesh5.position.x = -200;
            mesh5.position.z = 200;
            scene.add(mesh5);
            renderer = new THREE.CanvasRenderer();
            renderer.setSize(window.innerWidth, window.innerHeight);

            document.body.appendChild(renderer.domElement);
            renderer.domElement.addEventListener('click', function() {
                var mesh;
                if(i === 5) {
                    i = 0;
                    j++;
                    if(j === 3) {
                        j = 0;
                    }
                }
                i++;

                var mesh = window['mesh' + i];
                if(j === 1) {
                    animate(mesh.position, "z", "+=" + 500, 2000, function() {
                        //alert("CALLED BACK!")
                    });
                    return;
                }
                if(j === 2) {
                    animate(mesh.position, "z", "-=" + 500, 3000, function() {
                        //alert("CALLED BACK!")
                    }); retunr;
                }
                animate(mesh.rotation, "x", "-=" + Math.PI * 2 * 5, 5000, function() {
                    //alert("CALLED BACK!")
                });
                animate(mesh.rotation, "y", "-=" + Math.PI * 2 * 6, 10000, function() {
                });
            });
            window.addEventListener('load', render);
            window.addEventListener('resize', function() {
                renderer.setSize(window.innerWidth, window.innerHeight);
                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();
            });
        }

        function render() {

            // note: three.js includes requestAnimationFrame shim
            requestAnimationFrame(render);

            renderer.render(scene, camera);

        }
    </script>
</body>
</html>

对 WestLangley 的评论:让我试着解释一下,我很抱歉不清楚。假设我单击一次,它会从position.x = 0to开始动画targetValue: '+=200'。然后在该动画进行到一半时,我再次单击它,这一次将在负 x 方向上进行动画处理position.x = 100(因为它从第一个动画的中途开始)并且具有targetValue: '-=200'. 现在我希望第一个动画仍在运行,因此它继续从x=100to动画x=200,第二个动画现在也在从x=100to运行x=-100,所以当每个动画函数被调用时,我希望看到立方体左右跳跃,直到第一个动画结束,然后第二个动画可以不受阻碍地继续。这是我所期待的,因此我期待它闪烁。但显然多个动画功能同时运行,但只有最新的一个对更新网格属性有任何影响。:S 至少据我所知。

我对此的主要担心是,我可以从实验中看出“隐藏的”动画调用仍在处理中,因此丢弃了宝贵的处理器周期,这也导致在回调函数中添加动画调用时出现问题。为此,我主要关心的是如何停止这些“隐藏”的动画调用?

4

1 回答 1

0

我仍然不能完全确定发生了什么,但我知道的是多个动画同时运行,即使早期的动画没有显示。我对此的主要担心是它消耗了不必要的处理能力。所以我添加了一个后缀符号,现在我将动画函数添加到拥有对象本身的动画属性中,所以如果我正在制作动画position.x,我会创建我的动画函数并将其分配给position.x_animate或者position.x_animate_alt。这样我就可以取消上一个仍在运行的动画,这样我就不会浪费处理器周期了。完整片段仅适用于以下动画功能:

var animate = function(obj, prop, targetValue, length, callback) {

            var suffix = '_animate', altSuffix = '_animate_alt', thisSuffix = suffix, startTime = Date.now(), inverseLength = 1 / length, startValue = obj[prop];

            if( typeof targetValue === "string") {
                if(targetValue.substring(0, 2) === "+=") {
                    targetValue = obj[prop] + Number(targetValue.substring(2));
                } else {
                    targetValue = obj[prop] - Number(targetValue.substring(2));
                }
            }

            if(obj[prop+suffix] instanceof Function){
                obj[prop+suffix].cancelled = true;
                thisSuffix = altSuffix;
            }
            if(obj[prop+altSuffix] instanceof Function){
                obj[prop+altSuffix].cancelled = true;
                thisSuffix = suffix;
            }

            obj[prop+thisSuffix] = function() {

                var elapsed;
                if(obj[prop+thisSuffix].cancelled){
                    delete obj[prop+thisSuffix];
                    return;
                }
                elapsed = (Date.now() - startTime) * inverseLength;

                if(elapsed >= 1) {

                    obj[prop] = targetValue;
                    delete obj[prop+thisSuffix];
                    if( callback instanceof Function) {
                        requestAnimationFrame(callback);
                    }
                    return;

                } else {

                    obj[prop] = (startValue - targetValue) * (Math.cos(elapsed * Math.PI) + 1) * 0.5 + targetValue;

                    requestAnimationFrame(obj[prop+thisSuffix]);

                }

            };

            requestAnimationFrame(obj[prop+thisSuffix]);

        };
于 2012-11-19T22:50:23.933 回答