显然,这不是一个很好的继续进行的方法:场景是动画的,当一个人使用参数时动画会加速,我不知道为什么。
每次你打电话
requestAnimFrame
计时器由启动
setTimeout
.计时器调用
render
,再次启动计时器并重复该过程。
函数初始化
提供
由调用
Rendering(a)
.
但是自从
渲染(a)
是由
change
事件也一样,每次更改输入时都会启动一个新的计时器。更改输入的频率越高,同时运行的计时器就越多。这导致加速。
要解决此问题,必须删除
提供
呼叫来自
渲染(a)
.
function Rendering(a)
{
object.children.splice(0);
addCyclide(object, a);
}
但是打电话
请求框架
启动时一次:
Rendering(0.9);
requestAnimFrame(render);
请参阅示例,其中答案的建议应用于问题的原始代码:
$("#a").on("change", function(){
Rendering(this.value);
})
function fcyclide(a, c, mu) {
var b = Math.sqrt(a * a - c * c);
return function (u, v, vector) {
var uu = 2 * u * Math.PI; var vv = 2 * v * Math.PI;
var cosu = Math.cos(uu); var cosv = Math.cos(vv);
var h = a - c * cosu * cosv;
var x = (mu * (c - a * cosu * cosv) + b * b * cosu) / h;
var y = (b * Math.sin(uu) * (a - mu * cosv)) / h;
var z = b * Math.sin(vv) * (c * cosu - mu) / h;
vector.x = x; vector.y = y; vector.z = z;
}
}
function addCyclide(object, a) {
var geom = new THREE.ParametricGeometry(fcyclide(a, 0.34, 0.56), 40, 40);
var material = new THREE.MeshNormalMaterial();
var mesh = new THREE.Mesh(geom, material);
object.add(mesh);
}
var scene = new THREE.Scene();
var aspect = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(70, aspect, 1, 10000);
camera.position.z = 4;
scene.add(camera);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var object = new THREE.Object3D()
scene.add(object);
window.onresize = resize;
window.requestAnimFrame = (function () {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
function render() {
renderer.render(scene, camera);
object.rotation.x += 0.001; object.rotation.y += 0.001;
requestAnimFrame(render);
}
function resize() {
var aspect = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
function Rendering(a) {
object.children.splice(0); // clear scene
addCyclide(object, a);
}
Rendering(0.9);
requestAnimFrame(render);
<script src="http://threejs.org/build/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<label for="a">a: </label>
<input id="a" type="number" step="0.1" min="0.5" value="0.9"/>