I'm trying to animate the movement of a sphere along a predefined set of vertices. I'm able to animate from one point to another using the below code
function animate() {
requestAnimationFrame(animate)
sphere.position.lerp(new THREE.Vector3(100, 2, 0), 0.05)
render()
}
function render() {
renderer.render(scene, camera)
}
animate()
this works for a single animation from initial position to (100, 2, 0). How do i keep on adding vertices, so that it will be animated in sequence.
CodePudding user response:
You can animate a mesh along a path with plain three.js
by defining a curve based on your sequence of points and then using this curve for animation.
let camera, scene, renderer, clock;
let mesh, path;
const duration = 10;
let time = 0;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.set( 3, 2, 3 );
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
clock = new THREE.Clock();
const controls = new THREE.OrbitControls( camera, renderer.domElement );
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
scene.add( new THREE.AxesHelper( 2 ) );
// points and path
const points = [
new THREE.Vector3( 0, 0, 0 ),
new THREE.Vector3( 1, 2, - 2 ),
new THREE.Vector3( 2, 2, - 0.5 ),
new THREE.Vector3( 2, 1, - 2 )
];
path = new THREE.CatmullRomCurve3( points, true );
// visualize the path
const lineGeometry = new THREE.BufferGeometry().setFromPoints( path.getPoints( 32 ) );
const lineMaterial = new THREE.LineBasicMaterial();
const line = new THREE.Line( lineGeometry, lineMaterial );
scene.add( line );
}
function animate() {
requestAnimationFrame( animate );
time = clock.getDelta();
const t = Math.min( time / duration, 1 );
if ( t === 1 ) time = 0;
path.getPointAt( t, mesh.position ); // animating
renderer.render( scene, camera );
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/[email protected]/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/controls/OrbitControls.js"></script>