为了让动画更灵活并且简单 借助gsap
让其具有更多可能,在未来更容易扩充其他动效
gsap Dom跟随鼠标移动 gsap.quickTo()
首先要监听鼠标移动,并且将移动的值转换到 -1 和 1 之间 方便处理
private mousemove(e: MouseEvent) {const x = (e.clientX / innerWidth);const y = (e.clientY / innerHeight);}
上面将 位置 / 屏幕宽高
将值缩放在 0 和 1
之间
然后通过 乘2减1
将其限制在-1 和 1
之间
private mousemove(e: MouseEvent) {const x = (e.clientX / innerWidth) * 2 - 1;const y = (e.clientY / innerHeight) * 2 - 1;}
在three中y轴 上面是1下面是-1 而我们窗口上面是-1 下面是1 所以取y轴剩余的高度让两者行为统一,也就是实现向着鼠标方向
private mousemove(e: MouseEvent) {const x = (e.clientX / innerWidth) * 2 - 1) ;const y = ((innerHeight - e.clientY) / innerHeight) * 2 - 1;}
如此 我们获取了鼠标移动的增量,将这一向量加在camera的x和y轴即可,这里不能使用+=
这样会越来越偏 所以保存相机的原始位置。那么当前鼠标所在相机的位置,应当是原始位置加上鼠标移动的增量
这里就可以使用gsap来控制position变化
private xQuickTo = gsap.quickTo(this.camera.position, "x", {duration: 0.5,
});
上述代码 this.camera.position
的 .x
经过0.5秒后变化到传入值,如:this.xQuickTo(this.cameraPosition.x + x)
class Shake {cameraPosition = this.camera.position.clone();private xQuickTo = gsap.quickTo(this.camera.position, "x", {duration: 0.5,});private yQuickTo = gsap.quickTo(this.camera.position, "y", {duration: 0.5,});private mousemove(e: MouseEvent) {const x = ((e.clientX / innerWidth) * 2 - 1) / this.amplitude;const y =(((innerHeight - e.clientY) / innerHeight) * 2 - 1) /this.amplitude;this.xQuickTo(this.cameraPosition.x + x).play();this.yQuickTo(this.cameraPosition.y + y).play();}}
如此 核心逻辑便完成,丰富事件监听并且加入振幅,控制相机移动范围 后完成这个class
export class Shake {/** 振幅 鼠标晃动的影响 */amplitude = 1;cameraPosition = this.camera.position.clone();private xQuickTo = gsap.quickTo(this.camera.position, "x", {duration: 0.5,});private yQuickTo = gsap.quickTo(this.camera.position, "y", {duration: 0.5,});constructor(public camera: THREE.Camera, public domElement: HTMLElement) {this.domElement.addEventListener("mousemove", this.selfMouseMove);}private mousemove(e: MouseEvent) {const x = ((e.clientX / innerWidth) * 2 - 1) / this.amplitude;const y =(((innerHeight - e.clientY) / innerHeight) * 2 - 1) /this.amplitude;this.xQuickTo(this.cameraPosition.x + x)this.yQuickTo(this.cameraPosition.y + y)}private selfMouseMove = (e: MouseEvent) => this.mousemove.call(this, e);destroyMouseMove() {this.domElement.removeEventListener("mousemove", this.selfMouseMove);}
}
接下来可以扩充一下功能, 加入鼠标按下时可以拖拽旋转,鼠标松开后回到相机在当前鼠标位置位置时的位置
为了支持这些功能 需要给shake增加暂停动画的能力 以及mousemove时记录当前鼠标对相机的位置影响,松开鼠标,相机回去时直接回到mousemove中的位置
export class Shake {pause = false;/** 振幅 鼠标晃动的影响 */amplitude = 1;cameraPosition = this.camera.position.clone();xQuickTo = gsap.quickTo(this.camera.position, "x", {duration: 0.5,});yQuickTo = gsap.quickTo(this.camera.position, "y", {duration: 0.5,});private yQuickToTween: gsap.core.Tween | undefined;private xQuickToTween: gsap.core.Tween | undefined;point = new Vector2();constructor(public camera: THREE.Camera, public domElement: HTMLElement) {this.domElement.addEventListener("mousemove", this.selfMouseMove);}private mousemove(e: MouseEvent) {const x = ((e.clientX / innerWidth) * 2 - 1) / this.amplitude;const y =(((innerHeight - e.clientY) / innerHeight) * 2 - 1) /this.amplitude;this.point.set(x, y);if (this.pause) {this.xQuickToTween && this.xQuickToTween.pause();this.yQuickToTween && this.yQuickToTween.pause();}else {this.xQuickToTween = this.xQuickTo(this.cameraPosition.x + x);this.yQuickToTween = this.yQuickTo(this.cameraPosition.y + y);}}
}
export class CameraShake extends Shake {constructor(...params: ConstructorParameters<typeof Shake>) {super(...params);this.domElement.addEventListener("mousedown", this.selfMouseDown);}mousedown() {if (this.pause) return;this.pause = true;document.addEventListener("mouseup", this.selfMouseUp, { once: true });}mouseup() {const { x, y, z } = this.cameraPosition;gsap.to(this.camera.position, {x: x + this.point.x,y: y + this.point.y,z,duration: 0.8,onComplete: () => {this.pause = false;},});}selfMouseDown = () => this.mousedown.call(this);selfMouseUp = () => this.mouseup.call(this);destroyMouseEvent() {this.destroyMouseMove();this.domElement.removeEventListener("mousedown", this.selfMouseDown);}
}
截至目前还有一个问题 ,鼠标松开后第一次移动鼠标 动画会闪一下,他的运动路线实际是鼠标按下的位置到当前鼠标移动的位置,因为mousemove中的quickTo被暂停了 mousemove开始动画是从上次播放的位置开始计算的,因此我们需要在mouseup后的mousemove传入quickTo第二哥参数 start 也就是从哪开始计算,这是松开鼠标后第一次 mousemove ,其他时候就可以穿入undefined让其自行计算。
mouseMove(e: MouseEvent) {// -1 ~ 1const x = (e.clientX / innerWidth) * 2 - 1;const y = ((innerHeight - e.clientY) / innerHeight) * 2 - 1;if (this.pause) {this.xQuickToTween && this.xQuickToTween.pause();this.yQuickToTween && this.yQuickToTween.pause();this.point.set(x, y);} else {this.xQuickToTween = this.xQuickTo(this.cameraPosition.x + x,Number.isNaN(this.point.x)? undefined: this.cameraPosition.x + this.point.x);this.yQuickToTween = this.yQuickTo(this.cameraPosition.y + y,Number.isNaN(this.point.y)? undefined: this.cameraPosition.y + this.point.y);this.point.set(NaN, NaN);}}
完整代码:
import { Vector2, Vector3 } from "three";
import { gsap } from "gsap";export class Shake {pause = false;/** 振幅 鼠标晃动的影响 */amplitude = 1;cameraPosition = this.camera.position.clone();xQuickTo = gsap.quickTo(this.camera.position, "x", {duration: 0.5,// ease: "bounce",});yQuickTo = gsap.quickTo(this.camera.position, "y", {duration: 0.5,});xQuickToTween?: gsap.core.Tween;yQuickToTween?: gsap.core.Tween;point = new Vector2();constructor(public camera: THREE.Camera, public dom: HTMLElement) {dom.addEventListener("mousemove", this.selfMouseMove);}selfMouseMove = (e: MouseEvent) => this.mouseMove.call(this, e);destroyMouseMove = () => {this.dom.addEventListener("mousemove", this.selfMouseMove);};mouseMove(e: MouseEvent) {// -1 ~ 1const x = ((e.clientX / innerWidth) * 2 - 1) * this.amplitude;const y = (((innerHeight - e.clientY) / innerHeight) * 2 - 1) * this.amplitude;if (this.pause) {this.xQuickToTween && this.xQuickToTween.pause();this.yQuickToTween && this.yQuickToTween.pause();this.point.set(x, y);} else {this.xQuickToTween = this.xQuickTo(this.cameraPosition.x + x,Number.isNaN(this.point.x)? undefined: this.cameraPosition.x + this.point.x);this.yQuickToTween = this.yQuickTo(this.cameraPosition.y + y,Number.isNaN(this.point.y)? undefined: this.cameraPosition.y + this.point.y);this.point.set(NaN, NaN);}}
}export class CameraShake extends Shake {constructor(...params: ConstructorParameters<typeof Shake>) {super(...params);this.dom.addEventListener("mousedown", this.selfMouseDown);}mouseDown = () => {this.pause = true;this.dom.addEventListener("mouseup", this.selfMouseUp, {once: true,});};selfMouseDown = () => this.mouseDown.call(this);mouseUp = () => {//鼠标按下又抬起未移动 point是NaN不能参与计算 也不需要计算if (Number.isNaN(this.point.x)) return (this.pause = false);gsap.to(this.camera.position, {x: this.cameraPosition.x + this.point.x,y: this.cameraPosition.y + this.point.y,z: this.cameraPosition.z,duration: 0.5,onComplete: () => {this.pause = false;},});};selfMouseUp = () => this.mouseUp.call(this);destroyMouseEvent = () => {this.destroyMouseMove();this.dom.removeEventListener("mousedown", this.selfMouseDown);};
}
gitee仓库:
CameraShake.ts