使用 three.js 更改一帧场景中 gltf-model 的位置

change position of gltf-model in a-frame scene using three.js

我已将 gltf-model 加载到 a-frame,我想将其沿 y 轴移动 20。我使用此代码:

问题出现在一帧场景中,实际上对象被向上移动(检查 "after" 图像中的阴影和场景检查器),但它仍然显示在它之前的位置。看来场景需要某种刷新。

问题是,如何用three.js代码正确移动它?
前: BEFORE1 BEFORE2


后: AFTER1 AFTER2

代码:

<html>

<a-scene>
  <a-sky color="#f9f2cf"></a-sky>

  <!-- LIGHT a-frame no need to export from blender -->
  <a-light color="#fff" position="-8 5 0" intensity="3.5" light="intensity:2"></a-light>
  <a-light color="#fff" position="0 5 -14.163" intensity="3.5" light="intensity:2"></a-light>
  <a-light color="#fff" position="0 5 14.192" intensity="3.5" light="intensity:2"></a-light>
  <a-light color="#fff" position="0 -9.574 -2.443" intensity="3.5" light="intensity:2"></a-light>
  <a-light color="#fff" position="8.5 5 0" intensity="3.5" light="intensity:2"></a-light>

  <!-- CAMERA with wasd controls and circle cursor -->
  <a-camera fly look-controls wasd-controls position="17.020 16.700 7.958" rotation="-34.149 89.382 0.000">  
    <a-entity 
      cursor="fuse: true; fuseTimeout: 500"
      position="0 0 -1"
      geometry="primitive: ring; radiusInner: 0.02; radiusOuter: 0.03"
      material="color: black; shader: flat">
    </a-entity>
  </a-camera>

  <a-assets>
    <!-- GLTF animation samples -->
    <a-asset-item id="afb_animation" src="models/afb_animation.gltf"></a-asset-item>
  </a-assets>

  <a-entity id="_afb_animation" position="0 0 0"  gltf-model="#afb_animation" ></a-entity>
</a-scene>

<!-- script change model position -->
<script>

  $( document ).ready(function() {

    var xAxis = new THREE.Vector3(1,0,0);

    setTimeout(function(){
      console.log("rotation: done");

      document.querySelector('#_afb_animation').sceneEl.object3D.translateY(20);

    }, 3000);

  });
</script>

解决您的问题的一种方法是使用 setAttribute 方法(官方 wiki here) on the position component.

例如:

entity.setAttribute('position', { x: 1, y: 2, z: 3 });

其中实体是任何 A-Frame 实体。

示例 1

所以,在下面的代码中,我注册了一个名为 move-my-modelA-Frame component,它允许我移动我的实体(在我的例子中是一个 <a-box> 实体,但它也适用于你的模型)在 3000 毫秒后用 setTimeout 添加 10 到它的 y-position (比如你的代码示例):

<script src="https://aframe.io/releases/0.7.0/aframe.min.js"></script>

<script>
AFRAME.registerComponent('move-my-model', {
  init: function () {
    setTimeout( () => {
      let position = this.el.getAttribute("position")
      position.y += 10
      this.el.setAttribute("position", position)
    }, 3000)
  }
})
</script>

<a-scene>
  <a-sky color="#f9f2cf"></a-sky>

  <!-- LIGHT a-frame no need to export from blender -->
  <a-light color="#fff" position="-8 5 0" intensity="3.5" light="intensity:2"></a-light>
  <a-light color="#fff" position="0 5 -14.163" intensity="3.5" light="intensity:2"></a-light>
  <a-light color="#fff" position="0 5 14.192" intensity="3.5" light="intensity:2"></a-light>
  <a-light color="#fff" position="0 -9.574 -2.443" intensity="3.5" light="intensity:2"></a-light>
  <a-light color="#fff" position="8.5 5 0" intensity="3.5" light="intensity:2"></a-light>

  <!-- CAMERA with wasd controls and circle cursor -->
  <a-camera fly look-controls wasd-controls position="17.020 16.700 7.958" rotation="-34.149 89.382 0.000">  
    <a-entity 
      cursor="fuse: true; fuseTimeout: 500"
      position="0 0 -1"
      geometry="primitive: ring; radiusInner: 0.02; radiusOuter: 0.03"
      material="color: black; shader: flat">
    </a-entity>
  </a-camera>
  
  <a-box move-my-model position="5.020 8.500 7.958" rotation="0 0 0" color="#4CC3D9"></a-box>
  
</a-scene>

示例 2

相反,如果您需要更复杂的动画,我在第一次使用 A-Frame 框架时自己编写了一个名为 animation-move 的 A-Frame 组件,即:

<script src="https://aframe.io/releases/0.7.0/aframe.min.js"></script>
<script>
AFRAME.registerComponent('animation-move', {
  schema: {
    path: {
      default: [],
      parse: function (value) {
        return JSON.parse(value);
      }
    },
    animationStepTime: {
      type: 'int',
      default: 0
    }
  },
  init: function(){
    this.next = 0;
    let object = this.el;
    for (let prop in this.data.path[this.next]) {
      object.setAttribute( prop, this.data.path[this.next][prop] );
    }
  },
  tick: function (time, timeDelta) {
    let updated = false

    if ( this.next >= this.data.path.length ) {
      this.next = 0;
    }

    let delta = this.data.animationStepTime / (16.7 * ((this.data.animationStepTime+timeDelta)/this.data.animationStepTime));
    let object = this.el;

    for (let prop in this.data.path[this.next]) {

      let attr = object.getAttribute(prop);
      let nextStep = this.data.path[this.next][prop];

      let xDelta = Math.abs( (this.next-1 >= 0) ? nextStep.x - this.data.path[this.next-1][prop].x : nextStep.x - this.data.path[this.data.path.length-1][prop].x)/delta;
      let yDelta = Math.abs( (this.next-1 >= 0) ? nextStep.y - this.data.path[this.next-1][prop].y : nextStep.y - this.data.path[this.data.path.length-1][prop].y)/delta;
      let zDelta = Math.abs( (this.next-1 >= 0) ? nextStep.z - this.data.path[this.next-1][prop].z : nextStep.z - this.data.path[this.data.path.length-1][prop].z)/delta;

      if (attr.x != nextStep.x) {
        if ((this.next-1 >= 0 && nextStep.x < this.data.path[this.next-1][prop].x) || (this.next == 0 && nextStep.x < this.data.path[this.data.path.length-1][prop].x)) {
          if (attr.x-xDelta < nextStep.x) {
            attr.x = nextStep.x;
          }
          else {
            attr.x -= xDelta;
            updated = true;
          }
        }
        else if (this.next-1 >= 0 && nextStep.x > this.data.path[this.next-1][prop].x || (this.next == 0 && nextStep.x > this.data.path[this.data.path.length-1][prop].x)) {
          if (attr.x+xDelta > nextStep.x) {
            attr.x = nextStep.x;
          }
          else {
            attr.x += xDelta;
            updated = true;
          }
        }
        else {
          attr.x = nextStep.x;
        }
      }

      if (attr.y != nextStep.y) {
        if (this.next-1 >= 0 && nextStep.y < this.data.path[this.next-1][prop].y || (this.next == 0 && nextStep.y < this.data.path[this.data.path.length-1][prop].y)) {
          if (attr.y-yDelta < nextStep.y) {
            attr.y = nextStep.y;
          }
          else {
            attr.y -= yDelta;
            updated = true;
          }
        }
        else if (this.next-1 >= 0 && nextStep.y > this.data.path[this.next-1][prop].y || (this.next == 0 && nextStep.y > this.data.path[this.data.path.length-1][prop].y)) {
          if (attr.y+yDelta > nextStep.y) {
            attr.y = nextStep.y;
          }
          else {
            attr.y += yDelta;
            updated = true;
          }
        }
        else {
          attr.y = nextStep.y;
        }
      }

      if (attr.z != nextStep.z) {
        if (this.next-1 >= 0 && nextStep.z < this.data.path[this.next-1][prop].z || (this.next == 0 && nextStep.z < this.data.path[this.data.path.length-1][prop].z)) {
          if (attr.z-zDelta < nextStep.z) {
            attr.z = nextStep.z;
          }
          else {
            attr.z -= zDelta;
            updated = true;
          }
        }
        else if (this.next-1 >= 0 && nextStep.z > this.data.path[this.next-1][prop].z || (this.next == 0 && nextStep.z > this.data.path[this.data.path.length-1][prop].z)) {
          if (attr.z+zDelta > nextStep.z) {
            attr.z = nextStep.z;
          }
          else {
            attr.z += zDelta;
            updated = true;
          }
        }
        else {
          attr.z = nextStep.z;
        }
      }

      object.setAttribute( prop, attr.x+' '+attr.y+' '+attr.z );
    }
    if (!updated) {
      this.next++;
    }
  }
});
</script>

<a-scene>
  <a-sky color="#f9f2cf"></a-sky>

  <!-- LIGHT a-frame no need to export from blender -->
  <a-light color="#fff" position="-8 5 0" intensity="3.5" light="intensity:2"></a-light>
  <a-light color="#fff" position="0 5 -14.163" intensity="3.5" light="intensity:2"></a-light>
  <a-light color="#fff" position="0 5 14.192" intensity="3.5" light="intensity:2"></a-light>
  <a-light color="#fff" position="0 -9.574 -2.443" intensity="3.5" light="intensity:2"></a-light>
  <a-light color="#fff" position="8.5 5 0" intensity="3.5" light="intensity:2"></a-light>

  <!-- CAMERA with wasd controls and circle cursor -->
  <a-camera fly look-controls wasd-controls position="17.020 16.700 7.958" rotation="-34.149 89.382 0.000">  
    <a-entity 
      cursor="fuse: true; fuseTimeout: 500"
      position="0 0 -1"
      geometry="primitive: ring; radiusInner: 0.02; radiusOuter: 0.03"
      material="color: black; shader: flat">
    </a-entity>
  </a-camera>
  
  <a-box animation-move='path: [ {"position": {"x": 15.020, "y": 15.500, "z": 7.958}}, {"position": {"x": 10, "y": 17.000, "z": 5}} ]; animationStepTime: 1500' rotation="0 0 0" color="#4CC3D9"></a-box>
  
</a-scene>

更复杂的例子

Here 您可以找到我的 A-Frame 示例以及其他一些 A-Frame 组件,例如最后一个!此示例展示了拉奎拉(意大利)圣玛格丽塔教堂的重建立面,其中包含一些灯光动画和交互式面板。