帧事件
- 演示准备
创建一个演示场景:
class Main {
protected _egret3DCanvas: egret3d.Egret3DCanvas;
protected view1: egret3d.View3D;
protected cube: egret3d.Mesh;
public constructor() {
///创建3DCanvas
this._egret3DCanvas = new egret3d.Egret3DCanvas();
this._egret3DCanvas.x = 0;
this._egret3DCanvas.y = 0;
this._egret3DCanvas.width = window.innerWidth;
this._egret3DCanvas.height = window.innerHeight;
this._egret3DCanvas.start();
///创建View3D
this.view1 = new egret3d.View3D(0, 0, window.innerWidth, window.innerHeight);
this.view1.camera3D.lookAt(new egret3d.Vector3D(0, 1000, -1000), new egret3d.Vector3D(0, 0, 0));
this.view1.backColor = 0xff888888;
this._egret3DCanvas.addView3D(this.view1);
///启动3DCanvas
this._egret3DCanvas.start();
///创建立方体,放置于场景内(0,0,0)位置
var mat_cube: egret3d.TextureMaterial = new egret3d.TextureMaterial();
var geometery_Cube: egret3d.CubeGeometry = new egret3d.CubeGeometry();
this.cube = new egret3d.Mesh(geometery_Cube, mat_cube);
this.view1.addChild3D(this.cube);
///创建面片,放置于场景内(0,0,0)位置
var mat_Plane: egret3d.TextureMaterial = new egret3d.TextureMaterial();
var geometery_Plane: egret3d.PlaneGeometry = new egret3d.PlaneGeometry();
var plane = new egret3d.Mesh(geometery_Plane, mat_Plane);
this.view1.addChild3D(plane);
}
}
1) 该事件的持有对象为egret3d.Egret3DCanvas对象,所以注册该事件应该如示例代码所示:
this._egret3DCanvas.addEventListener(egret3d.Event3D.ENTER_FRAME, this.OnUpdate, this);
2)事件触发时,注册函数会传递一个类型为egret3d.Event3D的参数,其中egret3d.Event3D.delay为每帧间隔延时,egret3d.Event3D.time为当前时间戳;
3) 示例代码:
通过每帧更新控制cube进行x轴水平运动。
class Main {
protected _egret3DCanvas: egret3d.Egret3DCanvas;
protected view1: egret3d.View3D;
protected cube: egret3d.Mesh;
private cur_x: number;
private radio: number = 1;;
public constructor() {
///创建3DCanvas
this._egret3DCanvas = new egret3d.Egret3DCanvas();
this._egret3DCanvas.x = 0;
this._egret3DCanvas.y = 0;
this._egret3DCanvas.width = window.innerWidth;
this._egret3DCanvas.height = window.innerHeight;
this._egret3DCanvas.start();
///创建View3D
this.view1 = new egret3d.View3D(0, 0, window.innerWidth, window.innerHeight);
this.view1.camera3D.lookAt(new egret3d.Vector3D(0, 1000, -1000), new egret3d.Vector3D(0, 0, 0));
this.view1.backColor = 0xff888888;
this._egret3DCanvas.addView3D(this.view1);
///启动3DCanvas,注册每帧更新事件
this._egret3DCanvas.start();
///创建立方体,放置于场景内(0,0,0)位置
var mat_cube: egret3d.TextureMaterial = new egret3d.TextureMaterial();
var geometery_Cube: egret3d.CubeGeometry = new egret3d.CubeGeometry();
this.cube = new egret3d.Mesh(geometery_Cube, mat_cube);
this.view1.addChild3D(this.cube);
///创建面片,放置于场景内(0,0,0)位置
var mat_Plane: egret3d.TextureMaterial = new egret3d.TextureMaterial();
var geometery_Plane: egret3d.PlaneGeometry = new egret3d.PlaneGeometry();
var plane = new egret3d.Mesh(geometery_Plane, mat_Plane);
this.view1.addChild3D(plane);
///注册事件,持有对象为_egret3DCanvas,每帧触发该注册方法,需要依次写入事件标识符,注册方法和注册对象。
this._egret3DCanvas.addEventListener(egret3d.Event3D.ENTER_FRAME, this.OnUpdate, this);
}
///注册后,该事件将每帧响应
public OnUpdate(e: egret3d.Event3D) {
var speed = 0.04;
///我们这里简单的控制cube的x值来进行水平位移动画
///限制x的运动范围为-200至200之间。
if (this.cube.x > 200) {
this.radio = -1;
} else if (this.cube.x < -200) {
this.radio = 1;
}
///通过速度和每帧间隔时长计算位移,radio是位移方向系数。
this.cube.x += speed * e.delay * this.radio;
}
}