Three 学习日志(七)—— 动画渲染循环
一、旋转动画
function render() {
renderer.render(scene, camera);
mesh.rotateY(0.01);
requestAnimationFrame(render);
}
render();
二、计算两帧渲染时间间隔和帧率
const clock = new THREE.Clock();
const spt = clock.getDelta()*1000;
console.log('两帧渲染时间间隔(毫秒)',spt);
console.log('帧率FPS',1000/spt);
三、完整代码
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Learn Three</title>
<script src="../build/three.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "../examples/jsm/"
}
}
</script>
</head>
<body>
<script type="module">
import {
OrbitControls } from 'three/addons/controls/OrbitControls.js';
const scene = new THREE.Scene();
const axesHelper = new THREE.AxesHelper(150);
scene.add(axesHelper);
const geometry = new THREE.BoxGeometry(100, 100, 100);
const material = new THREE.MeshBasicMaterial({
color: 0xff0000,
transparent: true,
opacity: 0.5,
});
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(0, 0, 0);
scene.add(mesh);
const ambient = new THREE.AmbientLight(0xffffff, 0.4);
scene.add(ambient);
const camera = new THREE.PerspectiveCamera();
camera.position.set(200, 200, 200);
camera.lookAt(0, 0, 0);
const width = 800;
const height = 500;
const renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
renderer.render(scene, camera);
document.body.appendChild(renderer.domElement);
const clock = new THREE.Clock();
function render() {
const spt = clock.getDelta() * 1000;
console.log('两帧渲染时间间隔(毫秒)', spt);
console.log('帧率FPS', 1000 / spt);
renderer.render(scene, camera);
mesh.rotateY(0.01);
requestAnimationFrame(render);
}
render();
</script>
</body>
</html>