键盘方向键上下左右移动一个方块,另一个方块会滞后一定时间,然后重复第一个方块的路径,跟随移动;
var canvas = document.getElementById("renderCanvas");
var engine = new BABYLON.Engine(canvas, true);
var scene = new BABYLON.Scene(engine);
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, new BABYLON.Vector3(0, 0, 0), scene);
var light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);
var box = BABYLON.MeshBuilder.CreateBox("box", {size: 1}, scene);
var followObject = BABYLON.MeshBuilder.CreateBox("followObject", {size: 1}, scene);
box.position = new BABYLON.Vector3(0, 0, 0);
box.material = new BABYLON.StandardMaterial("mat", scene);
box.material.diffuseColor = new BABYLON.Color3(1, 0, 0);
followObject.position = new BABYLON.Vector3(0, 0, 10);
followObject.material = new BABYLON.StandardMaterial("mat", scene);
followObject.material.diffuseColor = new BABYLON.Color3(0, 0, 1);
camera.setPosition(new BABYLON.Vector3(0, 0, -20));
engine.runRenderLoop(function () {
var cameraPosition = camera.position.clone();
var followObjectPosition = followObject.position.clone();
var followPosition = followObjectPosition.add(new BABYLON.Vector3(0, 1, 0));
var targetPosition = followPosition.subtract(cameraPosition);
targetPosition = cameraPosition.add(targetPosition.scale(0.1));
camera.position = targetPosition;
scene.render();
});
在babylon.js中实现一个物体滞后跟随另一个物体移动,我这里创建了一个场景,包括一个红色的立方体和一个蓝色的立方体。蓝色的立方体是被跟随的物体,红色的立方体是相机。在engine.runRenderLoop
方法中,计算了被跟随物体的位置和相机的位置,然后计算了物体滞后的位置,并将相机移动到该位置。
要是有任何更新,请把运行发给我们。
该回答引用chatgpt:
在Babylon.js中,你可以通过给物体应用动画来实现滞后跟随的效果。具体实现方法如下:
创建两个物体,一个代表跟随物体,一个代表被跟随物体。假设它们分别为 follower 和 followee。
给 follower 物体创建一个空的 Animation 动画,并将其添加到场景中。
const animation = new BABYLON.Animation("followerAnimation", "position", 60, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
scene.beginAnimation(follower, 0, 100, true);
在每一帧中更新 follower 的位置,使其在一定的延迟时间后跟随 followee 移动。
const delay = 30; // 延迟时间,单位为帧数
const speed = 0.1; // 跟随速度,值为0-1之间
let frameCount = 0;
scene.onBeforeRenderObservable.add(() => {
if (frameCount < delay) {
frameCount++;
} else {
const followeePos = followee.position.clone();
const followerPos = follower.position.clone();
const delta = followeePos.subtract(followerPos);
follower.position.addInPlace(delta.scale(speed));
}
});
在每一帧中更新 followee 的位置,使其随着键盘输入移动
const moveSpeed = 0.5; // 移动速度
const inputMap = {}; // 记录键盘输入状态的对象
window.addEventListener("keydown", event => {
inputMap[event.key] = true;
});
window.addEventListener("keyup", event => {
inputMap[event.key] = false;
});
scene.onBeforeRenderObservable.add(() => {
const direction = new BABYLON.Vector3(0, 0, 0);
if (inputMap["ArrowUp"]) {
direction.z += 1;
}
if (inputMap["ArrowDown"]) {
direction.z -= 1;
}
if (inputMap["ArrowLeft"]) {
direction.x -= 1;
}
if (inputMap["ArrowRight"]) {
direction.x += 1;
}
direction.normalize();
followee.position.addInPlace(direction.scale(moveSpeed));
});
const canvas = document.getElementById("renderCanvas");
const engine = new BABYLON.Engine(canvas, true);
const createScene = () => {
const scene = new BABYLON.Scene(engine);
const camera = new BABYLON.ArcRotateCamera("camera", -Math.PI / 2, Math.PI / 2, 5, new BABYLON.Vector3(0, 0, 0), scene);
camera.attachControl(canvas, true);
const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);
const cube1 = BABYLON.MeshBuilder.CreateBox("cube1", { size: 1 });
cube1.position = new BABYLON.Vector3(0, 0, 0);
const cube2 = BABYLON.MeshBuilder.CreateBox("cube2", { size: 1 });
cube2.position = new BABYLON.Vector3(0, 0, 0);
let cube1Velocity = BABYLON.Vector3.Zero();
let cube2Velocity = BABYLON.Vector3.Zero();
let timeDelta = 0;
const deltaTime = () => {
const now = new Date().getTime();
const delta = now - (timeDelta || now);
timeDelta = now;
return delta / 1000;
};
let lagTime = 0.2; // 滞后时间,单位秒
const onKeyDown = (evt) => {
switch (evt.keyCode) {
case 38: // 上
cube1Velocity.z = 1;
break;
case 40: // 下
cube1Velocity.z = -1;
break;
case 37: // 左
cube1Velocity.x = -1;
break;
case 39: // 右
cube1Velocity.x = 1;
break;
}
};
const onKeyUp = (evt) => {
switch (evt.keyCode) {
case 38: // 上
case 40: // 下
cube1Velocity.z = 0;
break;
case 37: // 左
case 39: // 右
cube1Velocity.x = 0;
break;
}
};
document.addEventListener("keydown", onKeyDown);
document.addEventListener("keyup", onKeyUp);
scene.onBeforeRenderObservable.add(() => {
const dt = deltaTime();
cube1.position.addInPlace(cube1Velocity.scale(dt));
const targetPosition = cube1.position.subtract(cube1Velocity.scale(lagTime));
cube2.position = BABYLON.Vector3.Lerp(cube2.position, targetPosition, 0.5);
});
return scene;
};
const scene = createScene();
engine.runRenderLoop(() => {
scene.render();
});
window.addEventListener("resize", () => {
engine.resize();
});
可以使用babylon.js中的动画系统来实现一个物体滞后跟随另一个物体移动的效果。
首先,创建两个box对象,一个作为主物体,一个作为跟随物体,在每一帧中,将跟随物体的位置逐渐更新到主物体的位置。具体实现如下:
let mainBox = BABYLON.MeshBuilder.CreateBox("mainBox", {size: 2}, scene);
mainBox.position = new BABYLON.Vector3(0, 0, 0);
let followBox = BABYLON.MeshBuilder.CreateBox("followBox", {size: 2}, scene);
followBox.position = new BABYLON.Vector3(0, 0, 0);
let followAnimation = new BABYLON.Animation("followAnimation", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
let keys = [];
scene.registerBeforeRender(() => {
// 更新跟随物体的位置
followBox.position = BABYLON.Vector3.Lerp(followBox.position, mainBox.position, 0.1);
// 添加动画帧
keys.push({
frame: scene.getAnimationRatio(),
value: followBox.position.clone()
});
});
这里我们使用了Lerp函数来逐渐更新跟随物体的位置,0.1是一个缓动系数,控制滞后的程度。
然后,我们可以根据按键事件更新主物体的位置:
window.addEventListener("keydown", (event) => {
switch (event.keyCode) {
case 38: // up
mainBox.position.z += 1;
break;
case 40: // down
mainBox.position.z -= 1;
break;
case 37: // left
mainBox.position.x -= 1;
break;
case 39: // right
mainBox.position.x += 1;
break;
}
});
最后,我们需要将动画添加到跟随物体上,并播放动画:
followAnimation.setKeys(keys);
followBox.animations.push(followAnimation);
scene.beginAnimation(followBox, 0, 100, true);
这里我们将动画设置为循环模式,并将其添加到跟随物体的动画列表中,然后开始播放动画。
完整代码如下:
let canvas = document.getElementById("renderCanvas") as HTMLCanvasElement;
let engine = new BABYLON.Engine(canvas, true);
let createScene = function (): BABYLON.Scene {
let scene = new BABYLON.Scene(engine);
let mainBox = BABYLON.MeshBuilder.CreateBox("mainBox", {size: 2}, scene);
mainBox.position = new BABYLON.Vector3(0, 0, 0);
let followBox = BABYLON.MeshBuilder.CreateBox("followBox", {size: 2}, scene);
followBox.position = new BABYLON.Vector3(0, 0, 0);
let followAnimation = new BABYLON.Animation("followAnimation", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
let keys = [];
scene.registerBeforeRender(() => {
// 更新跟随物体的位置
followBox.position = BABYLON.Vector3.Lerp(followBox.position, mainBox.position, 0.1);
// 添加动画帧
keys.push({
frame: scene.getAnimationRatio(),
value: followBox.position.clone()
});
});
window.addEventListener("keydown", (event) => {
switch (event.keyCode) {
case 38: // up
mainBox.position.z += 1;
break;
case 40: // down
mainBox.position.z -= 1;
break;
case 37: // left
mainBox.position.x -= 1;
break;
case 39: // right
mainBox.position.x += 1;
break;
}
});
followAnimation.setKeys(keys);
followBox.animations.push(followAnimation);
scene.beginAnimation(followBox, 0, 100, true);
return scene;
};
let scene = createScene();
engine.runRenderLoop(() => {
scene.render();
});
window.addEventListener("resize", () => {
engine.resize();
});
这样就可以实现一个物体滞后跟随另一个物体移动的效果了。
ChatGPT 4 给出的答案:
Babylon.js是一个用于创建3D场景和交互的JavaScript库,它提供了一些相机类型,可以用来跟随一个物体的移动。其中一个是FollowCamera,它可以指定一个目标物体,并根据一些参数来调整距离、高度和旋转角度。您可以使用以下代码来创建一个FollowCamera,并将其目标设置为第一个方块:
const followCamera = new BABYLON.FollowCamera ("followCamera", new BABYLON.Vector3 (0, 0, 0), scene);
followCamera.target = box1; // box1 is the first box
followCamera.radius = 10; // the distance between the camera and the target
followCamera.heightOffset = 5; // the height of the camera above the target
followCamera.rotationOffset = 0; // the camera rotation angle around the target
然后,您可以使用键盘方向键来控制第一个方块的移动,例如:
scene.actionManager = new BABYLON.ActionManager (scene);
scene.actionManager.registerAction (new BABYLON.ExecuteCodeAction (BABYLON.ActionManager.OnKeyDownTrigger, function (evt) {
switch (evt.sourceEvent.key) {
case "ArrowUp":
box1.position.z += 0.1;
break;
case "ArrowDown":
box1.position.z -= 0.1;
break;
case "ArrowLeft":
box1.position.x -= 0.1;
break;
case "ArrowRight":
box1.position.x += 0.1;
break;
}
}));
最后,您可以使用一个变量来记录第一个方块的移动路径,然后让第二个方块延迟一定时间后重复这个路径。例如:
let path = []; // an array to store the positions of box1
let delay = 100; // a delay time in milliseconds
let index = 0; // an index to track the current position in path
scene.registerBeforeRender (function () {
path.push (box1.position.clone ()); // push the current position of box1 to path
});
setInterval (function () {
if (index < path.length) {
box2.position = path[index]; // set the position of box2 to the corresponding position in path
index++; // increment the index
}
}, delay);
该回答通过自己思路及引用到GPTᴼᴾᴱᴺᴬᴵ搜索,得到内容具体如下:
在 Babylon.js 中实现一个物体滞后跟随另一个物体移动,可以使用插值法来实现。具体步骤如下:
1、 定义两个物体:方块 A 和方块 B,分别用 Mesh 类来创建。
const boxA = Mesh.CreateBox("Box A", 1, scene);
const boxB = Mesh.CreateBox("Box B", 1, scene);
2、 定义两个变量:boxAPosition 和 boxBPosition,分别用来存储方块 A 和方块 B 的位置信息。
let boxAPosition = boxA.position.clone();
let boxBPosition = boxB.position.clone();
3、 监听方向键的按下事件,更新方块 A 的位置信息。
window.addEventListener("keydown", (event) => {
switch (event.keyCode) {
case 38: // 上
boxAPosition.z -= 1;
break;
case 40: // 下
boxAPosition.z += 1;
break;
case 37: // 左
boxAPosition.x -= 1;
break;
case 39: // 右
boxAPosition.x += 1;
break;
}
});
4、 在场景的渲染循环中,使用插值法更新方块 B 的位置信息,使其滞后跟随方块 A 移动。具体实现可以使用 Lerp 函数。
let t = 0.1; // 插值系数,越小滞后越明显
scene.onBeforeRenderObservable.add(() => {
// 使用插值法更新 boxBPosition
boxBPosition = Vector3.Lerp(boxBPosition, boxAPosition, t);
// 将 boxBPosition 赋值给方块 B 的位置信息
boxB.position.copyFrom(boxBPosition);
});
这样,当按下方向键移动方块 A 时,方块 B 会滞后一定时间,然后重复方块 A 的路径跟随移动。
完整的示例代码如下:
import { Engine, Scene, Vector3, Mesh } from "babylonjs";
// 创建引擎和场景
const canvas = document.getElementById("renderCanvas") as HTMLCanvasElement;
const engine = new Engine(canvas, true);
const scene = new Scene(engine);
// 创建方块 A 和方块 B
const boxA = Mesh.CreateBox("Box A", 1, scene);
const boxB = Mesh.CreateBox("Box B", 1, scene);
// 定义方块 A 和方块 B 的位置信息
let boxAPosition = boxA.position.clone();
let boxBPosition = boxB.position.clone();
// 监听方向键的按下事件,更新方块 A 的位置信息
window.addEventListener("keydown", (event) => {
switch (event.keyCode) {
case 38: // 上
boxAPosition.z -= 1;
break;
case 40: // 下
boxAPosition.z += 1;
break;
case 37: // 左
boxAPosition.x -= 1;
break;
case 39: // 右
boxAPosition.x += 1;
break;
}
});
// 在场景的渲染循环中,使用插值法更新方块 B 的位置信息,使其滞后跟随方块 A 移动
let t = 0.1; // 插值系数,越小滞后越明显
scene.onBeforeRenderObservable.add(() => {
// 使用插值法更新 boxBPosition
boxBPosition = Vector3.Lerp(boxBPosition, boxAPosition, t);
// 将 boxBPosition 赋值给方块 B 的位置信息
boxB.position.copyFrom(boxBPosition);
});
// 启动引擎
engine.runRenderLoop(() => {
scene.render();
});
如果以上回答对您有所帮助,点击一下采纳该答案~谢谢
Babylongjs-动画
可以借鉴下
https://blog.csdn.net/BoSaidong00/article/details/121969816
以下答案由GPT-3.5大模型与博主波罗歌共同编写:
在babylon.js中实现一个物体滞后跟随另一个物体移动键盘方向键上下左右移动一个方块,另一个方块会滞后一定时间,并重复第一个方块的路径,可以通过以下步骤来实现:
1.创建两个方块(mesh):一个是实时跟随键盘移动的方块(movingBox),另一个是滞后跟随movingBox移动的方块(followingBox)。
var movingBox = BABYLON.MeshBuilder.CreateBox("movingBox", {size: 2}, scene);
var followingBox = BABYLON.MeshBuilder.CreateBox("followingBox", {size: 2}, scene);
2.设置movingBox的运动和控制。这里我们可以使用键盘事件来控制movingBox的方向和速度。我们需要为每个方向键都添加keydown和keyup事件监听器来控制移动。另外,在每个帧中,我们需要计算movingBox的新位置,并将其设置为followingBox的目标位置。
var speed = 0.1;
var movingDirection = new BABYLON.Vector3(0, 0, 0);
document.addEventListener("keydown", function(event) {
switch (event.keyCode) {
case 38: // up arrow
movingDirection.z = -speed;
break;
case 40: // down arrow
movingDirection.z = speed;
break;
case 37: // left arrow
movingDirection.x = -speed;
break;
case 39: // right arrow
movingDirection.x = speed;
break;
}
});
document.addEventListener("keyup", function(event) {
switch (event.keyCode) {
case 38: // up arrow
case 40: // down arrow
movingDirection.z = 0;
break;
case 37: // left arrow
case 39: // right arrow
movingDirection.x = 0;
break;
}
});
scene.onBeforeRenderObservable.add(function() {
movingBox.position.addInPlace(movingDirection);
followingBox.targetPosition = movingBox.position.clone();
});
3.设置followingBox的滞后效果。我们可以使用“延迟”值来控制滞后的时间。对于每个帧,我们都要计算followingBox的新位置,这里我们使用了一个简单的差值算法,计算出followingBox当前位置和目标位置之间的中间点,并将其设置为followingBox的新位置。
var delay = 20;
var currentPosition = new BABYLON.Vector3(0, 0, 0);
var targetPosition = new BABYLON.Vector3(0, 0, 0);
var direction = new BABYLON.Vector3(0, 0, 0);
followingBox.position.set(0, 0, 0);
scene.onBeforeRenderObservable.add(function() {
currentPosition.copyFrom(followingBox.position);
targetPosition.copyFrom(followingBox.targetPosition);
var deltaTime = scene.getEngine().getDeltaTime();
// calculate direction from current position to target position
direction.copyFrom(targetPosition).subtractInPlace(currentPosition).normalize();
var distance = currentPosition.distanceTo(targetPosition);
// apply delay effect
if (distance > 0) {
var delayAmount = Math.min(deltaTime / delay, 1);
var newPosition = currentPosition.add(direction.scale(delayAmount * distance));
followingBox.position.copyFrom(newPosition);
}
});
完整代码如下:
var canvas = document.getElementById("renderCanvas");
var engine = new BABYLON.Engine(canvas, true);
var createScene = function() {
var scene = new BABYLON.Scene(engine);
var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 10, -10), scene);
camera.setTarget(BABYLON.Vector3.Zero());
camera.attachControl(canvas, true);
var light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);
var speed = 0.1;
var movingDirection = new BABYLON.Vector3(0, 0, 0);
var movingBox = BABYLON.MeshBuilder.CreateBox("movingBox", {size: 2}, scene);
var followingBox = BABYLON.MeshBuilder.CreateBox("followingBox", {size: 2}, scene);
followingBox.position.set(0, 0, 0);
document.addEventListener("keydown", function(event) {
switch (event.keyCode) {
case 38: // up arrow
movingDirection.z = -speed;
break;
case 40: // down arrow
movingDirection.z = speed;
break;
case 37: // left arrow
movingDirection.x = -speed;
break;
case 39: // right arrow
movingDirection.x = speed;
break;
}
});
document.addEventListener("keyup", function(event) {
switch (event.keyCode) {
case 38: // up arrow
case 40: // down arrow
movingDirection.z = 0;
break;
case 37: // left arrow
case 39: // right arrow
movingDirection.x = 0;
break;
}
});
scene.onBeforeRenderObservable.add(function() {
movingBox.position.addInPlace(movingDirection);
followingBox.targetPosition = movingBox.position.clone();
});
var delay = 20;
var currentPosition = new BABYLON.Vector3(0, 0, 0);
var targetPosition = new BABYLON.Vector3(0, 0, 0);
var direction = new BABYLON.Vector3(0, 0, 0);
scene.onBeforeRenderObservable.add(function() {
currentPosition.copyFrom(followingBox.position);
targetPosition.copyFrom(followingBox.targetPosition);
var deltaTime = scene.getEngine().getDeltaTime();
// calculate direction from current position to target position
direction.copyFrom(targetPosition).subtractInPlace(currentPosition).normalize();
var distance = currentPosition.distanceTo(targetPosition);
// apply delay effect
if (distance > 0) {
var delayAmount = Math.min(deltaTime / delay, 1);
var newPosition = currentPosition.add(direction.scale(delayAmount * distance));
followingBox.position.copyFrom(newPosition);
}
});
return scene;
};
var scene = createScene();
engine.runRenderLoop(function() {
scene.render();
});
window.addEventListener("resize", function() {
engine.resize();
});
这样就可以实现一个物体滞后跟随另一个物体移动的效果了。
如果我的回答解决了您的问题,请采纳!
引用chatGPT作答,以下是使用 Babylon.js 实现一个物体滞后跟随另一个物体移动的示例代码。该示例中,使用键盘方向键控制一个方块的移动,另一个方块会在一定时间内滞后移动,然后重复第一个方块的路径,以跟随移动。
// 创建 Babylon.js 场景
var canvas = document.getElementById("renderCanvas");
var engine = new BABYLON.Engine(canvas, true);
var scene = new BABYLON.Scene(engine);
// 创建相机
var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene);
camera.setTarget(BABYLON.Vector3.Zero());
// 创建灯光
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);
// 创建第一个方块
var box1 = BABYLON.MeshBuilder.CreateBox("box1", {height: 1, width: 1, depth: 1}, scene);
box1.position = new BABYLON.Vector3(0, 0, 0);
// 创建第二个方块
var box2 = BABYLON.MeshBuilder.CreateBox("box2", {height: 1, width: 1, depth: 1}, scene);
box2.position = new BABYLON.Vector3(0, 0, 0);
// 设置第二个方块的滞后时间(以毫秒为单位)
var lagTime = 1000;
// 定义变量来跟踪第一个方块的位置和方向
var box1Position = BABYLON.Vector3.Zero();
var box1Direction = BABYLON.Vector3.Zero();
// 监听键盘事件以控制第一个方块的移动
var inputMap = {};
scene.actionManager = new BABYLON.ActionManager(scene);
scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyDownTrigger, function (evt) {
inputMap[evt.sourceEvent.key] = evt.sourceEvent.type == "keydown";
}));
scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyUpTrigger, function (evt) {
inputMap[evt.sourceEvent.key] = evt.sourceEvent.type == "keydown";
}));
// 创建一个渲染循环来更新场景
engine.runRenderLoop(function () {
// 更新第一个方块的位置和方向
box1Position = box1.position.clone();
box1Direction = camera.getDirection(new BABYLON.Vector3(0, 0, 1));
// 检查键盘输入并移动第一个方块
if (inputMap["ArrowUp"]) {
box1.moveWithCollisions(box1Direction.scale(0.1));
}
if (inputMap["ArrowDown"]) {
box1.moveWithCollisions(box1Direction.scale(-0.1));
}
if (inputMap["ArrowLeft"]) {
box1.rotate(BABYLON.Axis.Y, -0.1, BABYLON.Space.LOCAL);
}
if (inputMap["ArrowRight"]) {
box1.rotate(BABYLON.Axis.Y, 0.1, BABYLON.Space.LOCAL);
}
// 使用滞后时间计算第二个方块的位置
if (currentTime - lastUpdateTime > lagTime) {
var laggedDirection = box1Direction.scale(-1);
var laggedDistance = box1Position.subtract(box2.position).length();
var laggedSpeed = laggedDistance / lagTime;
var laggedDelta = laggedSpeed * (currentTime - lastUpdateTime);
laggedPosition = box2.position.add(laggedDirection.scale(laggedDelta));
} else {
laggedPosition = box2.position;
}
// 更新第二个方块的位置和方向
box2.position = laggedPosition;
box2.rotation = box1.rotation.clone();
// 记录上次更新时间
lastUpdateTime = currentTime;
// 渲染场景
scene.render();
});
// 监听窗口大小变化事件并重新调整画布大小
window.addEventListener("resize", function () {
engine.resize();
});
在该示例中,我们使用 box1
来控制第一个方块的移动,并使用 box2
来滞后跟随第一个方块的移动。我们使用 lagTime
变量来指定第二个方块滞后的时间,以毫秒为单位。在每次渲染循环中,我们计算第一个方块的位置和方向,并使用键盘输入来移动第一个方块。然后,我们计算第二个方块的位置和方向,使用滞后时间来计算第二个方块的位置,并更新其位置和方向。最后,我们渲染场景并监听窗口大小变化事件以重新调整画布大小。