I'm trying to make an object keep looking at the mouse in a natural-ish way. So far, i've managed to
- make the object look at the mouse at all times
- add an easing to make in more natural
The problem is now that the object doesn't follow the same path as the mouse but always takes the last position to ease to.
I'm not sure how to approach this.
// create object and add to scene
const sphere = new THREE.Mesh( geometry, material );
const origin = new THREE.Vector3(0, 0, 75);
sphere.position.x = 0;
sphere.position.z = 0;
sphere.lookAt(origin);
scene.add( sphere );
window.addEventListener("mousemove", onmousemove, false);
var plane = new THREE.Plane(new THREE.Vector3(0, 0, 1), 0);
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var intersectPoint = new THREE.Vector3();
function onmousemove(event) {
var startRotation = sphere.quaternion.clone();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
raycaster.ray.intersectPlane(plane, intersectPoint);
intersectPoint.z = 75; // so that the object is still always facing the camera which has a position.z of 75 too
sphere.lookAt(intersectPoint);
var endRotation = sphere.quaternion.clone();
sphere.quaternion.copy( startRotation );
createjs.Tween.get(sphere.quaternion).to(endRotation, 1000, createjs.Ease.getPowOut(2.2));
marker.position.copy(intersectPoint);
}
So the goal is now to find a way to make the object follow the mouse, but not only the last position, its whole path. Any ideas?
I'm trying to make an object keep looking at the mouse in a natural-ish way. So far, i've managed to
- make the object look at the mouse at all times
- add an easing to make in more natural
The problem is now that the object doesn't follow the same path as the mouse but always takes the last position to ease to.
I'm not sure how to approach this.
// create object and add to scene
const sphere = new THREE.Mesh( geometry, material );
const origin = new THREE.Vector3(0, 0, 75);
sphere.position.x = 0;
sphere.position.z = 0;
sphere.lookAt(origin);
scene.add( sphere );
window.addEventListener("mousemove", onmousemove, false);
var plane = new THREE.Plane(new THREE.Vector3(0, 0, 1), 0);
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var intersectPoint = new THREE.Vector3();
function onmousemove(event) {
var startRotation = sphere.quaternion.clone();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
raycaster.ray.intersectPlane(plane, intersectPoint);
intersectPoint.z = 75; // so that the object is still always facing the camera which has a position.z of 75 too
sphere.lookAt(intersectPoint);
var endRotation = sphere.quaternion.clone();
sphere.quaternion.copy( startRotation );
createjs.Tween.get(sphere.quaternion).to(endRotation, 1000, createjs.Ease.getPowOut(2.2));
marker.position.copy(intersectPoint);
}
So the goal is now to find a way to make the object follow the mouse, but not only the last position, its whole path. Any ideas?
Share Improve this question asked Dec 21, 2018 at 15:12 Marine Le BorgneMarine Le Borgne 1,0662 gold badges11 silver badges39 bronze badges 2-
Some inspiration by Karim Maaloul: codepen.io/Yakudoo/full/YXxmYR ... I would avoid calling
Tween()
every time the mouse moves. Just calllookAt()
. – WestLangley Commented Dec 21, 2018 at 15:49 - @WestLangley What a cool example, thank you. That is what I did initially but then the rotation was changing in a linear way, i would like to object to rotate with some easing and delay. But maybe i'm still missing something – Marine Le Borgne Commented Dec 21, 2018 at 16:45
1 Answer
Reset to default 9You can make an object look at the mouse with delayed easing by using a pattern like so:
var target = new THREE.Vector3();
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
...
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
function animate() {
requestAnimationFrame( animate );
target.x += ( mouseX - target.x ) * .02;
target.y += ( - mouseY - target.y ) * .02;
target.z = camera.position.z; // assuming the camera is located at ( 0, 0, z );
object.lookAt( target );
renderer.render( scene, camera );
}
three.js r.131