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); } } ![](Img_1.png) 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; } } ![](Img_6.gif)