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@jesperlandberg
Last active January 18, 2020 21:34
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The issue I'm having isnt isolated to me, but all the devs ive spoken to that have tried to keep gl objects in sync with scroll on mobile (three.js/Native webgl). Would be cool to solve it hah.
class Gl {
constructor() {
Events.on('tick', this.run) // subscribe to globalraf ticker
}
run = ({ current }) => {
/*
Between routes I remove/add meshes from the scene,
so I'm just updating the position of those currently in the scene
*/
const planes = this.scene.children
if (planes) {
for (let i = 0; i < planes.length; i++) {
planes[i].updateY(current) // Update the mesh position
}
}
this.renderer.render(this.scene, this.camera)
}
}
class GlobalRaf {
tick = () => {
/* Lerping the scroll value (this.target) that comes from my virtual scroll */
this.current = lerp(this.current, this.target, this.ease)
this.currentRounded = Math.round(this.current * 100) / 100
/*
Emitting scroll, the Gl things subscribe to this, as do the Smooth scroll / Transform of the DOM elements,
but for some reason th Webgl things can't keep up. Works fine on desktop devices.
*/
Events.emit('tick', {
current: this.currentRounded
})
}
}
class GlObject {
setBounds(parent) {
const rect = this.el.getBoundingClientRect()
this.bounds = {
left: rect.left,
top: rect.top,
width: rect.width,
height: rect.height
}
this.updateSize()
this.updatePosition()
}
resize = () => {
if (!this.visible) return
this.setBounds()
}
calculateUnitSize(distance = this.position.z) {
const vFov = gl.camera.fov * Math.PI / 180
const height = 2 * Math.tan(vFov / 2) * distance
const width = height * gl.camera.aspect
return {
width,
height
}
}
updateSize() {
this.camUnit = this.calculateUnitSize(gl.camera.position.z - this.position.z)
const { ww, wh } = store.bounds
const x = this.bounds.width / ww
const y = this.bounds.height / wh
if (!x || !y) return
this.scale.x = this.camUnit.width * x
this.scale.y = this.camUnit.height * y
}
updateY(y = 0) {
const { wh } = store.bounds
const { top, height } = this.bounds
this.position.y = (this.camUnit.height / 2) - (this.scale.y / 2)
this.position.y -= ((top - y) / wh) * this.camUnit.height
}
updateX(x = 0) {
const { ww } = store.bounds
const { left } = this.bounds
this.position.x = -(this.camUnit.width / 2) + (this.scale.x / 2)
this.position.x += ((left + x) / ww) * this.camUnit.width
}
}
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