When using Three.js for animation rendering, you typically use requestAnimationFrame to continuously update the rendering. If you need to stop the animation in certain scenarios, you can achieve this by canceling requestAnimationFrame.
First, each time you call requestAnimationFrame, it returns a unique ID. You can use this ID to stop the animation by calling cancelAnimationFrame.
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Save the
requestAnimationFrameID: When you callrequestAnimationFrame, store the returned ID in a variable. This allows you to use the ID to stop the animation when needed. -
Call
cancelAnimationFrameto stop the animation: When you want to stop the animation, callcancelAnimationFrameusing the previously stored ID. This will halt further animation frame calls.
Example Code:
javascriptlet frameId; // Store the `requestAnimationFrame` ID function animate() { frameId = requestAnimationFrame(animate); // Your rendering code here render(); } function stopAnimation() { cancelAnimationFrame(frameId); } function render() { // Your rendering logic, such as updating object positions and camera views renderer.render(scene, camera); } // Start the animation animate(); // Assume we listen for keyboard events to stop the animation window.addEventListener('keydown', (event) => { if (event.key === 's') { // When the user presses the 's' key stopAnimation(); } });
In this example, we first define an animate function that calls itself repeatedly to create an animation loop. The animate function calls requestAnimationFrame each time it executes and stores the returned ID in the frameId variable. When the user presses the 's' key, the stopAnimation function is called, using cancelAnimationFrame and the previously stored frameId to halt further animation frame calls.
This method effectively controls the start and stop of the animation, suitable for scenarios requiring dynamic control of Three.js animation rendering.