禁用HTML文本框以进行输入。 “渲染”按钮工作正常,onClick显示已定义的几何体。我尝试将render.domElement更改为页面上的不同元素,如容器,信息,父级和场景。但是无法找出为什么禁用文本框?
<!DOCTYPE html>
<html lang="en">
<head>
<title>3d Model using HTML5 and three.js</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="three.min.js" type="text/javascript"></script>
<script src="Curve.js" type="text/javascript"></script>
<script src="TubeGeometry.js" type="text/javascript"></script>
<script src="Stats.js" type="text/javascript"></script>
<script src="Detector.js" type="text/javascript"></script>
<script>
// variables
var container, stats;
var camera, scene, renderer, splineCamera, cameraHelper, cameraEye;
var text, plane, tube, tubeMesh, parent;
var targetRotation = 0;
var targetRotationOnMouseDown = 0;
var mouseX = 0;
var mouseXOnMouseDown = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var binormal = new THREE.Vector3();
var normal = new THREE.Vector3();
var materials = [];var points = [];
init();
//animate();
function init(){
// HTML form
form = document.createElement( 'div' );
form.innerHTML = 'X: <input type="text" id="txtX" /> Y: <input type="text" id="txtY" /> Z: <input type="text" id="txtZ" /> ';
form.innerHTML += '<input type="button" value="plot" onClick="draw(txtX.value,txtY.value,txtZ.value);" />';
form.innerHTML += '<input type="button" value="render" onClick="animate();" />';
document.body.appendChild( form );
// container
container = document.createElement( 'div' );
document.body.appendChild( container );
// info div
info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
container.appendChild( info );
// camera
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set(30,10,10);
//camera.up = new THREE.Vector3( 0, 1, 1 );
// scene
scene = new THREE.Scene();
camera.lookAt(scene.position);
// light
scene.add( new THREE.AmbientLight( 0x404040 ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 1, 0 );
scene.add( light );
// Grid
geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3( - 500, 0, 0 ) );
geometry.vertices.push( new THREE.Vector3( 500, 0, 0 ) );
for ( var i = 0; i <= 20; i ++ ) {
line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } ) );
line.position.z = ( i * 50 ) - 500;
scene.add( line );
line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } ) );
line.position.x = ( i * 50 ) - 500;
line.rotation.y = 90 * Math.PI / 180;
scene.add( line );
}
// extrudePath, Helix Curve
/*var cords = new Array();
cords[0] = new Array(0, 10, 10);
cords[1] = new Array(10, 0, 10);
cords[2] = new Array(10, 0, 0);*/
//extrudePath = new THREE.SplineCurve3([new THREE.Vector3(cords[0]),new THREE.Vector3(cords[1])]);
/*extrudePath = new THREE.SplineCurve3([
new THREE.Vector3(0, 10, 10),
new THREE.Vector3(10, 0, 10),
new THREE.Vector3(10, 0, 0)
]);*/
draw(0,10,10);
draw(10,0,10);
draw(10,0,0);
extrudePath = new THREE.SplineCurve3(points);
console.log(extrudePath);
// Tube Geometry
var segments = 50;
var closed = false;
var debug = true;
var radiusSegments = 12;
//alert('hello');
var tube = new THREE.TubeGeometry(extrudePath, segments, 2, radiusSegments, closed, debug);
// Tube Mesh
/*tubeMesh = THREE.SceneUtils.createMultiMaterialObject( tube, [
new THREE.MeshLambertMaterial({
color: 0xff00ff,
opacity: tube.debug ? 0.2 : 0.8,
transparent: true
}),
new THREE.MeshBasicMaterial({
color: 0x000000,
opacity: 0.5,
wireframe: true
})]);*/
/*for ( var i = 0; i < 6; i ++ ) {
materials.push( new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) );
}
tube.materials = materials;*/
tubeMesh = new THREE.Mesh(tube ,new THREE.MeshBasicMaterial({
color: 0x000000,side: THREE.DoubleSide,
opacity: 0.5,transparent: true,
wireframe: true}));
//tubeMesh = new THREE.Mesh( tube, new THREE.MeshFaceMaterial() );
//THREE.ColorUtils.adjustHSV( tubeMesh.material.color, 0.1, -0.1, 0 );
parent = new THREE.Object3D();
parent.position.y = 100;
if ( tube.debug ) tubeMesh.add( tube.debug );
parent.add( tubeMesh );
scene.add( tubeMesh );
// projector
projector = new THREE.Projector();
// renderer
//renderer = new THREE.CanvasRenderer();
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
// CONTROLS
console.log(renderer.domElement);
controls = new THREE.TrackballControls( this.camera, info );
// stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'mouseover', onDocumentMouseOver, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function draw(x,y,z)
{
points.push( new THREE.Vector3(x,y,z));
}
function onWindowResize() {
camera.left = window.innerWidth / - 2;
camera.right = window.innerWidth / 2;
camera.top = window.innerHeight / 2;
camera.bottom = window.innerHeight / - 2;
camera.aspect = window.innerWidth / window.innerHeight;
//camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
document.addEventListener( 'mouseout', onDocumentMouseOut, false );
mouseXOnMouseDown = event.clientX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
}
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
}
function onDocumentMouseUp( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentMouseOut( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentMouseOver( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentTouchStart( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
}
}
function animate() {
tubeMesh.rotation.y += ( targetRotation - tubeMesh.rotation.y ) * 0.15;
camera.updateMatrixWorld();
renderer.render( scene, camera );
requestAnimationFrame( animate );
//render();
update();
}
function update()
{
controls.update();
stats.update();
}
function render() {
tubeMesh.rotation.y += ( targetRotation - tubeMesh.rotation.y ) * 0.15;
camera.updateMatrixWorld();
renderer.render( scene, camera );
}
</script>
</body>
</html>
答案 0 :(得分:2)
由于轨迹球控制,它阻止了每次鼠标输入的默认操作。
这可能是重复的 Three.JS -- conflict Camera controls with a textbox in a scene
答案 1 :(得分:0)
晚了,但这适合我。您应该启用mousedown Listener:
发件人:强>
document.addEventListener( 'mousedown', onDocumentMouseDown, false);
以强>
document.addEventListener( 'mousedown', onDocumentMouseDown, true);