我尝试将最新的OrbitControls.js添加到我的场景和轨道接缝中以便正常工作。但是,当我使用鼠标中键或滚轮进行缩放时,轴接缝将关闭,并且不再正确旋转。 Pan(或strafe)似乎在我的场景中也无法正常工作。
在该示例中,http://threejs.org/examples/#misc_controls_orbit鼠标右键将摄像机平行移动到场景中,在我的场景中,它只是与鼠标左键一样。你可以看到我的行为是不正常的http://www.xrez.com/tufa_test/。
<!DOCTYPE html>
<html lang="en">
<head>
<title>obj tester</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 {
background:#fff;
padding:0;
margin:0;
overflow:hidden;
font-family:georgia;
text-align:center;
}
</style>
</head>
<body>
<script src="cam.js"></script>
<script src="three.min.js"></script>
<script src="OrbitControls.js"></script>
<script>
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var container;
var camera, scene, controls, renderer;
var canvasRenderer, webglRenderer;
var mesh, zmesh, geometry;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var meshes = [];
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000);
camera.position.x = 400;
camera.position.y = 200;
camera.position.z = 400;
controls = new THREE.OrbitControls( camera );
controls.addEventListener( 'change', render );
scene = new THREE.Scene();
// LIGHTS
var ambient = new THREE.AmbientLight(0xFFFFFF);
scene.add(ambient);
// var directionalLight = new THREE.DirectionalLight(0x000000);
//directionalLight.position.set(0, 70, 100).normalize();
//scene.add(directionalLight);
// RENDERER
webglRenderer = new THREE.WebGLRenderer();
webglRenderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
webglRenderer.domElement.style.position = "relative";
container.appendChild(webglRenderer.domElement);
var loader = new THREE.JSONLoader(),
callbackKey = function(geometry) {createScene(geometry, 0, 0, 0, 15, "twe.jpg")};
loader.load("tufaWallEarly02_v3.js", callbackKey);
window.addEventListener('resize', onWindowResize, false);
}
function createScene(geometry, x, y, z, scale, tmap) {
zmesh = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({map: THREE.ImageUtils.loadTexture(tmap)}));
zmesh.position.set(x, y, z);
zmesh.scale.set(scale, scale, scale);
meshes.push(zmesh);
scene.add(zmesh);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
webglRenderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
for(var i = 0; i < meshes.length; i++){
meshes[i].rotation.y += .001;
}
requestAnimationFrame(animate);
controls.update();
render();
}
function render() {
camera.lookAt(scene.position);
webglRenderer.render(scene, camera);
}
</script>
</body>
答案 0 :(得分:5)
删除camera.lookAt(scene.position);
行
答案 1 :(得分:1)
在OrbitControls.js第219行找到onMouseDown
并评论此行
/*if ( event.button === 2 )
state = STATE.PAN;*/