我想在鼠标按下事件发生时旋转对象, 但是现在的问题是,当我单击鼠标左键时,对象在相机上旋转......我不明白问题出在哪里..
以下是代码
<html lang="en">
<head>
<title>three.js webgl - loaders - OBJ loader</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: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
</style>
</head>
<body>
<div id="container">
</div>
<script src="build/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/TrackballControls.js"></script>
<script src="js/loaders/OBJLoader_f.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if (!Detector.webgl) Detector.addGetWebGLMessage();
var container, stats;
var projector;
var camera, scene, renderer, controls;
var width = 1200;
var height = 800;
var mouseX = 0, mouseY = 0;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 100;
// trackball controls
controls = new THREE.TrackballControls(camera);
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
controls.keys = [65, 83, 68];
controls.target.set(0, 10, 0);
controls.addEventListener('change', render);
//Scene
scene = new THREE.Scene();
scene.add(camera);
var ambient = new THREE.AmbientLight(0x101030);
scene.add(ambient);
var directionalLight = new THREE.DirectionalLight(0xffeedd);
directionalLight.position.set(0, 0, 1).normalize();
scene.add(directionalLight);
var loader = new THREE.OBJLoader();
loader.load('http://localhost:56689/obj/spine/spine_test.js', function (object)
{
scene.add( object );
});
// RENDERER
renderer = new THREE.WebGLRenderer({ antialias: false });
renderer.setSize(window.innerWidth, window.innerHeight);
container = document.getElementById('container');
container.appendChild(renderer.domElement);
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild(stats.domElement);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
controls.handleResize();
render();
}
function animate() {
try
{
requestAnimationFrame(animate);
controls.update();
}
catch (err)
{
alert("animate error. " + err.message);
}
}
function render() {
renderer.render(scene, camera);
stats.update();
}
</script>
</body>
我不是初学者使用three.js文件, 所以,如果有人知道我的问题,请帮助我...只想在鼠标按下时旋转对象....
谢谢, PRATIK
答案 0 :(得分:2)
TrackballControls.js用于控制相机,你无法用它来操纵对象。 见How to rotate a 3D object on axis three.js? 也许这应该有助于你的情况。
答案 1 :(得分:1)
这听起来不是一个微不足道的问题。
你可以看一下你现在拥有的轨道控制,并找到实际应用旋转的代码。
要通过拖动旋转对象,您需要执行以下操作: