我开始学习三个.js。我研究了网站上的入门部分并查看了一些示例,但我无法弄清楚很多事情。
我想要做的是创建一个立方体(一个盒子)并将相机放在它的中间,这样我就可以看到每个面的内侧。这实际上是可能的吗?
现在看一下文档,各种示例和stackoverflow,我现在就在这里:
var camera, scene, renderer;
var isUserInteracting = false,
onMouseDownMouseX = 0, onMouseDownMouseY = 0,
lon = 0, onMouseDownLon = 0,
lat = 0, onMouseDownLat = 0,
phi = 0, theta = 0;
init();
animate();
function init() {
var container, mesh;
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );
camera.target = new THREE.Vector3(1, 1, 1);
scene = new THREE.Scene();
var geometry = new THREE.BoxGeometry(7, 7, 7);
geometry.applyMatrix(new THREE.Matrix4().makeScale(-1, 1, 1));
var material = [
new THREE.MeshBasicMaterial( { color: 0x8bf2a7 } ),
new THREE.MeshBasicMaterial( { color: 0x1ad9a5 } ),
new THREE.MeshBasicMaterial( { color: 0xdadcad } ),
new THREE.MeshBasicMaterial( { color: 0xb1b1b1 } ),
new THREE.MeshBasicMaterial( { color: 0x3a3a3a } ), // front
new THREE.MeshBasicMaterial( { color: 0xf5f5f5 } )
];
mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial(material) );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
document.addEventListener( 'dragover', function ( event ) {
event.preventDefault();
event.dataTransfer.dropEffect = 'copy';
}, false );
document.addEventListener( 'dragenter', function ( event ) {
document.body.style.opacity = 0.5;
}, false );
document.addEventListener( 'dragleave', function ( event ) {
document.body.style.opacity = 1;
}, false );
document.addEventListener( 'drop', function ( event ) {
event.preventDefault();
var reader = new FileReader();
reader.addEventListener( 'load', function ( event ) {
material.map.image.src = event.target.result;
material.map.needsUpdate = true;
}, false );
reader.readAsDataURL( event.dataTransfer.files[ 0 ] );
document.body.style.opacity = 1;
}, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
isUserInteracting = true;
onPointerDownPointerX = event.clientX;
onPointerDownPointerY = event.clientY;
onPointerDownLon = lon;
onPointerDownLat = lat;
}
function onDocumentMouseMove( event ) {
if ( isUserInteracting === true ) {
lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;
}
}
function onDocumentMouseUp( event ) {
isUserInteracting = false;
}
function onDocumentMouseWheel( event ) {
// WebKit
if ( event.wheelDeltaY ) {
camera.fov -= event.wheelDeltaY * 0.05;
// Opera / Explorer 9
} else if ( event.wheelDelta ) {
camera.fov -= event.wheelDelta * 0.05;
// Firefox
} else if ( event.detail ) {
camera.fov += event.detail * 1.0;
}
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame( animate );
update();
}
function update() {
if ( isUserInteracting === false ) {
// lon += 0.1;
}
lat = Math.max( - 85, Math.min( 85, lat ) );
phi = THREE.Math.degToRad( 90 - lat );
theta = THREE.Math.degToRad( lon );
camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta );
camera.target.y = 500 * Math.cos( phi );
camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta );
camera.lookAt( camera.target );
camera.position.z = 3;
/*
// distortion
camera.position.copy( camera.target ).negate();
*/
renderer.render( scene, camera );
}
我实际上可以从内部看到立方体,但它并不完全是我想要的。我试图把相机放在房间的正中央,我会自己旋转,但我并不准确地如何移动它。