我使用threejs渲染一个立方体。目前我实现了具有不同纹理的旋转立方体。现在我正在尝试使用鼠标旋转立方体。在我的情况下,立方体正在旋转:
function animate() {
mesh.rotation.x += .015;
mesh.rotation.y += .015;
mesh.rotation.y += .015;
render();
requestAnimationFrame( animate );
}
现在我有两个选择:
我的目标也是两个州。一个是立方体自动旋转,另一个是立方体通过拖动鼠标旋转。 我已经尝试过OrbitControler,但它没有成功。有没有简单的解决方案只使用鼠标浮动旋转立方体?
我的代码:
three.js所
var camera;
var scene;
var renderer;
var mesh;
var geometry;
var material1;
var material2;
var material3;
var material4;
var material5;
var material6;
var materials;
var meshFaceMaterial;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 1000);
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 1, 1 ).normalize();
scene.add(light);
geometry = new THREE.CubeGeometry( 10, 10, 10);
material1 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('img/cub1.jpg') } );
material2 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('img/cub2.jpg') } );
material3 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('img/cub3.jpg') } );
material4 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('img/cub4.jpg') } );
material5 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('img/cub5.jpg') } );
material6 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('img/cub6.jpg') } );
materials = [material1, material3, material5, material6, material4, material2];
meshFaceMaterial = new THREE.MeshFaceMaterial( materials );
mesh = new THREE.Mesh(geometry, meshFaceMaterial );
mesh.position.z = -50;
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.getElementById('render').appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
render();
}
function animate() {
mesh.rotation.x += .015;
mesh.rotation.y += .015;
mesh.rotation.y += .015;
render();
requestAnimationFrame( animate );
}
function render() {
renderer.render( scene, camera );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
答案 0 :(得分:1)
查看代码:
https://codepen.io/kranzy/pen/pEjGqV
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js"></script>
<div id="container"></div>
<script>
var container, stats;
var camera, controls, scene, renderer;
var cross;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 10;
controls = new THREE.OrbitControls( camera );
controls.addEventListener( 'change', render );
scene = new THREE.Scene();
// world
geometry = new THREE.CubeGeometry( 10, 10, 10);
/*
material1 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('img/cub1.jpg') } );
material2 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('img/cub2.jpg') } );
material3 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('img/cub3.jpg') } );
material4 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('img/cub4.jpg') } );
material5 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('img/cub5.jpg') } );
material6 = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('img/cub6.jpg') } );
materials = [material1, material3, material5, material6, material4, material2];
*/
meshFaceMaterial = /*new THREE.MeshFaceMaterial( materials )*/ new THREE.MeshPhongMaterial({color: 0xff00ff});
mesh = new THREE.Mesh(geometry, meshFaceMaterial );
mesh.position.z = 0;
scene.add( mesh );
// lights
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
light = new THREE.DirectionalLight( 0x002288 );
light.position.set( -1, -1, -1 );
scene.add( light );
light = new THREE.AmbientLight( 0x222222 );
scene.add( light );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setSize( window.innerWidth, window.innerHeight );
container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
function animate() {
requestAnimationFrame( animate );
controls.update();
}
function render() {
renderer.render( scene, camera );
}
</script>
您需要将camera.position.z
设置为大于零。这就是你不能使用OrbitControls的原因。