在这里,我试图将对象平移到其他位置时将其置于按钮单击的中心。因此,我尝试通过将刚购买对象的相机位置重置为起始位置来进行尝试,但是我需要在单击任意旋转位置的按钮时将对象置于屏幕中央。 https://jsfiddle.net/Ajay_Venkatesh/thpb8csv/4/
var camera, scene, renderer;
var cube, cube_geometry, cube_material;
var controls;
init();
render();
function init() {
scene = new THREE.Scene();
// renderer
renderer = new THREE.WebGLRenderer({
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// camera
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 12;
// controls
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.addEventListener('change', render);
controls.enableZoom = false;
// mesh - cube
cube_geometry = new THREE.CubeGeometry(5, 5, 5);
for (var i = 0; i < cube_geometry.faces.length; i += 2) {
var color = Math.random() * 0xffffff;
cube_geometry.faces[i].color.setHex(color);
cube_geometry.faces[i + 1].color.setHex(color);
}
cube_material = new THREE.MeshLambertMaterial({
color: 0xffffff,
vertexColors: THREE.FaceColors
});
cube = new THREE.Mesh(cube_geometry, cube_material);
scene.add(cube);
// Lights
var light = new THREE.DirectionalLight(0xffffff);
light.position.set(1, 1, 1);
scene.add(light);
var light = new THREE.DirectionalLight(0x002288);
light.position.set(-1, -1, -1);
scene.add(light);
var light = new THREE.AmbientLight(0x222222);
scene.add(light);
// events
window.addEventListener('resize', onWindowResize, false);
}
function render() {
renderer.render(scene, camera);
}
function onWindowResize(event) {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
答案 0 :(得分:0)
也许下面的代码应该做您想要的。单击该按钮时,多维数据集的旋转将发生变化,因此它朝向相机。调用render()
很重要,因为您的应用程序中没有动画循环。
button.addEventListener( 'click', ( event ) => {
cube.lookAt( camera.position );
render();
} );