鼠标控制OBJ网格threejs

时间:2017-01-14 11:03:37

标签: javascript three.js

当使用obj加载器时,three.js提供了围绕对象的运动是非常有限的。我怎样才能让它充满活力?例如,在OrbitControls three.js上提供。

到目前为止,这是我的代码。

<script>

        var container, stats;

        var camera, scene, renderer;

        var mouseX = 0, mouseY = 0;

        var windowHalfX = window.innerWidth / 2;
        var windowHalfY = window.innerHeight / 2;


        init();
        animate();


        function init() {

            container = document.createElement( 'div' );
            document.body.appendChild( container );

            camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
            camera.position.z = 1000;




            // scene


            scene = new THREE.Scene();

            var ambient = new THREE.AmbientLight( 0x444444 );
            scene.add( ambient );

            var directionalLight = new THREE.DirectionalLight( 0xffeedd );
            directionalLight.position.set( 0, 0, 1 ).normalize();
            scene.add( directionalLight );



            // model

            var onProgress = function ( xhr ) {
                if ( xhr.lengthComputable ) {
                    var percentComplete = xhr.loaded / xhr.total * 100;
                    console.log( Math.round(percentComplete, 2) + '% downloaded' );
                }
            };

            var onError = function ( xhr ) { };



            var mtlLoader = new THREE.MTLLoader();
            mtlLoader.setPath( 'obj/cylinder/' );
            mtlLoader.load( 'cylinder.mtl', function( materials ) {

                materials.preload();

                var objLoader = new THREE.OBJLoader();
                objLoader.setMaterials( materials );
                objLoader.setPath( 'obj/cylinder/' );
                objLoader.load( 'cylinder.obj', function ( object ) {

                    object.position.y = 0;
                    scene.add( object );

                }, onProgress, onError );

            });

            //

            renderer = new THREE.WebGLRenderer();
            renderer.setPixelRatio( window.devicePixelRatio );
            renderer.setSize( window.innerWidth, window.innerHeight );
            container.appendChild( renderer.domElement );

            document.addEventListener( 'mousemove', onDocumentMouseMove, false );

            //

            window.addEventListener( 'resize', onWindowResize, false );

        }

        function onWindowResize() {

            windowHalfX = window.innerWidth / 2;
            windowHalfY = window.innerHeight / 2;

            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();

            renderer.setSize( window.innerWidth, window.innerHeight );

        }

        function onDocumentMouseMove( event ) {

            mouseX = ( event.clientX - windowHalfX ) / 1;
            mouseY = ( event.clientY - windowHalfY ) / 2;

        }

        //

        function animate() {

            requestAnimationFrame( animate );
            render();

        }

        function render() {

            camera.position.x += ( mouseX - camera.position.x ) * .1;
            camera.position.y += ( - mouseY - camera.position.y ) * .1;

            camera.lookAt( scene.position );

            renderer.render( scene, camera );

        }

    </script>

</body>

0 个答案:

没有答案
相关问题