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8 Three.js使用轨迹球插件(trackball)增加对模型的交互功能


这是three.js的一个组件,需要额外的引入文件,文件的地址是在官方下载的案例的examples/js/controls/TrackballControls.js。

只需要和案例里面一样设置相关的属性,并在实例化的时候讲相机传入。就可以实现交互效果。

可以实现的效果:

鼠标按住左键可以旋转模型

鼠标按住右键拖拽可以移动模型

鼠标滚轮可以缩放模型


案例代码:

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
<style type="text/css">
html, body {
margin: 0;
height: 100%;
}

canvas {
display: block;
}

</style>
</head>
<body οnlοad="draw();">

</body>
<script src="build/three.js"></script>
<script src="examples/js/controls/TrackballControls.js"></script>
<script>
var renderer;
function initRender() {
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}

var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 10000);
camera.position.set(0, 0, 400);
}

var scene;
function initScene() {
scene = new THREE.Scene();
}

var light;
function initLight() {
scene.add(new THREE.AmbientLight(0x404040));

light = new THREE.DirectionalLight(0xffffff);
light.position.set(1,1,1);
scene.add(light);
}

function initModel() {
var map = new THREE.TextureLoader().load("examples/textures/UV_Grid_Sm.jpg");
var material = new THREE.MeshLambertMaterial({map:map});

var cube = new THREE.Mesh(new THREE.BoxGeometry(100, 200, 100, 1, 1, 1), material);
scene.add(cube);
}

//用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
var controls;
function initControls() {
controls = new THREE.TrackballControls( camera );
//旋转速度
controls.rotateSpeed = 5;
//变焦速度
controls.zoomSpeed = 3;
//平移速度
controls.panSpeed = 0.8;
//是否不变焦
controls.noZoom = false;
//是否不平移
controls.noPan = false;
//是否开启移动惯性
controls.staticMoving = false;
//动态阻尼系数 就是灵敏度
controls.dynamicDampingFactor = 0.3;
//未知,占时先保留
//controls.keys = [ 65, 83, 68 ];
controls.addEventListener( 'change', render );
}

function render() {
renderer.render( scene, camera );
}

//窗口变动触发的函数
function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
controls.handleResize();
render();
renderer.setSize( window.innerWidth, window.innerHeight );

}

function animate() {
//更新控制器
controls.update();
render();
requestAnimationFrame(animate);
}

function draw() {
initRender();
initScene();
initCamera();
initLight();
initModel();
initControls();

animate();
window.onresize = onWindowResize;
}
</script>
</html>



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