[英]OnDocumentMouseMove three.js not working
我对Three.js完全没有经验,但是我正在尝试创建与这个相等的相机效果: https ://threejs.org/examples/#webgl_geometry_colors
我试图使用以下代码读取鼠标位置并应用它们,(它们在示例中的执行方式相同)。 为了试图找出问题出在哪里,我将其放入“ camera.positon.x = 1000”中,以查看其是否有效,但无效。 现在,我不知道问题出在哪里,但我只是无法使鼠标工作。
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
camera.position.x = 10000;
}
(我不想顺便使用轨道控制)预先感谢
下面是完整的代码
<script>
var renderer, camera, controls, scene, mesh1, mesh2;
function init(){
renderer = new THREE.WebGLRenderer({canvas: document.getElementById('myCanvas'), antialias: true});
renderer.setClearColor(0x000044);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(15, window.innerWidth/window.innerHeight, 0.1, 3000);
camera.position.set(0,0,750);
resize();
window.onresize = resize;
var light = new THREE.AmbientLight(0xFFFFFF, 0.9);
scene.add(light);
var light2 = new THREE.PointLight(0xFFFFFF, 1);
scene.add(light2);
light2.position.set(0,8,75);
var geometry = new THREE.BoxGeometry(30, 30, 1);
var material = new THREE.MeshPhongMaterial({
color: 0xFF1111,
});
mesh1 = new THREE.Mesh(geometry,material);
mesh1.rotation.x = -0.05;
scene.add(mesh1);
mesh1.position.set(0,0,50);
var geometry = new THREE.BoxGeometry(30, 30, 1);
var material = new THREE.MeshPhongMaterial({
color: 0x11FF11,
});
mesh2 = new THREE.Mesh(geometry,material);
mesh2.rotation.x = -0.05;
scene.add(mesh2);
mesh2.position.set(0,0,0);
var geometry = new THREE.BoxGeometry(30, 30, 1);
var material = new THREE.MeshPhongMaterial({
color: 0x1111FF,
});
mesh3 = new THREE.Mesh(geometry,material);
mesh3.rotation.x = -0.05;
scene.add(mesh3);
mesh3.position.set(0,0, -50);
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function resize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
camera.position.x = 10000;
}
function render() {
requestAnimationFrame( render );
renderer.render( scene, camera );
camera.position.x += 0.5;
camera.lookAt(new THREE.Vector3(0, 0, 0));
}
init(); render();
</script>
在代码中未定义变量windowHalfX
和windowHalfY
。
如果摄像机的位置应取决于鼠标的位置,则必须通过更改鼠标位置来操纵摄像机的位置。 这意味着您必须计算当前鼠标位置和上一个鼠标位置的差。
如果要根据鼠标相对于画布中心的位置来计算位置的操作,则代码应如下所示:
var prevDeltaX = 0, prevDeltaY = 0;
function onDocumentMouseMove( event ) {
var mouseX = event.clientX;
var mouseY = event.clientY;
var deltaX = (window.innerWidth / 2 - mouseX);
var deltaY = (mouseY - window.innerHeight / 2);
camera.position.x += deltaX - prevDeltaX;
camera.position.y += deltaY - prevDeltaY;
prevDeltaX = deltaX; prevDeltaY = deltaY;
}
请参阅摘要:
var renderer, camera, controls, scene, mesh1, mesh2; function init(){ renderer = new THREE.WebGLRenderer({canvas: document.getElementById('myCanvas'), antialias: true}); renderer.setClearColor(0x000044); scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera(15, window.innerWidth/window.innerHeight, 0.1, 3000); camera.position.set(0,0,750); resize(); window.onresize = resize; var light = new THREE.AmbientLight(0xFFFFFF, 0.9); scene.add(light); var light2 = new THREE.PointLight(0xFFFFFF, 1); scene.add(light2); light2.position.set(0,8,75); var geometry = new THREE.BoxGeometry(30, 30, 1); var material = new THREE.MeshPhongMaterial({ color: 0xFF1111, }); mesh1 = new THREE.Mesh(geometry,material); mesh1.rotation.x = -0.05; scene.add(mesh1); mesh1.position.set(0,0,50); var geometry = new THREE.BoxGeometry(30, 30, 1); var material = new THREE.MeshPhongMaterial({ color: 0x11FF11, }); mesh2 = new THREE.Mesh(geometry,material); mesh2.rotation.x = -0.05; scene.add(mesh2); mesh2.position.set(0,0,0); var geometry = new THREE.BoxGeometry(30, 30, 1); var material = new THREE.MeshPhongMaterial({ color: 0x1111FF, }); mesh3 = new THREE.Mesh(geometry,material); mesh3.rotation.x = -0.05; scene.add(mesh3); mesh3.position.set(0,0, -50); document.addEventListener( 'mousemove', onDocumentMouseMove, false ); } function resize() { renderer.setSize(window.innerWidth, window.innerHeight); camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); } var prevDeltaX = 0, prevDeltaY = 0; function onDocumentMouseMove( event ) { var mouseX = event.clientX; var mouseY = event.clientY; var deltaX = (window.innerWidth / 2 - mouseX); var deltaY = (mouseY - window.innerHeight / 2); camera.position.x += deltaX - prevDeltaX; camera.position.y += deltaY - prevDeltaY; prevDeltaX = deltaX; prevDeltaY = deltaY; } function render() { requestAnimationFrame( render ); renderer.render( scene, camera ); //camera.position.x += 0.5; camera.lookAt(new THREE.Vector3(0, 0, 0)); } init(); render();
<script src="https://threejs.org/build/three.min.js"></script> <canvas id="myCanvas"></canvas>
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