牛のコラーダ モデルがあり、そのモデルをマウスで回転させたいと考えています。多くの解決策を検索しましたが、それらのどれも私のコードでは機能しません。
下はコードです。
私の問題は、自動回転ではなくマウスでモデルを回転させたいということです
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=2.0, maximum-scale=2.0">
<style>
body {
font-family: Monospace;
background-color: #676578;
margin: 0px;
overflow: hidden;
}
#info {
color: #000000;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
a { color: skyblue }
</style>
</head>
<body>
<script src="js/three.min.js"></script>
<script src="js/ColladaLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/stats.min.js"></script>
<script src="js/TrackballControls.js"></script>
<script>
//als de browser geen open gl ondersteunt, geeft ie een message
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer, objects;
var particleLight, pointLight;
var dae, skin;
var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load( './models/collada/monster/monster.dae', function ( collada ) {
dae = collada.scene;
skin = collada.skins[ 0 ];
//scale van de koe, scaled de x y en z as gelijk
dae.scale.x = dae.scale.y = dae.scale.z = 0.006;
dae.updateMatrix();
init();
animate();
} );
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 0, 0, 3 );
scene = new THREE.Scene();
// Grid
/*/
//grid grote
var size = 0, step = 1;
var geometry = new THREE.Geometry();
var material = new THREE.LineBasicMaterial( { color: 0xcccccc, opacity: 0.2 } );
for ( var i = - size; i <= size; i += step ) {
geometry.vertices.push( new THREE.Vector3( - size, - 0.04, i ) );
geometry.vertices.push( new THREE.Vector3( size, - 0.04, i ) );
geometry.vertices.push( new THREE.Vector3( i, - 0.04, - size ) );
geometry.vertices.push( new THREE.Vector3( i, - 0.04, size ) );
}
var line = new THREE.Line( geometry, material, THREE.LinePieces );
scene.add( line );/*/
// Add the COLLADA
scene.add( dae );
particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
scene.add( particleLight );
// Lights
scene.add( new THREE.AmbientLight( 0xcccccc ) );
//hoeveelheid licht
var directionalLight = new THREE.DirectionalLight(/*Math.random() * 0xffffff*/0xe5e5e4 );
directionalLight.position.x = Math.random() - 10;
directionalLight.position.y = Math.random() - 10;
directionalLight.position.z = Math.random() - 10;
directionalLight.position.normalize();
scene.add( directionalLight );
pointLight = new THREE.PointLight( 0xffffff, 4 );
pointLight.position = particleLight.position;
scene.add( pointLight );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
var t = 0;
var clock = new THREE.Clock();
function animate() {
var delta = clock.getDelta();
requestAnimationFrame( animate );
if ( t > 0 ) t = 0;
if ( skin ) {
// guess this can be done smarter...
// (Indeed, there are way more frames than needed and interpolation is not used at all
// could be something like - one morph per each skinning pose keyframe, or even less,
// animation could be resampled, morphing interpolation handles sparse keyframes quite well.
// Simple animation cycles like this look ok with 10-15 frames instead of 100 ;)
for ( var i = 0; i < skin.morphTargetInfluences.length; i++ ) {
skin.morphTargetInfluences[ i ] = 10;
}
}
render();
stats.update();
}
function render() {
//snelheid van het draaien
var timer = Date.now() * 0.0005;
//camera positie op x
camera.position.x = Math.cos( timer ) * 15;
camera.position.y = 2;
// camera positie op z
camera.position.z = Math.sin( timer ) * 10;
camera.lookAt( scene.position );
// light positie
particleLight.position.x = Math.sin( timer * 0 ) * 3009;
particleLight.position.y = Math.cos( timer * 0 ) * 4000;
particleLight.position.z = Math.cos( timer * 0 ) * 3009;
renderer.render( scene, camera );
}
//nieuw
</script>
</body>