three.jsキャンバスは、他のコンテンツを含む大きなWebページ内の500 x 500の正方形であり、マウスが500 x 500の正方形内にある場合にのみ、カメラのマウス制御(オブジェクトの周りをズームおよび回転するため)が必要です。
また、Webページをスクロールできませんが、マウスイベントリスナーを500x500キャンバスに分離すると修正される可能性があります。
現在のコード:
<!DOCTYPE html>
<html>
<head>
<style>
div {
position:relative;
left:100px;
top:100px;
background-color: #eeeeee;
border:1px solid black;
width:500px;
height:500px;
}
canvas {
width:500px;
height:500px;
}
</style>
</head>
<body>
<script src="https://raw.github.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://raw.github.com/mrdoob/three.js/master/examples/js/loaders/STLLoader.js"></script>
<script src="https://raw.github.com/mrdoob/three.js/master/examples/js/controls/TrackballControls.js"></script>
<script>
var container, camera, scene, renderer, controls;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
var width = container.clientWidth;
var height = container.clientHeight;
camera = new THREE.PerspectiveCamera( 10 , width / height , .1 , 10000 );
camera.position.set( 0, 0, 10);
scene = new THREE.Scene();
controls = new THREE.TrackballControls( camera ); // mouse control
controls.addEventListener( 'change', render ); // mouse control
// object
var loader = new THREE.STLLoader();
loader.addEventListener( 'load', function ( event ) {
var geometry = event.content;
var material = new THREE.MeshLambertMaterial( { ambient: 0xff5533, color: 0xff5533 } );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
} );
loader.load( 'slotted_disk.stl' ); // from https://raw.github.com/mrdoob/three.js/master/examples/models/stl/slotted_disk.stl
// lights
scene.add( new THREE.AmbientLight( 0x222222 ) );
var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
directionalLight.position = camera.position;
scene.add( directionalLight );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( width , height );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function addLight( x, y, z, color, intensity ) {
var directionalLight = new THREE.DirectionalLight( color, intensity );
directionalLight.position.set( x, y, z )
scene.add( directionalLight );
}
function onWindowResize() {
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize( width, height );
}
function animate() {
requestAnimationFrame( animate );
controls.update();
render();
}
function render() {
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>