Reputation: 4244
I use OrbitControls now but still i have strange bug. It is hard to explain. When i drag mouse down in the begin work normally and then in one moment whole scene begin to rotate in wrong direction and flip my whole scene.
I got warnings :
OrbitControls.js:1103 [Violation] Added non-passive event listener to a scroll-blocking 'wheel' event. Consider marking event handler as 'passive' to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952
Here is my code:
controls = new THREE.OrbitControls(camera, renderer.domElement);
//controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)
controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
controls.dampingFactor = 0.05;
controls.screenSpacePanning = true;
controls.minDistance = 14;
controls.maxDistance = 120;
controls.maxPolarAngle = Math.PI / 3;
controls.target.set(5, 4, -20);
Upvotes: 0
Views: 847
Reputation: 109
Try this, i had a familiar issue and applied it to my code and worked
camera.up = new THREE.Vector3( 0, 0, 1 );
Upvotes: 2
Reputation: 28472
Did you take a look at the documentation? It outlines four different properties to limit angles of rotation. These are the defaults:
// How far you can orbit vertically, upper and lower limits.
// Range is 0 to Math.PI radians.
controls.minPolarAngle = 0; // radians
controls.maxPolarAngle = Math.PI; // radians
// How far you can orbit horizontally, upper and lower limits.
// If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
controls.minAzimuthAngle = - Infinity; // radians
controls.maxAzimuthAngle = Infinity; // radians
The above solution is for OrbitControls
, which is not what the original question asked. TrackballControls
does not offer the ability to limit angles of rotation.
Upvotes: 1