Reputation: 11080
The title pretty much says it all. I expect trackerballcontrols to behave like this example but for some reason I cannot rotate the camera only zoom in and out. Ovbiously I would like to be able to rotate the camera. Here's the code.
<!DOCTYPE html>
<html>
<head>
<title>Page Title</title>
</head>
<body>
<h1>FooBarBaz</h1>
<p>LaDeDa</p>
<script src="http://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/TrackballControls.js"></script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
var objects = [
{
name : "earth",
mesh : new THREE.Mesh(new THREE.SphereGeometry(1, 32, 32), new THREE.MeshPhongMaterial()),
init : function(scene){
this.mesh.position.set(0,0,0);
//this.material.map = THREE.ImageUtils.loadTexture('../earth.jpg');
scene.add(this.mesh);
},
animate : function(t){return}
},
{
name : "satellite",
mesh : new THREE.Mesh(new THREE.SphereGeometry(0.1, 32, 32), new THREE.MeshPhongMaterial()),
init : function(scene){
this.mesh.position.set(1.5,0,0);
//this.material.map = THREE.ImageUtils.loadTexture('../earth.jpg');
scene.add(this.mesh);
},
animate : function(t){this.mesh.position.set(Math.sin(t)*1.5,Math.cos(t)*1.5,0);}
}];
objects.forEach(object => object.init(scene));
var light = new THREE.HemisphereLight(0xf6e86d, 0x404040, 0.5);
scene.add(light);
camera.position.x = 0;
camera.position.y = -5;
camera.position.z = 0;
camera.lookAt(new THREE.Vector3( 0, 0, 0));
var timeStep = 0.01;
var time = 0;
var controls = new THREE.TrackballControls( camera, renderer.domElement );
controls.target.set( 0, 0, 0 );
var render = function () {
time += timeStep;
requestAnimationFrame( render );
objects.forEach(object => object.animate(time));
controls.update();
renderer.render(scene, camera);
}
document.body.appendChild( renderer.domElement );
render();</script>
</body>
</html>
Upvotes: 0
Views: 540
Reputation: 36
There are two points in your code need adjustment.
You need to append renderer.domElement to body before initializing controls:
document.body.appendChild(renderer.domElement);
var controls = new THREE.TrackballControls(camera, renderer.domElement);
Since you make your camera.position on y-axis, and in TrackballControls camera.up is default set to y-axis, this makes your controls unable to work porperly. So what you need to do is to change the default camera.up behaviour:
camera.up = new THREE.Vector3(1, 1, 1);//you can change the values freely ,just dont make it parallel to y-axis
Sorry I'm not a ThreeJS expert, you can refer to this for more information:https://github.com/mrdoob/three.js/issues/10161
So the code below works fine:
<!DOCTYPE html>
<html>
<head>
<title>Page Title</title>
</head>
<body>
<h1>FooBarBaz</h1>
<p>LaDeDa</p>
<script src="http://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/TrackballControls.js"></script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
var objects = [
{
name: "earth",
mesh: new THREE.Mesh(new THREE.SphereGeometry(1, 32, 32), new THREE.MeshPhongMaterial()),
init: function (scene) {
this.mesh.position.set(0, 0, 0);
//this.material.map = THREE.ImageUtils.loadTexture('../earth.jpg');
scene.add(this.mesh);
},
animate: function (t) { return }
},
{
name: "satellite",
mesh: new THREE.Mesh(new THREE.SphereGeometry(0.1, 32, 32), new THREE.MeshPhongMaterial()),
init: function (scene) {
this.mesh.position.set(1.5, 0, 0);
//this.material.map = THREE.ImageUtils.loadTexture('../earth.jpg');
scene.add(this.mesh);
},
animate: function (t) { this.mesh.position.set(Math.sin(t) * 1.5, Math.cos(t) * 1.5, 0); }
}];
objects.forEach(object => object.init(scene));
var light = new THREE.HemisphereLight(0xf6e86d, 0x404040, 0.5);
scene.add(light);
camera.position.x = 0;
camera.position.y = -5;
camera.position.z = 0;
camera.up = new THREE.Vector3(1, 1, 1);
camera.lookAt(new THREE.Vector3(0, 0, 0));
var timeStep = 0.01;
var time = 0;
document.body.appendChild(renderer.domElement);
var controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.target.set(0, 0, 0);
var render = function () {
time += timeStep;
requestAnimationFrame(render);
objects.forEach(object => object.animate(time));
controls.update();
renderer.render(scene, camera);
}
render();</script>
</body>
</html>
Upvotes: 2