Threejs rotate around object with mouse? (no mouseDown) - javascript

So I am looking for a way to rotate around an object in Threejs but without holding the mouse button. I've got an example website here: http://www.dilladimension.com/ which uses Threejs. Been looking through forums and on the Threejs documentation but I can't figure out how to rotate around an object without holding down the mouse.
Any help is greatly appreciated!

If you are trying to get that kind of mouse interaction as shown here, you can :
//Listen to mouse mouve events
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
//Update your camera position
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
Hope this helps.

Related

three.js first person camera rotation

I've looked for help of first player rotation on three.js for a while but most of the answers are outdated with functions which currently don't exist in the updated library.
I'm trying to make my code run so that the camera will rotate around it's own axis according to the position of the mouse on the screen.
The current rotation code is:
var scale = 10;
function viewKeys(){
document.addEventListener("mousemove", MouseMove, true);
function MouseMove(event) {
mouseX = event.clientX - divOffsetWidth;
mouseY = event.clientY - divOffsetHeight;
}
}
divOffset variables make the mouse positions read relative to the center of the HTML div.
function viewAnimate(){
camera.rotation.x = -((3/2)*(Math.PI*mouseY)) / (scale);
camera.rotation.y = -(2*(Math.PI*mouseX)) / (scale);
}
The viewKeys() function is called in the init() function and the viewAnimate() function is called within the animate() function.
Currently the code can rotate normally when the camera's position is (0,0,0) but if I move to a different position it looks as if the camera is rotating relative to the whole environment's axis.
I am aware that there are lots of control librarys for three.js but I would like to understand how to be able to rotate something on its own axis myself.
How do you suppose I change the rotation so that it works correctly?
If you want to rotate the camera yourself via the mouse, you will have to understand how Euler rotations work in three.js. See this answer.
One way to implement what you want is by using a pattern like so:
var scale = 1;
var mouseX = 0;
var mouseY = 0;
camera.rotation.order = "YXZ"; // this is not the default
document.addEventListener( "mousemove", mouseMove, false );
function mouseMove( event ) {
mouseX = - ( event.clientX / renderer.domElement.clientWidth ) * 2 + 1;
mouseY = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
camera.rotation.x = mouseY / scale;
camera.rotation.y = mouseX / scale;
}
I agree with you that experimenting with this would be a good learning experience.
three.js r.89

Stop rotation on mouse hover in three.js

I have written a function by which i want to stop rotation of three.js object on mouse hover.
function onDocumentMouseUp( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( scene.group );
if ( intersects.length > 0 ) {
if ( INTERSECTED != intersects[ 0 ].object ) {
if (controls.AutoRotate) {
controls.autoRotate = false;
} }
}
}
Don't know why but the function is not working neither it is giving any error in the console.Can anybody tell whats the problem over here or suggest the possible solution to this problem. Its not working maybe because i am embedding DOM elements inside three.js and using css renderer.
controls.AutoRotate does not exist so it will never be equal to true.

Add inertia to camera controls (Three.js)

I've setup a scene with a camera which remains in a fixed point in the center of the scene. The user can pan the camera around by clicking (and holding) and dragging the left mouse button. When the user releases the left mouse button, the motion of the camera stops. My scene is based on one of the Three.js demos as see here
There are a bunch of event handlers which are used to create a target position for the camera to lookAt:
function onDocumentMouseDown( event ) {
event.preventDefault();
isUserInteracting = true;
onPointerDownPointerX = event.clientX;
onPointerDownPointerY = event.clientY;
onPointerDownLon = lon;
onPointerDownLat = lat;
}
function onDocumentMouseMove( event ) {
if ( isUserInteracting === true ) {
lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;
}
}
and in my update loop I have:
// lat and long have been calculated in the event handlers from the cursor click location
lat = Math.max( - 85, Math.min( 85, lat ) );
phi = THREE.Math.degToRad( 90 - lat );
theta = THREE.Math.degToRad( lon );
camera.target.x = (500 * Math.sin( phi ) * Math.cos( theta ));
camera.target.y = (500 * Math.cos( phi ));
camera.target.z = (500 * Math.sin( phi ) * Math.sin( theta ));
camera.lookAt( camera.target );
Which works as expected. When the user clicks and drags the mouse, the camera rotates to follow. Now I am attempting to add some inertia to the movement so when the user releases the left mouse button the camera continues to rotate in the direction of rotation for a small amount of time.
I have tried tracking the change in position of the mouse position in my drag start and drag end events and try to calculate the direction of movement based on that, but it seems like a convoluted way of doing it
Any suggestions on how I could add inertia to the camera controls?

Three.js extract rotation in radians from camera

I've been struggling for a while with the concepts of quaternions and I think that it may have something to do with this particular challenge.
If you know three.js, you may be familiar with the equirectangular panorama video example. What I've been trying to do is to simply extract the camera's rotation at any given moment in a format that I understand (radians, degrees...) for each axis. In theory, shouldn't I be able to simply tap into the camera's rotation.x/y/z parameters to find those out? I'm getting strange values, though.
Check out this example:
http://www.spotted-triforce.com/other_files/three/test.html
I'm outputting the camera's xyz rotation values at the upper left corner and instead of expected values, the numbers bounce around between positive and negative values.
Now, this example doesn't use one of the control scripts that are available. Rather, it creates a vector to to calculate a camera target to look at. Here's what the camera code looks like:
function init() {
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );
camera.target = new THREE.Vector3( 0, 0, 0 );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
isUserInteracting = true;
onPointerDownPointerX = event.clientX;
onPointerDownPointerY = event.clientY;
onPointerDownLon = lon;
onPointerDownLat = lat;
}
function onDocumentMouseMove( event ) {
if ( isUserInteracting === true ) {
lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;
}
}
function onDocumentMouseUp( event ) {
isUserInteracting = false;
}
function update() {
lat = Math.max( - 85, Math.min( 85, lat ) );
phi = THREE.Math.degToRad( 90 - lat );
theta = THREE.Math.degToRad( lon );
camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta );
camera.target.y = 500 * Math.cos( phi );
camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta );
camera.lookAt( camera.target );
}
Does anybody know what these strange values are that I'm getting and how I can extract proper rotation values that I can then use on another object to mirror the motion?
If you set
camera.rotation.order = "YXZ"
( the default is "XYZ" ) the Euler angles will make a lot more sense to you:
rotation.y will be the camera heading in radians
rotation.x will be the camera pitch in radians
rotation.z will be the camera roll in radians
The rotations will be applied in that order.
three.js r.70

Projector and Ray with OrthographicCamera

Is it possible to use Projector and Ray with OrthographicCamera?
I searched for it but I didn't find any example or documents.
Also my Camera isn't set in center of screen.
camera = new THREE.OrthographicCamera(0, width, 0, height, orthonear, orthofar);
That mean top left will be (0 ,0).
So I don't think below code works correctly.
mouse.x = ( event.clientX / width ) * 2 - 1;
mouse.y = -( event.clientY / height) * 2 + 1;
So how can I use Projector and Ray with OrthographicCamera or any other methods to interact with objects?
Original example:
http://mrdoob.github.com/three.js/examples/webgl_interactive_voxelpainter.html
Use the DAT.GUI controls on the right to change the camera to Orthographic...
A little snippet from the code:
ray = projector.pickingRay( mouse2D.clone(), camera );
var intersects = ray.intersectObjects( scene.children );

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