可以控制旋转(三级GLTFLOADER)
问题
为什么我不能旋转对象的角度?(scene.Rotation.x += 0.03;)
相机可以,但是场景对象不能。
我一直在寻找很长一段时间,但仍然找不到答案。
这是mycode:
import * as THREE from 'https://unpkg.com/[email protected]/build/three.module.js'
import { OrbitControls } from 'https://unpkg.com/[email protected]/examples/jsm/controls/OrbitControls.js'
import { GLTFLoader } from 'https://unpkg.com/[email protected]/examples/jsm/loaders/GLTFLoader.js'
const canvas = document.querySelector('.fan1') // it is my class
const scene = new THREE.Scene()
var ourObj;
const loader = new GLTFLoader()
//load glb file
loader.load('assets/fan.glb', function (glb) {
const root = glb.scene;
root.scale.set(10,10,10)
scene.add(root);
}, function (xhr) { //xhr
console.log("xhr");
}, function (error) { //error
console.log("error");
})
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(2, 2, 5);
scene.add(light);
const size = {
width: window.innerWidth,
height: window.innerHeight
}
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 1, 3);
scene.add(camera);
const renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true,
canvas: canvas
})
renderer.setClearColor("#DDDDDD");
renderer.setSize(size.width, size.height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
var render = function () {
requestAnimationFrame(render);
scene.rotation.x += 0.03;
renderer.render(scene, camera);
};
render()
控制_x是无效的
Problem
Why can't I rotate the angle of an object? (scene.rotation.x += 0.03;)
Camera can ,but scene object can't.
I've been looking for a long time and still can't find the answer.
Here is the myCode:
import * as THREE from 'https://unpkg.com/[email protected]/build/three.module.js'
import { OrbitControls } from 'https://unpkg.com/[email protected]/examples/jsm/controls/OrbitControls.js'
import { GLTFLoader } from 'https://unpkg.com/[email protected]/examples/jsm/loaders/GLTFLoader.js'
const canvas = document.querySelector('.fan1') // it is my class
const scene = new THREE.Scene()
var ourObj;
const loader = new GLTFLoader()
//load glb file
loader.load('assets/fan.glb', function (glb) {
const root = glb.scene;
root.scale.set(10,10,10)
scene.add(root);
}, function (xhr) { //xhr
console.log("xhr");
}, function (error) { //error
console.log("error");
})
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(2, 2, 5);
scene.add(light);
const size = {
width: window.innerWidth,
height: window.innerHeight
}
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 1, 3);
scene.add(camera);
const renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true,
canvas: canvas
})
renderer.setClearColor("#DDDDDD");
renderer.setSize(size.width, size.height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
var render = function () {
requestAnimationFrame(render);
scene.rotation.x += 0.03;
renderer.render(scene, camera);
};
render()
Control _x is invalid
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问题在于,您将相机添加到场景中使用
scene.Add(camera);
这意味着当您旋转场景时,相机 ,所以您不会在最后的渲染中注意到很多动作。您无需将相机添加到场景中。只需删除线条,
以便您的相机“免费”,并且独立于任何场景转换。
The problem is that you're adding the camera to the scene with
scene.add(camera);
This means that when you rotate the scene the camera rotates with it, so you won't notice much movement in the final render.You don't need to add your camera to your scene. Just remove the line
so that your camera is "free" and independent of any scene transformations.