只有鼠标在画布上时才允许使用鼠标控制three.js场景

12

three.js画布是一个500x500的正方形,位于包含其他内容的较大网页内,我需要控制相机(缩放和围绕物体旋转)的鼠标操作仅在鼠标位于500x500正方形内时才发生。

另外,我无法滚动网页,但也许当我们将鼠标事件监听器隔离到500x500画布中时,这个问题会被解决。

当前代码:

<!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>
2个回答

29

大多数控件允许您指定将事件监听器添加到哪个DOM节点。默认情况下,事件处理程序会添加到文档中,但这应该限制鼠标处理到您的容器元素:

controls = new THREE.TrackballControls( camera , container);

确保这行代码:document.getElementById("WebGL-output").appendChild(renderer.domElement);出现在这行代码之前:var trackballControls = new THREE.TrackballControls(camera, renderer.domElement); - santhosh.r

4

推荐的答案对我没有用,但是这个可以。希望能帮到别人!

controls = new THREE.TrackballControls(camera, renderer.domElement);

1
我正在使用r73,但似乎对我不起作用。我在这里打开了另一个相关问题:https://dev59.com/35Dea4cB1Zd3GeqPbnAz - rjd

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