three.js - OrbitControls

Rotate the camera around an object with three.js r86

by firegroove

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/86/three.js"></script>
<script data-name="orbitControls.js">
    /**
     * @author qiao / https://github.com/qiao
     * @author mrdoob / http://mrdoob.com
     * @author alteredq / http://alteredqualia.com/
     * @author WestLangley / http://github.com/WestLangley
     * @author erich666 / http://erichaines.com
     */

    // This set of controls performs orbiting, dollying (zooming), and panning.
    // Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
    //
    //    Orbit - left mouse / touch: one finger move
    //    Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
    //    Pan - right mouse, or arrow keys / touch: three finger swipe

    THREE.OrbitControls = function(object, domElement) {

        this.object = object;

        this.domElement = (domElement !== undefined) ? domElement : document;

        // Set to false to disable this control
        this.enabled = true;

        // "target" sets the location of focus, where the object orbits around
        this.target = new THREE.Vector3();

        // How far you can dolly in and out ( PerspectiveCamera only )
        this.minDistance = 0;
        this.maxDistance = Infinity;

        // How far you can zoom in and out ( OrthographicCamera only )
        this.minZoom = 0;
        this.maxZoom = Infinity;

        // How far you can orbit vertically, upper and lower limits.
        // Range is 0 to Math.PI radians.
        this.minPolarAngle = 0; // radians
        this.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 ].
        this.minAzimuthAngle = -Infinity; // radians
        this.maxAzimuthAngle = Infinity; // radians

        // Set to true to enable damping (inertia)
        // If damping is enabled, you must call controls.update() in...

CSS

body,
canvas {
    margin: 0;
    padding: 0;
}

body {
    overflow: hidden
}

JavaScript

'use strict';

var camera, scene, renderer;
var cube, cube_geometry, cube_material;
var controls;

init();
render();

function init() {

    scene = new THREE.Scene();

    // renderer

    renderer = new THREE.WebGLRenderer({
        alpha: true
    });
    renderer.setSize(window.innerWidth, window.innerHeight);
    document.body.appendChild(renderer.domElement);

    // camera

    camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
    camera.position.z = 12;

    // controls

    controls = new THREE.OrbitControls(camera, renderer.domElement);
    controls.addEventListener('change', render);
    controls.enableZoom = false;

    // mesh - cube

    cube_geometry = new THREE.CubeGeometry(5, 5, 5);

    for (var i = 0; i < cube_geometry.faces.length; i += 2) {

        var color = Math.random() * 0xffffff;

        cube_geometry.faces[i].color.setHex(color);
        cube_geometry.faces[i + 1].color.setHex(color);
    }

    cube_material = new THREE.MeshLambertMaterial({
        color: 0xffffff,
        vertexColors: THREE.FaceColors
    });

    cube = new THREE.Mesh(cube_geometry, cube_material);
    scene.add(cube);

    // Lights

    var light = new THREE.DirectionalLight(0xffffff);
    light.position.set(1, 1, 1);
    scene.add(light);

    var light = new THREE.DirectionalLight(0x002288);
    light.position.set(-1, -1, -1);
    scene.add(light);

    var light = new THREE.AmbientLight(0x222222);
    scene.add(light);

    // events

    window.addEventListener('resize', onWindowResize, false);

}

function render() {

    renderer.render(scene, camera);

}

function onWindowResize(event) {

    renderer.setSize(window.innerWidth, window.innerHeight);

    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();

}