Scrolling Problem
with pure javascript solution
HTML
<h1 style="text-align:center">
Picking with Embedded 3JS, variable width
</h1>
<hr/>
<div id="container">
<canvas id="cnvs"></canvas>
</div>
<hr style="clear:both">
<p>add a line</p>
<p>add a line</p>
<p>add a line</p>
<p>add a line</p>
<p>add a line</p>
<p>add a line</p>
<p>add a line</p>
<p>add a line</p>
<p>add a line</p>
<p>add a line</p>
<p>add a line</p>
<p>add a line</p>
<p>add a line</p>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/87/three.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js">
</script>
CSS
#container {
width:60vw;
height: 60vw;
float:left;
background-color:pink;
margin: 10px;
}
JavaScript
var scene, renderer, camera;
var controls;
var plane, cyl;
var mouse = new THREE.Vector2();
var theCanvasFrame;
init();
animate();
function init() {
var theCanvas = document.getElementById("cnvs");
theCanvasFrame = document.getElementById("container");
////////////////////////////////////////////////////////////////////////////
theCanvasFrame.addEventListener('mousewheel', function (event) {
if (event.preventDefault) event.preventDefault();
return false;
}, false);
////////////////////////////////////////////////////////////////////////////
renderer = new THREE.WebGLRenderer({
canvas: theCanvas,
antialias: true
});
var ww = theCanvasFrame.clientWidth;
var hh = theCanvasFrame.clientHeight;
renderer.setSize(ww, hh);
renderer.setClearColor(0x555555);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, ww / hh, 1, 10000);
camera.position.x = 0;
camera.position.y = 80;
camera.position.z = 200;
camera.lookAt(new THREE.Vector3(0, 0, 0));
var cyl_geom = new THREE.CylinderGeometry(10, 10, 6, 32);
var cyl_mat = new THREE.MeshLambertMaterial({
color: 0xff2211
});
cyl = new THREE.Mesh(cyl_geom, cyl_mat);
cyl.position.set(-20, 0, 20);
scene.add(cyl);
// add control here (after the camera is defined)
controls = new THREE.OrbitControls(camera, renderer.domElement);
var gridXZ = new THREE.GridHelper(100, 20);
gridXZ.setColors(new THREE.Color(0xff0000), new THREE.Color(0xffffff));
gridXZ.position.set(0, 0, 0);
scene.add(gridXZ);
// build an invisible plane, overlapping the grid
plane = new THREE.Mesh(
new THREE.PlaneBufferGeometry(200, 200, 8, 8),
new THREE.MeshBasicMaterial({
color: 0xff0000,
opacity: 0.25,
transparent: true
}));
plane.rotation.x = -Math.PI / 2;
plane.visible = false; // invisible, for picking only
scene.add(plane);
var...