Three.js Mouse drag Rotate Cube (3D WebGL)

by realhunts

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.js"></script>
<div>Click and Drag to Rotate the Cube</div>

CSS

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

JavaScript

var three = THREE;

var scene = new three.Scene();
var camera = new three.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);

var renderer = new three.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);

document.body.appendChild(renderer.domElement);



var geometry = new three.BoxGeometry(1, 1, 1);
//var material = new three.MeshNormalMaterial();
/* * /
var material = new three.MeshBasicMaterial({
    color: 0x00ff00
});
/* */
/* */
three.ImageUtils.crossOrigin = '';
var texture = three.ImageUtils.loadTexture('http://i.imgur.com/CEGihbB.gif');
texture.anisotropy = renderer.getMaxAnisotropy();

var material = new three.MeshFaceMaterial([
    new three.MeshBasicMaterial({
        color: 0x00ff00
    }),
    new three.MeshBasicMaterial({
        color: 0xff0000
    }),
    new three.MeshBasicMaterial({
        //color: 0x0000ff,
        map: texture
    }),
    new three.MeshBasicMaterial({
        color: 0xffff00
    }),
    new three.MeshBasicMaterial({
        color: 0x00ffff
    }),
    new three.MeshBasicMaterial({
        color: 0xff00ff
    })
]);
/* */

var cube = new three.Mesh(geometry, material);

scene.add(cube);


camera.position.z = 5;

/* */
var isDragging = false;
var previousMousePosition = {
    x: 0,
    y: 0
};
$(renderer.domElement).on('mousedown', function(e) {
    isDragging = true;
})
.on('mousemove', function(e) {
    //console.log(e);
    var deltaMove = {
        x: e.offsetX-previousMousePosition.x,
        y: e.offsetY-previousMousePosition.y
    };

    if(isDragging) {
            
        var deltaRotationQuaternion = new three.Quaternion()
            .setFromEuler(new three.Euler(
                toRadians(deltaMove.y * 1),
                toRadians(deltaMove.x * 1),
                0,
                'XYZ'
            ));
        
        //cube.quaternion.multiplyQuaternions(deltaRotationQuaternion, cube.quaternion);
        cube.rotation.y += deltaRotationQuaternion.y
    }
    
   ...