- Three.js Tutorial
- Three.js - Home
- Three.js - Introduction
- Three.js - Installation
- Three.js - Hello Cube App
- Three.js - Renderer and Responsiveness
- Three.js - Responsive Design
- Three.js - Debug and Stats
- Three.js - Cameras
- Three.js - Controls
- Three.js - Lights & Shadows
- Three.js - Geometries
- Three.js - Materials
- Three.js - Textures
- Three.js - Drawing Lines
- Three.js - Animations
- Three.js - Creating Text
- Three.js - Loading 3D Models
- Three.js - Libraries and Plugins
- Three.js Useful Resources
- Three.js - Quick Guide
- Three.js - Useful Resources
- Three.js - Discussion
Three.js - Orbit Controls
Orbit controls allow the camera to orbit around the center of the scene. You can also provide a target to move around. You can add Orbitcontrols in a few simple steps.
Create a new instance of the orbit controls and pass the camera.
const controls = new THREE.OrbitControls(camera, render.domElement)
Update the controls for every frame. You can simply do it in your animation loop.
function animate() { // any other animations controls.update() requestAnimationFrame(render) }
Example
Refer to this example for some basic settings.
orbit-controls.html
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta http-equiv="X-UA-Compatible" content="ie=edge" /> <<meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Three.js - Orbit Controls</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu, Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif; } html, body { height: 100vh; width: 100vw; } #threejs-container { position: block; width: 100%; height: 100%; } </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.js"></script> </head> <body> <div id="container"></div> <script type="module"> // Adding orbit controls to Three.js application // In this example, autorotate is set to true, so the camera rotates a round the cube import { OrbitControls } from "https://threejs.org/examples/jsm/controls/OrbitControls.js" // controls const gui = new dat.GUI() console.log('start') // sizes let width = window.innerWidth let height = window.innerHeight // scene const scene = new THREE.Scene() scene.background = new THREE.Color(0x262626) console.log(scene.children) // renderer const renderer = new THREE.WebGL1Renderer() renderer.setSize(window.innerWidth, window.innerHeight) renderer.shadowMap.enabled = true renderer.shadowMap.type = THREE.PCFSoftShadowMap renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) // lights const ambientLight = new THREE.AmbientLight(0xffffff, 0.5) scene.add(ambientLight) const light = new THREE.PointLight(0xffffff, 0.5) light.position.set(0, 10, 10) // for shadow light.castShadow = true light.shadow.mapSize.width = 1024 light.shadow.mapSize.height = 1024 light.shadow.camera.near = 0.5 light.shadow.camera.far = 100 scene.add(light) // camera const camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000) camera.position.set(0, 0, 10) const camFolder = gui.addFolder('Camera') camFolder.add(camera.position, 'z', 10, 80, 1) camFolder.open() const controls = new OrbitControls(camera, renderer.domElement) controls.autoRotate = true const ocFolder = gui.addFolder('Orbit Controls') ocFolder.add(controls, 'enabled') ocFolder.add(controls, 'enableZoom') ocFolder.add(controls, 'enableRotate') ocFolder.add(controls, 'enablePan') ocFolder.add(controls, 'autoRotate') ocFolder.add(controls, 'autoRotateSpeed', 1, 100, 1) ocFolder.open() // axes const axesHelper = new THREE.AxesHelper(20) scene.add(axesHelper) // plane const planeGeometry = new THREE.PlaneGeometry(1000, 1000) const plane = new THREE.Mesh( planeGeometry, new THREE.MeshPhongMaterial({ color: 0xffffff, side: THREE.DoubleSide }) ) plane.rotateX(-Math.PI / 2) plane.position.y = -1.75 plane.receiveShadow = true scene.add(plane) // cube console.log('cube') const geometry = new THREE.BoxGeometry(2, 2, 2) const matArray = [ new THREE.MeshPhongMaterial({ color: 0xff8b8b }), new THREE.MeshPhongMaterial({ color: 0xf5ffa2 }), new THREE.MeshPhongMaterial({ color: 0xb5dccd }), new THREE.MeshPhongMaterial({ color: 0xaaffa2 }), new THREE.MeshPhongMaterial({ color: 0x9fd1ff }), new THREE.MeshPhongMaterial({ color: 0xffaef7 }), ] const cube = new THREE.Mesh(geometry, matArray) cube.position.set(0, 0.5, 0) cube.rotateX(Math.PI / 6) cube.castShadow = true cube.receiveShadow = true camera.lookAt(cube.position) scene.add(cube) // responsiveness window.addEventListener('resize', () => { width = window.innerWidth height = window.innerHeight camera.aspect = width / height camera.updateProjectionMatrix() renderer.setSize(window.innerWidth, window.innerHeight) renderer.render(scene, camera) }) // animation function animate() { requestAnimationFrame(animate) //cube.rotation.x += 0.005 //cube.rotation.y += 0.01 controls.update() renderer.render(scene, camera) } // rendering the scene const container = document.querySelector('#container') container.append(renderer.domElement) renderer.render(scene, camera) animate() console.log(scene.children) </script> </body> </html>
Output
There are many other settings to make your experience better. The code is well-documented; you can refer the codes here.
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