3d 仅当鼠标位于画布上时才允许鼠标控制three.js场景

3d 仅当鼠标位于画布上时才允许鼠标控制three.js场景,3d,three.js,3d,Three.js,3th.js画布是一个500 x 500的正方形,在一个包含其他内容的较大网页内,我需要鼠标控制相机(用于缩放和旋转对象),只有当鼠标位于500 x 500的正方形内时才会发生 此外,我无法滚动网页,但当我们将鼠标事件侦听器隔离到500 x 500画布时,这可能会得到修复 当前代码: <!DOCTYPE html> <html> <head> <style> div { position:r

3th.js画布是一个500 x 500的正方形,在一个包含其他内容的较大网页内,我需要鼠标控制相机(用于缩放和旋转对象),只有当鼠标位于500 x 500的正方形内时才会发生

此外,我无法滚动网页,但当我们将鼠标事件侦听器隔离到500 x 500画布时,这可能会得到修复

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>

div{
位置:相对位置;
左:100px;
顶部:100px;
背景色:#eeeeee;
边框:1px纯黑;
宽度:500px;
高度:500px;
}
帆布{
宽度:500px;
高度:500px;
}
var容器、摄影机、场景、渲染器、控件;
init();
制作动画();
函数init(){
container=document.createElement('div');
文件.正文.附件(容器);
var width=container.clientWidth;
var高度=容器的重量;
摄像头=新的三个透视摄像头(10个,宽/高,.11000);
摄像机位置设置(0,0,10);
场景=新的三个。场景();
控件=新的三个。轨迹球控件(相机);//鼠标控件
控件。addEventListener('change',render);//鼠标控件
//反对
var loader=new THREE.STLLoader();
loader.addEventListener('load',函数(事件){
var geometry=event.content;
var material=new THREE.MeshLambertMaterial({ambient:0xff5533,color:0xff5533});
var mesh=新的三个网格(几何体、材质);
场景。添加(网格);
} );
loader.load('slotted_disk.stl');//来自https://raw.github.com/mrdoob/three.js/master/examples/models/stl/slotted_disk.stl
//灯光
添加(新的3.AmbientLight(0x22222));
var directionalLight=新的三个方向灯(0xffffff,1);
directionalLight.position=摄像机.position;
场景。添加(方向光);
//渲染器
renderer=new THREE.WebGLRenderer({antialas:true});
设置大小(宽度、高度);
container.appendChild(renderer.doElement);
addEventListener('resize',onWindowResize,false);
}
功能添加灯光(x、y、z、颜色、强度){
var directionalLight=新的三个方向光(颜色、强度);
方向灯位置设置(x,y,z)
场景。添加(方向光);
}
函数onWindowResize(){
camera.aspect=宽度/高度;
camera.updateProjectMatrix();
设置大小(宽度、高度);
}
函数animate(){
请求动画帧(动画);
控件更新();
render();
}
函数render(){
摄像机。注视(场景。位置);
渲染器。渲染(场景、摄影机);
}

大多数控件允许您指定将事件侦听器添加到哪个DOM节点。默认情况下,会将事件处理程序添加到文档中,但这会将鼠标处理约束到容器元素:

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

建议的答案对我不起作用,但这确实起作用。希望它能帮助别人

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

我用的是r73,这似乎对我不起作用。我还有一个相关的问题需要解决:基本上,请确保这一行:
document.getElementById(“WebGL输出”).appendChild(renderer.doElement)出现在此行之前:
var trackballControls=new THREE.trackballControls(摄影机、渲染器.doElement)