I have a problem .
I want move the earth in 360° with the mouse but nothing happens .
However , I would like the world is fixed and does not move when I use the mouse to rotate 360 .
Waiting for a response .
<!DOCTYPE html>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #808080;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: #0080ff;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - earth demo</div>
<script src="../build/three.min.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
var container, stats;
var camera, scene, renderer;
var group;
var mouseX = 0, mouseY = 0;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 900;
scene = new THREE.Scene();
group = new THREE.Object3D();
scene.add( group );
// earth
var earthTexture = new THREE.Texture();
var loader = new THREE.ImageLoader();
loader.addEventListener( 'load', function ( event ) {
earthTexture.image = event.content;
earthTexture.needsUpdate = true;
} );
loader.load( 'textures/1.jpg');
var geometry = new THREE.SphereGeometry( 250, 55, 55 );
var material = new THREE.MeshBasicMaterial( { map: earthTexture, overdraw: true } );
var mesh = new THREE.Mesh( geometry, material );
group.add( mesh );
// shadow
var canvas = document.createElement( 'canvas' );
canvas.width = 128;
canvas.height = 128;
var context = canvas.getContext( '2d' );
var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
context.fillStyle = gradient;
context.fillRect( 0, 0, canvas.width, canvas.height );
var texture = new THREE.Texture( canvas );
texture.needsUpdate = true;
var geometry = new THREE.PlaneGeometry( 300, 300, 3, 3 );
var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: true } );
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * 0.50;
camera.position.y += ( - mouseY - camera.position.y ) * 0.50;
camera.lookAt( scene.position );
group.rotation.y -= 0.01;
renderer.render( scene, camera );
}
// add subtle ambient lighting
var ambientLight = new THREE.AmbientLight(0x555555);
scene.add(ambientLight);
</script>
</body>
the problem that you are having is that you are only moving the camera in the X and Y direction, when the camera is a 3D entity.
In order to do the rotation, you need to move convert the mouse coordinate from 3D spherical coordinates (like latitude, longitude, altitude, assuming a constant altitude, you can assign X to longitude and Y to latitude).
Then assign the 3D cartesian coordinates to your camera:
The formula is (replacing what you have in your render function):
(assume altitude is 960, which works with your model)
The next caveat is that sin and cos take radians (range from -pi to pi (-3.14159 to 3.14159)…so you will need to adjust your onDocumentMouseMove event to something like
This will cause the mouse to act in lat/long coordinate (which can still be a little strange if you are looking at the top of the world. You could restrict mouseY=0, then the X rotation would always be on the equator.
The math is a little more complicated if you want moving the mouse to be on a moving frame vs. the earth centric frame I’ve shown. But this should at least be a start.