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Can't control rotation(Three.js GLTFLoader)

Problem

Why can't I rotate the angle of an object? (scene.rotation.x += 0.03;)

Camera can ,but scene object can't.

I've been looking for a long time and still can't find the answer.

Here is the myCode:

import * as THREE from 'https://unpkg.com/three@0.126.1/build/three.module.js'
import { OrbitControls } from 'https://unpkg.com/three@0.126.1/examples/jsm/controls/OrbitControls.js'
import { GLTFLoader } from 'https://unpkg.com/three@0.126.1/examples/jsm/loaders/GLTFLoader.js'

const canvas = document.querySelector('.fan1') // it is my class
const scene = new THREE.Scene()
var ourObj;

const loader = new GLTFLoader()
//load glb file
loader.load('assets/fan.glb', function (glb) {
    const root = glb.scene;
    root.scale.set(10,10,10)
    scene.add(root);
}, function (xhr) {  //xhr
    console.log("xhr");
}, function (error) { //error
    console.log("error");
})

const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(2, 2, 5);
scene.add(light);

const size = {
    width: window.innerWidth,
    height: window.innerHeight
}

const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100); 
camera.position.set(0, 1, 3);
scene.add(camera);


const renderer = new THREE.WebGLRenderer({
    antialias: true,
    alpha: true,
    canvas: canvas
})

renderer.setClearColor("#DDDDDD");
renderer.setSize(size.width, size.height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
var render = function () {
    requestAnimationFrame(render);
    scene.rotation.x += 0.03;
    renderer.render(scene, camera);
};

render()

Control _x is invalid

enter image description here

about 4 years ago · Juan Pablo Isaza
1 Respuestas
Responde la pregunta

0

The problem is that you're adding the camera to the scene with scene.add(camera); This means that when you rotate the scene the camera rotates with it, so you won't notice much movement in the final render.

You don't need to add your camera to your scene. Just remove the line

scene.add(camera);

so that your camera is "free" and independent of any scene transformations.

about 4 years ago · Juan Pablo Isaza Denunciar
Responde la pregunta
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