I am not using the default code to do camera rotation in three js which is
lat = Math.max( - 85, Math.min( 85, lat ) );
phi = THREE.Math.degToRad( 90 - lat );
theta = THREE.Math.degToRad( lon );
camera.target.x = 100 * Math.sin( phi ) * Math.cos( theta );
camera.target.y = 100 * Math.cos( phi );
camera.target.z = 100 * Math.sin( phi ) * Math.sin( theta );
Instead I am doing lookVector.applyAxisAngle(axis, 0.001);
and so I think I am not able to pan the 360 image with mouse. I have put my code in fiddle https://jsfiddle.net/sh60yqfx/32/
Please help.. thanks
Made below changes & it seems to be working. Please try locally.
function onPointerUp( event ) {
isUserInteracting = false;
}
function onPointerMove( event ) {
if ( isUserInteracting === true ) {
var clientX = event.clientX || event.touches[ 0 ].clientX;
var clientY = event.clientY || event.touches[ 0 ].clientY;
lon = ( onMouseDownMouseX - clientX ) * 0.1 + onMouseDownLon;
lat = ( clientY - onMouseDownMouseY ) * 0.1 + onMouseDownLat;
}
}
Need to stop interlacing when user stops moving the mouse (or touch ends)
function render() {
lookVector.set(lon,lat,11);
lookVector.applyAxisAngle(axis, 0.001);
camera.lookAt(lookVector);
renderer.render(scene, camera);
}
In the render()
function set the lookVector
values based on lon
&lat
& then make the camera
to lookAt
the lookVector
.
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With