Hi,
I’ve a question that I searched about it and nothing found.
could you please explain how to I can scroll the canvas on mobile phones?
I mean that I’m making a website and one of my section has canvas tag that i made an animation with three.js but scrolling in canvas isn’t working on touch screen.
here is the code below about my animation .
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
var cameraPosition = camera;
cameraPosition.position.set(100,0, 120);
var renderer = new THREE.WebGLRenderer({
antialias: true,
canvas: document.getElementById("viewport")
});
renderer.setClearColor(0xffffff);
var canvas = renderer.domElement
render();
function render() {
if (resize(renderer)) {
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
function resize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
camera.lookAt(100,0,-120);
window.addEventListener( 'resize', function() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight )
})
var controls = new THREE.OrbitControls(camera, renderer.domElement);
// to disable zoom
controls.enableZoom = false;
// to disable rotation
controls.enableRotate = false;
// to disable pan
controls.enablePan = false;
var spotLight = new THREE.SpotLight( 0xffffbb );
spotLight.position.set( 10, 10, 150 );
scene.add( spotLight );
var loader = new THREE.GLTFLoader();
loader.load( './iphonex/out.glb', function ( gltf ) {
var object = gltf.scene;
object.position.set(0,0, 0);
scene.add( gltf.scene );
animation();
function animation() {
renderer.render(scene,camera);
requestAnimationFrame(function () {
animation();
})
}
function updateCamera() {
object.rotation.y = 0.1 + window.scrollX * Math.PI / 360;
}
window.addEventListener("scroll", updateCamera);
// controls.noRotate = true;
// controls.noZoom = true;
// window.addEventListener('scroll', onscroll
// , false);
// window.addEventListener('wheel', onscroll, false); var animate = function () {
// requestAnimationFrame(animate);
// renderer.render(scene, camera);
// }
}, undefined, function ( error ) {
console.error( error );
} );