Three.js DeviceOrientationControls代替OrbitControls?

如何解决Three.js DeviceOrientationControls代替OrbitControls?

您好,来自this个问题,我让Orbit Controls使用我的模型。但是我无法让DeviceOrientationControlls正常工作。该模块已正确加载,并且没有任何控制台错误。但是,在我的移动设备上没有移动,甚至没有请求权限(iOS)。如何才能使Device Orientation与相同的代码一起使用,理想情况下与鼠标控件的移动方式相同?

import * as THREE from '../node_modules/three/build/three.module.js';
import {OrbitControls} from '../node_modules/three/examples/jsm/controls/OrbitControls.js';
import {DeviceOrientationControls} from '../node_modules/three/examples/jsm/controls/DeviceOrientationControls.js';
import {StereoEffect} from '../node_modules/three/examples/jsm/effects/StereoEffect.js';
import {GLTFLoader} from '../node_modules/three/examples/jsm/loaders/GLTFLoader.js';
import Stats from '../node_modules/three/examples/jsm/libs/stats.module.js';


var camera,scene,renderer,stats,controls,windowHalfX = window.innerWidth / 2,windowHalfY = window.innerHeight / 2,mouseX = 0,mouseY = 0;


    
    var renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMapSoft = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; 

  var width = window.innerWidth;
var height = window.innerHeight;



var startButton = document.getElementById( 'startButton' );
startButton.addEventListener( 'click',function () {

    init();
    animate();

},false );




    function init() {

        var overlay = document.getElementById( 'overlay' );
                overlay.remove();
        var main = document.querySelector( '.main' );
        main.remove();
        camera = new THREE.PerspectiveCamera(45,width / height,0.1,1000);
           camera.position.set(0,8);
        scene = new THREE.Scene();

        



var directionalLight = new THREE.DirectionalLight(0xffffff,5);
directionalLight.color.setHSL(0.1,1,0.95);
directionalLight.position.set(0,1);
directionalLight.position.multiplyScalar(10);
scene.add(directionalLight);

            var spotLight1 = new THREE.DirectionalLight( 0xff4000 );
    spotLight1.position.set( -15,3,-4 );
    spotLight1.target.position.set( 0,0 );
    spotLight1.intensity = 1.2;

    scene.add( spotLight1 );

            var spotLight2 = new THREE.DirectionalLight( 0xff0aea );
    spotLight2.position.set( 15,-4 );
    spotLight2.target.position.set( 0,0 );
    spotLight2.intensity = 1.2;
    scene.add( spotLight2 );

var hemisphereLight = new THREE.HemisphereLight(0xffffff,0x000000,.5)
  
    var shadowLight = new THREE.DirectionalLight(0xff8f16,.4);
shadowLight.position.set(50,22);
shadowLight.target.position.set(50,50,0);
shadowLight.rotation.set(Math.PI / -2,0);
scene.add(shadowLight);
  
  var light2 = new THREE.DirectionalLight(0xfff150,.25);
    light2.position.set(-600,350,350);

  
  var light3 = new THREE.DirectionalLight(0xfff150,.15);
    light3.position.set(0,-250,300);

    scene.add(hemisphereLight);  
    scene.add(shadowLight);


              const gltfLoader = new GLTFLoader();
    gltfLoader.load('../public/res/3D/Bobby.glb',(gltf) => {
      const root = gltf.scene;
      

root.rotateY(-89.55);

      root.position.set(0,-0.5,0);



scene.add(root);



const orbitControls = new OrbitControls(root,renderer.domElement)
orbitControls.enabled = true;




var helper = new THREE.CameraHelper( camera );
scene.add( helper );
var axesHelper = new THREE.AxesHelper( 5 );
scene.add( axesHelper );




    });


        renderer = new THREE.WebGLRenderer({ antialias: true,canvas: document.querySelector('canvas'),alpha: true,});

        renderer.setPixelRatio(window.devicePixelRatio);
        renderer.setSize(window.innerWidth,window.innerHeight);
        document.body.appendChild( renderer.domElement );
        window.addEventListener( 'resize',onWindowResize,false );
        window.addEventListener('mousemove',onDocumentMouseMove,false);

}



function onDocumentMouseMove(event) {
        mouseX = - (event.clientX - windowHalfX) /150;
        mouseY = - (event.clientY - windowHalfY) /150;
    }

    


    function animate() {

    requestAnimationFrame(animate);
            
        render();
        
    }

function onWindowResize() {

                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();
                renderer.setSize( window.innerWidth,window.innerHeight );
}


    function render() {
        camera.position.x += (mouseX - camera.position.x)*0.9;
        camera.position.y += (-mouseY - camera.position.y)*0.9;
        camera.lookAt(scene.position);
        renderer.render(scene,camera);
    }

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