Three.js - OrbitControls doesn't work

Ramón Wilhelm picture Ramón Wilhelm · Oct 1, 2015 · Viewed 24.1k times · Source

If I run the script, the console displays me "THREE.OrbitControls is not a constructor".

enter image description here

What did I wrong? I used the same code from a manual.

var controls;
    controls = new THREE.OrbitControls( camera );
    controls.addEventListener( 'change', render );

var render = function () {
    requestAnimationFrame( render );
    renderer.render(scene, camera);
                //Hier wird die Größe des Fensters manipuliert!
    renderer.setSize(window.innerWidth - 20, window.innerHeight - 20);                  

};

    var animate = function () {
        requestAnimationFrame( animate );
        controls.update();                  
    };


var geometry1 = new THREE.BoxGeometry( 10, 10, 10);
var material = new THREE.MeshPhongMaterial( {specular: "#fdfb57", color: "#d8d613", emissive: "#6b6a0d", side: THREE.DoubleSide} );
var box = new THREE.Mesh(geometry1, material);


scene.add(box);   

camera.position.z = 50;


render();   
animate();

Answer

WestLangley picture WestLangley · Oct 1, 2015

You must explicitly include OrbitControls in your application.

<script src="js/controls/OrbitControls.js"></script>

Also, read the comments in the three.js OrbitControls example carefully so you understand when to use

controls.addEventListener( 'change', render ); // add this only if there is no animation loop (requestAnimationFrame)

and when to use

controls.update(); // required if controls.enableDamping = true, or if controls.autoRotate = true

http://threejs.org/examples/misc_controls_orbit.html

three.js r.72