у меня есть обычный obj loader,помогите добавить у него чтобы объекты можно было мышкой крутить самостоятельно в любом направление,тут сейчас тут стоит по движение мыши в сторону в сторону,еще по возможности добавить сюда stl loader
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title></title>
</head>
<body>
<script src="js/three.min.js"></script>
<script src="js/OBJLoader.js"></script>
<script>
var clock = new THREE.Clock();
var delta = clock.getDelta(); // seconds.
var rotateAngle = Math.PI / 2 * delta; // pi/2 radians (90 degrees) per second
var container, stats;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 900;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x006400);
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 );
scene.add( directionalLight );
// texture
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log( item, loaded, total );
};
// model
var loader = new THREE.OBJLoader( manager );
loader.load( 'cube.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
}
} );
object.position.x = - 60;
object.rotation.x = 20* Math.PI / 180;
object.rotation.z = 20* Math.PI / 180;
object.scale.x = 30;
object.scale.y = 30;
object.scale.z = 30;
obj = object
scene.add( obj );
} );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
obj.rotation.x += (0.2*(Math.PI / 180));
obj.rotation.x %=360;
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>