我创造了一个由THREE.JS和Physijs制作的游戏。我创建了一个名为addBlock2的函数,它为场景添加了一个三角形金字塔。它设置了适当的顶点,但是当涉及到triangulateShape时,它失败并出现以下错误:
Uncaught TypeError: Cannot read property 'x' of undefined
THREE.Shape.Utils.triangulateShape @ three.min.js:680
Game.addBlock2 @ game.js:210
Game.update @ game.js:271
(anonymous function) @ game.js:284
onAnimationFrame @ VM3973:49
(anonymous function) @ VM3973:18
game.js:210是" triangulateShape"线。
以下是代码:
Game.prototype.addBlock2 = function(x,y,z) {
var geometry = new THREE.Geometry();
geometry.vertices = [
THREE.Vector3(0,0,0),
THREE.Vector3(0,200,-100),
THREE.Vector3(100,200,100),
THREE.Vector3(-100,200,100)
]
var triangles = THREE.Shape.Utils.triangulateShape(geometry.vertices, []);
for (i in triangles){
geometry.faces[geometry.faces.length] = new THREE.Face3(triangles[i][0], triangles[i][1], triangles[i][2])
}
geometry.computeFaceNormals();
geometry.computeVertexNormals();
var material = Physijs.createMaterial(new THREE.MeshPhongMaterial({color: 0xFFFF00}),0.3,0.8);
try {
var mesh = new Physijs.ConvexMesh(geometry,material);
}
catch (e) {
console.log(e,geometry,material)
return
}
mesh.position.x = x || 0
mesh.position.y = y || 0
mesh.position.z = z || 0
mesh.__dirtyPosition = true
mesh.name = "block."+(x||0)+","+(y||0)+","+(z||0)
mesh.receiveShadow = true
this.scene.add(mesh);
this.blocks[this.blocks.length] = mesh
}
答案 0 :(得分:1)
我修好了。我应该使用new THREE.Vector3
而不是THREE.Vector3
。我无法获得triangulateShape来获得我想要的东西所以我手动设置了面孔。这是新代码:
Game.prototype.addBlock2 = function(x,y,z) {
var geometry = new THREE.Geometry();
geometry.vertices = [
new THREE.Vector3(0,0,0),
new THREE.Vector3(0,200,-100),
new THREE.Vector3(100,200,100),
new THREE.Vector3(-100,200,100)
]
geometry.faces = [
new THREE.Face3(0,1,2),
new THREE.Face3(0,2,3),
new THREE.Face3(0,3,1),
new THREE.Face3(1,2,3)
]
geometry.computeFaceNormals();
geometry.computeVertexNormals();
var material = Physijs.createMaterial(new THREE.MeshPhongMaterial({color: 0xFFFF00, side: THREE.DoubleSide}),0.3,0.8);
try {
var mesh = new Physijs.ConvexMesh(geometry,material);
}
catch (e) {
console.log(e,geometry,material)
return
}
mesh.position.x = x || 0
mesh.position.y = y || 0
mesh.position.z = z || 0
mesh.__dirtyPosition = true
mesh.name = "block."+(x||0)+","+(y||0)+","+(z||0)
mesh.receiveShadow = true
this.scene.add(mesh);
this.blocks[this.blocks.length] = mesh
}