在THREE.Geometry对象上设置顶点后,THREE.Shape.Utils.triangulateShape失败并出现TypeError

时间:2015-10-07 10:12:22

标签: javascript 3d three.js physijs

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
}

1 个答案:

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
}