我正在使用STL Loader
加载五个元素来创建表格。我正在尝试将dat.gui
应用于Tabletop.STL
以调整其比例。
以下是代码
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - STL</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
a { color: skyblue }
.button { background:#999; color:#eee; padding:0.2em 0.5em; cursor:pointer }
.highlight { background:orange; color:#fff; }
span {
display: inline-block;
width: 60px;
float: left;
text-align: center;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> -
STL loader test by <a href="https://github.com/aleeper">aleeper</a>. PR2 head from <a href="http://www.ros.org/wiki/pr2_description">www.ros.org</a>
</div>
<script src="../build/three.min.js"></script>
<script src="js/loaders/STLLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src='js/libs/dat.gui.min.js'></script>
<script src="js/controls/OrbitControls.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, cameraTarget, controls, scene, renderer;
var myCube, mesh, effectController;
var loader, material, geometry;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 15 );
camera.position.set( 3, 0.15, 3 );
//cameraTarget = new THREE.Vector3( 0, -0.25, 0 );
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x72645b, 2, 15 );
// Ground
var plane = new THREE.Mesh(
new THREE.PlaneBufferGeometry( 40, 40 ),
new THREE.MeshPhongMaterial( { color: 0x999999, specular: 0x101010 } )
);
plane.rotation.x = -Math.PI/2;
plane.position.y = -0.5;
scene.add( plane );
plane.receiveShadow = true;
// Lights
scene.add( new THREE.AmbientLight( 0x777777 ) );
addShadowedLight( 1, 1, 1, 0xffffff, 1.35 );
addShadowedLight( 0.5, 1, -1, 0xffaa00, 1 );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( scene.fog.color );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMapEnabled = true;
renderer.shadowMapCullFace = THREE.CullFaceBack;
container.appendChild( renderer.domElement );
// stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
//
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.damping = 0.2;
controls.addEventListener( 'change', render );
window.addEventListener( 'resize', onWindowResize, false );
//Set GUI
var gui = new dat.GUI(); // needs dat.gui.mi.js
effectController = new function() {
this.xScaleCube = 0.05;
this.yScaleCube = 0.05;
this.zScaleCube = 0.05;
}
//effectController.zScaleCube = 1.5; // initialize controller value
var scalegui = gui.addFolder('Scale');
scalegui.add(effectController, // add a control to the GUI
"xScaleCube", // controller value
0.1, 10, 0.05 // slider with lowest, highest, step
).name("Scale X"); // title of slider
scalegui.add(effectController,"yScaleCube",0.1, 10, 0.05).name("Scale Y");
scalegui.add(effectController,"zScaleCube",0.1, 10, 0.05).name("Scale Z");
//Cube
// var cubegeometry = new THREE.BoxGeometry(1,0.3,2);
// var cubematerial = new THREE.MeshBasicMaterial( { color: 0x0000ff } );
// myCube = new THREE.Mesh( cubegeometry, cubematerial );
//
// myCube.position.set( -1.8, 0.71, -1 );
// myCube.rotation.set( 0,-0.7, 0 );
// scene.add( myCube );
loader = new THREE.STLLoader();
material = new THREE.MeshPhongMaterial( { color: 0xff6700, specular: 0xffffff, shininess: 100 } );
loader.load( './models/stl/binary/Tabletop.STL', function ( geometry ) {
mesh = new THREE.Mesh( geometry, material );
mesh.position.set( -1.8, 0.71, -0.2 );
mesh.rotation.set( 0,-0.7, 0);
//mesh.scale.set( 0.05, 0.05, 0.05 );
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
} );
//red
var material1 = new THREE.MeshPhongMaterial( { color: 0xff0000, specular: 0xffffff, shininess: 100 } );
loader.load( './models/stl/binary/Legs.STL', function ( geometry1 ) {
var mesh1 = new THREE.Mesh( geometry1, material1 );
mesh1.position.set( -1, 0.9, 1.5 );
mesh1.rotation.set( - Math.PI / 2, 3.1, -1);
mesh1.scale.set( 0.05, 0.05, 0.05 );
mesh1.castShadow = true;
mesh1.receiveShadow = true;
scene.add( mesh1 );
} );
//green
var material2 = new THREE.MeshPhongMaterial( { color: 0x00ff40, specular: 0xffffff, shininess: 100} );
loader.load( './models/stl/binary/Legs.STL', function ( geometry2 ) {
var mesh2 = new THREE.Mesh( geometry2, material2 );
mesh2.position.set( 0.6,0.88,-1.8 );
mesh2.rotation.set(- Math.PI / 2, 3.15, 3.6 );
mesh2.scale.set( 0.05, 0.05, 0.05 );
mesh2.castShadow = true;
mesh2.receiveShadow = true;
scene.add( mesh2 );
} );
//blue
var material3 = new THREE.MeshPhongMaterial( { color: 0x00bfff, specular: 0xffffff, shininess: 100 } );
loader.load( './models/stl/binary/Legs.STL', function ( geometry3 ) {
var mesh3 = new THREE.Mesh( geometry3, material3 );
mesh3.position.set( -2.6, 0.8, -4);
mesh3.rotation.set( - Math.PI / 2, 3.2, 2.6 );
mesh3.scale.set( 0.05, 0.05, 0.05 );
mesh3.castShadow = true;
mesh3.receiveShadow = true;
scene.add( mesh3 );
} );
//pink
var material4 = new THREE.MeshPhongMaterial( { color: 0xff00ff, specular: 0xffffff, shininess: 100 } );
loader.load( './models/stl/binary/Legs.STL', function ( geometry4 ) {
var mesh4 = new THREE.Mesh( geometry4, material4 );
mesh4.position.set( -5.2, 0.8, -0.5);
mesh4.rotation.set( - Math.PI / 2, 3.1, 0.8 );
mesh4.scale.set( 0.05, 0.05, 0.05 );
mesh4.castShadow = true;
mesh4.receiveShadow = true;
scene.add( mesh4 );
} );
}
function addShadowedLight( x, y, z, color, intensity ) {
var directionalLight = new THREE.DirectionalLight( color, intensity );
directionalLight.position.set( x, y, z )
scene.add( directionalLight );
directionalLight.castShadow = true;
// directionalLight.shadowCameraVisible = true;
var d = 1;
directionalLight.shadowCameraLeft = -d;
directionalLight.shadowCameraRight = d;
directionalLight.shadowCameraTop = d;
directionalLight.shadowCameraBottom = -d;
directionalLight.shadowCameraNear = 1;
directionalLight.shadowCameraFar = 4;
directionalLight.shadowMapWidth = 1024;
directionalLight.shadowMapHeight = 1024;
directionalLight.shadowBias = -0.005;
directionalLight.shadowDarkness = 0.15;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
mesh.scale.x = effectController.xScaleCube; // set GUI params
mesh.scale.y = effectController.yScaleCube;
mesh.scale.z = effectController.zScaleCube;
stats.update();
controls.update();
requestAnimationFrame( animate );
render();
}
function render() {
//var timer = Date.now() * 0.0005;
//
// camera.position.x = Math.cos( timer ) * 3;
// camera.position.z = Math.sin( timer ) * 3;
//
// camera.lookAt( cameraTarget );
renderer.render( scene, camera );
}
</script>
</body>
</html>
如果我将dat.gui
用于从加载BoxGeometry
的{{1}}创建的多维数据集,那么它适用于多维数据集。
但是现在我已经为表格的顶部表面加载了Tabletop.STL
而不是多维数据集,并且将Tabletop.STL
的所有变量全局声明为Tabletop.STL
。它仍然在下面的函数行中给出了loader, material, mesh
之类的错误
Uncaught TypeError: Cannot read property 'scale' of undefined
任何人都可以告诉我我在哪里犯错吗?
答案 0 :(得分:0)
<fieldType name="string_ci" class="solr.TextField" sortMissingLast="true" omitNorms="true">
<analyzer type="index">
<tokenizer class="solr.WhitespaceTokenizerFactory"/>
<filter class="solr.LowerCaseFilterFactory"/>
<filter class="solr.EdgeNGramFilterFactory" minGramSize="3" maxGramSize="30"/>
</analyzer>
<analyzer type="query">
<tokenizer class="solr.WhitespaceTokenizerFactory"/>
<filter class="solr.LowerCaseFilterFactory"/>
<filter class="solr.WordDelimiterFilterFactory"/>
</analyzer>
</fieldType>
是一种异步方法。您在加载网格之前调用loader.load()
,并在加载程序回调函数中定义animate()
之前。
在mesh
方法中,执行以下操作:
animate()