三个js拖放Uncaught TypeError

时间:2016-09-03 11:13:21

标签: three.js

我一直在尝试实现此处的拖放功能......

http://www.smartjava.org/tjscb/07-animations-physics/07.08-drag-n-drop-object-around-scene.html

每当我稍微自定义并在我的项目中使用它时,我得到以下内容..

“Uncaught TypeError:无法读取未定义的属性'point'”

每当我尝试拖动立方体时。旋转没有发生所以它必须认识到我正在尝试拖动一个对象并且它与这行代码有关..

“selectedObject.position.copy(相交[0] .point.sub(偏移))”

我认为因为我对所有这些都是新手,所以我搞砸了,所以我将上面链接中的所有代码复制到一个新页面(所以应该是相同的)并运行它并且我得到相同的东西(其他一切都很好)

我可能错过了一些非常愚蠢的东西,我已经搜索了这个,并查看了其他关于如何实现这一目标的例子,但是因为我正在通过一本书来解释所有我认为我会坚持这一点的书,而且要弄清楚为什么它不起作用将是一个很好的学习经验。如果有人能指出我正确的方向,我会很感激

<!DOCTYPE html>
<html>
 <head> 
  <title>07.08 - Drag and drop object around scene</title> 
    <script type="text/javascript" src="js/threejs/three.min.js"></script> 
    <script type="text/javascript" src ="js/threejs/OrbitControls.js"></script>
  <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style> 
  <script>

    // global variables
    var renderer;
    var scene;
    var camera;
    var cube;


    var control;
    var orbit;

    // used for drag and drop
    var plane;
    var selectedObject;
    var offset = new THREE.Vector3();
    var objects = [];

    // based on http://mrdoob.github.io/three.js/examples/webgl_interactive_draggablecubes.html
    function init() {

        // create a scene, that will hold all our elements such as objects, cameras and lights.
        scene = new THREE.Scene();

        // create a camera, which defines where we're looking at.
        camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        // create a render, sets the background color and the size
        renderer = new THREE.WebGLRenderer();
        renderer.setClearColor(0xffffff, 1.0);
        renderer.setSize(window.innerWidth, window.innerHeight);

        plane = new THREE.Mesh(new THREE.PlaneGeometry(2000, 2000, 18, 18), new THREE.MeshBasicMaterial({
            color: 0x00ff00,
            opacity: 0.25,
            transparent: true
        }));
        plane.visible = false;
        scene.add(plane);

        var dirLight = new THREE.DirectionalLight();
        dirLight.position.set(25, 23, 15);
        scene.add(dirLight);

        var dirLight2 = new THREE.DirectionalLight();
        dirLight2.position.set(-25, 23, 15);
        scene.add(dirLight2);

        for (var i = 0; i < 200; i++) {
            // create a cube and add to scene
            var cubeGeometry = new THREE.BoxGeometry(2, 2, 2);
            var cubeMaterial = new THREE.MeshLambertMaterial({color: Math.random() * 0xffffff});
            cubeMaterial.transparent = true;
            cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
            objects.push(cube);

            cube.scale.x = Math.random() + 0.5 * 2;
            cube.scale.y = Math.random() + 0.5 * 2;
            cube.scale.z = Math.random() + 0.5 * 2;

            cube.position.x = Math.random() * 50 - 25;
            cube.position.y = Math.random() * 50 - 25;
            cube.position.z = Math.random() * 50 - 25;

            cube.rotation.x = Math.random() * Math.PI * 2;
            cube.rotation.y = Math.random() * Math.PI * 2;
            cube.rotation.z = Math.random() * Math.PI * 2;
            scene.add(cube);
        }

        // position and point the camera to the center of the scene
        camera.position.x = 35;
        camera.position.y = 35;
        camera.position.z = 53;
        camera.lookAt(scene.position);

        // add some controls so we can rotate
        orbit = new THREE.OrbitControls(camera);

        // add the output of the renderer to the html element
        document.body.appendChild(renderer.domElement);

        // call the render function
        render();
    }


    function render() {
        renderer.render(scene, camera);
        orbit.update();
        requestAnimationFrame(render);
    }

    document.onmousemove = function (event) {
        // make sure we don't access anything else
        event.preventDefault();

        // get the mouse positions
        var mouse_x = ( event.clientX / window.innerWidth ) * 2 - 1;
        var mouse_y = -( event.clientY / window.innerHeight ) * 2 + 1;

        // get the 3D position and create a raycaster
        var vector = new THREE.Vector3(mouse_x, mouse_y, 0.5);
        vector.unproject(camera);
        var raycaster = new THREE.Raycaster(camera.position,
                vector.sub(camera.position).normalize());

        // first check if we've already selected an object by clicking
        if (selectedObject) {
            // check the position where the plane is intersected
            var intersects = raycaster.intersectObject(plane);
            // reposition the selectedobject based on the intersection with the plane
            selectedObject.position.copy(intersects[0].point.sub(offset));
        } else {
            // if we haven't selected an object, we check if we might need
            // to reposition our plane. We need to do this here, since
            // we need to have this position before the onmousedown
            // to calculate the offset.
            var intersects = raycaster.intersectObjects(objects);

            if (intersects.length > 0) {
                // now reposition the plane to the selected objects position
                plane.position.copy(intersects[0].object.position);
                // and align with the camera.
                plane.lookAt(camera.position);

            }
        }
    };

    document.onmousedown = function (event) {

        // get the mouse positions
        var mouse_x = ( event.clientX / window.innerWidth ) * 2 - 1;
        var mouse_y = -( event.clientY / window.innerHeight ) * 2 + 1;

        // use the projector to check for intersections. First thing to do is unproject
        // the vector.
        var vector = new THREE.Vector3(mouse_x, mouse_y, 0.5);
        // we do this by using the unproject function which converts the 2D mouse
        // position to a 3D vector.
        vector.unproject(camera);

        // now we cast a ray using this vector and see what is hit.
        var raycaster = new THREE.Raycaster(camera.position,
                vector.sub(camera.position).normalize());

        // intersects contains an array of objects that might have been hit
        var intersects = raycaster.intersectObjects(objects);

        if (intersects.length > 0) {
            orbit.enabled = false;

            // the first one is the object we'll be moving around
            selectedObject = intersects[0].object;

            // and calculate the offset
            var intersects = raycaster.intersectObject(plane);
            offset.copy(intersects[0].point).sub(plane.position);
        }
    };

    document.onmouseup = function (event) {
        orbit.enabled = true;
        selectedObject = null;
    }

    // calls the init function when the window is done loading.
    window.onload = init;

</script>
 </head>  
 <body>  
 </body>
</html>

1 个答案:

答案 0 :(得分:0)

  

“Uncaught TypeError:无法读取未定义的属性'point'”   “selectedObject.position.copy(相交[0] .point.sub(偏移))”

这意味着,intersects[0]未定义,这意味着数组intersects没有元素(长度= 0)。您使用的是raycasting,但无法正常使用。

您应该共享修改过的代码,以便我们检查raycasting中出现的问题。

更新:我认为您的three.js版本大于71,而本网站的three.js版本为71或更低。在第72版中,raycaster -

中有更新
  

忽略不可见的物体。 (@mrdoob,@ tschw)

所以问题出在这里 -

var intersects = raycaster.intersectObject(plane);

由于平面不可见,intersectObject返回空数组。

解决方法:我找到了解决方法。您可以删除以下行 -

plane.visible = false;

您可以通过以下方式隐藏飞机的material -

plane = new THREE.Mesh(new THREE.PlaneGeometry(2000, 2000, 18, 18), new THREE.MeshBasicMaterial({
                color: 0xffff00,
                opacity: 0.50,
                transparent: true,
                visible: false
            }));

通过这种方式,raycaster将正常工作,并且平面也将不可见。