我想在我的反应应用程序中获得三个js。在复制我现有的三个js代码后做出反应它起初不起作用。我提出了here的问题。现在我已经将问题简化为在反应组件中制作一个非常简单的场景。
然而,在我用三个js chrome扩展开发工具触摸相机之前,这不会呈现任何内容。只有在触摸相机(缩放,移动,旋转,切换布尔值)后,场景才会开始正常渲染。例如,使用setTimeout在代码中触摸相机不起作用。
当我在动画循环中记录一些值时,它会更新值但不会渲染到屏幕上。
这是来自另一个SO question的代码,成功将多维数据集呈现到屏幕上。
import React, { Component } from 'react'
import * as THREE from 'three'
class Scene extends Component {
constructor(props) {
super(props)
this.start = this.start.bind(this)
this.stop = this.stop.bind(this)
this.animate = this.animate.bind(this)
}
componentDidMount() {
const width = this.mount.clientWidth
const height = this.mount.clientHeight
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(
75,
width / height,
0.1,
1000
)
const renderer = new THREE.WebGLRenderer({ antialias: true })
const geometry = new THREE.BoxGeometry(1, 1, 1)
const material = new THREE.MeshBasicMaterial({ color: '#433F81' })
const cube = new THREE.Mesh(geometry, material)
camera.position.z = 4
scene.add(cube)
renderer.setClearColor('#000000')
renderer.setSize(width, height)
this.scene = scene
this.camera = camera
this.renderer = renderer
this.material = material
this.cube = cube
this.mount.appendChild(this.renderer.domElement)
this.start()
}
componentWillUnmount() {
this.stop()
this.mount.removeChild(this.renderer.domElement)
}
start() {
if (!this.frameId) {
this.frameId = requestAnimationFrame(this.animate)
}
}
stop() {
cancelAnimationFrame(this.frameId)
}
animate() {
this.cube.rotation.x += 0.01
this.cube.rotation.y += 0.01
this.renderScene()
this.frameId = window.requestAnimationFrame(this.animate)
}
renderScene() {
this.renderer.render(this.scene, this.camera)
}
render() {
return (
<div
style={{ width: '400px', height: '400px' }}
ref={(mount) => { this.mount = mount }}
/>
)
}
}
export default Scene
这是我非常简化的版本不起作用,直到我在镀铬扩展程序中触摸相机。
import React, { Component } from 'react'
import * as THREE from 'three'
class Visualizer extends Component {
constructor(props) {
super(props)
this.start = this.start.bind(this)
this.stop = this.stop.bind(this)
this.animate = this.animate.bind(this)
}
componentDidMount() {
//3D SCENE
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(70, 800 / 600, 1, 3000)
camera.position.z = 1000
camera.name = "camera"
camera.lookAt(scene)
scene.add(camera)
const renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setSize(800, 600)
window.scene = scene
window.THREE = THREE
const material = new THREE.MeshBasicMaterial({
color: 0xEEEEEE,
})
const radius = 900
const gap = radius * .66
const geometry = new THREE.RingGeometry(gap , radius, 4, 1, 0, Math.PI * 2)
const mesh = new THREE.Mesh(geometry, material)
scene.add(mesh)
this.mesh = mesh
this.renderer = renderer
this.camera = camera
this.scene = scene
this.mount.appendChild(this.renderer.domElement)
this.start()
}
componentWillUnmount() {
this.stop()
this.mount.removeChild(this.renderer.domElement)
}
start() {
if (!this.frameId) {
this.frameId = requestAnimationFrame(this.animate)
}
}
stop() {
cancelAnimationFrame(this.frameId)
}
animate() {
this.mesh.rotation.z -= 0.2 * 0.03 + 0.002
this.renderScene()
this.frameId = window.requestAnimationFrame(this.animate)
}
renderScene(){
this.renderer.render(this.scene, this.camera)
}
render() {
return (
<div
// style={{width:'400px', height: '400px', left: '0', top:'0' }}
ref={(mount) => { this.mount = mount }}
/>
)
}
}
export default Visualizer
答案 0 :(得分:3)
我找到了破碎的代码。出于某种原因,camera.lookAt(scene)
将一切都搞砸了。当这被删除时,一切都很好。
我正在移动的代码是从Threejs r84非反应应用程序到带有Threejs r89 app的React 16.2。
这意味着这可能是一个升级错误,camera.lookAt(scene)
在旧应用中运行。
查看threejs文档,lookAt采用Vector,因此将代码更改为camera.lookAt(scene.position)
也可以解决问题。