每次调用我的animate函数时,我都试图在x轴+ 1上移动我的对象,但我一直遇到错误cannot read property x of undefined
所以每当我在场景中添加网格时,我都会将其添加到sceneObjects
数组
addToGlScene(mesh, 'player')
使用此功能
function addToGlScene(what, name, glow, storage){
glScene.add(what)
what.name = name
sceneObjects.push(what)
what.userData.glow = {glow: glow}
what.userData.storage = {storage: storage}
sceneObjects[name] = what
}
所以我尝试在我的animate()
函数
sceneObjects['player'].position
但我仍然得到同样的错误
即使我console.log(sceneObjects['player'])
它显示了所有这些
THREE.MorphAnimMesh {uuid: "42A8C528-F4E4-4317-9516-63B7B717BEF8", name: "player", type: "Mesh", parent: vd, children: Array(0), …}
castShadow:
false
children:[]
currentKeyframe:40
direction:1
directionBackwards:false
drawMode:0
duration:1000
endKeyframe:163
frustumCulled:true
geometry:L {uuid: "5C675298-D5DD-4910-B98A-84D71A036636", name: "", type: "Geometry", vertices: Array(300), colors: Array(0), …}
lastKeyframe:39
layers:Wd {mask: 1}
length:164
material:Aa {uuid: "7E4FB381-61C2-4C33-8E08-C1997F94F0A4", name: "", type: "MeshBasicMaterial", fog: true, lights: false, …}
matrix:O {elements: Array(16)}
matrixAutoUpdate:true
matrixWorld:O {elements: Array(16)}
matrixWorldNeedsUpdate:false
mirroredLoop:false
morphTargetDictionary:{stand000î´: 0, stand001î´: 1, stand002î´: 2, stand003î´: 3, stand004î´: 4, …}
morphTargetInfluences:(164) [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.29446199999998723, 0.7055380000000128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, …]
name:"player"
parent:vd {uuid: "C328C91A-D445-4E48-9C74-A15A4FA318AB", name: "", type: "Scene", parent: null, children: Array(13), …}
position:p {x: 0, y: 0, z: 0}
quaternion:ha {_x: 0, _y: 0, _z: 0, _w: 1, onChangeCallback: ƒ}
receiveShadow:false
renderOrder:0
rotation:gb {_x: 0, _y: 0, _z: 0, _order: "XYZ", onChangeCallback: ƒ}
scale:p {x: 1, y: 1, z: 1}
startKeyframe:0
time:248.20450000000008
type:"Mesh"
up:p {x: 0, y: 1, z: 0}
userData:{glow: {…}, storage: {…}}
uuid:"42A8C528-F4E4-4317-9516-63B7B717BEF8"
visible:true
eulerOrder:(...)
id:28
modelViewMatrix:O {elements: Array(16)}
normalMatrix:ma {elements: Array(9)}
useQuaternion:(...)
__proto__:ra
这是我的animate()函数
function animate() {
if(typeof mesh != "undefined") mesh.updateAnimation(clock.getDelta() * 100);
requestAnimationFrame( animate );
glRenderer.render(glScene, camera);
cssRenderer.render(cssScene, camera);
if ( controlsEnabled === true ) {
var time = performance.now();
var delta = ( time - prevTime ) / 1000;
velocity.x -= velocity.x * 10.0 * delta;
velocity.z -= velocity.z * 10.0 * delta;
velocity.y -= 9.8 * 40.0 * delta; // 100.0 = mass
direction.y = Number( flyDown) - Number(flyUp);
direction.z = Number( moveForward ) - Number( moveBackward );
direction.x = Number( moveLeft ) - Number( moveRight );
direction.normalize(); // this ensures consistent movements in all directions
if (flyUp || flyDown) velocity.y -= direction.y * player.speed * delta;
if ( moveForward || moveBackward ) velocity.z -= direction.z * player.speed * delta;
if ( moveLeft || moveRight ) velocity.x -= direction.x * player.speed * delta;
controls.getObject().translateX( velocity.x * delta );
controls.getObject().translateY( velocity.y * delta );
controls.getObject().translateZ( velocity.z * delta );
if ( controls.getObject().position.y < player.heigth) {
velocity.y = 0;
controls.getObject().position.y = player.heigth;
canJump = true;
}
prevTime = time;
}
glRenderer.render( glScene, camera );
}
我做错了什么?
答案 0 :(得分:1)
这应该有效:
sceneObjects['player'].position.x = newXValue;
position
属性为Vector3
,您可以从中访问x
属性。
如果动画函数中未定义sceneObjects['player'].position
,则其他错误。
答案 1 :(得分:0)
我自己明白了:)我不断收到undefined
错误的原因是因为我在动画函数中调用了console.log(sceneObjects['player'].position)
,一旦页面加载就会被激活模型尚未加载,因此我使用tree.js Loading Manager仅在所有对象加载后调用animate函数并且它完美地运行