(我正在学习:-)我正在加载obj并通过mousemove旋转该对象(y轴)。工作正常,但控制台给我一个TypeError: worldscene在以下位置未定义main.js:
function render() {
worldscene.rotation.y = Math.PI*2*mouseX/window.innerWidth*2;
scene.updateMatrix();
renderer.render(scene,camera );
}
这里是我的完整代码:
var worldscene, camera, scene, renderer, container;
var mouseX = 0, mouseY = 0;
var group = new THREE.Group;
var mouse = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.getElementById('buehne');
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 0, 2, 150 );
scene.add( camera );
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log( item, loaded, total );
};
var onProgress = function ( xhr ) {
if ( xhr.lengthComputable ) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log( Math.round(percentComplete, 2) + '% downloaded' );
}
};
var onError = function ( xhr ) {
};
scene.background = new THREE.Color().setHex(0xffffff );
scene.fog = new THREE.Fog( scene.background, 100, 300 );
hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.6 );
hemiLight.color.setHSL( 0.6, 0.25, 0.3 );
hemiLight.groundColor.setHSL( 0.095, 1, 0.75 );
hemiLight.position.set( 0, 50, 0 );
scene.add( hemiLight );
dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
dirLight.color.setHSL( 0.1, 1, 0.95 ); //
dirLight.position.set( -1, 1.75, 1 );
dirLight.position.multiplyScalar( 100 );
scene.add( dirLight );
dirLight.castShadow = true;
dirLight.shadow.mapSize.width = 1024;
dirLight.shadow.mapSize.height = 1024;
var d = 50;
dirLight.shadow.camera.left = -d;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.top = d;
dirLight.shadow.camera.bottom = -d;
dirLight.shadow.camera.far = 3500;
dirLight.shadow.bias = -0.00001;
var earth = new THREE.MeshPhongMaterial( { color: 0x3B0B0B } );
var glas = new THREE.MeshPhongMaterial( { color: 0xE0ECF8 } );
var loader = new THREE.OBJLoader(manager);
loader.load( 'res/worldscene.obj', function ( object ) {
worldscene = object;
worldscene.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.geometry.computeVertexNormals();
if(child.name=='earth'){child.material = earth;}
if(child.name=='glas'){child.material = glas;}
child.castShadow = true;
child.receiveShadow = true;
}
worldscene = object;
console.log(worldscene);
});
worldscene.rotation.x = Math.PI/7;
worldscene.rotation.y = 0;
scene.add(worldscene);
}, onProgress, onError );
renderer = new THREE.WebGLRenderer( { alpha: false, antialias: true });
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight);
container.appendChild( renderer.domElement );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
window.addEventListener('resize', onWindowResize, false );
container.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
worldscene.rotation.y = Math.PI*2*mouseX/window.innerWidth*2;
scene.updateMatrix();
renderer.render(scene,camera );
}
答案 0 :(得分:1)
这是因为在定义render()
之前调用了worldscene
方法。
对此的快速解决方案可以如下更新您的render()
方法:
function render() {
if(worldscene) {
// Only access worldscene if it's defined
worldscene.rotation.y = Math.PI*2*mouseX/window.innerWidth*2;
}
scene.updateMatrix();
renderer.render(scene,camera );
}
还考虑如下重构对象加载代码:
loader.load( 'res/worldscene.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.geometry.computeVertexNormals();
if(child.name=='earth'){child.material = earth;}
if(child.name=='glas'){child.material = glas;}
child.castShadow = true;
child.receiveShadow = true;
}
});
object.rotation.x = Math.PI/7;
object.rotation.y = 0;
scene.add(object);
// Assign worldscene once, rather than twice as is the case in
// your code
worldscene = object;
}, onProgress, onError );